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**Archived** Epsilon Mod - **Use New Thread**

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

Post Sun Jan 04, 2004 8:33 pm

That last one. The added color gives it depth.

Looks like an exotic blade weapon. Lots of menace.

Post Mon Jan 05, 2004 4:24 pm

Hello again....

Several people have emailed me about problems regarding installing the mod..

To all those that do not know this yet... there was an error packaging the mod...

You need to take the mod out of the zip folder..........

When the mod was zipped up there was an extra directory made called epsilon 2 and version 2.3 was in the second directory... so unless you have deleted the epsilon 2 directory its possible the mod is not installing at all....

Several people had this problem and it was posted about this in comments on the front page (home) while the mod was still there...but it is possible most may have missed the post..

Easy to fix though - simply rename the Epsilon 2.3.zip.flmod folder to Epsilon 2.3.zip then extract the contents to your flmm mod folder... The directory structure you should then have is:- epsilon2.3\epsilon2.3.. simply take the second folder and move it to the mods directory .. Windows will ask you if you want to overwrite... say yes...

The directory structure you should finish with is epsilon2.3 with the data, dlls and exe directory directly below.. fire up flmm and it should recognise the mod...

If you have not done the above then its possible you are playing stock FL..

If you have any trouble understanding this then get back to me...post here or am email will find me.

Harrier

P.S.

jake_langley,

Adding Decals and that sort of thing to ships requires a program like PS 7 that will allow you to apply layers.. do you have something like that?.. I may do more on this in the tutorail on texing or here as well if there is enough interest in it.

It's not really that hard but there are some rules..........



Retreat[![! ---- I'm too badly messed up now[![!

Post Mon Jan 05, 2004 5:16 pm

Hey Von Murrin

Good to see you back in the forums. Yeah I think i will probably use the second texture for the Trident. The idea for the ship is something that can be used as the destroyer of destroyers...lol...Good for MP play, have a couple of these in a fleet....dun dun dun!!!


Its not about how much money you make...It's about how much copper wire you take from the building before they kick you out!!!

Post Mon Jan 05, 2004 8:53 pm

harrier,

ive got corel 9. its got layers. can i use that?

jake

-------------------------
"if he starts to win, kill him."
darph bobo

Post Mon Jan 05, 2004 9:50 pm

Destroyer of destroyers, huh?

Call it a corvette. Good idea, though. The game needs ships like that.

Post Mon Jan 05, 2004 10:30 pm

jake_langley,

Yes I guess you could....I will have to generalise the information as I use PS 7 .. although the principle is the same.... I'll give this some more thought as I use decals a lot ... but you must be able to reduce opacity or fill in order that the decal looks right.. the process of making the tex's tends to darken them..

More on this later....

Harrier.


Retreat[![! ---- I'm too badly messed up now[![!

Post Tue Jan 06, 2004 6:53 pm

Von

We will have Corvettes in the game. This is a sort of strike bomber (even though its called a heavy assault :p) meant to be able to take on capships (maybe in groups) and be able to hold its own against fighters


Its not about how much money you make...It's about how much copper wire you take from the building before they kick you out!!!

Post Wed Jan 07, 2004 7:34 am

Ah. Cool.

Edited by - von Murrin on 1/7/2004 7:34:54 AM

Post Thu Jan 08, 2004 3:38 pm

Chronos:




Its not about how much money you make...It's about how much copper wire you take from the building before they kick you out!!!



War doesn't determine who is right, only who is left

Post Fri Jan 09, 2004 10:48 pm

Some of you (only ones who have followed this post for a long time) may remember the "skeletons" of the ships I posted...the Wolverine was one of them...Here are the stats of it:

Name: Wolverine
Class: Heavy Fighter
Armor: 8900
Guns: 5
Missiles: 2
Turrets: 1
Mines: 1
Optimal Class: 7
Max Class: 9
Faction: Liberty Security Force (LSF)
Nanobots: 70
Cargo: 70
Will be expensive when it is finished.....

Picture in Trident texture...if I use the other texture on the Trident i may use this one on the Wolverine...





Edited by - parabolix on 1/9/2004 11:54:06 PM

Post Sat Jan 10, 2004 12:03 am

Looks very sharp. I like the fact that your more powerful ships have bigger engines.

Post Sat Jan 10, 2004 12:46 am

Thanks Von, I agree, more powerful ships should need bigger engines to get em moving....

Post Sat Jan 10, 2004 12:54 am

To all,

Sorry I haven't been around much lately.......

There are several reasons for this......

I have been trying to work out the glitches with the systems and it seems all the dealers will have to be redone...

I have just transferred all my files form one computer to a new one and set up a firewall and network.. so we can have our own website.... and not all has gone as smoothly as I would like ....

There will be an updated ships mod out in the next couple of days but the systems will not be included until we can get them working properly and without crashes..

I would like to thank all the beta testers who have provided so much useful information... without you guys we would have a much harder job.. Thanks very much.. We will continue to work on the mod and it will all come together ... eventually... lol

Harrier.


Retreat[![! ---- I'm too badly messed up now[![!

Post Sat Jan 10, 2004 8:10 am

Is it possible that this mod will be ready for dwnld by the end of this month ?

Post Sat Jan 10, 2004 8:14 am

iniochos:

very possible...the bit of the mod we are working on now will be out in probably no more than a week...if that, the ships you've seen recently wont be added until atleast the next version though as they all still have work to be done.



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