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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

Post Mon Feb 23, 2004 12:28 pm

pSHYCHO:
Bob McDob has already updated the Demon & Gothri.

Bob McDob:
Once I'm sure that there aren't any bugs, I'll bump up the stats on the NPC ships.
(It's kinda hard to test for bugs if you keep getting blown away every coupla minutes!)
As to the jumping cameras, that's mostly due to the ships not being in-scale to each other.
The normal view is set so that they appear in-scale, as they should.
Also, as to adding cockpits, at least the interiors, check with PantherX, he did a great job on the Banshee.
I'll go and download those files, now.

and Yes! I am a bit like a tornado! Which is why my medical problems are so dibilitating.
I'm 52, and I still enjoy motocross, but I haven't been able to ride for over 6 months.
(BTW-I live in the southern deserts of New Mexico in the USA, where the weather is great for motocross year-round!)

Update:
Just received updates on the Demon & Gothri, haven't had a chance to test them, yet.
Ran some tests on PantherX's Banshee, and it's really nice!
(I've got it on sale at Pittsburg.)
I'm going to have to rename the invisible docking rings.

Watch your 6!

Edited by - warzog on 2/23/2004 12:31:53 PM

Post Mon Feb 23, 2004 12:35 pm

ok fine, but talon/stilleto?

Post Mon Feb 23, 2004 4:11 pm

pSHYCHO:
Wierd...
He redid the model, but not the texture for the Gothri.
So we still need a skin for the Gothri.

Bob McDob:
The Demon looks much better, and I need to go through and redo the loadouts, now.
And what, exactly, did you do to the Gothri?
I can't tell any differance.
The ramscoops work great!
And the music.ini has given me a headache, and a stiff neck!
Geeze! It's loud!

Update:
Ran into a nasty "Not Ignorable" bug in the middle of the M01b mission.
I think it's got to do with the invisible docking rings, or the jumpholes that I replaced the jumpgates with.

Also, there's a mix-up in the Privateer mod I uploaded to the FTP site:
You get an MTalon, but the Stiletto is in the cinematics, sorry.


Watch your 6!

Post Mon Feb 23, 2004 7:56 pm

Bob McDob:
I just emailed you a file that should solve your bloodlust!
Just plop it into the missions folder of any mod.
I tested it with a Centurion, and the Banshee, with level 7 shields, and Isometal Armor.
You'll get your butt ripped by the Liberty Rogues!!!
The file removes the bad aim, bad shots, and intentional misses, from the NPC's.
They're out for blood, now!
And if they aren't cutthroat enough, for you, I can tweak them some more.
(Or increase their armament.)
Happy Dying!

and

Watch your 6!

Post Mon Feb 23, 2004 8:29 pm

Yaya-Bamf!

BTW, I FTPed gothri.zip, which should fix your lack of Gothri-ness. The textures still aren't that hot, but at least they're visible now <G>

Post Mon Feb 23, 2004 10:21 pm

Bob McDob:
Tolwyn:
Pani:
pSYCHO:
ALL SHIP MODDERS:
While working on Bob McDob's bloodlust, I noticed something that I'd missed before:
None of the NPC ships will fire their missiles!!!
I did a few things to try and change it, but nothing worked.
If I place the missiles on a regular gun hardpoint, like FL does, then the NPC's will use them!
(and talk about bloodlust!!! WHOA!!!)
Unless someone can come up with a way to get the NPC's to fire missiles mounted on Torpedo Hardpoints, I'll have to make the Torpedo hardpoints all but useless, and take away gun slots for missiles.
(That would also fix the intermittent dumbfire bug.)

In some missions, like the Donau mission, the Order's ship MUST fire 2 Dumbfires (missile01_mark01's) or you get some really nasty bugs.
(One bug has the camera follow the lead Order ship around until you reboot the game! No one shoots at anyone!)
But since it won't fire them unless they're on gun hardpoints, that only leaves one hardpoint for a gun on the Morningstar that Tolwyn had me give to the Order.
Kinda makes them easy kills, and adds to the boring affect that Bob's complained about.

And with several ships having only 3, or 4 gun hardpoints, something needs to be done.

Let me know what y'all decide.

Watch your 6!

