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Privateer: The Reckoning OpenSP Beta v4.65 Feedback
Here you can find news, get help and comment about the Privateer / Wing Commander Total Conversion called ?Privateer: The Reckoning? and accompanying Mods
Jabbamonkey:
Most of your comments have been mentioned, before.
(See the rest of this thread, and several others in this forum.)
Tweaking things has been time-consuming, and my other problems, and the miriad of bugs makes fixing EVERYthing at the same time, nign-on-to-impossible.
I'm currently working on a new version of the Gemini Sector, with additional info from your site, I might add.
Once it's working, I'll get back to the weapons/shield problem.
As to your modeling offer...
If you could build us a refinery, it would be greatly appreciated!
I cobbled something in the last version, but I'm using planets in the current version.
Watch your 6!
Most of your comments have been mentioned, before.
(See the rest of this thread, and several others in this forum.)
Tweaking things has been time-consuming, and my other problems, and the miriad of bugs makes fixing EVERYthing at the same time, nign-on-to-impossible.
I'm currently working on a new version of the Gemini Sector, with additional info from your site, I might add.
Once it's working, I'll get back to the weapons/shield problem.
As to your modeling offer...
If you could build us a refinery, it would be greatly appreciated!
I cobbled something in the last version, but I'm using planets in the current version.
Watch your 6!
Bugs I noticed:
1. Cards appearing as xml text/labels instead of text only.
2. Unable to land on mines (Hector, Achilles, etc). Keep hitting the base, loosing shields until explode and never land.
3. Some bases when selected show distance 0 (zero) clicks.
Hope these are new. Loving to play the mod. Keep up the good working, guys!
Replicant
1. Cards appearing as xml text/labels instead of text only.
2. Unable to land on mines (Hector, Achilles, etc). Keep hitting the base, loosing shields until explode and never land.
3. Some bases when selected show distance 0 (zero) clicks.
Hope these are new. Loving to play the mod. Keep up the good working, guys!
Replicant
Chemus:
I'll go ask, but, in either case, I'd still love to have a copy.
Email it to me at [email protected]
reglor:
Yes, those are new, but, as I'm working on a completely new version, it doesn't really matter, much.
Thanx, anyway!
(Glad you enjoy it.)
Watch your 6!
I'll go ask, but, in either case, I'd still love to have a copy.
Email it to me at [email protected]
reglor:
Yes, those are new, but, as I'm working on a completely new version, it doesn't really matter, much.
Thanx, anyway!
(Glad you enjoy it.)
Watch your 6!
I don't see why they should refuse...Technically it is the property of Origin and since they no longer exist it is freeware
Let me know when you need the build bug tested Warzog. You will have to send me info on where to download it again tho. No longer have that info
Quixotal
Edited by - Quixotal on 12/12/2005 4:26:02 PM
Let me know when you need the build bug tested Warzog. You will have to send me info on where to download it again tho. No longer have that info
Quixotal
Edited by - Quixotal on 12/12/2005 4:26:02 PM
Quixotal:
See my previous post for the where to send it.
As for the new build, the Holidays have really slowed things up.
(I'm only getting an hour or so, each week, to work on it.)
My current progress stopper is the "Shortest_Path" ini's.
FLE only provides 2-4 jumps from a system, and that's as good as none.
I'd hoped to try using an older version, but there were to many errors.
I also tried using a cut-n-paste attempt at it, but it, too, had to many errors.
So, now, I'm going system by system, nav to each system, line-by-line.
I'm all the way up to the 14th system.
(Only 55 more to go!)
I've limited jump routes to 7 jumps.
I've also placed a few jump stoppers along the way, systems where Pirates rule, etcetera.
I'm purposely not rushing this version for two reasons:
1) Hopefully, to be more accurate, and thereby, to be more fun.
2) Hopefully, I'll catch more bugs prior to release.
I'll send you the site's info once I've put something up.
Watch your 6!
See my previous post for the where to send it.
As for the new build, the Holidays have really slowed things up.
(I'm only getting an hour or so, each week, to work on it.)
My current progress stopper is the "Shortest_Path" ini's.
FLE only provides 2-4 jumps from a system, and that's as good as none.
I'd hoped to try using an older version, but there were to many errors.
I also tried using a cut-n-paste attempt at it, but it, too, had to many errors.
So, now, I'm going system by system, nav to each system, line-by-line.
