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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 Tue Jul 08, 2003 11:09 pm

Ship - Rhineland Goliath
Server - Next Generation Server

Not sure if it's just me, but my goliath cant seem to take off from planets corectly. I take off from manhattan, and as soon as im midway through the ring "not in cutscene mode" my ship blows up.

Does any of the patches correct this that im aware of? If so, i apologise for being lazy and not getting it. So far nothing else is wrong for me.

Post Tue Jul 08, 2003 11:32 pm

Doomsayer:

There may be nothing I can do about that powersupply. I will look into it. You know the REAL FUNNY part! The advanced power upgrade give the SAME POWER as the battelship power....so he got banned for being stupid when he could have just got the upgrade HAHA.

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Schitz:

This will be addressed in 1,4 all I an say is make sure you have a ship wth good shields and armor. I was using a millenian falcon when I did the mission.

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Imax:

I don't know what is causing that. Before it was the planet atmosphere, but that has been fixed. I am tempted just to get rid of that BS that one has all sorts of problems. I will look into it.

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


Edited by - Reynen on 09-07-2003 01:16:55

Post Tue Jul 08, 2003 11:59 pm

In addition to the manhattan/planet problem in the Rhineland bs, freemans base is another obsticle for my huge battle ship. Sometimes i get completly stuck with no way to get out.

Another thing i've found "Not related to the Battleships" is when i do missions where you have to take out a battleship. When im in range, my shields suddenly start to dissapear. I dont see any weapon fire coming from the battle ships so maybe im assuming that the graphics for its weapons arent in there. Or maybe im just blind and cant see them. Just thought i'd point that out.

If everything with the rhineland BS cant really be fixed. I would, unfortianatly, be able to endure taking it out of the mod completly. I aint saying this for everyone, just what i think. Because that thing is hard to get around places sometimes.

Post Wed Jul 09, 2003 12:18 am

Aye I am going to have to get rid of the rheinland BS, SORRY FOLKS, there are just to many problems with that big boy. There are almost NO OTHER problems with the other battleships. The rheinland is just to darn big.

I'll put in the order battleships so that there will be the same amount, but Kusari is going to be top dog from now on

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

Post Wed Jul 09, 2003 12:22 am

Reynen

regarding Mission 4:

Firepower: The cruisers and BS seem to have far to much of it in that mission. Even at the mission start you will be wiped out within 2 to 3 seconds with a class 10 hf shield if you don't start the cruise engine and strafe right immideately. If you have done this to the rest of the missions, too, they won't be playable with standard shields. The BS/cruisers need to be far enough away to not being able to take you out within the first 5 to 10 seconds. The rest of the AI should be no problem.
I recommend to divide the cruise/BS turrets more into 2 parts:
1. slow or hardmounted heavy turrets/guns with much firepower but less speed for attacking other cruisers/BS, range up to 2km, max speed 300 to 400
2. fast, small turrets with less firepower for defending against fighters, range max 1km; not too less firepower for forcing the people to get a ship with class 6 to class 7 shields at Mission 4 for having a chance to do it if they fight well.

Willard Station: When you're redoing the mission from there (by loading Autosave), every time you do this the mission state will be saved as "Mission 4: After meeting Van Pelt". Sample: If you redo it 5 times you will have this mission state listed 5 times under "Saved Games". That should nod happen normally.

Anti Matter Torpedo: must their damage range really be that big? If you're not at least 800 to 1000m away from your target you'll kill yourself.

Torpedo refire rate: 0.10 is really long! Maybe 0.15 is better. But it's not important.

VHF like Slave: Maneuverability more like a freighter than a fighter, should be a bit better. An exeption could be bombers, but they should even have a better maneuverability than freighters.

Nexus now could be entered properly with SP missions pending. Thanks for that!

The AI seems to be better than before in random missions. You really need to fly better and to get a more advanced ship faster. Good work on that!

Rgds

walkerjonny

Edited by - walkerjonny on 09-07-2003 01:31:43

Edited by - walkerjonny on 09-07-2003 01:33:21

Post Wed Jul 09, 2003 12:34 am

Okay, this isn't much of a bug but a problem.

Mission 4, leaving planet Manhatten. I am half destroyed before cinematics end. Level 6 sheild.
Tie Intercepter.

Very annoying, had to redue this mission a couple of times just to be able to get to Van Pelt.




Post Wed Jul 09, 2003 4:24 am

"I'll put in the order battleships"

does that mean the Osiris
that would be cool, its not to big and its not to small but still a BS.

that sucks for the rheinland BS though. that ship is pretty cool even if it is ugly as hell.


as for the mission 4 thing : the millenium falcon? i was thinking more along the line of slave1. which one costs more? and which one has more armor? (im not execting you to answer these)

Edited by - Schiznit_500 on 09-07-2003 05:27:45

Post Wed Jul 09, 2003 6:35 am

Nah...i loved mission 4, i only died the 1st time cause ive never played the game b4 and i didnt know where i was going and between the laughing my ass off and screaming like a little girl i pulled it off on the second run.
Now thats the kinda pain i like to be given in a game...he HE!
Oh and you girls did a great job on the free expansion i love it, thanks for putting in the time.


BillyGlyde,

"Duffman, thrusting in your general direction."

Post Wed Jul 09, 2003 10:19 am

Thanks for the feedback, I'll write more later.

I really NEED help with mission 12 I have been trying to de-bug that for 8 hours and I have NO idea what in the world is causing that to crash. Very infuriating.

It's past 3am now and I'm exhausted.

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


Edited by - Reynen on 09-07-2003 11:19:55

Post Wed Jul 09, 2003 2:54 pm

I know nothing about debuging and not a whole lot about editing, but I do have a thought regarding Mission 12.

Has anyone tried the mission using a standard tractor beam. Maybe when using an advanced tractor beam, people are tractoring the power supply before the game is expecting it (given the extra distance players can now tractor in loot). Just a thought, I haven't tried it yet.


"Evil will always triumph over good because good is dumb"

Post Wed Jul 09, 2003 5:12 pm

Darn tried a ship with basic gear and still crashes, good try though.

Reynen

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


Edited by - Reynen on 09-07-2003 18:21:43

Post Wed Jul 09, 2003 5:53 pm

i heard something about an error mesg that comes up after the crash saying something about "common.dll"
i have no idea what it is

Post Wed Jul 09, 2003 8:12 pm

speaking of *.dlls what do you starfyre guys use to edit those?

Post Thu Jul 10, 2003 1:53 am

well so far i have'nt heard anything new about the mission 12 bug problem so i guess its about time to buy another game i guess...you guys did a good job on the TNG mod but i guess that this bug might be the one who finally bites us all, thanks for trying Reyen.

golfpro99

Edited by - golfpro99 on 10-07-2003 02:55:46

Post Thu Jul 10, 2003 3:44 am

Give it time, it can be fixed. dont just say it's the end of the world and you have to find something else to play because you're not patient enough to wait for a bug to be fixed.

Man, patient people are hard to come by these days i swear.

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