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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 Fri Mar 12, 2004 11:11 pm

I do think it is a good idea to make the crosshair non-movable, but what about the npc's can they still rotate their guns, and even if they can't i think it would automatically be a lot harder, something good !

But then there is another problem, since turrets are built to rotate... and what's the use of a turret that can only fire right behind u, even in turret mode that doesnt make sense. But i think u will find a way through that too. And i think u can use militia destroyers (priv.2) in playes the paradigm is too strong...

TommY out

Movin' in for the kill

Post Fri Mar 12, 2004 11:40 pm

Sir Spectre & TommY_4_life:
Send me a non-moving crosshair to aim with, and I'll try it again.
And even though the NPC's guns don't move, their turrets still do!
And unlike you, the NPC's can fire their turrets sideways, and backwards, AT YOU!!!

Bob McDob:
As Chemus said, Perry AND New Constantinople were both hollow.
Just stick a bunch of docking hardpoints inside:
IE:
docking_sphere = berth, HpDockMountA, 5.000000
docking_sphere = moor_medium, HpDockMountB, 5.000000
docking_sphere = moor_medium, HpDockMountC, 5.000000
docking_sphere = moor_large, HpDockMountD, 5.000000

Use the flat surface so the ships nose in.
We won't need an animation.
We'll just see it go in, and dock.
And I can fill in the id for each mount.
Next thing you know, you're in the base.

As to hardpoints...
Give it a set of 3 running lights along the docking hole, and a bunch on the equator.
Put 3 docking ring turret hardpoints near the 2 docking holes, top and bottom, and add more around the equator.

And sure!
I'd love to test it...
If ya put at least 1 docking hardpoint on it.

Watch your 6!

Post Fri Mar 12, 2004 11:44 pm

Tommy4_Life;
I left the turrets alone. I know that they need to rotate. Also, the fixed crosshairs is necessary for aiming. If the NPC's use the same guns as the PC's, then they'l have the same limitations as the PC's

Post Fri Mar 12, 2004 11:46 pm

I almost forgot:

Update:
I've changed just about everyone's Uniforms.
(There are a few that are mission specific like Jacobi, the Chancelor, and Edo.)

And I've added a special little Privateer surprise that should make people happy.
(It rings my chimes!)


Watch your 6!

Post Sat Mar 13, 2004 12:02 am

Well sorry to say warzog, im not really a modder, just a privateer fanatic, i would like to learn it though....
Are u going to change the hud display and the cockpit display? or is that impossible with fl? And some sub story missions would be fine like you get a mission to escort a navy general or something he gets killed (scripted, u cant do anything about it) and u need to do another few missions to find out the complot against this general, i do think fl has the ability do make these kinds of 'chain' missions...

TommY out

Movin' in for the kill

Post Sat Mar 13, 2004 12:39 am

I just had another idea, i dont know if this is possible in fl but i think it would be great not to be able to buy all weapons immedeatly....(like at least in priv.2 i dont remember if it way that way in priv.1)
Like u have to do a mission for a particalur person which u save (just an example), then u get as reward that he makes a new kinda weapon which u get a prototype and later on (e.g. after a rumour about him finishing the gun) u can buy it in the shops....u should be able to do this with ships too i think, it also works to make the game last longer and it gives you something to do before u can get acces to the game more advanced and powerful ships...

TommY out

Movin' in for the kill

Post Sat Mar 13, 2004 3:20 am


I just had another idea, i dont know if this is possible in fl but i think it would be great not to be able to buy all weapons immedeatly....(like at least in priv.2 i dont remember if it way that way in priv.1)
Like u have to do a mission for a particalur person which u save (just an example), then u get as reward that he makes a new kinda weapon which u get a prototype and later on (e.g. after a rumour about him finishing the gun) u can buy it in the shops....u should be able to do this with ships too i think, it also works to make the game last longer and it gives you something to do before u can get acces to the game more advanced and powerful ships...

Something like that was also in Priv1 to only you had to find the Steltek B-cruisers derelict and from there you got the Steltek gun. The problem can be solved like it was done in FL put some prototype guns in wrecks or you have to have high rep with military to get their hardware. It would be logical that they won’t sell their ships to anybody. Hmm can it be done so that you can join ConFed and do tours of duty and after that receive something appropriate? Some stuff can be bought only on Research stations. Speaking of Priv2 one thing I miss about the game is the Monolith freighter, it could replace the large train.

Btw will this mod will be single play only?

Post Sat Mar 13, 2004 3:26 am

I had the monolith backing me up in hard missions too, and it really helped me alot...but i think there should be more priv.2 ships in the mod anyways, and yes indeed both priv.1 and 2 had those guns you only got acces to after a certain mission: also look like the kraven mk IV in priv.2 which were offered to you by (ehm...who was it again?)

Oh and warzog, do u have any idea if there is a training for modders anywhere, since i would like to learn it...

