Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Privateer: The Reckoning MOD is ALIVE!

Here you can find news, get help and comment about the Privateer / Wing Commander Total Conversion called ?Privateer: The Reckoning? and accompanying Mods

Post Wed Feb 04, 2004 5:16 am


w00t!
glad to see this project alive, when i left freelancer (several months ago), i was hoping to once see a privateer mod. it was quite dead when i left.
all i wanted to say, keep up the good work, this mod could result in the most awesome ive ever seen (and the most wished by me, playing privateer again )

@warzog
you seem to take this stuff a bit too serious.
take your time, no need to hurry or stay awake for more than 24hours *lol*

good to see tolwyn and bob back again.

one more thing, about that story/open issue, some time ago -whew, almost a year- i did a small mod that would open up all jumpholes right from the beginning and removes (resp. sets to 1) the level requirement for all equipment in singleplayer.
you would have to fly the first two missions though to open the jumpholes.
(based on Xerx' mod).

maybe you could think about it.
get it here

keep on going!

Post Wed Feb 04, 2004 5:28 am

sp00n:
Your to late!
v1.06 opens all of the gates by the time you land the 2nd time on Pittsburg.
AND...
Everything is set to level zero (0).
All my mods do that.
I hate being stuck anywhere, and that leading around by the nose really annoys me.
'Sides, it wouldn't be a Privateer mod if you couldn't explore before going to far into the missions.
(Gotta be able to get the good stuff BEFORE you get to the hard parts!)

And, yeah, I tend to go overboard.
I get some problem in my head, and I can't let go 'til I solve it.


Watch your 6!

Post Wed Feb 04, 2004 6:13 am

Ah, warzog, how'd you fix the Sigma-13 bug? I'm trying to get past there from Chugoku to jump to Rheinland, but the crashing is stopping me :




Edited by - Bob McDob on 2/4/2004 6:13:45 AM

Post Wed Feb 04, 2004 6:54 am

@warzog: there is no way to create SUR files. At least none I am aware of. ou will have to use SUR files from Freelancer, from ships with the similar size/shape.

Dralthi: it is a material conversion problem. I'll check the mat file again... it is always a mat problem


Wing Commander Saga
Wing Commander Saga Forum
~Project Head of the "Wing Commander Saga: Battlegroup Serpent" Project
I still loveWing Commander. Given the right opportunity, I would definitely revisit it." - Chris Roberts.

Post Wed Feb 04, 2004 7:21 am

Invinible eh does that mean i can finally dock without the docking ring like the olds WCs =)
*sniff sniff* who's cookin....oh its....me...AHHHH! (trying to land WC style on manhatten*

When the Going's get Tough, The Tough get a bigger Battleboat.
"Shotglass moments before the Tiger's claw blew up"
You Look a bit down on yer lucky,..Ya Don't say well Heres a drink for yas and don't worry bout how ya lost yer girl.

Post Wed Feb 04, 2004 10:51 am

@Shotglass

invinible eh does that mean i can finally dock without the docking ring like the olds WCs =)
*sniff sniff* who's cookin....oh its....me...AHHHH! (trying to land WC style on manhatten*


This made me think of something ....

@Warzog, Tolwyn & Bob .... Is it possible to make docking rings invisible by removing its pic files so that although in the game it is there and you must land on the planet by docking with the planet, it will give the feeling of Privateer that you're just landing without them, merely having to use a predesignated course through the atmosphere?

Sir S

Post Wed Feb 04, 2004 11:49 am

generally yes... the object is invisible if for example textzres have wrong format (i.e 8 and not 24 bit)


Wing Commander Saga
Wing Commander Saga Forum
~Project Head of the "Wing Commander Saga: Battlegroup Serpent" Project
I still loveWing Commander. Given the right opportunity, I would definitely revisit it." - Chris Roberts.

Post Wed Feb 04, 2004 12:33 pm

*Refried Shotglass anyone?*
Glad i managed to finally help and no matter where *space wise* you landed in priv it was the same spot *landing intro wise*

When the Going's get Tough, The Tough get a bigger Battleboat.
"Shotglass moments before the Tiger's claw blew up"
You Look a bit down on yer lucky,..Ya Don't say well Heres a drink for yas and don't worry bout how ya lost yer girl.

