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The content may be outdated and links may not be functional.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

Freelancer: The Next Generation BUG REPORTS

Here you can find news, get help and comment about ?The Next Generation? Mod for Freelancer

Post Fri Jul 04, 2003 6:35 pm

Freelancer: The Next Generation BUG REPORTS

Please post your bug reports here so we can fix a fix for them.

Please include the following information:

What server you were playing on?
What ship you were using?
Equipment on ship?
Where you in the middle of doing anything?
Where did the bug happen?
Can you reproduce it? -- If so, How?

-- Stafyre Studios

=====================================================

So far the following is going into the 1.5 patch.

Due to all the massive exploits with the capital ships engines they now only go 300 like everything else. Really sorry
AI has been compeltely revamped and is as followed (max difficulty lv 4 lib, lv 8 bret, lv 12 kusari, lv 16 rhienland, lv 20 border worlds)
You will now see the correct mission payouts on the mission acceptance screen
Market commodities has had a complete overhaul, no more massive profits
Fixed Starfury, Taidaan Scout, and Vorlon Fighters equipment hardpoints
Fixed B-wing torpedo hardpoints, they no longer stick out the engine
Decreased black hole fast roation and they go the right way...
You can only play on a server if you have a matching version
Pirates now have gunboats, cruisers, and battleships!
Hyperspace Gateway is now composed of jumpholes
BS, CR, & GB's now thave their original engine FX
The Expansion is now 1.1 Server patch compatible
Order thruster now has the correct energy usage
Thrusters for capital ships have been adjusted
BS, CR, & GB turret damage has been lowered
Reduced tradelane and dockring turret dmg
Added cruise disrupter to all shadow ships
LOTS of new missions added to the nexus
All capital ships on missions have shields
Several nexus values have been changed
Shield's have had their regen increased
Starting ship has been beefed up some
Capital engine infocard has been fixed
The original FL ships are NOW for sale
Got rid of almost all console warnings
Fixed transport dock ring problems
Incorperated Giskards RingWorld
Removed BS hoods docking ring
Shadow cruiser camera is fixed
Asteroids are now destructable
Got rid of msg_id system error
Gunboats now use 1-10 turrets
Modified the slave 1 camera
Removed calibase dock ring
Increased tradelane shields
Added mine to nail fighter
Changed starflier infocard
Shield infocards are fixed
Removed Kyoto dock ring
Random Shadow Attacks
Solo Battleship Missions
Solo Gunboat Missions
Solo Cruiser Missions
Huge group missions
Fixed y-wing Cost
Fixed nail's name
Lv Up to 88

=====================================================

Do NOT use the 1.1 Official patch with this expansion as it will cause ALOT of bugs and crashes

If you didn't make a backup then you are pretty much screwed. LUCKLY I have made a backup of the original DLL's and EXE files.

Download, here. 1.7MB

Unzip and copy all the files into where you installed the game

=====================================================

If your game crashes when you leave manhattan using the 1.4 patch.

1: Try deelting your save-games
2: try deleting autosave.fl

if that doesnt work

delete all versions of reynenmod
reinstall 1.2 into flmm
patch to 1.4
reactivate and try.

If that doesnt work try running your game without the mod, the original
freelancer game might be corrupt.

=====================================================

CAPITAL SHIPS (GUNBOAT, CRUISERS, BATTLESHIPS) ARE NOT MEANT TO BE PLAYED IN SP!! THE SP GAME WAS NEVER MEANT TO HANDLE THEM IN THE FIRST PLACE!!

I AM NOT GOING TO WASTE VAULABLE TIME TRYING TO REDESIGN THE FL ENGINE TO ACCOMODATE CAPITAL SHIPS FOR THE SP MISSION.

FROM NOW ON IF YOU SUBMIT A BUG REPORT REGARDING A CAPITAL SHIP IN SP IT WILL GO TO THE BOTTOM OF THE LIST



Edited by - Reynen on 15-07-2003 01:06:21

Post Fri Jul 04, 2003 6:51 pm

Has anyone had any problems with the SP mission payouts? I've had some reports about that. I already know mission 1A and 1B are wrong.



Edited by - Reynen on 06-07-2003 00:43:44

Post Fri Jul 04, 2003 7:31 pm

the whitestar, vorlon planet killer and the soulstealer dont show up ingame, they just look invisible. always like this... (i couldnt see whitestar in bab5 mod either)

Post Fri Jul 04, 2003 8:21 pm

I've just started the SP game and right after the initial mission of destroying a Rogue base I go exploring the NY system. I go into Detroit Munitions and I can't get out. It places my starflyer inside one of the struts of the Detroit Munitions base as I leave.(The long strut that connects to the supply containers) I just collide with the inner walls of the base until I blow up. My ship is the beginning Starflyer with the beginning weapons. I have the 1.3 patch and the post 1.3 patch installed.

