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Privateer The Reckoning OpenSP 1.21 beta 9 Comments & Fe

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

Post Thu Jul 15, 2004 4:36 pm

I dunno what it is but on my computer all the blinking lights on the title screens have squares around them. Very odd.

Also I am still getting that odd weapons error depending on what ship I start with, so far only the Centurion and Tarsus works.

You have done a fantastic job with this and should be proud; even if it isn't finished yet.

Post Thu Jul 15, 2004 5:53 pm

I have the same thing too, but since its only the intro screen i figured Warzog would be more interested in actual game bugs than to worry about that minor problem

Quixotal

Post Thu Jul 15, 2004 8:11 pm

sorry 'bout the square lite bit, but that's the only way I found to get the lights to work

as to the weapons, I thought I explained that already...
this was my first shot at putting "choices" in, and I blew it!
next version it is already fixed.

Watch your 6!

Post Thu Jul 15, 2004 8:24 pm

It doesnt work for me I enable the mod in FLMM and start Freelancer, gets to the FREELANCER splash screeen and crashes, WTF is going on?

Post Thu Jul 15, 2004 9:08 pm

I haven't tried this or any of the other updates in the last few months yet since I recently found a way to replay the original Privateer which I never completely finished. I think this is a great mod idea though and loved one of the earlier versions which I did play around with. This mod is definitely appreciated.

Edited by - mikehunt on 7/15/2004 10:13:10 PM

Edited by - mikehunt on 7/15/2004 10:15:49 PM

Post Fri Jul 16, 2004 11:47 am


Assassinator
Recruit
Posts:1
posted 7/15/2004 21:24 PST
--------------------------------------------------------------------------------
It doesnt work for me I enable the mod in FLMM and start Freelancer, gets to the FREELANCER splash screeen and crashes, WTF is going on?

Run the mod again...
After the mod crashes...
(Before you do a single thing.)
Locate the file named, "FLspew.txt"
If you don't find the problem when looking at it in Wordpad, email it to me.
(My email button works.)

Are you using a patch?
It won't work with v1.4

Watch your 6!

Post Sat Jul 17, 2004 4:05 pm

I have try again to play - i must say its looking good but to much problems for an full raport.

The max level is 38 (olso on the original SP) - i just only trading and nothing more - i dont fight but only i was attacket by 'enemy's'.

The are to many problems - some times i want to dock an spavestation - some times i leave an station - i want to dock on an tradelane or leaving the tradelane on the end of that - FL chracht in windows itself. I must again and agin saving and saving - buts the craches makes my crazy - olse the booting of the PC by using the mechanical jumpholes.

Everywere you can bought all equepment you needed - better way this coppel it to an leveling what you must reaching becouse its to easy and to booring.

I was on the apes & robot planets - and thats an missing point - i mean for buying secret wapons only there and olso that olso there i have orders for enemy's - my mening is an BIG missing poit.

Olso the beginning is not good in my vision - beciuse i can not chouse for an life as pirate - i want to docking the mod an choise for the house - or better - for an shooise to where i fly and take an order on the bord for who is my frind i help and aoutomatic what i atacket is my enemy !!!

An last thing is the speed of the trusters - its to fast for using in an scrap or mininng or meteor field becouse the many collissions - and youre dying by that. I think that its better to reducing to 450 or 500 for an good controls.

for the rest - its looking good - the menuscreen corresponding where you was by last saving is an happy thing.

What over must is the "New Constantinopel (Leeds) system" becouse you can not using the trade systems end i can only docking the planet and nothing more - i can only fly to the points for the jumpholes - treasures - fighting but not docking to the mining stations becouse the crash of the PC - spontanesle booting the PC.

Thats for now -

Best regards

Ronald
Netherlands





Dutch male - 45 - living in the the Netherlands - SF_fan but not an trekkie - i feel me an Terraan and not "Duth".

Post Sat Jul 17, 2004 4:20 pm

and Warzog,

Its the FIRST mod wat i was seeing for broking the normale way playing the FL - its an first step in an good direction for an reale original mod. I like this kind of mod becouse its not imitating the FL_storyline but an total free modding on an new consept.

And to so far on this time youre THE FIRST ONE thats breaking whit imitating.

Good for you - do not give up - my vision is that Aken and Keulen has olso not bilding on the same day (thats an dutch expession by to difficulting problem - but if you sholdering it the price is adoration for an good solution and idea's)

Best regards

Ronald
Netherlands

Dutch male - 45 - living in the the Netherlands - SF_fan but not an trekkie - i feel me an Terraan and not "Duth".

Post Sat Jul 17, 2004 5:00 pm

SirRonald_NL:
Thanks!

Watch your 6!

Post Wed Jul 28, 2004 11:14 am

Overall a good attempt at a totally new style of mod. Just some comments for now until I have time to play all the way through the systems.

I prefer to Trade rather than fight which is more what the profiteer series was originally about anyway.

