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Privateer: The Reckoning MOD is ALIVE!

Here you can find news, get help and comment about the Privateer / Wing Commander Total Conversion called ?Privateer: The Reckoning? and accompanying Mods

Post Tue Feb 24, 2004 9:48 am

Chemus:
That's an idea I haven't tried!
I'll give it a go.
I'll have to rework the guns, because there are guns at level 1-10, but that's minor.
Thanx!
I'll let you know what happens.


Bob McDob:
Both mods have been uploaded to the FTP site.


Watch your 6!

Post Tue Feb 24, 2004 10:25 am

warzog: "That's an idea I haven't tried!
I'll give it a go.
I'll have to rework the guns, because there are guns at level 1-10, but that's minor.
Thanx!
I'll let you know what happens. "

Thanks warzog, that's nice to hear.

Also, using the hp_gun description may instead of the hp_Gun_special_xx may easily solve your problem.

third, if you want to have the PDF manual from the original privateer game lemme know.

P.S. as an aside, how does one quote someone here? I've noticed it used, but can't make it work

-Chemus Underlord of Tribbles

Edited by - Chemus on 2/24/2004 10:52:31 AM

Post Tue Feb 24, 2004 10:49 am

The missile on torpedo mounts is a good idea and just how the original game had it!

Sir S

Post Tue Feb 24, 2004 12:11 pm

Chemus:
My HERO!!!
Not only did it work, but now I can keep Torpedoes off of the light fighters, like Tolwyn wants!
You've got a spot in the credits!!!
Yeah, send that pdf to [email protected]

P.S. as an aside, how does one quote someone here? I've noticed it used, but can't make it work

To do quotes, type '[' and then 'quote' and '' your quote, and repeat, but add a '/' before the word 'quote.'
That '' is supposed to be the right bracket, but it won't show it.


Bob McDob:
You wanted bloodlust?
Wait 'til you try my current version!
Not the one I uploaded earlier, this one with the missiles working!
I CAN'T GET TO PITTSBURG!!!
I've tried 3 times, with Isometal armor, 15 nanos/batts, and I keep getting blown away!!!
And I do mean, space dust, kind of blown away!
I can't upload it until I figure out how to get to Pittsburg in one slightly working piece!
Whoa!!!

Watch your 6!

Edited by - warzog on 2/24/2004 12:14:50 PM

Post Tue Feb 24, 2004 2:11 pm

warzog, Glad I could help. You've done the mods I've wanted to do with the Equalizer Mods, and now the Privateer's Privateer! The WC Mod is cool, but I really love Privateer.

I'll e-mail that PDF tonight when I get back from work.

-Chemus; jiggly

Post Tue Feb 24, 2004 3:39 pm

Chemus:
Someone after my own heart!
The Equalizer mods were my early attempts at making Freelancer more like Privateer, without the Privateer ships.
In fact, I'd originally called the 1st one Privateer 3.


Watch your 6!

Post Tue Feb 24, 2004 9:46 pm

Chemus:
Got a little snafu with the missiles.
The NPC's shoot them like crazy!
But the player is lucky to get any of them to fire.

Back to the drawing board!


Update:
Ship icons are almost done.
Found a single variable that I can change in the Pilot_story.ini to change the level of hostility.
I made it to Pittsburg, once, and I've been tinkering with it to keep the animosity high, and still have a chance of surviving.
(A small chance, but a chance.)
Meanwhile, I'm going back to the gun/missile slots.
To many problems with the missiles on the torpedo hardpoints.


Watch your 6!

Post Tue Feb 24, 2004 10:22 pm

Just came across one of those, "Hmmm, That's interesting.." things.

Just for S & G's, I thought I'd try running the Privateer mod without the Script.xml file.
And Lo & Behold!
The missiles work!
Now if only I had a Script.xml debugger!!!

Oh well, I've got a few old Equalizer tricks I can use.
In fact, I think I'm going to rework the mods, without the script.xml.
And only use it to put names in.
(After everything is working.)

Watch your 6!

Post Tue Feb 24, 2004 10:30 pm

Erm, what's the purpose of having missiles on a hardpoint other than guns?

I'm not sure that I understand...oh it's because you want anyone able to use a torpedo able to use a missile?

Post Tue Feb 24, 2004 11:25 pm

------
Bob McDob:
There's a new Mat importer in the download section.
Just came up this morning.
------

It's actually a MAT exporter ... I read it as "importer" too and got all hopeful, only to see my hopes dashed :\ It's actually incredibly useful for making new ships ... but since we aren't really making new ones so much as redoing the old ...

Well, I'm pretty much done with everything, here.

Post Tue Feb 24, 2004 11:44 pm


Erm, what's the purpose of having missiles on a hardpoint other than guns?

I'm not sure that I understand...oh it's because you want anyone able to use a torpedo able to use a missile?

cause in privateer and WC you had only 2 different types of hardpoints: guns and missiles/torpedos.
well, and since this should be a privateer/wing commander mod...

@warzog
the script.xml is only for flmm, isnt it? you can do without it. doesnt make life easier, cause you will have to manually manage the mods though.

Edited by - sp00n on 2/24/2004 11:47:31 PM

Post Wed Feb 25, 2004 12:01 am

Um, warzog, Tolwyn, I thought that the missile hardpoint was separate from the gun hardpoint. Guns and Weapons are listed separately in the Loadouts from the Privateer manual. Also the missile slot willfit a torpedo launcher or a tractor beam. Right?

Edited by - Chemus on 2/25/2004 12:27:34 AM

Post Wed Feb 25, 2004 1:19 am

@Warzog:

If you want to check your script.xml for errors, why not try using the ScriptProofer ? It might come in handy, just see if it works for you

Post Wed Feb 25, 2004 6:35 am

sp00n:
The script.xml allows you to edit files, without having to include the entire file.
It also allows you to change the names, and data, for items.

Chemus:
In Privateer, yes. In FL, no.
In FL, they seperate Torpedoes/Cruise Disruptors into torpedo hardpoints, and guns/missiles into weapon hardpoints.
We're trying to seperate them into the Wing Commander/Privateer style of, Gun hardpoints, and Missile/Torpedo hardpoints.

Eraser:
Thanx, I tried it...
Hmm... It says "0" errors.
(which is wrong, there's an erro in it somewhere)

Watch your 6!

Post Wed Feb 25, 2004 6:59 am

@warzog
sure it does, but you do not implicitly need to have a script.xml

why not just use the "normal" inis?
since you are editing that much this wouldnt make much difference in file size...

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