Post Fri Jul 04, 2003 8:29 pm

-The Galileo & Sigma-13 Jumpholes in Alaska cause the server to crash.
- Reports of Rhienland Battleships not being able to get off planet Malta

- Chief Dishwasher of the Imperial Fleet
- Member of the Roughnecks

Edited by - Dauntless on 04-07-2003 21:29:54

Post Fri Jul 04, 2003 8:35 pm

fatty:

The ships looks fine to me. I would bet you didn't install it right.






The soulstealer is NOT a player available ship, yet.
-------------------------------------------------------------------------

Spacedrive:

Did you even bother reading what said was going in the 1.4 patch? THIS IS ALREADY FIXED.

-------------------------------------------------------------------------

Dauntless:

I will remove the jumpholes in alaska.
Malta will also be fixed.



Edited by - Reynen on 06-07-2003 00:44:00

Post Fri Jul 04, 2003 8:53 pm

On mission 12
Crashes on singleplayer, B-Wing bomber,
Starfury lv 10
Liberty CRAY
Hellfire lv8
Hellfire lv6
Lancer Missiles
4 starkiller torps
and adv. countermeasures
might not be exact
I was either going after the 3rd sheild generator or going into the structure to get the powercell i never was able to actually get to it.

what i think:
This might be very off but its what i think
the timer never does tell me 7 minutes remaining it says 9 and 8 minutes remaining but never 7 maybe that has a little to do with it. i dont know what file this would be under or how it would be changed

im a player not a modder

Post Fri Jul 04, 2003 8:55 pm

Reynen

I just wanna be sure that you have recogniced my last 2 posts in the Mod Announcment Forum about my Nexus problen in SP and the small bugs regarding the ships.

About the Nexus problem in SP: It does not depend on a specific jumphole. Just on the limit of FL in this case. I have tested that by removing different jumpholes.
I have tried to get to the Nexus in this case with different ships and different loadout but that had no effect.

Edited by - walkerjonny on 04-07-2003 22:05:56

Post Fri Jul 04, 2003 9:28 pm

I'm not sure whether this is a bug or not, but it doesn't seem right. I was flying the Cargo 2 (supposed to be $50,000 according to readme, but actually $100,000), which is supposed to have 10000 hp on the hull, but when I tried to fly through the nexus, the hull died faster than the 1100 hp hull on the C-750, or whatever it is that you start with. This doesn't seem right, and it cost me about $50,000, which I don't really have a way of getting back at this point, so I'll have to start a new game.

Post Fri Jul 04, 2003 9:48 pm

Nevermind, I didn't activate it. :X

Edited by - Weaver on 04-07-2003 22:50:58

Post Fri Jul 04, 2003 10:07 pm

A minor:
When you leave Baxter Research Station the mission objectives says you'll get 250k, but you never get them. Wheather you're not supposed to have them at all or if they're not payed out I don't know.

Post Fri Jul 04, 2003 11:05 pm

walkerjonny,

You are now the second person to post here in the last few hours who didn't even bother to read the 1.4 Update changes and fixes. If there's one thing I KNOW that pisses off Reynen a lot it is lazy people who don't even spend one minute simply reading the first post in a thread, or the included ReadMe with a download. I mean why even post in a thread if you don't know what it's about? Sorry, but although I don't post much, I read all info relating to Rey & Co's Mod and I am also getting tired of seeing ignorant/repeat/dumb posts one after another in the same thread.

PLEASE read the whole update info people.Rey hardly ever misses a single post, and replies to all he does see.

BTW, Rey, Bob and all, you finally got there. Best FL Mod by a mile. No stopping you now.

Tarrax


Edited by - Tarrax on 05-07-2003 00:08:49

Post Fri Jul 04, 2003 11:31 pm

Tarrax

I have posted my special Nexus problem with a possible solution to fix it just a few hours (~12) ago in the Mod Announcment Forum. Reynen closed that thread just right after my posts there. Because that problem is a bit special I just wanted to know if his Nexus fixes includes that special problem or not.

A simple reaction of him like "We'll have a look at it" - which he did to all my other posts before - is all I wanted from him in ths special case to be sure that he has recogniced it. (Reynen, pls dont misundersand this, I don't want to annoy you)

I recommend you to not attack other peoples out there without knowing all facts. Just in the case you haven't read my other posts in that thread and looked at the time stamp.

Edited by - walkerjonny on 05-07-2003 00:34:29

Post Sat Jul 05, 2003 4:27 am

has anyone tried to play mission 12 with a ship from the original game like the anubis. I dont see why it would make any difference but then agian it could.

nvm my last post about it never getting to 7 minutes it just did for me

after i tracotor the cell in it makes a sound like its going to display a message but then it crashes. it may be looking in the game data and trying to find the message but it cant find it so it crashes. i know this game does that if it knows it has to do it and cant find it to do it then it crashes.

sry if im an annoyance but this is really aggrivating me , it must be more aggrivating for the ones trying there best to fix it.
But i know that reynan and the starfyre guys will work there magic and get it fixed.

Post Sat Jul 05, 2003 4:35 am

Reynen, is it too much to ask for you to not post that humonous sig everytime you post? (hint hint - try reducing it a bit too, jeez man!)

Return to Starfyre Studios