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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
Looks like it's going to take a little over 2 hours to upload.
I'm uploading the Audio mod also.
And the v1.07 mod version I'm uploading has my splash screens.
Since I run Privateer 1 in true DOS mode, not emulated, I had to take a digital photo of the screen, and retouch it.
I tried finding one on-line, but they were all 320x200.
I use the splash screens to remind me which mod I'm working on at any time.
I don't usually release them as they're almost 4mb by themselves!
Also, I think that some of my bugs are due to editing the files to the wrong mod.
I discovered several files in the wrong mods, and rearranged them.
I think that this v1.07 is pretty close to being debugged.
Check it out, and let me know.
BTW-you've GOT to run the Audio mod while you test v1.07!
It came out really nice!
I didn't use that Death.wav, 'cause the Death.wav in FL is a really long song.
(It's the song in the cinematic with the medics, and that's in that cinematic's audio mix.)
Watch your 6!
I'm uploading the Audio mod also.
And the v1.07 mod version I'm uploading has my splash screens.
Since I run Privateer 1 in true DOS mode, not emulated, I had to take a digital photo of the screen, and retouch it.
I tried finding one on-line, but they were all 320x200.
I use the splash screens to remind me which mod I'm working on at any time.
I don't usually release them as they're almost 4mb by themselves!
Also, I think that some of my bugs are due to editing the files to the wrong mod.
I discovered several files in the wrong mods, and rearranged them.
I think that this v1.07 is pretty close to being debugged.
Check it out, and let me know.
BTW-you've GOT to run the Audio mod while you test v1.07!
It came out really nice!
I didn't use that Death.wav, 'cause the Death.wav in FL is a really long song.
(It's the song in the cinematic with the medics, and that's in that cinematic's audio mix.)
Watch your 6!
Warzog & Bob why cant you put the stations & planets from priveteer in the more empty systems in FL there is a lot of waisted empty space in the game it would b nice 2 be able 2 land on new and different places with missions and tradable goods maby put a few ships there.
One thing I would like 2 add is that I have played a lot of mods and in SP most of the really good ships r in places that u wont visit untill u have completed the story line.It would be better to be able 2 by those ships wile in the storyline unless the mod is in openSP or MP I dought that many average players will hang arround and explore mutch they will simply move on 2 another new mod.
have a great day
One thing I would like 2 add is that I have played a lot of mods and in SP most of the really good ships r in places that u wont visit untill u have completed the story line.It would be better to be able 2 by those ships wile in the storyline unless the mod is in openSP or MP I dought that many average players will hang arround and explore mutch they will simply move on 2 another new mod.
have a great day
DRKmatter:
Well, you're a page or 2 to late.
The Gemini Sector is being worked on, and instead of FL's 47 systems, eventually, we'll have Gemini's 70 systems.
And I've been placing the ships so that you CAN get them during the missions.
Of the 22 ships the player can fly, 15 are in the New York system.
Two more are on New California, and some are on the Osiris.
You'll see most, if not all, while running through the missions.
(I think that the Paktahn, and the Vaktoth may be the only exceptions.)
Watch your 6!
Well, you're a page or 2 to late.
The Gemini Sector is being worked on, and instead of FL's 47 systems, eventually, we'll have Gemini's 70 systems.
And I've been placing the ships so that you CAN get them during the missions.
Of the 22 ships the player can fly, 15 are in the New York system.
Two more are on New California, and some are on the Osiris.
You'll see most, if not all, while running through the missions.
(I think that the Paktahn, and the Vaktoth may be the only exceptions.)
Watch your 6!
Tolwyn:
You asked a question that I forgot to answer;
"How many ships are there in FL?"
There are:
25 Fighters
06 Freighters
04 NPC ONLY, fighters
06 Battleships
05 Gunboats
05 Cruisers
01 Luxury Liner
08 Utility ships
02 Transports
03 Burning Ships
02 Cinematic only ships
01 Multiplayer ship
01 Lifeboat
69 Total Ships in Freelancer
@ 0.4mb per ship, that's 27.6mb just for ships.
Probably a 16mb zipped file for the mod, a 2.5hr upload to the ftp site, and a 4-5hr email to Lancer's Reactor.
It's doable, but a real pain with my DUN connection.
It's up to you.
Watch your 6!
You asked a question that I forgot to answer;
"How many ships are there in FL?"
