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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 Fri Feb 27, 2004 12:55 pm

I've even put the guns on mine and countermeasure hardpoints. It doesn't seem to work; they still fire at angles. But I'll try what you say about the revolute hp's.

Post Fri Feb 27, 2004 1:16 pm

Guys, just leave the guns rotating. its an integral part of the game's engine on a functional level and should be kept that way. It can easily be written off that this is a future of the wing commander universe, only taking place in a historic gemini sector. Advanced technology allows then guns to rotate with the flight path of the ship. Why not? I compare the space flight engine of freelancer to wing commander prophecy and x2... then I see the advantages we have in freelancer. Surely 1000+ years in the future would give rotating guns It makes flying much more fun.. it feels more "drifty," and overall more enjoyable.

At least for me.

Flying ships in wcp and x2 feel like driving sticks.

Post Fri Feb 27, 2004 1:39 pm

Thanks for the help bulk, but I just couldn't make it work. Heck, I can't get the gun I made to appear, so trying to make it work 'right' is really not timely anyway.

lvxoccvlta: I understand what you're saying, and you're probably right. I'm not a part of the Mod in any official sense, but I want it as close to WC/Privateer as I can get. I liked the way the guns were restricted to the direction your ship was pointing, only changing ranging (where the two beams join). It's not a really important part, but it changes the feel for me. And since I am unable to figure a way to stop the guns rotating...

-Chemus, the Lone Wolf...er well coyote anyway...

Edited by - Chemus on 2/27/2004 1:42:15 PM

Post Fri Feb 27, 2004 2:16 pm

pSYCHO:
They're on their way.
Including Bob McDob's aforementioned Original BMP files for the Talon's.

Chemus:
I wonder what would happen if the guns were no longer "special?"
Or even guns?
What if they were all mines, or countermeasures?
(and I mean "Hp_Gun_Type ="
Would that stop them?

lvxoccvlta:
I worked on Fighter Aircraft for over 15 yrs in the USAF.
Except for 1 gunship, none of them had turrets.
And the gunship only had waist turrets for self-defense.
While having guns that rotate while you fly may be fun in a game, they're impossible to aim when you're in the cockpit, flying.
BTW-I've never seen a pilot floating a few hundred meters behind his ship.
In real-world air-to-air combat, the most accurate method of firing has always been the "point-n-click" method of shooting.
Point the ship, and click the trigger.
Boom!
Instant Dead-Meat!!!

Bob McDob:
While working on the v1.02 Audio mod, I came across this:
In the Voices_Recognizable.ini there are 3 messages:
Repair_Droid_Activated
Repair_Droid_DeActivated
Repair_Droid_Exhausted
Since you're the one who figured out how to limit the number of missiles, and how to add Armor...
Do you think you could figure out how to activate this repair droid?

Watch your 6!

Post Fri Feb 27, 2004 2:52 pm

have got the files will start work as soon as poss.

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

Post Fri Feb 27, 2004 2:59 pm

Instead of making them completely immobile, why not just set the guns for a small radius? (say, 15 degrees or so).

Post Fri Feb 27, 2004 4:02 pm

Quick plea, does anyone out there have a decent picture (rendering, drawing ect ect) of the WC1 Bengal Class TCS TigersClaw, as all the images ive got to make the model from are well, cr*p if i cant find sum decent source material, i may be forced 2 change 2 a differnt ship, perhaps concordia class from WC2 or the midway frm prophecy, so any help you can give me is gr8, you can contact me [email protected]

Cheers

Md

Post Fri Feb 27, 2004 8:07 pm




<--- my favorite






That enough for you?

Edited by - Bob McDob on 2/27/2004 8:13:24 PM

Post Fri Feb 27, 2004 9:12 pm

MaverickDan:
If you're making the Tigersclaw for the mod, don't forget to add the docking points.
I copied this from a post to Tolwyn on the Concordia back on page 13:


HpDockMountA-for the player's ships-
somewhere in the middle of the landing bay maybe a third of the way in from the ends?
HpDockMountB-for ge_repair and similar sized ships-on one side?
HpDockMountC-for ge_transports (Large ships)-on one side?

Here's how they look in Solar.ini (the only place they are):
docking_sphere = berth, HpDockMountA, 2, Sc_open dock1
docking_sphere = moor_medium, HpDockMountB, 5.000000
docking_sphere = moor_large, HpDockMountC, 5.000000

That Sc_open dock1 is an animation which we don't have.
So the HpDockMountA needs to be between the flight deck, and it's roof.
In that way, the ships will "moor" with it.

Since the moor_medium, and moor_large are nose attachment points, the only way to put one on deck would be part way up the conning tower?
Or maybe floating above the deck?
Another possibility would be along an outside edge of the ship?




Watch your 6!

Post Fri Feb 27, 2004 10:50 pm

Warzog,That's a good idea! I'll try it:

'I wonder what would happen if the guns were no longer "special?"
Or even guns?
What if they were all mines, or countermeasures?
(and I mean "Hp_Gun_Type ="
Would that stop them?'


Bob McDob:

'Instead of making them completely immobile, why not just set the guns for a small radius? (say, 15 degrees or so).'

I was hoping to make the 'beams' meet, but not go beyond normal (perpindicular for those who care) to the front of the ship. So far, however, no matter what I change in the .cmp files, I can shoot any point on the screen, and about 200 degrees around the equator of the ship in turret view...maybe it's in the .sur files...If the guns are on top of the ship, they won't shoot through the ship...

Edit: I've found a way to make all weapons fire forward, hte fire_forward key command. I just map it to a key, et voila` the gonn she fire forward, with a little bit of angle enh?

Edited by - Chemus on 2/28/2004 1:25:26 AM

Post Sat Feb 28, 2004 2:32 am

i dont think that these forward only firing guns are a good idea.
freelancer was designed for these rotating guns and since it has absolutely no support for a joystick, i think the idea of such guns is, im sorry, honestly, erm, "unuseful".
ever tried to fly wing commander with a mouse?
i had to play the whole WC1 game with a mouse because i didnt have a joystick back then (well, i was only about 10 years old then and didnt speak any english *lol* ) and i HATED it to fly with a mouse!
"a bit up..., no, too much, cmon down, arrrrg, damn, f#+"%/$/+sh%"&$...."

freelancer is a mouse game and being able to shoot only at one single direction would make the game boring, long winded and simply pesky.

my tuppence.

Post Sat Feb 28, 2004 3:55 am

cheers bob 4 the pics, and il try 2 put the docking hp in 4 u, rite well i better get on with this

ciao

Post Sat Feb 28, 2004 6:47 am

Does anybody read the updates in the original post at the top of every page?
Hmmm?

Edit:
NastyGram deleted!

Watch your 6!

Edited by - warzog on 2/28/2004 10:08:57 AM

Post Sat Feb 28, 2004 10:38 am

In regards to the static or moving turrets & guns mentioned earlier, I agree the Freelancer engine is such that by changing anything to static might be a more drastic change than could be tolerated by some.

On the other hand if static guns were added, and a good cockpit was created, it might really bring back the original Privateer feel. I could see it either way.

One thing I have to say though is when in cockpit view, the guns in Freelancer are so damn bright that every time it fires is just a giant flash thus making cockpit use a horrible option, at least for me. It's hard on the eyes and gives me a headache. If you do decide to add static guns or you manage to make the cockpit a more favoured experience, please drop the brightness and color variables on the guns so it doesn't light up the whole screen.

In none of the games, WC or Privateer, are the gun shots as bright and flashy as Freelancer's are.

Sir S

Post Sat Feb 28, 2004 4:39 pm

I agree with Sir Spectre.

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