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PTR-The Gemini Sector
Here you can find news, get help and comment about the Privateer / Wing Commander Total Conversion called ?Privateer: The Reckoning? and accompanying Mods
Chemus:
Irregardless of WHAT you did...
YOU DID IT!
I've been trying to get that texture fixed for almost a year!
Update:
Somehow...
Not 100% sure how...
I've made the mod OpenSP/MP, without encorporating the OpenSP v1.1 mod by Xerx.
Really wierd, and really neat, too!
Eliminates about 1.4mb of the mod's total size.
The only downside?
You start the game already on the base.
No flying in to land.
(Small price, I think.)
Watch your 6!
Edited by - warzog on 11/20/2004 11:18:31 PM
Irregardless of WHAT you did...
YOU DID IT!
I've been trying to get that texture fixed for almost a year!
Update:
Somehow...
Not 100% sure how...
I've made the mod OpenSP/MP, without encorporating the OpenSP v1.1 mod by Xerx.
Really wierd, and really neat, too!
Eliminates about 1.4mb of the mod's total size.
The only downside?
You start the game already on the base.
No flying in to land.
(Small price, I think.)
Watch your 6!
Edited by - warzog on 11/20/2004 11:18:31 PM
Downloaded version 4.5.....deleted restart.fl file in Freelancer game folder thats automatically set up on install.
On first mission apon first kill for the mission had a CTD
reinstalled Freelancer fresh....deleted first download of Privateer the Reckoning 4.5 and downloaded again then reisntalled...deleted restart.fl in My Games folder
still get CTD from first mission on first kill
Quixotal
Edited by - Quixotal on 11/27/2004 10:51:46 AM
Edited by - Quixotal on 11/27/2004 10:53:02 AM
On first mission apon first kill for the mission had a CTD
reinstalled Freelancer fresh....deleted first download of Privateer the Reckoning 4.5 and downloaded again then reisntalled...deleted restart.fl in My Games folder
still get CTD from first mission on first kill
Quixotal
Edited by - Quixotal on 11/27/2004 10:51:46 AM
Edited by - Quixotal on 11/27/2004 10:53:02 AM
Quixotal:
I'll check it out, thanx.
(I seldom run missions, myself.)
Edit:
CTD verified!
It would appear that my attempt to fix the 2-part random missions has failed miserably!
Which is really wierd, because there appear to be more mission types showing up now, than before.
I've done some troubleshooting, and the problem is in the system ini's, and nowhere else.
Argh!!!
(That's 70 files!)
Along the way I managed to fix a couple of minor bugs that have plagued me for a while.
I appear to be getting some new "zone" errors.
The mod is apparently looking for zones that aren't there, yet.
Give me time...
I'll figure it out!
Watch your 6!
Edited by - warzog on 11/28/2004 12:24:29 AM
I'll check it out, thanx.
(I seldom run missions, myself.)
Edit:
CTD verified!
It would appear that my attempt to fix the 2-part random missions has failed miserably!
Which is really wierd, because there appear to be more mission types showing up now, than before.
I've done some troubleshooting, and the problem is in the system ini's, and nowhere else.
Argh!!!
(That's 70 files!)
Along the way I managed to fix a couple of minor bugs that have plagued me for a while.
I appear to be getting some new "zone" errors.
The mod is apparently looking for zones that aren't there, yet.
Give me time...
I'll figure it out!
Watch your 6!
Edited by - warzog on 11/28/2004 12:24:29 AM
I'm not sure what has caused this but I'm getting CTD's all over the place...I tried to abort the mission that I originally took out right off starting planet and it CTD'd .....I started new game and decided to do a an artifact run to Oxford. Everything went ok til I tried to get lock on the docking ring for Oxford from map and no docking ring was indicated. Apon flying to the planet and finding the docking ring I attempted to land and had another CTD
Quixotal
Edited by - Quixotal on 11/28/2004 9:10:50 AM
Tried going to another planet in Saxatogue .....Same thing apon trying to land CTD
Edited by - Quixotal on 11/28/2004 4:30:30 PM
Quixotal
Edited by - Quixotal on 11/28/2004 9:10:50 AM
Tried going to another planet in Saxatogue .....Same thing apon trying to land CTD
Edited by - Quixotal on 11/28/2004 4:30:30 PM
Just a thot on the problems you have been having with corrupted files Warzog. Have you tried doing memory diagnostics on your computer?
