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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 Sat Feb 28, 2004 7:39 pm

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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!
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I don't think I've ever played WCII with anything other than a mouse (despite the fact the game came packaged with a Gravis Joystick). It's great.

And I second (or third, whatever) Spectre on the gun lighting.

Edited by - Bob McDob on 2/28/2004 7:42:00 PM

Post Sat Feb 28, 2004 10:13 pm

Weapon's Flash Lighting next addition to the mod.
Should only take a few minutes to change.
I believe it's in the LightAnim.ini file.
I'll check it out.

Update:
I'd just started putting the Gemini Sector together, when Flash Gordon offered to help.
It seems that he'd already done a version for a mod he's been working on, but he had the Sirius and Gemini Sector's coinciding with each other.
You had to goto the Alaska System to reach the Gemini Sector.
As I had already plotted the Gemini Sector using the Sirius Systems, to allow for normal gameplay, I sent Flash Gordon a map of the replotting.
He's got a program that'll make new systems really fast.
We'll see how it turns out.
Meanwhile, I'm plodding along making Gemini the old fashioned way, just in case.
At the very least, we may be able to use some of Flash Gordon's new systems?
We'll see.
And I'll get right on the gun-lighting issue.

Watch your 6!

Post Sun Feb 29, 2004 12:32 am

what program that makes systems really fast? FLEx?

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

Post Sun Feb 29, 2004 3:20 am

@Bob

I don't think I've ever played WCII with anything other than a mouse (despite the fact the game came packaged with a Gravis Joystick). It's great.

do you really think so?
funny, i bought a gravis firebird specially for wing commander
still have it, a great joystick, yet unluckily not supported anymore under windows xp *sigh*

anyway, in comparision to flying wing commander with a mouse or with a joystick, i would not hesitate one second on choosing the joystick.
mouse flight was just *too* inaccurate.
moreover the "feeling" was much more, well, as it should be.

edit:
about the brightness of the shoots.
im anxious to seeing the effect. maybe then i can see more than a white screen when having a dogfight *lol*

Edited by - sp00n on 2/29/2004 3:21:58 AM

Post Sun Feb 29, 2004 9:45 am

I for one, found the flight/navigation system of freelancer to be a welcome change to the old ways.

Thanks for that post earlier too, comparing real-life 20-21st century aircraft with science-fictional space-flight dynamics.. I have to disagree though, because for spaceflight the "technology" in FreeLancer runs very well. I seriously think that 1000 years from now, spaceships wont be dogfighting with fixed guns.

Also, Chris Roberts also approved of this mouse driven gun-following system (The Neural Net, remember from e3?), so it should be okay to leave it in there.

Post Sun Feb 29, 2004 12:52 pm

warzog: doing those ships may take some time, due to milkshape 'dying'

btw, while looking at the mtalon, i did see that the textures seem to be assigned to the wrong parts

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

Edited by - pSYCHO on 2/29/2004 1:31:48 PM

Post Sun Feb 29, 2004 6:41 pm

You should all be interested in this:



Guy showed up on the Crius forums and posted bunch of Tarsus pics. It actually looks quite nice, albeit untextured.

(EDIT: Hehe, 486. First computer I ever used .... yeah, I'm a fresh faced rock wallaby, or whatever ...)


Edited by - Bob McDob on 2/29/2004 6:46:51 PM

Post Sun Feb 29, 2004 11:37 pm

warzog: about the weapons flare thing, I found and fixed it already, it's pretty straightforward: go to the FX folder and edit beam_effects.ini. Change the head_brightness and trail_brightness. What I did for an easy find/replace was to set wordpad to find each instance of " 'x'_brightness and replace it with " 'x'_brightness = 0.'y' ;'x'_brightness", where 'x' is 'head' or 'trail'. The amount is up to the final modders, but I used 0.5 for the head, and 0.3 for the trail.

In fact, I think that using the ';' in the ini files to mark where a change was made ought to be SOP. It allows us to leave the original settings in, and is an easy way to find modified content. Just meine zwei pfennigs' worth.

Also, I love being wrong so often. I am afforded the opportunity to correct yet another person. Me. NEway using the 'fire_forward' command as a button is not the answer, it still allows for lateral movement of the guns to about 120 deg. Just turning the 'force_gun_ori = false' to 'true' does that. If I take the hp_connect rotation min & max info to zero in the gun's .cmp file, I have no vertical offset either. I'm not done, but I'm coming along.

