Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Privateer: The Reckoning OpenSP Beta v4.65 Feedback

Here you can find news, get help and comment about the Privateer / Wing Commander Total Conversion called ?Privateer: The Reckoning? and accompanying Mods

Post Tue Nov 15, 2005 10:45 am

You're back!!! Excellent news...
So we will hopefully get to see the Privateer MOD continue.

Post Wed Nov 16, 2005 1:11 am

Glad to see someone noticed!

I've got the mod to the point where I can either try to repair v4.65's Gemini Sector, or build a whole new one.
(v4.65's took me several months IIRC)
Luckily, I was smart enough to copy/save all of the DLL info, and System info, so building a new one should go faster.
My main concern is Freelancer Explorer's Infocard editor...
If I can figure it out, it should make the process go faster, and easier.

I'll try making a new New Detroit system first, before I decide on a total rebuild.

Oh, I almost forgot...
If I build a new Gemini Sector, I'm going to use jumpgates instead of jumpholes.
Plotting a course with only jumpholes is impossible in Freelancer.
There will still be a few jumpholes...
Like to the hidden systems like Gemini, probably the Kilrathi and the Steltek sections, too.

While going through my files, I discovered four Privateer companies that were left out of the previous versions.
Three of them are shipping companies, but the fourth is a terraforming company.
I may add them, and a few planets being terraformed.

Watch your 6!

Edited by - warzog on 11/16/2005 12:28:21 PM

Post Fri Nov 18, 2005 11:00 am

If you're going it alone it will probably take quite a while before it's ready...
If you don't have any help maybe you can ask for some and even put something on the news page...I'm sure there are some people that would like to see the Privateer Mod up and running. Hopefully you can get the help you might need such as shipwrights and if you need help with coding.
It's a one of a kind Mod with all the work you did making all those systems to match the original system map of Privateer.

Post Fri Nov 18, 2005 12:33 pm

Woot !!! Glad to hear you are back Warzog!! I thot the project had died when nothing was heard anymore from Bob McDob....I'm willing to help bughunt again if you want.

Did Bob pass on those revised commodity files I did to you?

regards, Quixotal

Post Fri Nov 18, 2005 12:39 pm

Perhaps with ships, etc., but the coding is so intricate, and interconnected, it's hard to spread that out.

In fact, I did a test-system with the latest version of Freelancer Explorer, and I'll need to do as much post work as if I just try and repair the old Gemini Sector.
(Which is what I'm going to do.)
The new FLE has a function that allows adding entries to the mod's dll.
That'll speed things up considerably.

Watch your 6!

Post Fri Nov 18, 2005 8:38 pm

This has probably been asked *many* times, however I was wondering whether or not there are any plans to make the mod compatible with the SP storyline and, if not, why that might be the case. I have had some success at making MP mods compatible with the FL campaign, and I'd be happy to check out the "Reckoning" mod and see if I can make it SP-compatible in a couple of weeks after I finish some work.

Post Sat Nov 19, 2005 1:51 am

Esquiax:
The plan is to eventually add the storyline back in, but first we need to get the mod stable.
During an earlier phase, the v2++ and v3++ we tried, but had little success.
There are three problems involved:
1) A lot of the storyline is in the engine, and tampering with it is difficult, it looks for certain systems, certain tradelanes, and certain bases/planets.
2) Reckoning replaces the ENTIRE map, so we're talking a complete rewrite of the mission.ini's, and their associated npcship.ini's.
3) FL doesn't allow tampering with the Nomads. Their ship's loadouts, yes, but nothing else.

My plan is/was that once the Gemini Sector was up and running, without bugs, I'd work on an original story, that used the various mission briefings as a basis.
Very few of the briefings actually mention the Nomads, or even include them.
Except for a few in-flight orders to take a tradelane, I think most of the in-flight comms can also be used.
I just haven't sat down and gone through it all, yet.

Of course, the opening with Freeport 7 would need to be changed, but I did that in the v2++ series.
Juni would have to give Trent a Tarsus? or perhaps a Talon? or Epee? or Ferret?
The first Pirate attack could go through, but delete the attack on the Rheinland ship?
I'd kinda like the new story to be like Privateer's story, with Juni continually asking for help, while Trent is trying to find out about the Steltek.
Freelancer's story is already fairly close, it just substitues the Nomads for the Steltek.
(I'd like to reverse that.)