I'm all the way up to the 14th system.
(Only 55 more to go!)
I've limited jump routes to 7 jumps.
I've also placed a few jump stoppers along the way, systems where Pirates rule, etcetera.
I'm purposely not rushing this version for two reasons:
1) Hopefully, to be more accurate, and thereby, to be more fun.
2) Hopefully, I'll catch more bugs prior to release.
I'll send you the site's info once I've put something up.
Watch your 6!
Quixotal:
Hard question to answer....
I'm working on fixing the ships, first.
(Which has led to the Wing Commander FL mods.)
I'll then go back, and repair The Reckoning...
Most of Reckoning's bugs appear to have been caused by the ships.
The Vesuvius was causing the zero distance errors in Perry.
The ship's fuses, explosions, were setup wrong, and causing crashes.
Several ships had hardpoints that were numbered, or not numbered, that caused crashes.
Several ships were missing vital hardpoints, like the ones for the pilot, the cockpit, and the tractor beam.
AND...
Since I've started using the Wing Commander FL name, I've been getting more ships!!!
Still gotta see if they'll all work, but it looks promising.
The Drayman is already in the new WCFL version that I'm working on.
The Rapier, and Korlahr, are my next projects.
I may also have a Panther, Dragon, and Hades, if things go right.
After Reckoning's fixed, THEN, I'm planning on doing another mod, like Reckoning, but in a different Wing Commander Sector, under the Wing Commander FL name.
Oh, and I've already got a copy of Privateer's opening movie, thanx!
Watch your 6!
Hard question to answer....
I'm working on fixing the ships, first.
(Which has led to the Wing Commander FL mods.)
I'll then go back, and repair The Reckoning...
Most of Reckoning's bugs appear to have been caused by the ships.
The Vesuvius was causing the zero distance errors in Perry.
The ship's fuses, explosions, were setup wrong, and causing crashes.
Several ships had hardpoints that were numbered, or not numbered, that caused crashes.
Several ships were missing vital hardpoints, like the ones for the pilot, the cockpit, and the tractor beam.
AND...
Since I've started using the Wing Commander FL name, I've been getting more ships!!!
Still gotta see if they'll all work, but it looks promising.
The Drayman is already in the new WCFL version that I'm working on.
The Rapier, and Korlahr, are my next projects.
I may also have a Panther, Dragon, and Hades, if things go right.
After Reckoning's fixed, THEN, I'm planning on doing another mod, like Reckoning, but in a different Wing Commander Sector, under the Wing Commander FL name.
Oh, and I've already got a copy of Privateer's opening movie, thanx!
Watch your 6!
Quixotal
Yepper!
Deader'n a door-nail!
Had a falling out, or lost contact with, with other members.
As I can't get the models repaired that need it, I can't do any more with Reckoning.
(Except for the Ranger, which is really the Concordia, all of Reckoning's Privateer bases cause crashes, and they need to be fixed.)
I managed to repair the loadouts of the fighters, which also caused crashes.
And I had to replace the old Demon, and a couple others, that were beyond my abilities to fix.
The end result was the "Wing Commander FL v2.7" mod.
I've been waiting on some new models, which I just received a few days ago, to continue work on the new WCFL series.
I also managed to get some ships from the "FL Rebalance 3.50" mod.
The remaining new ships all have new, custom SUR's, but no hardpoints.
Takes awhile to add them...
Currently working on a new Dragon model...
Looks great, but Freelancer crashed, and I just reinstalled it.
Watch your 6!
Yepper!
Deader'n a door-nail!
Had a falling out, or lost contact with, with other members.
As I can't get the models repaired that need it, I can't do any more with Reckoning.
(Except for the Ranger, which is really the Concordia, all of Reckoning's Privateer bases cause crashes, and they need to be fixed.)
I managed to repair the loadouts of the fighters, which also caused crashes.
And I had to replace the old Demon, and a couple others, that were beyond my abilities to fix.
The end result was the "Wing Commander FL v2.7" mod.
I've been waiting on some new models, which I just received a few days ago, to continue work on the new WCFL series.
I also managed to get some ships from the "FL Rebalance 3.50" mod.
The remaining new ships all have new, custom SUR's, but no hardpoints.
Takes awhile to add them...
Currently working on a new Dragon model...
Looks great, but Freelancer crashed, and I just reinstalled it.
Watch your 6!
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