-Chemus, Champion of Miniscule Lost Causes

Post Sun Feb 29, 2004 11:44 pm

@Bob, 6 or so years after I sold that thing and now I gotta fly it again!?! j/k Looks promising.

Sir S

Post Mon Mar 01, 2004 12:01 am

I've done it! My masterwork is complete. Soon all the world will tremble at the mere mention of my name! What? Oh. Well, I guess I was wrong. My other personality just informed me that THAT project is still in the works, but I've frozen the guns.

I did it by changing the 'min' and 'max' of the 'hp_connect' rotating Hp in the gun's .cmp file to 0 {EDIT Actually, as long as your orientation is correct for all hp's in the .cmp file, you can use 'Fixed' hardpoints so its easier./EDIT}, turning the 'force_gun_ori = false' to '= true', and then making the turn rate = 0. I hate it when I forget the things I'd tried before. Now I just have to skin the gun (at which I am worse than crap) and make the other 6 models (plus the Steltek gun for use in a wreck somewhere, and The Privateer Weapons mod is born. Heck, I'll give it to ya even if we can't remove those fake guns from the models. My personalities and I are feeling generous. ;p

edit: PS Bob, that Tarsus looks nice. I too have fond memories. And, like S. Spectre, fond memories of SELLING it!
Do you have permission to use it? Or is your version almost/completely done?

Edited by - Chemus on 3/1/2004 1:42:20 AM

Post Mon Mar 01, 2004 12:07 am

pSYCHO:
Do what you can, annd keep us informed.

Bob:
I need that ship!!!

Chemus:
Unpacked, v1.08 is 28mb, and v1.02 is 22mb.
I just started on the Gemini system, with only 19 of the 70 systems done, and it's already added almost 2mb more.
If we keep all of the old info, along with the new, we're talking 50+mb.
Sorry, don't think so.

I'll add your gunflare solution to mine, and it should make things more usable.


Update:
Beta testers reported a major bug in mission 3, in v1.08.
I thought that I'd fixed it, but apparently not.
They also seem to like the jumpholes I've replaced the jumpgates with.
Although, no ones even mentioned the invisible docking rings!?!!

Bob Reworked the Stiletto, I need to test it.

The Gemini Sector is coming along better than hoped.
Created 19 new systems, complete with jumpholes, patrols & random encounters.
Perry is set-up, and has a fully functional base.
(Waiting on Bob's model.)
Added patrols, random encounters, jumpholes, and a Nomad/Steltek Drone ambush to FP7!
Just need to check the FL systems to make sure jumpholes/gates are right...
and the missions, for the same reason.


Watch your 6!

Post Mon Mar 01, 2004 12:37 am

I understand what you mean, I'm on DUN myself. You're right that it wouldn't work. One way to make it smaller is to bunch up parts of the Gemini sector into complete systems...oops I'm talkin out my a** again. Sorry, system data is system data....How about separating the Gemini Sector as another section of the mod? Like the voices and the music.

-Chemus, the Voice of Insanity

{EDIT PS warzog, did you catch the bit earlier that WAS pertinent to your mod?It was about the missile slots. You can use Hp_torpedo, Hp_torpedo_special1 and Hp_torpedo_special2 individually. That allows for Missiles and Leeches for li'l peeny light fighters, and tor all three for med+ ships. /EDIT}

Edited by - Chemus on 3/1/2004 1:43:17 AM

Post Mon Mar 01, 2004 4:06 am

Personally I would love to see all the systems in the Mod, even if it takes a hefty download. I understand where you're coming from Warzog...you want this Mod to be open for one and all and therefore try to keep it as small as possible. But can't you make multiple versions of the Mod or make a seperate "Gemini Sector Mod" or something, as Chemus suggested ? So the ones on dial-up, they can download the smaller Mod, but excited people like me with some nice connections could then download the heavy FULL MOD with all the systems, sounds, voices, the works

In my opinion, the more the better, even if the Mod would be 100+ MB, but making a heavy and a light version or something would benefit all i think. Just an idea.

Post Mon Mar 01, 2004 4:19 am

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@Bob, 6 or so years after I sold that thing and now I gotta fly it again!?! j/k Looks promising.
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Post Mon Mar 01, 2004 7:25 am

OMG, the Tarsus looks mighty sweet Bob WOW!

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