One thing that can cause intermittant problems with the memory, but does not show up with the POST diagnostics that your computer carries out at startup is the mixing of different memory speeds. Ie 400Mhz DDR with 333Mhz DDR etc
Some people have said you can do this but for my experience as a hardware tech it causes nothing but problems.
Try using DocMem20 or Stability test memory checkers..these are available online for no charge from CNET and other User tech places
Quixotal
One thing that can cause intermittant problems with the memory, but does not show up with the POST diagnostics that your computer carries out at startup is the mixing of different memory speeds. Ie 400Mhz DDR with 333Mhz DDR etc
Some people have said you can do this but for my experience as a hardware tech it causes nothing but problems.
Try using DocMem20 or Stability test memory checkers..these are available online for no charge from CNET and other User tech places
Quixotal
I haven't had any other CTDs, just the one after killing one enemy.
It may have something to do with the new OpenSP mode I'm using.
In the EXE folder, delete the "NewPlayer.fl" file.
Load Xerx's OpenSP, and edit the "M13.ini" file:
Change the system to GS58.
Change the base to GS58_01.
It won't solve the in-mission CTD, but it may fix the others.
Edit:
If you still have v4.0, you might try substituting files between the two.
InitialWorld.ini would be one...
NPCships.ini...
Empathy.ini...
FactionProps.ini...
I've tried some, but not all of them.
(Working nights makes it rough. On my way out the door in a few minutes.)
Edit #2:
Well...
I loaded up v4.0, and began swapping files with v4.5...
It's not the new & improved ships, shiparch, or ship loadouts!
It's not the new ground crews, mission payouts, shields, or AI!!
It's not the new engine fires/trails, or the new market_misc!!!
Gonna check the new Gemini.DLL, Initialworld.ini, NewPlayer.fl, M13.ini, and the MPNewPlayer.fl, next.
I think it's gonna end up being a combination of the Empathy.ini, the FactionProps.ini, and the NPCships.ini.
But FIRST!!!!
(I'm gonna get some sleep! 'nite all!)
Watch your 6!
Edited by - warzog on 11/29/2004 8:14:04 AM
It may have something to do with the new OpenSP mode I'm using.
In the EXE folder, delete the "NewPlayer.fl" file.
Load Xerx's OpenSP, and edit the "M13.ini" file:
Change the system to GS58.
Change the base to GS58_01.
It won't solve the in-mission CTD, but it may fix the others.
Edit:
If you still have v4.0, you might try substituting files between the two.
InitialWorld.ini would be one...
NPCships.ini...
Empathy.ini...
FactionProps.ini...
I've tried some, but not all of them.
(Working nights makes it rough. On my way out the door in a few minutes.)
Edit #2:
Well...
I loaded up v4.0, and began swapping files with v4.5...
It's not the new & improved ships, shiparch, or ship loadouts!
It's not the new ground crews, mission payouts, shields, or AI!!
It's not the new engine fires/trails, or the new market_misc!!!
Gonna check the new Gemini.DLL, Initialworld.ini, NewPlayer.fl, M13.ini, and the MPNewPlayer.fl, next.
I think it's gonna end up being a combination of the Empathy.ini, the FactionProps.ini, and the NPCships.ini.
But FIRST!!!!
(I'm gonna get some sleep! 'nite all!)
Watch your 6!
Edited by - warzog on 11/29/2004 8:14:04 AM
Update:
The Gemini.DLL appears to be highly unstable.
As it was made using Freelancer Explorer, and edited with PE Explorer, isolating the cause is difficult.
Suffice it to say, the file appears to delete unused, or sections that I created by making wrecks, and then deleting the wrecks.
FLE also appears to have a built-in limit to the number of entries, or to the size, of the DLL.
(A limit I appear to have reached, or exceeded.)
If anyone can build a new Gemini.DLL for the mod, I can email the best version I have as a guide.
In the meantime...
I'm going to, this weekend, use FL-IDS, to rewrite every single entry in the file.
It appears, to me, that FLE and PE Explorer, use different formats for writing DLL files.
During a recent series of tests, I got a CTD everytime I entered space...
I discovered that it was because a ship's ID_Info was bad.
When I edited the Gemini.DLL using FL-IDS, not only did the CTDs stop, but then I also had to add Xerx's OpenSP mod to get everything working again.
I'm also getting an error in the bars...
Not sure of the cause, but it appears that the mod is looking for some kind of zone, and can't find it.
Haven't been able to discover if the Mission related crash has been fixed due to all of the other problems.
