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Freelancer: The Next Generation BUG REPORTS

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

Post Sat Jul 05, 2003 11:33 am

firstly i would just like to say how much i enjoyed your mod, nice work, sadly i have a little problem, in single player mode on i think its mission 4 (the first mission that you work with juni to escort transporter ships to a research station) when heading back to california minor i encounter 3 ships (as expected) but unexpectedly the ships do not turn hostile. this means that i am constantly awaiting a mission objective so can not continue the game. i have all the patches up to 1.3. hope you can sort this out so i can continue playing.

ps thanxs again for releasing the best mod around

Post Sat Jul 05, 2003 10:39 pm

Shiznit 500 and I appear to be having similar problems with mission 12. I, however, never even get to the power cell. I've gone thru it several times already and no matter how I play it, I crash to desktop before even taking out the generators. If I fire at the incoming nomad ships, it crashes. If I rush to the gens and start shooting them before I get the OK, it crashes. If I wait a reasonable amount of time, I can take out the first gen, but then it crashes soon after. I don't see what could be causing it. Has anyone found a way to get past it?

I was using the Shadow Crab.

Juni, King and other NPC's routinely have problems keeping up with me, even though I have no special ship or mods running. This has sometimes caused missions to fail. I ran into some other bugs, but I'm gonna wait till you release 1.4 before I post a thorough bug report for SP. Good luck with the debug process.

"Without Mods, this game is toast!"

Post Sat Jul 05, 2003 10:59 pm

DO NOT RUN THE MS 1.1 SERVER PATCH WITH THIS EXPANSION

OR you game will crash horribly.

AFTER carefull questioning I have found out that ALOT of people crashing have been using the official 1.1 patch!! We have not made it completely comaptible with the official server patch yet

IF you use it YOUR GAME WILL CRASH

Nice of people to NEGLECT MENTIONING that fact when bug reporting...

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Schiz:

We are looking into the mission 12 bug. I'm not sure what is causing it yet.

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Walkerjohnny:

Yes I read your posts and I have implemented your suggestions in the 1.4 patch, thank you I didn't know that stuff about FL.

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Tarrax:

Thanks for your comments but in Walkers case it was alright, he was just checking to make sure I got the message I doo appreciate your support.

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TeamProj:

The payouts are confimed as incorrect I will have to redo all the mission and hopefully I will correct the mission bugs while I am at it.

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Stinger:

Sorrya bout that I foget each one takes up bandwidth. Is there anyway you can make my new sig retroactive?

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Matto:

I am aware of that bug and will look into. See thing I have to verify these by playing the SP myself so it takes time to isolate the cause.

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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

Reynen Starfyre
Project Leader: Starfyre Studios
Freelancer: The Next Generation


Edited by - Reynen on 06-07-2003 01:33:42

Post Sun Jul 06, 2003 12:02 am

Reynen

I have seen some interesting effects while doing mission 7:

1. My ship (this is not mission dependend) is a slave with heavy loadout exept the armor with different house weapons. When I'm flying around I can see my own ship only when I'm turning it down. Otherwise it is invisible.
2. Because of the workaround you might have done regarding the cloaking devices the rheinland ships are visible between the SP missions even when they are "cloaked" and my mission partners (Juni, Quintaine,...) try to shoot them down.
3. The docking rings of Cadiz Base where i meet Kress stay red and are attacking me. The base itself switches to green as required for that mission.
4. The "hard to hit" problem we have spoken about in the other thread seems to affect all the SW ships. For myself I have seen it with the A-Wing, the E-Wing and the Jedi Starfighter, too. Maybe Porsche should really have a look into it.

The rest I've seen in that mission should be addressed in the 1.4 Patch in the meanwhile.

Rgds

walkerjonny :-)

Post Sun Jul 06, 2003 12:40 am

Thanks for the feedback. Regarding the bug reports:

1: I will check on this.

2: If that idiot never would have released that cloak then we wouldn't have to put in anti-cloak measures. We have already had several morons try and use it. They should have known it was going to be abused. I'll see if I can get a work around.

3: sounds like a mission problem, i'll look into it.

4: Aye I think poche needs to really take a look at his ships. I don't have the ability to modify sur files as I am not a ship designer.

