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The content may be outdated and links may not be functional.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 Mon Feb 09, 2004 5:41 pm

We COULD add it, but it's not a priority right now.


Watch your 6!

Post Mon Feb 09, 2004 5:43 pm

Read though sorry but i died fell asleep and woke up in a coffin...=) j/k
Been caught up in trying to order Priv2 and playing priv/RF in with FL to see how to best help with comments (trying to make a mod make Me dizzy needed to shoot a retro or 25) and noticed one thing on the box (Yes Old Old Box) it said
Wing Commander Privateer Special Edition. So we could bring in WC1-whatever they ended on and Priv1-2.
Also with the engines..could you make them like the thruster hardports....only just have 1 and if they don't have it they have to move via afterburner (like when that retro took out my engine i had to limp back to base with afterburners.
Also couldn't happen to be able to make Jumpgates look like the Blue orbish Jump spots of Priv 1 and have a jump Drive.
Also i may happen to throw alot out here but its for whomever on the editing cast wants a idea and is abit groggy (hmmm Grog and Retro Stew go good oh wait wrong post) as i was saying its just idea style. like the Fat barkeep being replaced By Shotglass (Coolness) and maybe the Dronour (whatever that rhineland crusier was) Becoming the claw and having the Order flying those Annoying Unknown ships of the Furballs (WC2) they made me just want to waste my torpedos on their wrothless tailpipes. Well i better shut up or i'll find myself IN a tailpipe during launch.

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.
"alright we'll give you once chance drop it"..."you just signed your ow...*zoid sucking sound* And you just signed off life due to my nomad blasters silly xeno.

Post Mon Feb 09, 2004 8:15 pm

Shotglass_Da_Barkeepa:
1)Already have WC1 in the MOD.
2)I tried making it so that you could buy new replacement engines, but the FL game won't allow you to sell off the old one's. And making engines destroyable is a possibility, but I think people would get annoyed not being able to upgrade any other way.
3)FL doesn't allow for Jump Engines.
4)When we recreate the Gemini Sector, there will be NO JUMPGATES, only Jumpholes like in Privateer.
(However, they only come in Red, Green, Orange, and White, no blue.)


Update:
Just finished converting ALL of the sounds, that I could.
Working on converting the music, next.
(Trying to use as few as possible to keep the file size down.)

BTW-BOB, can you get me a good copy of the Pleasure Planet music?
The one in the zip was corrupted.

Watch your 6!

Post Mon Feb 09, 2004 8:47 pm

@warzog, I have the Pleasure Planet music in MP3, believe it or not. I also have a few other songs from the game in MP3, like New Constantiople, New Detroit & Agricultural Planet. Will these help? I can send you those.

Also:

4)When we recreate the Gemini Sector, there will be NO JUMPGATES, only Jumpholes like in Privateer.
I foresee a problem here, the storyline requires jumpgates as essentials at certain crucial moments (if not most of the time) how would that affect the SP gameplay? I know people had difficulty adding gates to new systems, because they're hardcoded, well, I'm sure it might be just as difficult to remove them.

Sir S

Post Mon Feb 09, 2004 10:54 pm

Sir Spectre:
The other songs you mentioned, I have, and have already put in the game.
The Pleasure Planet song I downloaded in the zip file was corrupt, and unusable.
If you can convert it to .wav format, then I can use it.

As to swapping jumpgates for jumpholes, it's simply a matter of changing the spelling in the mission files. And I have several plug-ins for adding holes or gates anywhere I want, and with them correctly ID'd!
Before I learned how to do script, I created my own system, with several jumpholes/gates to other systems. I was going to include it in the 2 Equalizer mods I did, but I was unable to populate the bases without doing script.


Update:
I've added 3 Bar tunes, from WC 1/2/3.
And 5 Base tunes, Detroit, New Constantiople, Pirate, Agricultural, and Oxford.
Four in-flight tunes, which sound very similar, but have different effects.
And last, but not least, 18 of the various sound effects, including weapons, computer, and incoming missile warning.
There are only two FL tunes left, Death, and a semi-whimsical tune.
I wasn't able to find a place to add voices, I believe the in-flight voices are in DLL's, or animations.
Same problem with shields, and I couldn't find a place for the fly-bys.
In total, I used 8mb of sounds & music, almost to the exact byte!
Zipped up as tight as I can get it, the mod comes to 11.3mb!