That, and the new AI is a pain-in-the-butt to go up against in a Tarsus!
I've had battles lasting 15 minutes without a single kill!
Watch your 6!
The Gemini.DLL appears to be highly unstable.
As it was made using Freelancer Explorer, and edited with PE Explorer, isolating the cause is difficult.
Suffice it to say, the file appears to delete unused, or sections that I created by making wrecks, and then deleting the wrecks.
FLE also appears to have a built-in limit to the number of entries, or to the size, of the DLL.
(A limit I appear to have reached, or exceeded.)
If anyone can build a new Gemini.DLL for the mod, I can email the best version I have as a guide.
In the meantime...
I'm going to, this weekend, use FL-IDS, to rewrite every single entry in the file.
It appears, to me, that FLE and PE Explorer, use different formats for writing DLL files.
During a recent series of tests, I got a CTD everytime I entered space...
I discovered that it was because a ship's ID_Info was bad.
When I edited the Gemini.DLL using FL-IDS, not only did the CTDs stop, but then I also had to add Xerx's OpenSP mod to get everything working again.
I'm also getting an error in the bars...
Not sure of the cause, but it appears that the mod is looking for some kind of zone, and can't find it.
Haven't been able to discover if the Mission related crash has been fixed due to all of the other problems.
That, and the new AI is a pain-in-the-butt to go up against in a Tarsus!
I've had battles lasting 15 minutes without a single kill!
Watch your 6!
Update:
My attempt to rewrite Gemini.dll using FL-IDS has failed miserably!
While it is possible to rewrite it, it doesn't actually rewrite.
What it does is write a new entry, renumbers the old & new entries, but only reads the old entry.
Quite impossible to use it as is.
And the mod is, for all intents and purposes, dead in the water.
I may be forced to try...
Nope, rehashing the original dll's will cause other ctd's, I tried it before...
And with all of the different SDK's and unofficial patches, a scripted version is out of the question.
I really dread having to go back to xml.
I need a break!
Watch your 6!
My attempt to rewrite Gemini.dll using FL-IDS has failed miserably!
While it is possible to rewrite it, it doesn't actually rewrite.
What it does is write a new entry, renumbers the old & new entries, but only reads the old entry.
Quite impossible to use it as is.
And the mod is, for all intents and purposes, dead in the water.
I may be forced to try...
Nope, rehashing the original dll's will cause other ctd's, I tried it before...
And with all of the different SDK's and unofficial patches, a scripted version is out of the question.
I really dread having to go back to xml.
I need a break!
Watch your 6!
Update:
Sassafrassafranastan!!!
Well...
I'm going through and editing all of the original Freelancer DLLs that I can.
(Which will cover almost everything, except for the systems themselves.)
Luckily, I saved a copy of the Gemini Sector, and it's DLL, from when I'd just completed placing all of the systems, and jumpholes.
I'm hoping that I'll be able to simply use it as is, and script out any info that's missing from it.
And, since we're using very few weapons from FL, I think I can modify the names and information on the unused weapons to help name/ID the many bases, and wrecks, in the mod.
We'll see...
Watch your 6!
Sassafrassafranastan!!!
Well...
I'm going through and editing all of the original Freelancer DLLs that I can.
(Which will cover almost everything, except for the systems themselves.)
Luckily, I saved a copy of the Gemini Sector, and it's DLL, from when I'd just completed placing all of the systems, and jumpholes.
I'm hoping that I'll be able to simply use it as is, and script out any info that's missing from it.
And, since we're using very few weapons from FL, I think I can modify the names and information on the unused weapons to help name/ID the many bases, and wrecks, in the mod.
We'll see...
Watch your 6!
Just in case you're interested, WCNews spoke of a project that modeled the Steltek Scout, which I can't remember if you have or not. I suppose it is a weaker adversary than the drone, because the drone was a front line weapon from what I can recall.
If you're interested.
Sir S
Edited by - Sir Spectre on 12/9/2004 12:38:52 PM
If you're interested.
WCU Privateer Finds Steltek Presence
While work on reaching the milestone version 1.0 release continues, the WCU Privateer team are still hard at work on the models for the project, and it's time for the Steltek to get the treatment. First up is the drone, famous for showing up when you want it least. Sadly the pictures aren't very high resolution and these thumbnails are all we have right now.
Next up is the Steltek scout, and it looks like someone decided to let the thing dock at a mining base.
Sir S
Edited by - Sir Spectre on 12/9/2004 12:38:52 PM
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