There are:
25 Fighters
06 Freighters
04 NPC ONLY, fighters
06 Battleships
05 Gunboats
05 Cruisers
01 Luxury Liner
08 Utility ships
02 Transports
03 Burning Ships
02 Cinematic only ships
01 Multiplayer ship
01 Lifeboat
69 Total Ships in Freelancer
@ 0.4mb per ship, that's 27.6mb just for ships.
Probably a 16mb zipped file for the mod, a 2.5hr upload to the ftp site, and a 4-5hr email to Lancer's Reactor.
It's doable, but a real pain with my DUN connection.
It's up to you.
Watch your 6!
Tolwyn:
I just had a thought while looking at that list, and thinking about the question...
I get the impression that you would prefer playing FL just as it is, but with WC ships.
Is that your goal?
If so, I can do that quite simply.
In fact, it's much easier than what I've been attempting.
(And I wouldn't have to do so much debugging.)
It would consist of the:
Shiparch.ini
Loadouts.ini
Loadouts_Utility.ini
RTC_ShipArch.ini
SolarArch.ini
and the CMP & MAT files for each ship
Except for renaming the ships, the Script.xml file would be almost non-existant.
Watch your 6!
I just had a thought while looking at that list, and thinking about the question...
I get the impression that you would prefer playing FL just as it is, but with WC ships.
Is that your goal?
If so, I can do that quite simply.
In fact, it's much easier than what I've been attempting.
(And I wouldn't have to do so much debugging.)
It would consist of the:
Shiparch.ini
Loadouts.ini
Loadouts_Utility.ini
RTC_ShipArch.ini
SolarArch.ini
and the CMP & MAT files for each ship
Except for renaming the ships, the Script.xml file would be almost non-existant.
Watch your 6!
Update:
I found it!
I FOUND IT!!
I FINALLY FRICKEN FOUND IT!!!
The Bug(s) that have eluded me for over a week!!!
I kept getting a "Hostile Pick" error during battles...
I knew it had to do with the upgrades that I made...
Well, Turns out that when I created the Generator, Scanner, and Armor Upgrades...
I forgot to make a lootable version of them!!!
With weapons it's not a problem, but for "Misc_Equip," which these are, it apparently is.
Anywho...
I've made the changes to the mod, but since it's a little after midnite, I'm gonna get some sleep, and test it in the morning.
Watch your 6!
I found it!
I FOUND IT!!
I FINALLY FRICKEN FOUND IT!!!
The Bug(s) that have eluded me for over a week!!!
I kept getting a "Hostile Pick" error during battles...
I knew it had to do with the upgrades that I made...
Well, Turns out that when I created the Generator, Scanner, and Armor Upgrades...
I forgot to make a lootable version of them!!!
With weapons it's not a problem, but for "Misc_Equip," which these are, it apparently is.
Anywho...
I've made the changes to the mod, but since it's a little after midnite, I'm gonna get some sleep, and test it in the morning.
Watch your 6!
----I just had a thought while looking at that list, and thinking about the question...
I get the impression that you would prefer playing FL just as it is, but with WC ships.
Is that your goal?
If so, I can do that quite simply.-----
that was never my primary goal. Since we are not able to do new missions it would be the best choice to do a multiplayer part of the mod.
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.
I get the impression that you would prefer playing FL just as it is, but with WC ships.
Is that your goal?
If so, I can do that quite simply.-----
that was never my primary goal. Since we are not able to do new missions it would be the best choice to do a multiplayer part of the mod.
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.
@Warzog, Tolwyn or Bob, whichever can answer this. Will you have random Battleship encounters and patrol routes? I really like that about one mod I just tried. Shouldn't be any more difficult than adding random fighter encounters.
Also, from a strictly WC point of view, I remember how many missions I had to take where I escorted the ship on which I served, so to be able to see a Battleship and fighter escorts on a patrol path would be very cool!
I ask this now for two reasons, one because I'm interested and two to keep my place in this thread so I don't have to reread something to figure out where I left off!
BTW, PantherX has allowed use of his Banshee, check his thread. It's even got a better skin now than it did before!
Sir S
Edited by - Sir Spectre on 2/16/2004 9:56:33 AM
Also, from a strictly WC point of view, I remember how many missions I had to take where I escorted the ship on which I served, so to be able to see a Battleship and fighter escorts on a patrol path would be very cool!
I ask this now for two reasons, one because I'm interested and two to keep my place in this thread so I don't have to reread something to figure out where I left off!
BTW, PantherX has allowed use of his Banshee, check his thread. It's even got a better skin now than it did before!
Sir S
Edited by - Sir Spectre on 2/16/2004 9:56:33 AM
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