I assume you will balance the cost/sell and product availability between the systems later on. As right now it is boring to be able to see only fuel and food at the stations. The products for sale are almost the same on all the planets so there is no reason to make a trade run across the galaxy for profit. For me it is a major reason I play the game anyway.

Next is the matter of ship gear it is the same everywhere but shouldn't it be that the higher classes of sheilds,weps, and other items be available in different sectors based upon the difficulty of the AI in that sector?

Also I too have had CDT when entering or leaving staitons and planets,they seem to be related to using the first trade lane gate I come too right after I leave. I have gotten around some of them by cruising away and docking with a gate one or two away from the problem area.

There is also a problem with the light fighter on what used to be new london it only shows two torp positions but claims to be able to mount guns. I bought it thinking it would repair in equipment dealer screen but it did not sorry I don't recall which ship it was.

Also the voice overs for the different AI you encounter is about 200db higher than the ones for your ship computer or other background sounds (yes I even tried adjusting the voice in options). They about blast me out of my chair when I come to dock or when they scan me to check for contraband. I like that they are saying something different than the original game but try and balance the volume to the same lvl as the rest of the game.

Overall I give you a B- for execution and an A for effort as this can be a great mod with a little more work and thought put into the details. I like the overall feel of the mod but it needs some rubbing to smooth out the rough spots. I will look foreward with great interest to your next version of this mod.

News is just something you haven't heard about yet!


all the news that no one reads

Post Wed Jul 28, 2004 11:57 am

pressgod:
99.9% of what you said is dead-on.

One of the main problems I've been having is that a lot of what's in the mod is what other's would call, "Proof of Concept" stuff.
That is, stuff that hasn't been done before.
And while that may be so, the actual intention of this mod is to recreate Privateer, using FL as a basis.

As to the commodities...
That is probably the most complex part of the mod, and therefore hasn't been fully adressed.

When I started, the priority was getting the ships in, which has been done.
Then came adding the Privateer Weapons, Equipment, and Commodities.
Then came adding sound effects, music, and voices. (Still needs tweaking.)
Then came changing the names/infocards on factions and other items.
Now, the priority is to get the Gemini Sector up, and running.
(And while it may not appear as such, this was my first semi-working version.)
Once that's done, then tweaking, and balancing everything will take place.

Watch your 6!

Post Thu Jul 29, 2004 7:01 pm

Glad to find I was not too far off in my assesment of your hard work. You seem to be able to take the comments without taking them the wrong way.

If you could only get ahold of MD he seems to have very stable mods and adds a lot to them without as many bugs. I have played most of his rebalance mods and while they were one man's vision of the universe they still for the most part played well.

Don't give up on this as you have a great basis for an interesting and different spin (no pun intended) on the universe that would be freelancer/privateer.

I had always envisioned a space game somewhat like a MMORPG where you would trade off something to get something. for example if you had more armor speed would suffer, more weps less armor, more shield strength less weps, etc. I thought the trade class vessles could have sub classes like Clipper ships fast not a lot of armor but maybe cloaking and some kind of sub scan shield for contraband runs. And then larger vessles with more armor etc. You get the picture sub classses and such for all the different ships.

The beauty of all of this is each of us has a vision of what the universe could be and you my friend have begun a journey to find yours. Good luck with it, as I said before I look foreward with great interest to see where this goes.

Unfortunately I am a compete dolt when it comes to ones and ohs so programing is not something I could help with. I guess my only help to you is moral support and feed back from an old gamer from the days of pong.



all the news that no one reads

Post Thu Jul 29, 2004 8:27 pm

Warzog,

I cannot begin to tell you how cool your mod is. I grew up with all the old wing commander games, and Privateer was my favorite. Incorporating the ships from all the other wing commander games just makes it better. Yeah, there are a few bugs, and I couldn't point any new ones out, but I am sure that I am not alone when I say that I appreciate your hard work and frustration, and I am eagerly awaiting the triumphant release of the full blown "Privateer The Reckoning" mod.

sincere thanks,
The Sarge

Post Fri Jul 30, 2004 9:19 am

Thanx for the kind words!

As for MD...
He's got a host of beta-testers that tear his mods apart before they're released.
The most I've ever gotten was one, or two, and I didn't get a report until 2 or 3 versions later.
Kinda hard to really debug one by yourself.

Watch your 6!

Post Sun Aug 08, 2004 9:50 pm

Warzog, first I want to say great MOD dude! Keep up the great work and as someone who's worked on a few MODs for other games, I know how much work you went through. Don't worry about testing, post an open beta and we'll help you out. That is, unless you want help then let me, maybe even most of us, know.

I haven't read everything about this, so I hope these haven't been covered:
- Like in the original Privateer, can/are you going to add in Cargo trading missions instead of just merc missions?
- What kind of poly counts do your models use, compared to the stock models? The frame-rates in the mod are much lower than in the sock game.

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