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Privateer: The Reckoning mod v2.0

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

Post Mon Mar 29, 2004 2:22 am

Warzog, thats weird concerning your problems accessing the system. What is the deal basically? Does the game crash when you enter a Gemini sector system, or do you get an "Access Denied" due to a locked jumpgate/jumphole?

Either way, tells me that some ini file needs to have defined systems.. I would like to help you fish for the problem, though Im not sure how much help it will be.

Plus what kind of texturing do you need? I can make some great seamless textures if thats still needed. Someone else with the 3d models would have to "wallpaper" them though.

Post Mon Mar 29, 2004 8:10 am

You enter the jumphole, begin traveling...
At the point where the new system loads...
You boot to desktop, and the game doesn't even ask to send an error report.

The strange part?
I made a mini-mod.
Plopped every system into it...
And they all work!
You enter the system, fly around, loot wrecks, land on Perry, etc.

They just don't work in the main mod.

And...
The Bounty Hunter's use the Demon, in place of the Piranha.
When I fly one, everything's fine.
When they fly one, it's invisible.
And yet, there's only one ship, and only one loadout, and no cloaks.
It's just wierd!

Watch your 6!

Post Mon Mar 29, 2004 9:02 am

Just a question, is there a differince in what ships different factions fly, since in the mod i still have all military/navy flys vindicators, police hellcats, advanced pirates cobra's and thunderbolts and simple escorts of transports epee's and ferrets...(i dont know if i am right with all).... i think there should be more difference, and this should now be possible with this amount of ships in the new mod...

Oh and sorry for "hammering" (?)

Tommy out

Movin' in for the kill

Post Mon Mar 29, 2004 9:03 am

Sorry i meant "harping" (?)

Tommy out

Movin' in for the kill

Post Mon Mar 29, 2004 9:13 am

Warzog, I'll make some suggestions for you, but I have very little programming experience.. chances are its an easily over looked error. I would open the main "Trees" and root there, as you say that with a mini mod these things work fine.
-1 check all the dependencies. make sure everything is spelled correctly, no spelling errors.
-2 check the filenames themselves.. maybe the system map files are missing an _, or perhaps are trying to load from a source where they dont exist.
-3 check to make sure you have a clean version of FreeLancer installed... then copy the mod files over to the directory one by one.. overwriting all necessary files.. and try again.

Now that I think about it.. it probably does have something to do with a confusion between mods. Are there leftover mod files anywhere? For some reason, it sounds like the game is getting confused due to misplaced or mislabelled files.. its loading something false, or trying to load something that isnt there. check file names


Do you have a team of fans working on this, or are you going solo?

Post Mon Mar 29, 2004 9:39 am

@Bob

Only the latter ones. The original and its sequel had no difficulty option ... well, it did in a way, in that the better you played, the more difficult the AI got ... it wasn't a selectable thing, though.
Yeah, I remembered that later after I was off the computer.

@Tommy, you can edit your posts instead of posting a second time. It just requires hitting the "Edit" button at the top of the post on the same line as your name and the timestamp.

Sir S

Edited by - Sir Spectre on 3/29/2004 11:18:11 AM

Post Mon Mar 29, 2004 1:12 pm

Tommy_4_life:
I've got all of the Navy's set up to replace Confed.
And all of the Police to replace the Militia.
So, each group flies their respective ships.
The Outcasts & Corsairs are now Kilrathi.
Pirates are now Pirates & Retros.
The Bounty Hunters are now Mercs.
The Border Worlds are stil Border Worlds.
Each Faction has it's own set of ships.
As to escorts, those are set up by the random encounters, and there's little that can be done to change that.

lvxoccvlta:
I've been feeling under the weather lately, but I figure I'll find out were I messed up, eventually.
My "team" consists of Me, Myself, and I.
(With occassional input by the members of this forum.)



Watch your 6!

Post Mon Mar 29, 2004 8:56 pm

Sir S: Ok thanks, ill do it that way next time
Warzog: Is there a way to manipulate missions, so they can trigger special events?
And are u going to add different missions than those already in fl? (like the battleship missions in the next generation)

Tommy out

Movin' in for the kill

Post Tue Mar 30, 2004 12:02 am

Warzog, if you want or need any help, I am a university student, and can spare some free hours doing some odd jobs for the mod.

I have finished a good perry naval base texture. It is the same dimensions as the real perry naval base, using the same colors and scales. The only thing it needs are windows. If you want it now, email me at [email protected]

FYI, it is 1000x1000 and in PSD format-- its nearly 3 megabytes (including layers) I can flatten it to JPG and reduce quality if you want it.

It might need some kind of filter applied to the material when you skin it to the model-- in order to give it a bolder feeling. But in all actuality, I think it looks great right now. Also, make sure that when you skin the perry naval base model, tile it 4 times horizontally around the "bulb," so that it wraps around nice and tight. It should have the 05 on the north, south, west, and east sides of the "bulb"

Post Tue Mar 30, 2004 6:02 am

lvxoccvlta:
You need to direct that texture at Bob McDob.
He's the modeller, and he's always needing help with textures, or so he says.

TommY_4_life:
Modifying missions, or adding Battleship missions, is a really low priority right now.
Higher on the list are things like GETTING IT TO WORK!!!
(Still can't get into the new systems!)

Watch your 6!

Post Tue Mar 30, 2004 7:53 am

about the npc ship not being visible, you should check the LOD's and make sure its 0, 2000 or summat like that

What was FL2 and is now ...............*suspense and drum roll* .................... FL: Fallen Universe!!!!

Post Tue Mar 30, 2004 10:58 am

pSYCHO:
I wish that was the problem, but it's not.
When the Demon is the player's ship, it's completely visible at any angle, or distance.
It's only invisible when it's an NPC ship.
I've tried all 3 versions that I have of the Demon, and they all do it.
And replacing the Demon.cmp & Demon.mat files with any other ship's files makes it visible.
(And that includes renaming other ship's files as though they were the Demon's files.)
So, it's not the coding, the LOD's, the loadout, or anything else, it's the model itself.

Watch your 6!

Edited by - warzog on 3/30/2004 12:08:21 PM

Post Tue Mar 30, 2004 11:06 am

Warzog, you are likely right. I wonder if there is some extraneous information contained within the demon's file itself.. maybe some tagline or header or just garbled up information that makes it unreadable by the games 3d engine.

Post Tue Mar 30, 2004 2:10 pm

@Warzog, JohnHawke has sent to me two ship models he's finished. I don't know why he didn't send them to you, but anyway ... they are the Hornet (which I know you already have) and the Salthi. Would you like me to forward the email to you Warzog? I have no ability to comment on what they look like.

Sir S

Post Tue Mar 30, 2004 8:45 pm

Sir Spectre:
I guess so...
Are they CMP & MAT files?
If not, don't bother, I can't convert.


Watch your 6!

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