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

Post Tue May 04, 2004 10:32 am

Black_Phoenix:
I've got a mBases.ini working, I hope.
See the Beta v2.5 release, which I've just uploaded.
And I think that one of the problems with the Gemini Sector was that I used all of the systems in Freelancer.
I'm going to try a new version, without access to the "Mission-Only" systems.

Bob:
I'll check it out when I get back.

Watch your 6!

Edited by - warzog on 5/4/2004 12:44:41 PM

Post Tue May 04, 2004 11:42 am

An idea I've been toying with:
I'd like to create a new faction of Merc/Pirates called Warzog's Wildcats.
(Based on my BattleTech unit.)
(We could change the Faction's name to whatever the group agrees to.)
I have an insignia, a snarling Panther in the center of a red sphere.
I'd need someone to make a MAT file for the Centurion, Galaxy, and Orion, with the insignia as nose art.
(More, if the group wants them.)
Or possibly a single ship that only our faction flies...
Like the Drone, one of the Privateer 2 ships, Excalibur, Dragon, etcetera.
(When they become available.)
And if possible, put the insignia on a uniform for our "people."
OR...
Create a new uniform for our faction?
They'd be based in the Fariss Quadrant, in the KM-252 system.
(Which is almost dead-center of the Gemini Sector.)
And I've thought about using Curacao as the Planet/Base's template.
I'd like to give the pilot's the names of everyone who's worked on the mod.
(With each one deciding which ship is theirs.)
And, everyone would create a short bio for their pilot.
I could even disperse some wrecks of our faction's ships throughout the sector.
So...
Good/Bad idea?


Watch your 6!

Post Tue May 04, 2004 11:43 am

I just checked BoH_Havoc's jpg directory.

Wow, thats a lot of work to do. I will see what I can do, when I can.

Some suggestions already: In the screenshots from the re-done mining base landing point, the "rocky walls" are not using repeating textures. If you want me to make them tile right, just send em over.. its really easy to do.

Other than that, thanks for the screenshots.. its important for me to have in order to create textures. I can import the screenshots into my program, draw on top of them, remove the underlying layer, and viola

Though its actually a bit more involved than that.

Anyhoo, thanks Havoc! I appreciate it.

Post Tue May 04, 2004 11:48 am

Warzog! That is an EXCELLENT idea! There is enough room in the universe for many rogue pirate factions.. not just Retro/Pirates.

Your faction should be a secret, yet powerful organization

Then it can be easily added to the new Gemini sector map when thats done-- but maybe in a neighboring hidden system in a hidden base. I think you should be allowed to add other factions hidden in other pockets of the universe as well, complete with their own history, background, and purpose.

In this privateer mod, we can not just re-create privateer, we can expand it into something more detailed.



Edited by - lvxoccvlta on 5/4/2004 12:50:02 PM

Post Tue May 04, 2004 11:58 am

lvxoccvlta:
That's the basic idea.
Which is why I chose KM-252 as their base of operations.
It's centrally located, and it's a dead-end system that few people ever enter.
I figure that I can add them to all of the new systems that I add to the Gemini Sector.
Give them missions, etc.


Watch your 6!

Post Tue May 04, 2004 12:27 pm

Yeah, I was thinking a secret jump-hole in this system to perhaps "km253" but sure, it doesnt have to be.. seeing that it is a dead end system, its already quite well out of the way.

edit: QUESTION.. I just thought of it right now

IMPORTANT QUESTION: How is the gameplay going to be balanced? Freelancer's universe decided to put the most powerful factions around the outermost parts of the sirius sector.. and the weakest (liberty) in the middle. How is this going to be done with our beloved Gemini Sector?

How will the factions, the AI, the difficulties be arranged and seem balanced at the same time.. the big problem as we all know with FreeLancer, was seeing the Liberty System so weak.

I always told myself that Liberty had fleets of powerful battleships ready at a moments notice hidden within its secret Alaska/Nomad system.

But seriously, this gameplay issue .. hmm

Edited by - lvxoccvlta on 5/4/2004 1:30:31 PM

Post Tue May 04, 2004 1:36 pm

Dibs on the excalibur

Who dares wins

Post Tue May 04, 2004 3:12 pm

lvxoccvlta:
Well, I can our faction any AI I want...
From Liberty to Nomad.
As to Gemini...
Liberty, Bretonia, and some Inner Worlds are in Potter.
Bretonia, the Inner & Border Worlds make up Humbolt.
Fariss is Kusari, Border Worlds, and a couple of Rheinland.
Clarke is Rheinland, Edge Worlds, and the Outcast/Corsair systems.
And the newly created systems will be spread across all 4 quadrants.


Watch your 6!

Post Tue May 04, 2004 5:20 pm

Ah lvxoccvlta, would you mind taking a slight detour to work on the Paradigm? I've never really been happy with its texture, and was looking for a replacement almost since I created it. Since the Perry texture is pretty close to the Paradigm one, I'm hoping you could modify it quickly.




Edited by - Bob McDob on 5/4/2004 6:20:33 PM

Post Tue May 04, 2004 6:53 pm

Since I'm re-doing Gemini, I figured I'd make some screenshots of each system to help locate jumpgates/jumpholes.
Then I traced each system map to show the story's mission routes.
And I've found a couple of errors that would crash it.
The worst of which is the Mission 05 jumphole from Cambridge to Leeds.
(I'd deleted it!)
Hopefully, I'll get it to work, this time.


Watch your 6!

Post Tue May 04, 2004 8:33 pm

Bob McDob:
I created a micro-mod for you to test out Perry.
(Just emailed it to you.)
Just place the Perry.cmp, and Perry.mat files into the Data\Solar folder.
(I didn't email those.)

I took a screenshot, and included it.
All you can see is 1 turret.
That's it!
Rest is invisible!

For this micro-mod, I replaced Newark Station, outside of Manhattan, with Perry.
Also used Newark's SUR file, so watch yourself flying around it.
The entire mod is just the sur and script.xml files.
But it should make it easier on you.

Also, it appears that the sur determines where you can dock.
When I tried to dock, it appeared as though I was actually trying to dock at Newark!

Watch your 6!

Post Tue May 04, 2004 9:23 pm

Bob, if you can email me the textures, or upload them to the FTP, that'd be great.

Warzog: For the Gemini Sector, will the jump gates remain? I imagine removing jump gates and placing with jump holes really would screw with the map a bit, especially if it is a re-arranged sirius sector.

Post Wed May 05, 2004 1:30 am

lvxoccvlta: I don't have the textures for the Paradigm, but it should be easy to make them from the Perry pics. (Are the images showing up for you? Copy & paste if they don't).

Also, could you try the same with New Constantinople? (Most of the Confed capital ships seem to share the same basic texture):

http://img2.imageshack.us/my.php?loc=im ... const1.jpg
Ignore the white lines, rendering problem

http://img2.imageshack.us/my.php?loc=im ... const3.jpg
Close-up of the texture

Edited by - Bob McDob on 5/5/2004 2:30:32 AM

Post Wed May 05, 2004 1:55 am

Bob, I would be happy to get started. Paradigm, and New Constantinople are underway.

Can you do anything with the Galaxy textures I uploaded?

Post Wed May 05, 2004 2:08 am

I'm certainly willing to try; I'd need the Galaxy model first. though, I seem to have lost mine :\

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