Reynen Starfyre
Project Leader: Starfyre Studios
Freelancer: The Next Generation

Post Sun Jul 06, 2003 12:43 am

Hi Reynen,

first of all i'd like to say a big "Thank you" to all the staff of Starfyre Studios for making this best FL mod so far. Next, i shall report some bug reports.

so far all the bugs i found with the 1.3 post patch version was already reported except for two things:

*******EDIT: im sori i dint know that capital ships werent designed to b used in SP. i shall not report these bugs (in SP) again. Plz 4giv me this time [i posted this @ the same time u posted the capital ship info*******

1. The bretonia gunboat, when turning, instead of decresing the speed like what it should do, the speed increases instead!, causing me to fail mission 10 (the one in frankfurt where u hav to destroy these experimental ships) infinate times b4 i finally decided to reload to b4 mission 10 @ bruschal base (thats where i got the BR gunboat).

2. The turret hardpoints on the shadow crab and the BR gunboat ONLY support lev 10 turrets (instead of supporting lev 10 and under like what it should do). im not sure if this bug applys to all lev 10 turret hardpoints as i havent tested the rest yet.

Once again thank you for this great (&buggy ) mod. Now that ive contributed, i feel all good and warm inside =D

TheMachine
Fleet Admiral of clan EFA
www.freewebs.com/freelancerefa

Edited by - TheMachine on 06-07-2003 01:49:07

Edited by - TheMachine on 06-07-2003 01:50:44

Post Sun Jul 06, 2003 12:57 am

my post was stupid so i deleted it.

Edited by - phyurball on 06-07-2003 02:32:34

Post Sun Jul 06, 2003 1:50 am

TO GET RID OF THE 1.1 MS OFFICIAL SERVER PATCH

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

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Themachine:

Thanks for the reports I will keep these in mind. As far as the ship goes:

The shadow crab is ONLY suppose to use the shadowbeam that is why it is level 10.

ALL gunboats are lv 10 turrets to prevent certain exploits.

I have put in ALOT of measures to try and prevent exploitation and alot of times it is reported as bugs but they are intentional.

Reynen Starfyre
Project Leader: Starfyre Studios
Freelancer: The Next Generation


Edited by - Reynen on 06-07-2003 02:50:40

Post Sun Jul 06, 2003 2:22 am

Reynen,

there are other lev 10 turrets (i.e. starfury turret lev 10) so just making the light/medium/heavy shadow beams lev 10 doesnt solve the problem (but it would be pretty stupid for anyone to mount a MUCH suckier weapon than the shadow beams on a shadow fighter/hybrid/scout/crab anyways) so i guess it doesnt really matter.

[for the following paragraph on the gunboats, since the files in FL applys to both SP and WP, i assume that if i did this in MP, it would produce the same result

in the readme it said ALL capital ships comes with preloaded equipment, however i found that when i was browsing thru the 3 types of gunboats on osiris (juss b4 mission 12 which i cant pass through right now cuz it crashes when i tractor in the power cell), ALL of the gunboats had only a preloaded main (large forward) gun, the rest of the slots are vacant. thats why i was wondering why you couldnt mount turrets below lev 10 onto the gunboat while you CAN mount guns below lev 10 onto the gunboat. also, i found out that the kusari gunboat had a main gun that has twice the range (4000m) than the bretonia gunboat main gun and the rhineland gunboat main gun (2000m).

anyways, i juss remembered another bug i found in SP:

sometimes when i attempt to dock at a planet (ANY planet [in the liberty system) with light, medium, or heavy fighters, i would hear a message from the robot guy in the docking ring telling me to wait cuz another ship is docking, and i would see a transport spinning around rite outside the docking ring like 20 times (about a minute in time length) b4 i get the message to dock. when i finally get to dock, i STILL see the transport sitting there spinning around and i fly rite through it. (not yet sure if this bug occurs with all planets)
the flying rite thru the transport part doesnt really bother me that much; its the 1min waiting time that does. this bug only happens SOMETIMES (only 5 times happend to me out of about 20 times i docked with planets)

TheMachine
Fleet Admiral of clan EFA
www.freewebs.com/freelancerefa

Edited by - TheMachine on 06-07-2003 03:42:00

Post Sun Jul 06, 2003 2:37 am

Time:

Well if somone WANTS to put on another weapon on the shadow ship then that's their perogative. Although to spend ALOT on shadow ships to get the best beams in the game is beyond me. I would just laught at them personaly because once you unequip a shadowbeam it CANNOT be re-equiped so they just wasted all that money.

Also considering the shadow ships only get 1 weapon putting that would practically make the ship useless to change weapons, but each to their own.

The bug you are refeering to is related to the AI I am changing. I am not quite sure what them pilots are thinking!! Mayby they been drinking hehe I'll look into it though

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

I can tell you right now the AI in 1.4 is MUCH smarter and deadlier. In the beginning SP mission they will seem VERY weak, but as you progress through the game you will find yourself in very hard missions.