TommY out

Movin' in for the kill

Post Sat Mar 13, 2004 9:14 am

TommY_4_life:
As to having a weapon only available after a certain mission...
I don't think that it can be done.
Everything that's available to buy is set up in the "Market_Misc.ini" when the game starts.

As to being able to buy everything from the git-go, all of my mod's do that anyway.

I haven't gotten around to attempting to creating my own missions, yet.

As to modding...
Goto the "Freelancer Editing Tutorial Forum" there are tutorials to help you do it.
(There's even one of my tutorials in there. )


Watch your 6!

Post Sat Mar 13, 2004 9:35 am

I almost forgot:
As to Privateer 2 ships...
We don't have any right now.
In fact, the only model of one that I've ever seen was over at www.3dcafe.com in their free section.
IIRC it was the Friej Mk II.
Unfortunately, 3D Cafe is a site for Professional 3D Artists.
Even though it's in the "free" section, you've got to get permission to use it in any public release.
(And with those guys, you're talking drain the wallet!)
(I know, I tried getting permission to use some models in an unrelated project.)

Anywho...
If y'all can get someone to build a Privateer 2 model, texture it, and get it FL compatible,
we'll find a place to stick it in the mod.

Watch your 6!

Edited by - warzog on 3/13/2004 9:39:03 AM

Post Sat Mar 13, 2004 10:55 am


In fact, the only model of one that I've ever seen was over at www.3dcafe.com in their free section.
IIRC it was the Friej Mk II.
Oooh, my favourite ship! I'll check into that. As for the Reticle as part of the cockpit, I wouldn't know where to begin or how to do it.

Sir S

UPDATE: Here is the info in the one file I found so far:

* Model: Space ship similar to one in "Privateer 2: The Darkening"
* Classification: vehicles, sci-fi, space
* Format: 3D Studio Max 1.2
* Face count: 15552
* File size: 450K
* Plugins: None
* Archive size: 440K - including all maps

* Author: Armand Niculescu
* Contact: [email protected], [email protected]

This is actually the "Heretic" I found, I don't know if that's what you meant or not so I'll keep looking. But if you contact the guy directly, it doesn't seem like you have to pay anything to the site you showed us.

Edited by - Sir Spectre on 3/13/2004 11:12:23 AM

Post Sat Mar 13, 2004 2:34 pm

Hmmm... coulda sworn it was the Freij Mk II.
Been a while since I've done a search for them.
But, either way...
15550 polys is to much for use in FL.
In Studio Max it's like using a model of a matchstick, it's nothing.
I use Poser, and my models range from 60,000 to over 14,000,000 polys.
(I've got a head of hair at 1.4mp!)
But FL...
I doubt it could handle over a thousand.
And when I said charge...
3D Cafe doesn't charge for stuff in the free download section.
But some of the artist's do.

I had one guy wanted $60k for a license to use a robot in a fan game I was writing.
Another wanted a royalty on every item, trees, plants, bushes, etc.
If you're doing a commercial job, 3D Cafe's the place to go!
If you're a hobbyist, like me, and only use it by yourself, they're okay, too.
But for a project like this...
Forget it!


Watch your 6!

Post Sat Mar 13, 2004 8:13 pm

@Warzog, I had no idea FL had so few polygons for their ships. The game seems so graphic intensive it didn't even occur to me there were limits.

As an aside, is it possible to limit the number of commodities you can buy when they're available? Privateer did that and it would make it harder to make a profit trading in the game.

Sir S

Post Sat Mar 13, 2004 11:03 pm

Maximum poly count for Freelancer is about 8000 - though that's owing more to Milkshape's limit than any fault on the engine. Still, I don't think any ship maxes out at more than 20,000, including subobjects - and those are capships. I suppose you *could* try to import something that detailed, but it'd still kill the frame rate (especially when twelve of them attack at once - that's 180,000 polys, and my 1.3GHZ with GeForce 5600 and 256megs ram hiccups at 25000 :\)

Post Sat Mar 13, 2004 11:09 pm

Sir Spectre:
1)Most of the detail is actually in the textures.
--As a graphic animation hobbiest, I've noticed how super-low polycount everything is.
--That's basically what Bob McDob was stating about the Perry Naval Station.
--The model is low-poly. At a distance any texture looks good. It's up close, where you can see the details, that the texture makes or breaks it.

2)There are only 2 ways that I know of to limit the quantity of a commodity that you can buy:
--a)Make it unstackable-you can only buy one.
--b)Limit the hold size-FL allows you to fill 'er up!!!
As a side note, I've limited the hold sizes to those of Privateer, for the most part.


Update:
One of my beta testers says he likes the looks of the new uniforms. Whew!
He also liked (1) of my Privateer surprises, but he completely missed the other two!
Must not have read the readme file, or paid attention!


To ALL:
Since this POS computer of mine won't let me load up Privateer anymore...
Could someone give me a price list for Privateer 1's commodities?
With a High/Low range, if possible?
The one I'd made got lost with the last HDD.

Watch your 6!

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