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**** Expansion **** Freelancer: The Next Generation vs 1.4

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

Post Fri Jul 04, 2003 6:39 pm

**** Expansion **** Freelancer: The Next Generation vs 1.4

Freelancer: The Next Generation
Current Version: 1.4

Brought to you by Starfyre Studios
"Turning games into experiences"
Starfyre Studios Website

The long anticipated expansion is now here! Combining the latest and greatest from Reynen Mod, Rebalance Mod, Hostile Universe Mod, Babalyon 5 Mod, and Grrsk Mod this expansion brings new life to the Freelancer Universe!

VERSION 1.0 EXPANSION FEATURES

- THE EXPANSION IS NOW BASED UPON THE ORIGINAL FREELANCER ENGINE!
- Gunboat, cruiser, & battleships now have very special shields
- All gunboats, cruisers & battleships have 3000 cruise speed
- All system maps are now displayed, no need to re-explore
- Battleships, Cruisers, and Gunboat class capital ships
- Buyable ships have been optimized for BOTH SP & MP
- Anti-Matter Torpedo (damage has been reduce ALOT)
- No need to use docking rings with capital ships!
- Plasma Missile (successor to firestalker)
- All gates open after you finish mission
- Created an additional cap ship bomber
- New outfits for Trent, Juni, & King
- 4 special house weapons (DROP ONLY)
- Missile ammo cost has been reduced
- Random missions now give more cash
- Blackholes leading to the "nexus"
- 55 new ships (45 player, 10 NPC)
- SP missions now give more cash
- 4 buyable ship power supplys
- 4 special LOOT ONLY weapons
- Ammo cost has been reduced
- Loot is dropped more often
- Max missile count is 50
- 4 buyable tractor beams
- Smarter & deadlier AI!
- 4 buyable ship engines
- 4 ship armor upgrades
- 30 NEW Phase Shields
- All gates open in MP
- Minable limit is 50
- New random Missions
- 4 buyable scanners
- Destructable bases
- Added baby5 ships
- Anti-Cheat Code!
- 15K start in MP
- New trade lanes
- 210 NEW Weapons
- Level up to 90
- and much more!

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Dedicated Servers:

Official: Next Generatioon Server --- 81.174.136.235:2302 --- 12 players
Official: Next Generation Server 2--- 12.252.29.222 --- 24 players
BiiTcH's FL:The Next Generation --- 194.68.97.253:2302 --- 10 players


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Download 1.2 FLMM Version: 27 MB FLMM Install

How bout reading the manual while you download


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Updates:

Cumulative 1.4 Patch Update: Download ZIP 2.5MB

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Changes in version 1.4

- All equipment HP has been increased so radiation should not destroy them so quickly
- Cruise distruptors will now instantly hit their target and last for 15 seconds
- NPC capital ships now have player equivalent shields & weapons on them
- We've had to revert to some originl FL DLL's (no longer lv 88 etc...)
- Nexus missions have had thier # of enemies cut from 8 to 4 at once
- Players will now find NPC's now have comparable ships to thier own
- All Weapon systems have been completey looked into and balanced
- Freemans base has been modified you should no longer get stuck
- Detroit base has been modified you should no longer get stuck
- Gunboat, cruiser, and battleship strength has been reduced
- Hit "z" or "k" to go max cruise speed in a capital ship
- Missiles & Mines dmg & prices have had been tuned
- Station & trade lane weapon dmg has been reduced
- All the ships manuverability has been modified
- Taidaan scout have been moved down 1 rank
- NPC's have been turned into efficient killers
- Nexus radiation zone size has been reduced
- Starfury fighter has been moved up 2 ranks
- Vorlon fighter has been moved down 1 rank
- Mission payouts were really fixed this time
- Capital ship cruise speed reduced to 1500
- Market commodities have been modified
- Changed nexus to stop crashes and bugs
- Freighter prices have been adjusted
- All shield regen have been reduced
- Fixed various ship view problems
- Fixed various infocard mistakes
- Some stations now have shields
- Loot tables have been adjusted
- Removed jumpholes in Alaska
- Fixed planet Kyushu problem
- Planet Malta has been fixed
- Fixed millenium falcon
- Fixed weapons sounds
- Got rid of bab5 gates
- Fixed planet Holstein
- Fixed freeport 4 & 9