You will also notice missions are much harder. I took only a lv 22 mission in the nexus and went up against 8 bogies at once and mnaged to take em out, but then the 2nd wave slaughtered me That is why I reduced the to 4 at once.

Considing I am a very good pilot and very effective with my ships I know if I have a hard time then so will alot of others.

Reynen Starfyre
Project Leader: Starfyre Studios
Freelancer: The Next Generation


Edited by - Reynen on 06-07-2003 03:37:40

Post Sun Jul 06, 2003 2:45 am

Reynen,

lol funny one...

I suggest you take a look at my previous post again because I was in the middle of a massive edit when you posted your post .

and, yes, i am aware of once u un-equip a shadow beam (i actually read the WHOLE readme through), it cannot be re-equiped. i was talking about the stupid side of how you can mount other weapons instead of the shadow beam on a shadow ship, which, of course is pretty stupid.

***EDIT***YESSS!!! oops...darn. ok, I just thought that I found a way to work around that AI bug, but I was TOO careless....I thought that blasting the spinning transport into oblivion would solve the problem, only to find out that i was in even BIGGER trouble (the surrounding area immedietly became hostile to me). Cant believe that I forgot the fact that the AI is smart enough to turn on criminals... Doh! Stupid me. :p This would work in multiplayer though, just space the transport and reload your char

TheMachine
Fleet Admiral of clan EFA
www.freewebs.com/freelancerefa

Edited by - TheMachine on 06-07-2003 04:02:41

Post Sun Jul 06, 2003 3:18 am

Hey guys,

Not sure if it's my controller config or what, but I thought I should make a post about it here anyways. Cruise speed in capital ships is only 300, but when I kill the engines (free flight mode), bingo, I rocket up to trade lane speed (and can still shoot). Simply kick the engines back in and I am back to normal non-cruise speed. Is this how it's supposed to work, cause I found no reference to it in the ReadMe. And when going trade lane speed, if you strafe you quickly drop back to non-cruise speed til you stop strafing, then bang, back up to 2500 (or is it 3000). Works this way for me in all Cap Ships I have tried so far.

If this is right, it should be documented in the ReadMe. And if it actually is in the current ReadMe, please slap me with a large cold fish and I will go look again.

Tarrax


Edited by - Tarrax on 06-07-2003 04:18:47

Post Sun Jul 06, 2003 3:29 am

Time:

Aye I c you edited hehe. As far as the gunboats go, I got rid of the pre-equiped turrets becuase the cap turrets just looked so wrong on the gunboats hehe. They were about the same power as regular turrets so there is not much difference there.

I will make that clear in the readme.

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

Tarrax:

You're not crazy nor blind hehe. For some reason you can only go 3K cruise with the caps if you kill your engine I don't know why. At lease you can go that fast with em so we know they work hehe.

I will also document this in the updated readme.

Reynen Starfyre
Project Leader: Starfyre Studios
Freelancer: The Next Generation

Post Sun Jul 06, 2003 3:59 am

"""thats why i was wondering why you couldnt mount turrets below lev 10 onto the gunboats while you CAN mount guns below lev 10 onto the gunboats. also, i found out that the kusari gunboat had a main gun that has twice the range (4000m) than the bretonia gunboat main gun and the rhineland gunboat main gun (2000m)."""

hey Reynen you totally forgot about this small part in my looooooooooong post

lol j/ks Reynen I know that you're busy enugh dealing with 100posts/min and missing a small part in my loooooooooooooong post is exceptable . Most people dont even acknowledge my posts . I really appreciate that you do.

TheMachine
Fleet Admiral of clan EFA
www.freewebs.com/freelancerefa

Post Sun Jul 06, 2003 4:09 am

Nexus Problems

Server - Mine (Not releasing IPA) and when playing SP

Ship - Every ship in the impressive arsenal you have provided

Equip. - All weapons, all levels

Activity - Anything from being by ourselves, to formation flight, to being attacked by single bogeys to groups of 4 at a time (Nothing running in backgrounds)

Location of Bug - Every entrance to the Nexus

Reproduceable - Most Definately!

Running FL v1.0 w/FL:TNG v1.3 mod only (Patches Applied as per your instructions

We have gone to the extremes on this one by doing p-wipes and Reg. Editing to remove all traces of FL (yes, even the save games!)

Any help would be appreciated.



DoomSayer
Sqd. Ldr. - 107th Ravens (Catch Us If You Can)
....and there shall come one, one who will speak your doom....



Edited by - DoomSayer on 06-07-2003 05:10:16

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