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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 30, 2004 4:54 am

Wow! Can we expect this level of attentive detail to be given to other systems as well? That sounds tremendous warzog.

Do you have the new updated and textured models that Bob and I had been working with?

If so, I need to get an idea of how things look (especially on that paradigm) and would like screenshots to make adjustments.

Also. The Galaxy needs an overhaul. Has anyone been able to use my textures? Something else I am worried about concerning my new texture on the paradigm.. it might be a little bit "too" detailed and may result in looking really amateur. The problem has to do with being limited to 512x512 resolution.. when it seems freelancers textures were a bit higher than that. Combined with the paradigm being so insanely huge... going easy on the detail might be a good idea if people spend a lot of time up close to the thing.

Post Sun May 30, 2004 12:32 pm

lvxoccvlta:
Eventually all of the new systems will be that detailed.
As Perry is a major hub, and only really has the Perry Naval Station, and a bunch of gates & holes in it, I felt that it was important to get it right to start with.

I've tried the Perry, New Constantinople, and Paradigm's with your new textures.
All of them look great!
Although, the Paradigm wasn't completely textured when I tried it.
(It was missing textures on the wings.)
And the Perry and New Constantinople had no Hardpoints, and both were undockable with a SUR file.

Sizewise:
6 Tarsus=1 Paradigm
4 Crossbows=1 Paradigm
2.5 Paradigm=1 Liberty Cruisers
3 Liberty Cruisers=1 Liberty Dreadnought
(All are in Length)

Watch your 6!

Post Sun May 30, 2004 11:00 pm

Update:
The Fariss Quadrant is proving to be a real bear!
Besides having the most systems (24) of any quadrant....
It's got the most Mission Specific Systems (18) of any quadrant...
AND...
The most gates & holes that FL won't let you mess with!!!
(Almost all of them in several systems.)
Status:
1) Eight (8) systems have been completely tested, fixed, and are working.
2) Six (6) systems have had at least 1 gate/hole checked, fixed, and is working.
3) Five (5) systems are the final mission systems, and may be left alone.
4) Five (5) systems that still need to be thoroughly gone through.

I'll try to get some more done tomorrow, and report back.

Note:
I'll be out-of-town Tuesday-Thursday.

Watch your 6!

Post Mon May 31, 2004 11:02 am

Update:
J900 (Cambridge) is giving me no end of problems.
The holes/gates are intermittent as all get-out!
Sometimes I can get in...
Sometimes I get CTD'd!!!
And I don't know why.
And it's a mission-required system!


Watch your 6!

Post Mon May 31, 2004 10:32 pm

Update:
Finally got J900 (Cambridge) working.
Turned out I HAD to have a jump hole NAMED as though it was going to Leeds!?!!
Usually FL just looks to see if:
1) There's something where a gate/hole should be.
2) There's a gate/hole where one should be.
And now...
3) A Specifically named gate/hole is where it should be.

But, I fooled it.
I placed a hole there...
With the correct name...
(Supposedly leading to Leeds.)
But, it goes absolutely nowhere.

BTW-this is the hole where you meet the 2 cloaked Rheinland ships, and they destroy their own Battleship.

I also managed to finish a couple of other systems.

Well...
I've gotta get some rest...
Leaving in the morning.
Don't overload the forum while I'm gone.
(What am I talking about? I'm the only one posting anyway!?!!)

Watch your 6!

Post Fri Jun 04, 2004 12:23 am

Update:
I got tired of seeing all of the different Battleships running around Gemini.
So....
I switched them all over to Liberty Dreadnoughts.
(It'll make switching over to Confed ships easier, too!)
AND!!!
While I was testing them, I noticed that the Nomads and Kilrathi were all over the place.
Sooo...
I've moved them to their proper places in Gemini:
The Kilrathi are now limited to the Clarke Quadrant (Upper Right.)
The Nomads are now limited to the Fariss Quadrant (Upper Left.)
There are a couple of Kilrathi bases which are Mission essential, and have been left alone.
Cadiz Base comes to mind.
I've still got to go through and move the wrecks around...
Maybe?
Leaving them as is would represent an earlier incursion into Human space.