Due to the DLL and resource changes server admins will need to do a pwipe, sorry this is unavoidable
You will also need to delete old save-games due to the DLL changes, THIS should fix those wierd SP bugs

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Edited by - Reynen on 08-07-2003 20:07:06

Post Fri Jul 04, 2003 6:45 pm

IF YOU WANT THIS TO WORK THEN FOLLOW THESE INSTALLATION INSTRUCTIONS EXACTLY

Download FLMM 1.2

INSTALL FLMM

Download FL: TNG 1.2 from an official server
When finished downloading
Double click on the file, it will auto-install to FLMM
Close FLMM

*******************************************************************************************
Installing a patch
*******************************************************************************************

Deactivate Freelancer: The Next Generation in FLMM, if activated
Download the patch from a official server
UNZIP THE FILE (download winzip)
go to the patch directory, you should see /data etc..
copy ALL the files, ctrl-a
goto /FLMM/MODS/Nextgeneration (or whereever you installed FLMM)
paste, ctrl-v, into the directory
click YES when it prompts to overwrite the files
make sure the files are overwritten
Reactivate the expansion in FLMM
Happy playing

*******************************************************************************************

PLEASE DO NOT RUN THE OFFICIAL 1.1 SERVER PATCH WITH THIS, WE ARE STILL WORKING ON MAKING IT COMPATIBLE

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. 3.5MB

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

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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

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------------ FAQ ------------

Yes, this be played on a lan

Yes, this can be played in SP

Yes, this can be played in MP

No, I cannot do changes and suggestions instantly

No, I don't have control over how big blackholes are

Yes, server admins should do a player-wipe with the 1.2 version

No, I cannot make the mod 10x smaller, microsoft made the files the way they are

No, you will not need to download 27 megs for each patch, I just really messed up the launch

Yes, cinematics when docking with stations are removed, capital ships used to get stuck in them when docking

ONLY CAPITAL SHIPS go 3k warp and that is because they get stuck in tradelanes. Now capital ships no longer have to use trade lanes.

No, you cannot use capital ships in the single player game!! if you do there will be loads of bugs and crashes. The original game was never meant to handle them.

No, you cannot use your old savegames with this expansion. That is because your old savegames do not have any of the new informaiton in them and will end up crashing FL.

Yes, you will need to download the ENTIRE EXPANSION. The first one that was uploaded was made unpatchable. This new version is stable and includes many bug fixes.

This is a combination of Reynen Mod, Rebalance Mod, Hostile Universe Mod, Babalyon 5 Mod, and Grrsk Mod, so you will see lots of stuff from each. Many creators of the mods I have mentioned helped create this expansion.



Edited by - Reynen on 08-07-2003 20:16:27

Post Fri Jul 04, 2003 6:57 pm

While playing SP, I noticed on some ships your shots seem to go through the ship after their shields are down. I noticed this on the Y-wing and Slave-1 ships so far. I can take out the shields fine, but once they are down, the shots seem to go through thier ship. It seems like they only have a very small area where your shots will do damage, and it's nearly impossible to determine where that small area is.

Is that due to the lack of a collision file or something?

Post Fri Jul 04, 2003 8:25 pm

Hole, Reynen

I have seen the same and with the same ships. Even with class 10 weapons it takes much longer to take those ships out than any other fighters

Post Fri Jul 04, 2003 8:41 pm

Hmm sounds like a problem in the .sur file. We will look into it.

.sur controls where you can can actually hit the ship. If there is a problem wirh that then you are going to have to contact porche as he is the one who made them. I'll try reinstalling the ships also.



