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New "Freelancer Rebalance Mod" by Michael D.

Here you can find news, get help and comment about the ?FL Rebalance Mod? for Freelancer

Post Sun May 18, 2003 4:58 pm

you sound as if you are ending the mod. Will there be another version? Did you know that the X-Wing is missing an icon at the ship shop? No matter where you buy it.

I am still missing and hoping for a Millenium Falcon Do you think that Engines could be sold in the future versions? Instead of dumping it in space?

Post Sun May 18, 2003 5:20 pm

MD:

The LODrange for the 3 TIEs are 0, 999999, 999999, 999999 in shiparch.ini so only their guns are visible in the equipment room and during landing.

The X-Wing, Slave1 and the new ships have the LODrange at 0, 999999 so they show up nicely.

Just a little graphical problem.

Post Sun May 18, 2003 7:09 pm

sounds cool and all but for some reason when i load it with FLMM it wont work
freelancer will load, but when i try starting a new game it crashes to desktop =/
i removed all savegames except 3 vital ones which i didnt feel like moving/deleting

what am i doing wrong? =(

Post Sun May 18, 2003 7:30 pm

My only gripe with this mod is how collision damage is handled (aside from that it is near perfect). I like the damage you take from collision, but it should be equal for ALL ships, not just for you. When in a dogfight and an enemy rams me, or I ram them, I typically lose large chunk or all of my shields, and they lose nothing (or next to nothing). This can get frustrating to say the least. If you can fix this problem, it would make your mod more realistic, and more fun.
Oh, also, do police drop escape pods the same way pirates sometimes do? IIf they do, how many do cruisers and dreadnaughts drop? :-D

Post Sun May 18, 2003 8:40 pm

the unbound one: download the other ships not included in the mod: there is a awing/bwing/slave1/corvette ship package released today i think. instaal them as described above(top of the page). try not to run other mods with mine and if u have run some in the past reinstall FL in a fresh directory, then install the mod.
gmaeshark, i did not say i will end the mod but that it gets closer to its final shape. there will be future versions, less often, but there will be.
Sparepart, the Ties are showing up nicely both on landing sequences and on equip room on my system, it may be something else...read the post by Dutch a few pages before, he explains more about Nvidia dds files.
Booster, i've noticed that, there must be a constant somewhere defining this...i'll look into it. Anybody any ideas?

Post Mon May 19, 2003 12:12 pm

Its great to see from the SP cinematic that it takes more than 4 torps to take out a starport. It was one of my beef's with the game.
Btw, Trent looks kinda cool in his new get up but when you reload the game from an autosave his shades are gone. Weird.
Anyway, I don't give comments alot nowadays because I haven't met any bugs yet or am just satisfied with how the mod is shaping up. Great work again Michael.

"To know the light, you must see the dark."

Post Mon May 19, 2003 3:26 pm

BUGS, GENERAL STRANGENESS, AND SUGGESTIONS (0.9b)

-New jump hole connections for Sigma 17->Omnicron major minor-> Omnicron Major->nomad systems->Frankfurt do not show on system map..

-IDS? error for gunboats

-New battleship battles, corsair or hessian...
ex...(Corsair- Liberty Cruiser Object Unknown). Is a Fix possible?

- Errant New York jump node near Freidstat base in (Omega 7)
- Magellan ->Leeds (FOR EVERYBODY!!! IT'S CREATED ON DEMAND, UNTIL THEN IT DOESN'T EXIST! STOP BOTHERING MR.DAN ABOUT THAT!)
{YOU PLAY THE ESCAPE FROM NEWYORK AND THE HOLE APPEARS WHEN YOU SET OUT FOR LEEDS AND STAYS WHERE IT SHOULD! FOREVER!
- missing Sigma 13 -> New Berlin node. (I assume that same thing as Magellan->Leeds)
- occasional error with 'escape from manhattan' after escaping from west point, and emerging from Ithica Research trade lane, way points do not show up if you're too far away from Juni... mission locks.
SOLUTION: wait for Juni at the end of the lane until she emerges from it. Everything then works fine)

- Alaska system is basically dead.. suggest a revemp of stations something like Freelancer Level 2 mod? (w/ permission of course! )


Edited by - Drassnia on 19-05-2003 19:30:16

Edited by - Drassnia on 19-05-2003 19:31:57

GUX

Post Mon May 19, 2003 4:21 pm

To those who have been playing on my server, my dedicated server's harddrive seized. It will be a few days till I can find a SCSI ultra wide 160 drive both large enough and cheap enough to get everything going again.

Sorry for the inconvenience.

Post Mon May 19, 2003 9:03 pm

drassnia: the IDS? error is due to the fact that i wrote GB's names directly in nameresources.dll and did not included it with the mod...it is corected in next version. also removed jumphole from omega-7 to New york as well...thanx for this one, i missed it.
the sigma 13 jumphole to New berlin IS THERE, at least in SP campaign, i dunno why is dissapers after...maybe its that thing griskard said about FL modifying ini files after loading old saves.
the code's here:

[Object
nickname=Bw05_to_Rh01_hole
ids_name=260763
pos=-24923, 0, 5355
rotate=0, -45, 0
Archetype=jumphole
msg_id_prefix=gcs_refer_system_Rh01
ids_info=60212
jump_effect=jump_effect_hole
visit=128
goto=Rh01, Rh01_to_Bw05_hole, gate_tunnel_bretonia
;added the zone now and will be in new version, maybe this will fix missing JH after SP campaign
[zone
nickname=Zone_Bw05_to_Li05_hole
pos=3967, 0, -21532
shape=SPHERE
size=1000
property_flags=131072
visit=128
sort=0

Post Tue May 20, 2003 12:00 am

Micheal, I have a somewhat strange request based on the fact that you managed to get the two unused hardpoints on the dagger working. My favorite ship, the Dromedary, has 3 unused hardpoints. The two I mostly care about are the ones on either side of, for lack of a better term, the rear pylon. Any chance you could make those active? The reason I ask is I would like to see the two side guns you currently have mounted on the cm and mine positions moved down there, cause it would look alot better . If you can activate the third hardpoint, the one on the front of the spine, that would be cool too, actually having a missle mount would be nice. I know you do a ton of work on this mod, great work with it.

Thanks

Post Tue May 20, 2003 4:52 am

Uh, I said this somewhere else, but was not addressed. I found a bug in this. The game crashes when I try to go to the texas system. At least it does for me. Anything I can do by myself about that?

Post Tue May 20, 2003 6:24 am

I found this odd bug, if you get an X-Wing at Planet London and come out. The game becomes realy slow-motioned, then it hangs, caused a crash to the server as well. Said somethig about 2 "spoiled/bad" parts in the ship. 60/40 chance this happens when I buy the X-Wing from London.

Post Tue May 20, 2003 4:27 pm

Actually, nevermind on adding the hard points, I just figured out how to do it. Would you like my updated files for it? The 3 inactive hardpoints on the Dromedary now have turrets on them, and I moved the cm and mine droppers back to their propper locations.

Post Tue May 20, 2003 8:22 pm

bulk hauler, please mail those files to me so i don't have to analize the cmp for the dromedary myself. thanx. I will include it in the next release(tomorow).

Post Tue May 20, 2003 8:57 pm

Will do, I am at work now and don't have them, I may be able to get them to you late tonight, if not, I will send them first thing in the morning.

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