Edited by - warzog on 2/23/2004 10:38:05 PM

Post Mon Feb 23, 2004 10:33 pm

Bob McDob:
The skin in your twoships.zip was better, brighter, and crisper, but both are just grey and white blobs.
And visibility was never the issue. In fact, I kinda wish that they were invisible.
I mean, shouldn't the Gothri should have a texture more like the Dralthi's?
Or have you seen a grey and white blobby Gothri that I haven't?


Watch your 6!

Edited by - warzog on 2/23/2004 10:35:00 PM

Edited by - warzog on 2/23/2004 10:51:39 PM

Post Mon Feb 23, 2004 11:23 pm

Only Gothris I've seen are these:




First one is the original Origin Systems Inc. model. Second is Lynx's from WCS, and the one I've been needling Tolwyn to upload *cough* hint, hint The blobby look is really due more to my incompetence as a texture maker than anything else.



Edited by - Bob McDob on 2/24/2004 1:05:37 AM

Post Tue Feb 24, 2004 12:25 am

Regarding Origin Systems, Inc. WCNews.com posted this announcement today:

------
For twenty two years Origin Systems set the tone for the computer gaming. Ultima, Wing Commander and dozens of others set the gold standard for which the rest of the industry could only hope to catch up. This era has finally come to an end as Electronic Arts readies an announcement that it will shut down the Austin-based Origin studio.

This is not the end for Ultima or Wing Commander. Ultima Online will now be run from California, and development of Ultima X will continue on the west coast. Hopes that another Wing Commander game would be developed in Austin were dashed long ago; the longtime belief that a California-based EA team would develop the next Wing Commander title may, ironically, be bolstered by this news.

What it is, however, is a tremendous moral loss on all fronts. Origin Systems will always be the ultimate symbol of gaming's greatest days, and its dissolution to a faceless corporate entity is, sadly, equally symbolic of the world today. Origin entertained, challenged and inspired our generation in a way that seems impossible today. Though the individuals who developed our games long ago moved on to greater careers, the very existence of the company itself continued to stand for something special; something amazing.

The CIC will continue to dedicate itself to Origin's legacy - we will redouble our efforts to archive anything and everything related to the company. We will strike to make the world remember what Origin meant. I wanted to end with a quote - something plithy and literary to express the meaning of such an ending. I came up with only this:

With your carrier destroyed, you drift endlessly through the void.
------

Let me repeat the most important line:


This is not the end for Ultima or Wing Commander.


Though the name Origin may be gone, Wing Commander is not dead. Electronic Arts still owns the rights to Wing Commander, and most of the Origin staff will be retained. More importantly, we, the fans are still here. And we are arguably the most important part of the equation.

For ten years we stuck loyally to the series, through good times and bad, triumphs and travesties. Through the rise and fall and rise again of the space game market. Through full-motion video and Pentium processors and 3D accelerator cards. Through Privateer, Wing Commander IV, Prophecy and even the Wing Commander Movie. Through all of these Wing Commander's fans stayed loyal to the mythos. Will we allow a mere name change to end all that?

Moreover, Wing Commander is not dead. Last year Unknown Enemy, a fan game using the Wing Commander Secret Ops engine, was released, and two others, Standoff and Wing Commander Saga, are near completion. Also last year, Raylight Studios completed a port of Wing Commander Prophecy to Game Boy Advance, proving that the series is far from dead. And recently EA brought back Andy Hollis, a veteran game designer and one of PC Gamer magazine's "Game Gods" along with Chris Roberts, putting him to work on an unknown project. A new Wing Commander game? Why not?

Regardless of what the future holds (and I am quite confident that brighter days lie in store), Wing Commander's fans will still be around. After all, it is we that made it what it is, elevated it from obscurity into one of the top game series of all time. It is through our love and devotion to the series that, game or no game, will allow it to survive and, yes, prosper. Wing Commander will not die, so long as fans believe in Wing Commander.

Let me finish with a parable. In 1966, Desilu Studios produced a science-fiction televisions series. Though it attracted many devoted fans from all walks of life, the series was axed after three years due to the vagarities of network television. Its creator and the staff moved on, and Desilu Studios collapsed, selling the series rights to Gulf & Western. But the series would not die. Its fans kept it alive through conventions and fan magazines. Eventually Gulf & Western, now Paramount, realized what a hot little property it had on its hands and brought back the series creator. Today it is one of the biggest franchises ever, spawning five television serieses, ten movies, a theme park, innumerable books and assorted products. It is called Star Trek. Perhaps you may have heard of it.