Watch your 6!

Post Sat Nov 19, 2005 11:15 am

Will the Centurion be in the new version?

Post Sat Nov 19, 2005 11:23 am

glad to see you back in the saddle, warzog!

Post Sat Nov 19, 2005 6:21 pm

Madjedi:
Wouldn't be Privateer without the Centurion!

Tawakalna:
Thanx! Nice to be back!

Looks like the Ranger/Concordia Class carrier is back in the mod!
(Ranger is smaller and more agile.)
May have the Steltek Scout, and the (Privateer) Drayman.


Watch your 6!

Post Sat Nov 19, 2005 6:39 pm

Thanks for the information Warzog. As for making the mod stable, that makes perfect sense. In regards to the storyline, changing the starting ship to a Tarsus is easy, and altering the opening scene with the Rheinland ship might work well if the Valkyries and "Donau" were replaced with Demons and a Drayman for example. Still, these are issues that can be considered down the line. Good luck with it!

Post Sun Nov 20, 2005 8:47 am

No Problem.
As you say, changing ships is easy, I've done that Rheinland scene several ways.
I've even done a version where you can start the game OpenSP, and jump into the story anytime you want to.
But, that's all down-the-line.
Back-to-work...

Oh, might have some new capships, and space stations coming.
We'll see...

Watch your 6!

Post Sun Nov 20, 2005 10:17 am

Why not just use the cut scene movie from the original Privateer, Warzog? Both the original Privateer movie and the Righteous Fire have been recovered and used in the VegaStrike Privateer Remakes that have been done.

I still prefer the Freelancer version because the models and systems are better looking . Once you get stability issues resolved, and missions set up it will be a far better mod in my opinion

regards, Quixotal

Edited by - Quixotal on 11/20/2005 10:18:32 AM

Post Sun Nov 20, 2005 7:47 pm


I still prefer the Freelancer version because the models and systems are better looking .

(Me too!)
I wasn't aware anybody had gotten the Privateer movie, Waxman got the Righteous Fire move for us, it's in v4.65.
Can you email a copy of the Privateer movie to me at: [email protected] ?
(I hope that it's in the WMV format that Freelancer uses.)
I'll get permission from them to use it, and who to credit for it.
(I'm on dial-up, and 190mb is to much for my system.)


Watch your 6!

Post Sat Nov 26, 2005 11:26 am

Great mod ... but I noticed a few problems ...

1st off, I havent gotten too far into the mod, as the game has crashed several times. Also noticed some little things here and there that may make the game better....

1. When I was in flight, and clicked to "Dock" at Perry, the base kept disappearing... (the lights were still there, but the surface of the base kepted becoming transparent ... then it would "flicker" back).

2. When I was landed on Perry, and I clicked the BAR icon, the game crashed. I didnt do anything else.

3. There appear to be no paths to bases (once again, I havent been to every system, but I didnt find any in the first 5 I went to) ... so flight from one base to another takes forever. Was this to make it like the original game? Ouch. The original game at least allowed you to jump from one nav point to the next pretty easily. The mod could use those docking rings to help make travel a bit easier.

4. I was docked at Detroit, and went into the bar. When I spoke with someone about a rumor (just the talk bubble with text in it), he mentioned something about aliens being see in a new system ... however, the message also included what looked like XML tags (it was like looking at the source of an html page).

5. During my brief play (2 hours), noone scanned me for illegal cargo. Did I just get lucky and not get scanned ... or were the illegal items (such as Brilliance) not programmed as contraband?

THINGS THAT COULD DEFINATELY HELP MAKE THE MOD BETTER...

1. I started the game from scratch using the mod ... and it was REALLY easy in the Taurus ... the sheilds were REALLY strong, and my enemies never even got close to taking down my shields. The starting ship also allows for CLASS 10 weapons (even though it isnt optimized for them)!
2. Kilrathi Voices and Avatars (when conversing with the pilots in space). Same with new voices for Retros...
3. Of course, the game could use storyline missions, but I understand the trouble that would be. If you were going to add this, add it at the end.


Thanks for making a GREAT mod. I hope it just gets better and better....


Jabbmonkey
My Privateer Site: http://www.classicgaming.cc/pc/privateer/

Return to Privateer: The Reckoning Mod