Post Wed Feb 04, 2004 2:59 pm

Bob:
I'm not 100% positive that I have, as I haven't run the new mod that far, but I did correct several things that I believe caused it.
Checking the FLspew.txt file shows a series of errors that compound as you get closer the Sigma Systems. Entering Sigma adds "the last straw" as it were.
But here's what I believe caused the bug:
1) I had the Ferret 2 set up as the CSV, not now.
2) Lootprops, I had modified the wrong numbers.
--The program only responds to specific number combinations.
--Only the 1st number, the chance percentage, may be randomly chosen.
3) Corrected the loadouts of the wrecks, which is where I believe the main problem was.
--Each wreck has a certain number & type of hardpoints, and they don't correspond to the actual ship's hardpoints.
--Each wreck is only allowed so much cargo.
--They appear to be set by the program itself.
--So, I had to redo the loadouts to match them exactly to the original, for each wreck.

BTW-where did you get the *.SUR files for your old mod?


Watch your 6!

Post Wed Feb 04, 2004 8:12 pm

I ripped the .sur files from the ships I was replacing - if it was a Valkyrie, I gave it a Valkyrie .sur, and so on. It didn't work completely successfully, but well enough, and it was better than nothing, obviously <G>

BTW, I found the .wav files from WCS, so I'll be compiling a sound pack to go with the privateer music one - in fact, I'll think I'll combine the two, since I found some swell bar music to add

Post Thu Feb 05, 2004 12:12 am

Post Thu Feb 05, 2004 9:07 am

sp00n:
I already know how to change wreck loadouts.
The problem comes when you put to many items on board, as I tried to do.
Or, you try to mount equipment on hardpoints that the ORIGINAL wreck didn't have.
Or, you try to put to many different types of cargo on the wrecks.
Wrecks do not use the actual ship's hardpoints and cargo limits, they have their hardpoints hidden in the program itself.


Update:
I discovered several, "Hmmm, THAT's interesting," things:
1)In an earlier post, someone suggested making the docking rings invisible.
-a)I did it, but the ships have to wait in line to dock, looks really weird.
-b)So I tried removing the docking rings, you go to where the ring used to be, and stop. And you can't land. So I left them as they were.
2)Since I added various new upgrades, I had to test them:
-a)When you purchase a new ship:
--1)You can't transfer your engine from the old ship to the new ship-bummer!
---a)So, ship prices are higher than planned... They're 100k-250k, best I can do.
---b)Engines only affect speed, so light ships have better, more expensive engines.
--2)The program transfers your generator, engine, and scanner, to the dealer, against the cost of the new ship, but you can transfer all but the engine back.
-b)If you remove your engine, or your generator, the program will not let you launch.
--1)Even has the computer say that you can't launch without an engine, or generator.
---b)Which means that replacing them had originally been an option in FL.


The MOD is 100% debugged up to the 1st time you land on Pittsburg.
(Hey! It takes time, alright?)

Watch your 6!

Post Thu Feb 05, 2004 11:27 am

Update:
MOD is 100% debugged to the 2nd time you land on Pittsburg.
I'm going to see if the Sigma bug is fixed, next.
And then visit every system, and every wreck.
Before running the rest of the missions.

Note:
I programmed the MOD so that the Broadsword, and Crossbow, only show up to do Bombing runs.
As they're huge, they're hard to miss!
When Delta 1 & Delta 2 come in to destroy the Pirate base, there's no doubt who they are!
Very impressive!

Tolwyn:
1) I made SUR's for all of the ships.
2) I need a Visible MAT for the Dralthi IV, before I get to far along with testing.
3) You never gave me a new Visible MAT for the Thunderbolt. Do you still want to change that?
4) Have you fixed the hardpoints on the Sabre, yet?


Watch your 6!

Post Thu Feb 05, 2004 12:12 pm

Please keep in mind that I am working on two mod projects. It is quite time consuming.

As for the SUR files: I told you that I can't create them. Use them from Freelancer.

I'll update the Thunderbolt and Dralthi, but not today. I just came home right now and it is already 9 p.m. I need some rest


Wing Commander Saga
Wing Commander Saga Forum
~Project Head of the "Wing Commander Saga: Battlegroup Serpent" Project
I still loveWing Commander. Given the right opportunity, I would definitely revisit it." - Chris Roberts.

Post Thu Feb 05, 2004 3:21 pm

Update:
Engine Upgrades are out of the mod.
FL won't allow you to sell your engine, and therefore, it won't allow you to upgrade.
The only way I could leave them in would be to remove them from the new ships.
Unfortunately, if I did that, you can't transfer your old engine, and you probably wouldn't have enough money left to buy the engine that you want.
Sorry.
I haven't gotten as far as the Sigma systems, yet, but no new bugs have been found.
Also, I forgot to mention it, but the transport's new (my) weapons help the transports to survive a lot longer.

Tolwyn:
You MUST be REALLY tired!
(You misread my last message about the SUR files.)

Watch your 6!

Return to Privateer: The Reckoning Mod