Watch your 6!

Post Fri Jun 04, 2004 6:49 pm

Are you intentionally keeping the nomads or does the program go in the toilet when you remove them?

As for the Drones, I remember you saying that replacing the Nomads wasn't an option as that created havoc on the stability. Are you going to assign one of the smaller FL factions to the drones and Steltek?

Sir S

Post Fri Jun 04, 2004 8:10 pm

The Nomads CAN NOT be replaced, or removed.
Their ships CAN NOT be replaced, or removed.
FL checks for them, and requires them.
I can move random encounters with them around, or completely remove their random encounters.
But they must remain in the missions.

I guess...
I could remove their random encounters...
Create, or transform, a Steltek faction.
Hmm....
NEXT PROJECT!!!


Watch your 6!

Post Fri Jun 04, 2004 8:19 pm

Warzog, do you mean to come off as sarcastic as your posts read?

Sir S

Post Fri Jun 04, 2004 10:59 pm

NOPE!!!

My thought processes have been distracted by some recent unpleasant real-world events during my last trip.
(which has temporarily drained my enthusiasm for anything)

Almost forgot...
Went through and removed the Nomads from random encounters in the Fariss Quadrant.
I converted the fc_lwb_grp (LW over to Steltek's.
(It makes adding Names & Infocard information easier this way.)
The Drone is now back in the mod, and will be seen wandering the Fariss Quadrant.
I've up'd the Drone's loadouts, making it the most powerful npc ship in the mod.
She's got a Level 7 shield, Level 7 generator, and a Level 7 engine.
(I may have to lower those after I test it.)
She's got two loadouts:
1) 5x Fusion Guns
2) 3x Fusion Guns and 2 FF Missle racks w/20 missiles.
I haven't decided if I want to make her available to the player, yet.
(It may be to unbalanced.)

BTW
Small suggestions like this only take an hour or so to do.
And as I've been busy with Gemini, and real-world issues, I hadn't thought about bringing the Steltek back into the mod in this manner.

And, I have a habit of thinking about a suggestion while I'm writing a response.
With the amount of experience I've gained in the last few months, I can usually determine how easy a suggestion is to implement.
(Along with how important it is, or faithful to the genre, or what it will add to the mod.)
That in-turn, results in an answer that, unfortunately, results in what was taken as a sarcastic reply.

Watch your 6!

Post Fri Jun 04, 2004 11:08 pm

Almost forgot...
While fiddling around with the Drone, I added a few more Random Encounters with the Gunboats and Paradigms.

Watch your 6!

Post Sat Jun 05, 2004 2:00 am

Couple important questions:

Is there a way to change the background skybox for each system? I can draw highly detailed, breathtaking space images in photoshop (found a comprehensive space tutorial online).

It would be great if anyone knows much about this. We could really add a polished touch to the mod


Secondly, is there a way we could have freelancer load different maps? Lets say we want to go from Gemini Sector to Vega Sector without having to re-mod the game.. that would be kinda neat. Sounds like hell trying to code more maps, I know, but it would be fun to work on a WC Universe on a rainy day.

Edited by - lvxoccvlta on 6/5/2004 3:11:46 AM

Post Sat Jun 05, 2004 2:06 am

Another thought: I am trying to learn how to tweak systems with FLE and notepad. Just downloaded about 15 megs of tutorials and programs to learn how to do this. If we wanted to spend some time tweaking the "atmosphere" of the sector map, I would be more than happy to help. I really liked how one had a sense of relative place in Freelancer with the maps and environments matching each other.

But that should come later I know. Not to overstep myself, as I still have some more texturing to do.

Post Sat Jun 05, 2004 3:07 am

------
Is there a way to change the background skybox for each system? I can draw highly detailed, breathtaking space images in photoshop (found a comprehensive space tutorial online).
------

From my experience, Freelancer draws the nebulas and other elements seperate from the rest of the background - there's no one "skybox", so to say.

Post Sat Jun 05, 2004 4:18 am

Sure there is a skybox.. It is the spherical background wall that you see in all directions.

This is what i want to change.

Edited by - lvxoccvlta on 6/5/2004 5:18:44 AM

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