Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Wanted: System Builder

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

Post Sun May 23, 2004 9:43 pm

Update:
I've got most of the Potter, and some of the Humbolt/Clarke Quadrants checked out:
Potter Quadrant:
New Detroit-(New York)
Newcastle---(Manchester)
Manchester--(California)
ND-57-------(Alaska)
Raxis-------(Texas)
Saxtogue----(Colorado)
Oxford------(Kepler)
XXN-1927----(Magellan)
Shangri La
Metsor

Humolt Quadrant:
Pentonville-(Galileo)
Padre

New Constantinople-(Leeds) is partially checked.
As is Perry, Rikel-(Tau 29), and 119CE.

Spent most of the day getting Newcastle-(Manchester) working.
I had several gates/holes that were bad, and the infamous Tradelane CTD.
Ended up adding an in-system jump to the Newgate Prison in order to fix the TL CTD.

I also discovered that I'd accidentally created a generic jumpgate zone that had the percentages all wrong.
Had to go through all 70 systems to correct it.


Watch your 6!

Post Mon May 24, 2004 7:19 am

Amazing stuff warz. keep going and don't rack your brains too much.

Post Mon May 24, 2004 1:40 pm

Update:
Got a few more done:
Potter Quadrant:
44-P-1M-----(Tau-31)

Humolt Quadrant:
Varnus-------(Dublin)

Had to add in-system jumps to Varnus & 44-P-1M to get them to work.
I'm having problems with New Constantinople-(Leeds), keep getting an "invalid zone" error that I can't isolate.
Other than that, it seems okay.
Still have a few more jumps to check out, New Constantinople has 7 jumpholes/gates in it.
Only New Detroit-(New York) has more (11).

Watch your 6!

Post Tue May 25, 2004 9:00 am

How does in-system jumps affect the stability of the mod?

Sir S

Post Tue May 25, 2004 1:51 pm

The various in-system jumps appear to only affect the system that they are in.
Certain systems, and certain gates/holes, are looked for by the main program.
If they are missing, you get a CTD.
If they are there, irregardless of where they go, everything appears to work fine.
Sometimes, but not always, an object can be substituted for a nonexistant gate or hole.
I've been using "gates under construction" or Dreadnoughts (currently undockable.)
The only time you'll see an affect is when trying to enter a system, or a tradelane within the system.
AND...
They don't appear to have any affect on neighboring systems.
Which is why EVERY system has to be checked.
(Along with every hole/gate/tradelane.)
As to their affect on the missions...
I won't know that until I've visited & repaired every system, and begun the missions.
However...
I believe that I can reprogram the missions, or the holes & gates, to get them working right.


Watch your 6!

Edited by - warzog on 5/25/2004 10:36:59 PM

Post Tue May 25, 2004 9:45 pm

Update:
The Potter Quadrant is almost completely tested.
I still need to check out 41-GS (a new system.)
And I need to fix the New Constantinople (Leeds) to Junction (New London) gate.
(Keep CTDing when I use it.)

I'll probably work on the Clarke, or Humbolt, Quadrant next.
I had Most of the Clarke system tested before I ran across the TL CTD, so I'll probably do it first.

The Fariss Quadrant will probably be last as it has the most systems in it.

Watch your 6!

Post Wed May 26, 2004 8:29 pm

Update:
Clarke Quadrant's 15 systems are done.
Potter Quadrant's 17 systems are done.
Fariss Quadrant, Only Xytani (Freeport 7) and Palan (Hamburg) are done.
Humbolt Quadrant, Only Varnus (Dublin,) Padre, 119CE, and Pentonville (Galileo) are done.

Palan (Hamburg) gave me a lot of problems...
Had to put 4 in-system jumpgates/holes, and add the jump to Xytani (Freeport 7.)
(Total of 2 in-system jumps-1 with gates, 1 with holes.)
I did place Nomads in Xytani, and Palan.
And I added Paradigm Patrols in Xytani.

Eventually, I'm planning on removing Kirathi from almost everywhere, except the Clarke Quadrant.
I also believe that I may be able to rename the tradelanes to match the new jumps.


Watch your 6!

Post Thu May 27, 2004 12:31 am

two thumbs up bro! Once this is done, we will have the most ultimate mod in existence. Chris Roberts will make love to us.

Post Thu May 27, 2004 1:29 am

Hey, I've been occupied for a while (school, learning a new 3D program), but I'm back FTM. I'm getting to work on converting the new, improved Paradigm, too, so warzog, could you hold off on uploading the new mod until you get mine?

Post Thu May 27, 2004 1:09 pm


Bob McDob
Hey, I've been occupied for a while (school, learning a new 3D program), but I'm back FTM. I'm getting to work on converting the new, improved Paradigm, too, so warzog, could you hold off on uploading the new mod until you get mine?

Well...
I've got a couple of more days to finish testing Gemini.
Then I'll need some time to run through the missions.
And I've got another out-of-town jaunt next week.
And I'm waiting on BoH_Havoc's new version of the Galaxy.
My best estimate is about 10-14 days before I'll be ready to upload another Beta.
Is that enough time?

While I've got you...
Have you repaired New Constantinople and Perry?
The last version(s) had the new skins, but no hardpoints, or docking ports.
I'd really love to include them, too.

Watch your 6!

Post Fri May 28, 2004 12:00 am

Update:
Clarke Quadrant is done.
Potter Quadrant is done.
Humbolt Quadrant is almost done.
Fariss Quadrant has been started.

In Fariss:
Regallis (Tohoku,) Xytani (Freeport 7,) Palan (Hamburg,) and Castor are working.
New Caledonia (Sigma 19,) and 17-AR (Omega 7,) appear to suffer from the missing jumphole/gates bug.

In Humbolt:
I only need to fix Pyrenees (Omega 11) and CM-N1054 (Hudson.)
Both appear to suffer from FL's looking for missing jumpgates/holes.
As both are hooked together, I may simply add extra gates/holes between them.

Looking around the forum...
I get the feeling that Spring has Sprung!
(Meaning that most everyone's not at their computers.)

Watch your 6!

Post Fri May 28, 2004 12:03 pm

For those with FTP access...
The Gemini Sector is on the FTP site under the "Freelancer mods" folder.
(See my previous post for it's current status.)

And please...
Don't reveal the surprises in this forum.

BTW-I'll be out-of-town Tuesday-Thursday.

Watch your 6!

Post Sat May 29, 2004 6:28 am

Update:
Pyrenees (Omega 11) and CM-N1054 (Hudson) are giving me no end of problems.
I've got a few ideas left, but if they don't work, I may end up locking the holes/gates to those systems.

Watch your 6!

Post Sat May 29, 2004 1:16 pm

Update:
I couldn't get Pyrenees (Omega 11) to work.
So, I created a new system, and deleted Omega 11.
Works fine, now.
I just hope that no one misses Omega 11.

Watch your 6!

Post Sat May 29, 2004 11:01 pm

Update:
On my way to testing the Fariss Quadrant, I couldn't help but notice how empty the Perry System seemed.
Sooo....
I installed 24 docking bays (3 rows of 4 on either side of Perry.)
Placed 14 Liberty Dreadnoughts, 13 Paradigms, and 9 Liberty Cruisers, in the bays.
(3 Paradigms, and/or 3 Liberty Cruisers will fit in a bay.)
I also doubled the number of ships running around the system.
Mostly the 4 Confeds, but also Both Kilrathi.
Battleships, Paradigms, Gunboats, and fighters are all over Perry, now!
(And dropping a mine, or a decoy, at the wrong time, will get you ripped to shreds!)

Watch your 6!

Return to Privateer: The Reckoning Mod