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Base turrets

The general place to discuss MOD''ing Freelancer!

Post Sat Jan 20, 2007 1:30 am

Base turrets

While i was looking through the code in the weapon goods ini i came across the numerous entries for all the base mounted turrets. My question is why are they there? There is no need for them as they are not for sale. The game runs happily with them removed.

So was this something the creators made with the intention of using later? Was the person who coded it just tired and made the entries anyway? Or was was it just somebody at M$ pulling the plug before some master plan regarding the turrets was finished? I'm just curious that's all.

Post Sat Jan 20, 2007 4:12 am

I am certain that it was Microsoft who "pulled the plug" on the Freelancer Project long before it could be fully finished and functional.
Chances are DA could have been running behind schedule against a fixed deadline when Microsoft pulled the plug to get the game released.
If this was the case, I'm sure that they had to "rush" to get the product out.
There are many things that can be found within the decompressed files of Freelancer that were not implemented in the actual game "end product" .


Edited by - Rankor on 1/20/2007 4:12:43 AM

Post Sat Jan 20, 2007 5:27 am

its probably something very simple, and not amazing - like they were going to add the turrets to random missions vs stations as loot but didn't get around to it. sorry, but i don't smell any masonic scheming here

there's not crap in the INI's thats unimplemented other than some things like this, actually. all the important stuff that was never used is just sitting inside the EXE files - like dispersion_angle for guns, constants, price-randomizer and other things. some things were completely ripped out, like warp engines and auto-maneuvers for combat, and i've long suspected they must have had an ejection system like wing commander early on, and the zoners actually *did* tractor you up, but thats mostly a hunch

Post Sat Jan 20, 2007 5:52 am

I figured it was something along those lines, no conspiracy theories from my part, just curiosity lol. I keep running across stuff that have odd entries and that was just one of them. I agree there's loads of stuff not implemented, there's a long list to be fair, the cargo extenders was another thing i found interesting. there's an equipment model for that particular item, shame they didn't implement that, i mean ELITE had that back in 1983 and as i remember was a very handy bit of kit

Post Wed Jan 24, 2007 6:20 am

Lately I looked around in the Freelancer.exe and found some things:
USER_WARP
USER_HYPERSTOP
USER_CLOAK
as well as code for jammers and so on.
Would be coll if someone could figure out how these things work

Post Sun Jan 28, 2007 1:35 am

Somewhere back in the mists of time there is is thread where I and several others beat out base turrets as used in game (base killing random missions). We fixed it but only for single player game. The MP game still refuses to make them fire

Post Thu Feb 01, 2007 4:54 am

Depends which turrets we're talking about, most fire ok, need to find the ones that don't lol

Post Thu Feb 01, 2007 12:24 pm

hint - attached to your ship they're fine... but without work spawned bases dont fire

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