Edited by - Reynen on 06-07-2003 00:40:43

Post Fri Jul 04, 2003 10:00 pm

I have the same problem, but with every new ship.
When you switch to the "Switch to Target" display in the bottom left corner there are only a bunch of weapons and equipment flying around, no wireframe of the ship itself.
This is very annoying as it makes the high pay missions in Gamma and Alpha extremely difficult, especially "Kill Ships" (unless Antimatter torpedoes are used which destroys all equipment on the enemies).

Don't know if these two thing helps, but I've played both the version you download in parts and the one file download and both have this problem. I find it strange that not more people have noticed it...
I've checked through both Porsches SW ships (v4), the SW Crossover (1.01; 1.02 is corrupt) and your mod and the .sur files for all new ships are 23,3 kb in each of these mods. Seems a little small for "hitbox" data to me...


Edited by - #Team-Pr0Jectil on 05-07-2003 21:39:42

Post Sat Jul 05, 2003 10:46 pm

Reynen, I believe that you are correct about the cause of the "hitbox" problem with the Y-Wing fighter, since I remember seeing the same problem with that ship in Rebalance 1.9B w/ Patch. It's incredibly difficult to hit that ship after killing it's shields.

Speaking of shields, is there any way to make the size of some of the shields smaller. I've been using the Shadow Crab and when I fly throught the Badlands or asteroid fields, I hit almost everything. The shields definitely seem to extend out too far from the surface of the hull.

"Without Mods, this game is toast!"

Post Sun Jul 06, 2003 9:16 pm

Please download the most current version of my server, I jsut reuploaded a new version, i was informed of a major exploit that I just fixed.. The server will ahve this fixed so please download the newest version or you will have problems playing.

http://ebiia.swishmail.com/fldownload/TNGpatch14.zip

Time is now 4:56 pm MST

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


Edited by - Reynen on 07-07-2003 01:00:02

Post Mon Jul 07, 2003 6:24 am

yeeeessss!!!!! this mod owns all (just an american,oregonian saying)

i would like to request something
from what i here in the rebalance mod, the asteriods were destructible
could you implement this in TNG it would make flying a capital ship through an asteriod field much easier just blow up the asteroids that might hit you.

Post Mon Jul 07, 2003 4:28 pm

Yes I forgot to do this in the first place. It will go in the 1.5 patch.

I am also seriously considering getting rid of teh battleships since people WON'T listen and NOT play them in single player. They are also maddly abused in MP. They are getting to be more trouble then they are worth.

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


Edited by - Reynen on 07-07-2003 17:54:56

Post Mon Jul 07, 2003 6:48 pm

Reynen dont take them out there a nice touch to your mod and the fact that i first downloaded the 1.0


or

Post Mon Jul 07, 2003 7:21 pm

the BS's will be les abused once we sort out this 3k cruiose thing. at the moment they can go straight from 125 > 3k without a charge up, leaving them pretty much invulnerable.

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Post Tue Jul 08, 2003 5:06 pm

How about torpedos that do alot of damage ( i mean 4 of them could take out a BS ) that are very long range and very fast can hit that sucker trying to run.

thats the reason you put bombesr in, in the first place right?


what ever you do PLZZZZZZ dont take them out.

Post Tue Jul 08, 2003 7:05 pm

Squall:

In 1.4 they were reduced to 1.5K We do need to fix a fix forthat though. Or else I'll judt havr to revert everyone to 300 warp.

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

Schitz,

In 1.4 I changed it so that cruise missiles hit their target instantly. That was mainly meant for the battleship runners. If you have cruise disrupters, use them. Also they last for 15 seconds now, ample time to catch up.

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

Post Tue Jul 08, 2003 8:57 pm

In my opinion, the shadow cruiser and white star cruiser's prices should both be raised a lot, since they are basicly the best ships with the killer guns on them that only they can mount.

And if warp is taken out, maybe you could find out how to make upgradable cruise engines instead. Just a thought if that is remotley possible.

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