Origin is dead. Long live Wing Commander.

Post Tue Feb 24, 2004 1:44 am

Our team is seriously considering starting a closed beta test. There is a caveat though, the number of beta teaters will be limited. However we are now accepting applications for the upcoming beta test of our remake of the famous space world. To participate in this exciting adventure – apply your application here.
Beta testers need to meet the minimum computer specifications and have an internet access.

Interest in games, especially space sims, is an advantage as is any testing experience you might have. Applicants have to be aware of that beta testing is not just about playing and having fun with the game and that there is work involved. Testers will be asked to devote several hours per week to testing and will be asked to test certain missions, weapons or ships. Testers will also be required to send in bug reports and answer the occational test survey to be able to continue their participation in the beta test.

We are looking for people that can communicate their ideas clearly and have an attention to detail. During the testing process you will have to explain to us how you found potential bugs and problems in the game and how to reproduce them. We will also ask for your views on game design and playability in order to improve the game.

The closed beta testing first phase will start at the end of the spring with limited numbers of participants, later evolving into a larger community testing the games performance. We will initially select a small group, but will gradually increase the numbers of participants as the beta testing progresses. This gives participants several opportunities to contribute to the creation of this project.


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 24, 2004 6:58 am

I would like 2 test the mod I played some of the 1.6 but the ships bouncing all over the the place drove me nuts
I have been following the progress of the mod via the posts I also can bringe a large local FL group to test with me arround 20 local players that meet every other weekend for a lan party
I play FL 2-3 hrs every night and my friends & I run 4 FL servers Ore USA
TNG FLballence 3.30 vic 1.63 and a 1.0 also the DP mod was made by a member of our group he may have allready applyed
ny equipment
box 1
2.8 p4 800 fsb
120g hd
1g ddr 400
rad 9800 pro
cable hookup 256/128 can get more if necessary
box 2
2,2 p4 533 fsb
80ghd
1g ddr 333
gforce 128 dont rember which 1
same hook up
box 3 my sons playes 1.63 & your 1.6
amd 2.2
512
60ghd
gforce 128 card
all in a network setup
I read these forums dayly


Have A Great Day

Post Tue Feb 24, 2004 8:01 am

Good news/bad news time!

Bad news:

I lost the original Stiletto and Talon ms3d files, so there's no help on that end.

Good news!

I redid all of them from scratch. Well, maybe "redid" is the wrong word, since I had the models, just not hardpoint-ized as such. The Talons should be done soon, along with a new model: RTalon.

Bad news again:

Couldn't find the Stiletto skin, and CMP Importer is griviously unhelpful on this point. I'll try to find it again, but to be frank, the Stiletto skin isn't very good, and I'd rather have a fresh one in its place.

bob

Post Tue Feb 24, 2004 8:23 am

Bob McDob:
There's a new Mat importer in the download section.
Just came up this morning.
Don't let anyone download the mods for beta, yet.
I've got to upload "fixed" versions.
The problem you emailed me about was caused by a bad Shiparch.ini, which I've fixed.
It should also fix the bug I had in mission 01b.



Watch your 6!

Post Tue Feb 24, 2004 8:41 am

Uploading the latest versions right now.
One known, minor problem: The new ship icons are in, but they're not working right.
It doesn't cause a bug, so I left them in.
Also, in "A Privateer's Privateer mod" I changed the missiles back to using the gun hardpoints.

I hope that you're trying to address that missile firing problem I mentioned, because I can't find an answer.

Watch your 6!

Post Tue Feb 24, 2004 9:30 am

I hope that I'm not intruding, but I had a little idea (tm). I don't know what is causing your NPC missile launching probl;em, but would making your torpedo hardpoint a dual hardpoint help? What I mean is that when you define a hardpoint as both a torpedo and gun hardpoint, it will accept both. so if the NPC has to have the torpedo (missile) on a torpedo hardpoint, you can call it both. If it's supposed to be a torpedo only slot making the same point a gun HP that is of a level not used by guns in the MOD, like level 10, will make it unusable for the Reckoning guns.

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