If I make it a seperate add-on mod by itself, it's 7mb for the Audio mod, and 4.3mb for the Privateer mod.
(Which is how I plan on going.)

Watch your 6!

Post Tue Feb 10, 2004 1:26 am

warzog: ok, you will have a test model today as well as the fixed thunderbolt. My point was that if we have missiles specified as cruise disruptors the player is forced to mount missiles on this points. Additionally there is no way to have torpedos mounted on this slots.

oh, and what is the correct spelling for the docking hardpoint? And where should I place it?


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 Tue Feb 10, 2004 1:34 am

the voices are in .utf files in the audio folder.
you can simply load them into winamp and listen to all the tracks in there.
to extract them, get the utf editor here
nother post: UTF Audio Files and Systems

won't be easy though.


Edited by - sp00n on 2/10/2004 1:35:49 AM

Post Tue Feb 10, 2004 3:37 am

Tolwyn:
You've given me an idea, and fixed a bug!
Instead of making a model with HpMissile01 hardpoints...
I'm going to try making a new type of Torpedo: Hp_Torpedo_Special3
I don't know if it'll work, but it might be worth a try.
I'll run a test, and let you know.

And the bug fix?
While checking it out, I discovered that while I'd changed the missiles to Hp_Torpedo_Special1, I overlooked changing the Hp_Type from Gun to Torpedo.
(That should eliminate the missles becoming Dumbfires all of the time!)

As to the Docking Hardpoint:
The only thing I can think of is: HpDockLight01 and it's usually on the wing tips.
And seldom more than two.

sp00n:
Thanx for the info...
Maybe someone can get on that?
I've got a ton to do right now!


Watch your 6!

Post Tue Feb 10, 2004 3:40 am

No, it is not the hardpoint I mean. I nead the spelling of the docking point for the Concordia. Without it landing on the carrier will not be possible


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 Tue Feb 10, 2004 4:33 am

Tolwyn:
Gotcha!
So used to working with fighters, I forgot about the Concordia!

Here you go:
HpDockMountA-for the player's ships-
somewhere in the middle of the landing bay maybe a third of the way in from the ends?
HpDockMountB-for ge_repair and similar sized ships-on one side?
HpDockMountC-for ge_transports (Large ships)-on one side?

Here's how they look in Solar.ini (the only place they are):
docking_sphere = berth, HpDockMountA, 2, Sc_open dock1
docking_sphere = moor_medium, HpDockMountB, 5.000000
docking_sphere = moor_large, HpDockMountC, 5.000000

That Sc_open dock1 is an animation which we don't have.
So the HpDockMountA needs to be between the flight deck, and it's roof.
In that way, the ships will "moor" with it.

Since the moor_medium, and moor_large are nose attachment points, the only way to put one on deck would be part way up the conning tower?
Or maybe floating above the deck?
Another possibility would be along an outside edge of the ship?


As for my experiment with the Hp_Torpedo_Special_03:
It didn't work!
The slot disappeared completely!
So, let's try some HpMissile01 hardpoints.

Watch your 6!

Edited by - warzog on 2/10/2004 4:39:29 AM

Post Tue Feb 10, 2004 4:59 am

I emailed Mad Hatter (guy behind the Privateer MIDI MP3s) to see if he'd render out a copy of the death midi. As for the "somber" one, not really sure what you mean?

Anyway, it's late, and I to sleep.

Post Tue Feb 10, 2004 10:19 am

@Warzog, nope, can't convert MP3s to wavs. Although, they might be the Mad Hatter mp3s Bob is talking about.

Sir S

Post Tue Feb 10, 2004 11:10 am

I have emailed ftp data to stannum a few days ago, but haven't got a response from him. Bob or warzog, could you contct him again?


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 Tue Feb 10, 2004 7:19 pm

Tolwyn:
I emailed you Stanum's new email address.


Update:
Downloaded the Paradise Planet MP3 file.
Downloading an MP3-WAV converter, will try it myself.
Downloaded the program for the voices.
One of my Beta-testers reports no problems with v1.07, so far.

Also, I've got a really weird idea for the next version.
A way to shrink the mod's size, and expand it, all at the same time.
In theory, it should work.
I'll let y'all know.


Watch your 6!

Post Tue Feb 10, 2004 11:44 pm

for converting mp3s to wavs, why not just use winamp?
(disk writer)

Return to Privateer: The Reckoning Mod