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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 Thu Feb 26, 2004 3:45 pm

hey,

I'm back. Been playing around learning lightwave, and I'm ready to start cranking out ships again. Already finished the 3D work on a Salthi model, Kurgan's texturing it now. Gonna work on updating my Hornet model next. Then I'll make a Mk 1 Dralthi. If anyone want's to talk WC or modding, IM me at [email protected] . Or email me at [email protected].

Post Thu Feb 26, 2004 4:10 pm

pSYCHO:
I've got the ones for the 3-Talons, Gothri, and Paradigm.
I sent them to the email button in your post.
(I hope it can handle 3mb!)
The Talons and Gothri need skins.
The Talons and Paradigm need to be smaller.
The Talons need to have the shield and thruster hardpoints added.

As always, thanx for the help!

Watch your 6!

Edited by - warzog on 2/26/2004 4:25:03 PM

Post Thu Feb 26, 2004 6:41 pm

pSYCHO:
Well, that didn't work!
(I just got the email back.)
Tell me where to send them.

Watch your 6!

Post Thu Feb 26, 2004 6:47 pm

Tolwyn:
Around the 9th you put the mod's on hold for a week, while you finished the Concordia, and reworked a few other ships.
Monday will be 3 weeks, not "a week."
Where's the Concordia?


Watch your 6!

Post Thu Feb 26, 2004 7:33 pm

johnhawke:
Just emailed you a copy of A Privateer's Privateer mod v1.02, please send a copy to MaverickDan.

MaverickDan:
See above.


Watch your 6!

Post Thu Feb 26, 2004 8:29 pm

Uploading A Privateer's Privateer mod v1.02 to the ftp site.
Except for the missile problem on the old Talon's, it's ready for beta testing.


BTW-Am I the only one in here?

Watch your 6!

Post Thu Feb 26, 2004 9:38 pm


'BTW-Am I the only one in here?'

I feel that way too sometimes warzog. I guess it just happens.

BTW, I'm trying to make a non-rotating gun for the mod. I've made the laser model, and I'm gonna look up how to make a new weapon model work on a ship. If it works, you can have it for the mod. IF I'm allowed to take the premade fake guns off all the ships (epee and Ferret have them for sure, and the others probably do too).

-Chemus, Herald of Procrastinators (I'll introduce him later...what's the rush...)

Edited by - Chemus on 2/26/2004 9:40:02 PM

Edited by - Chemus on 2/26/2004 9:42:08 PM

Post Thu Feb 26, 2004 10:14 pm

Non-rotating guns sounds like a good idea, but I'm not sure how well it'd work ingame. It'd be worth a try anyway.

warzog: This is insane *smashes head against wall in sympathy* I'll upload the original talon skins (in BMP) to the FTP; also the Gothri ones. You also forgot the Paradigm needs a new skin too (since the current one is "borrowed" from another ship in WC Saga and doesn't look too good on the ship besides ...)

Post Fri Feb 27, 2004 12:40 am

Chemus:
Sounds great to me...
But then again, I'm not that crazy about the Epee anyway. (LOL)
Probably need to check with Tolwyn, though.
We may only have permission to use the Epee if it stays as it is.

Bob McDob:
And what am I supposed to do with the BMP files?
I'm not a modeller. (If the models were in OBJ format, then I could use them.)
I suppose I can forward them to pSYCHO once I get a place to send them to.

Update:
Found 3 typo's in the v1.02 mod's Script.xml file.
Re-uploaded it to the FTP site.

Finished rewritting the v1.08 mod, it's uploading right now.
I've added the Paradigm, and the Drone, to this version.
The Drone replaces the Nomad's fighter, and Gunboat.
The Paradigm replaces all of the other gunboats.
(I still think that the Paradigm is to big, we'll see.)

One of my betas suggested, and so did someone here, that I increase the rebuild rate on the shields, so both of the mods have a doubled rebuild rate on the Level 1 shields.

Since most of the bad guys use those shields, I'm not sure that it's really a great idea.
We'll see.

I miniaturized the weapon_equip.ini file to limit it to just the weapons used in the mod.
It appears that there may be some weapons on the bases, and I need to find them, and reinstall them.

Watch your 6!

Post Fri Feb 27, 2004 2:00 am

Ya know???
When I got into this,
I was unhappy about not knowing how many ships would eventually be in the mod.
(I guess I like things nice, and neat, and orderly.)

It's probably why I like the Privateer only version more...
(I've got the entire list of ships.)

With all of the changes, new ships, reworked ships, additions to the mod, changes, etcetera, etcetera, etcetera...
I haven't played the game all the way through for weeks.
(Not since I released v1.06!!!)

Somebody email me when the ships are ready.
I'm gonna take some time off and PLAY the game until then!


Watch your 6!

Post Fri Feb 27, 2004 2:42 am

w000t, ppl dropping in!
ya know id really like to help you yet got not enough time...

Post Fri Feb 27, 2004 7:09 am

remebers these hours of frustration... one of the reason i stopped modding but meh im bord. The tigersclaw may take a few weeks as im starting it again in lightwave (which ive got 2 learn eek) but rest asure it will appear soon-ish

Post Fri Feb 27, 2004 9:21 am

warzog: send the things here:

[email protected]

thnx

There is no objective truth other than schplurg,
Everything is relative to schplurg

Post Fri Feb 27, 2004 10:25 am

I've been unsuccessful with trying to make guns immobile. Even if they're on a non rotating hardpoint, they rotate. Even when the gun is set as non-rotating, they rotate unless I set force_gun_ori = true. then they're centered on their range (I think) and offset vertically relatively to the ship. So, it looks like my idea flopped.

Post Fri Feb 27, 2004 12:48 pm

Chemus,

I think in order to make fixed guns, you would need to edit the utf for a ship, and change the rotation radians ( i don't remember exactly where, it has been awhile since i edited any of this stuff) of an hp_revolute to 0, or possibly 0.001 and -0.001, just in case 0 means it can rotate all the way around. I think the game just assumes that since you aren't supposed to put guns on an hp_fixed hardpoint, anything that can rotate there gets to rotate all over the place. The problem with doing that, is that unless you then changed the gun to have a really wide field of fire, I don't think they would shoot at all unless you were pointing straight ahead with the mouse. I have noticed in Freelancer, that guns do not fire when the mouse pointer is outside of their "field of view"

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