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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 Sat Nov 06, 2004 2:47 pm

Update:
2 items:
1) Having problems getting into the FTP site.
--a) I'll try later to upload the latest version of the mod.
2) The voice files have 322 wav files in them.
--a) This may take a while!
--b) A LONNNGGGGG while!

Watch your 6!

Post Sat Nov 06, 2004 11:27 pm

Update:
1) New version of the mod is on the ftp site, ready for testing.
2) I may be able to come up with a voice mod sooner than expected.
3) I may also be able to eliminate some voice-related error messages that are due to missing locations.

Watch your 6!

Post Sun Nov 07, 2004 12:47 am

Ok, I know about the size, it's because I hadn't got around to resizing it again.

About the textures, if you're looking at it in HardCMP then the wings may be white because FL seems to flip all the textures.

Here is proof it does work

So try loading it into FL and checking it in there.

Post Sun Nov 07, 2004 4:40 pm

pSYCHO:
Wierd...
I just tried Bob's version again, and it works, now.
Wonder why it didn't work before.

Watch your 6!

Post Sun Nov 07, 2004 7:30 pm

Great work with this one. I've downloaded and played v2.5, I love it! (apart from the bugs, obviously) I've been a fan of WC for a long time, so this is the perfect addition to FL for me. I can't wait to play the new version ^_^

Post Sun Nov 07, 2004 10:01 pm

Skyheart:
Me either!
I wish I had access to some voice-over actors, but barring that, it should be quite nice.

Watch your 6!

Post Mon Nov 08, 2004 6:24 am

The mod is being released!

Watch your 6!

Post Mon Nov 08, 2004 2:57 pm

It's ready for download at www.wcnews.com

Not sure why it's not on LR yet.
I notified both places at the same time.

(But then, again, our FTP site DOES belong to www.wcnews.com)

Watch your 6!

Post Mon Nov 08, 2004 10:52 pm

Downloaded the last beta..here is what I've found after 3 systems

1) Perry Station...landed ok, but when clicked on bar icon CTD'd

2) Anapolis Refinery : No commodity seller but can still access commodities with dropdown menu

3) Listing of AIM 15 & AIM - 42 missiles still runs into scroll bar in upgrade screen of Jolson , prolly the same for all

Any way to stop Anapolis refinery, New Constantinople, or Perry navel Base from winking out when approaching?

Regards, Quixotal

Post Tue Nov 09, 2004 5:58 am

Quixotal:
Sounds like you either need to Uninstall/Reinstall Freelancer, or to redownload the mod, because whatever you've got is all messed up!

1) The Perry bar CTD has been fixed.
2) Which interior are you seeing? The cavern, or the Kusari Battleship?
--The new version uses the Kusari Battleship.
3) You mentioned that before, but I've never seen it. I suspect a bad FL installation.
4) Anapolis CAN'T do that!
--It's made up from FL parts!
--The others are new models, and there's no known way to stop them from doing that.

Watch your 6!

Edited by - warzog on 11/9/2004 5:59:46 AM

Post Tue Nov 09, 2004 10:18 am

As to the Anapolis landing bay, it looks like the Kusari landing bay.

I could still need to do clean install again I guess

Don't say it CAN'T happen tho....from my experience (as per Murphy's Law) if something can go wrong...it will.

I have had the same things occur in trying to get my NWN module built that you have had with Privateer; the Reckoning

Quixotal

Edited by - Quixotal on 11/9/2004 10:26:28 AM

Post Tue Nov 09, 2004 11:38 am

Hey Warzog... please, don't take this the wrong way- this is meant as helpful information, not a critique:

You *can* get things to quit disappearing when their centers aren't on screen. Doing so requires some careful work with the SUR and CMP, though. I have absolutely HUGE objects in my mod that're showing up just fine (among other things, I have a flattened cube that's 200,000 units wide/long), and they show up whether or not players are pointing at their centers.

I strongly suggest that you take a look at my mod, where I've been using Anton's FLModel Tool and some careful SUR research to produce my results... believe me, I am now quite certain that no matter what the object is... no matter how large it is, you can get the SUR to act like you want it to. Check out Mod Announcements and download a copy of Warriors of the Sky... you'll see that I'm not just talking smack

Post Tue Nov 09, 2004 12:19 pm

Argh:
I don't doubt you.
The problem we're having is that the CMP mounts on top of the SUR, and not inside of it.
(as it should)
A couple ships have the same problem, but they're so small it doesn't affect them in the same way.
I'm not sure why some models do it, and others don't.
If I could lick that, it would work.
My guess is that it has to do with the program used to make the original model.
But that's only a guess.

Watch your 6!

Post Tue Nov 09, 2004 12:36 pm

Hmm. My suggestion here:

1. Use MS3D's CMP and SUR exporters to see what the CMP and SUR geometry look like now. You're right- the CMP is probably sitting way over the origin, instead of being centered properly.

2. Move the mesh for the station downwards and closer to the position required. I'm assuming that you exported all of the textures in the MAT file to TARGA formats, so you'll just need to check that all of the textures are placed right... and then re-export the corrected CMP.

3. If the imported SUR doesn't in any way, shape or form resemble your CMP, then you're in for all kinds of trouble. Go searching through the CMPs with HardCMP, and hit the S key to show the associated SURS. Find a SUR that's a better match, and then copy-paste it to the Desktop.

4. Open the newly-exported CMP with FLModel Tool, and set its Radius and Bounding Box by hitting the Save button.

5. Open the SUR you selected with FLModel Tool, and resize it, using the new CMP as your reference.

6. With large objects, such as Stations and other Solars, it's very wise to then re-import the resulting objects into MS3D (don't bother with the textures this time, as you won't need them), and check to see that FLModel Tool has sized your SUR appropriately. Some SURs will never, ever work for some CMPS- the closer the GEOMETRY matches the CMP, the better- do not worry about the SIZE. FLModel Tool does a good job matching the size, and when it doesn't... pick another SUR.

7. Assuming that everything is now right with the object's SUR and CMP, you can now put the Hardpoints back on. Keep your old version handy, so that you can match the Station's Loadout with the Hardpoints, of course... or edit the Loadout to reflect the new Hardpoints...

Basically, fixing large Solars is a time-consuming process, but it can be done. Good luck!

Edited by - Argh on 11/9/2004 12:37:35 PM

Post Tue Nov 09, 2004 7:13 pm

WHAT WAS THAT!?!!

Something big just flew over my head!

I have no idea what you were talking about!
I'm a programmer, not a modeler.
Gimme a model, and I'll program it to do what it's 'sposed to.
Beyond that...
Me and models don't get along.

You're welcome to have a go at it.
The mod, and models, are available for download @ www.wcnews.com
(Can't figure why it's not on LR, yet.)

Watch your 6!

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