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Privateer: The Reckoning MOD Beta 2.3 Feedback

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 Apr 19, 2004 2:41 pm

Ok, I've started to play it and... First notice.

Weapon Mount 2 on the Hellcat is off-kilter. You can still fire the weapon, but it always points at a 45 degree angle up (the angle is a guess).

Post Mon Apr 19, 2004 4:08 pm

2nd Observation: I think there's a quirk in the sensor system. I noticed them rogues along the tradelanes during the escort mission to Pittsburg with King at 12km. Shouldn't it have only been 2,500m?

Post Mon Apr 19, 2004 4:09 pm

That mount has been like that from 1st release. I have reported twice before. There is another ship with that same issue but at present can not remem.

My question: Has it been tweaked for MP?

Thanks in advance.

It is hard to soar with eagles when you fly with turkeys.

Post Mon Apr 19, 2004 4:38 pm

As to the off kilter weapons, unless they prevent the weapon from firing it's a low priority.
In v1.06, there were several ships which had off kilter weapons, and most have been fixed.
In v1.06, we had 2 Ferret's, and 2 Sabre's, one worked the other didn't...
So the ones that didn't were deleted.

Watch your 6!

Post Mon Apr 19, 2004 5:37 pm

Well... It does fire. However in a limited forward arc. If you aim below it or to far left or right it doesn't fire. (Note: the others will fire in those places so it's isolated to that 1 weapon)

Oh, and this is more of a suggestion than it is a bug. I've noticed that on the Ship Models the weapons that the ship originally was mounted with (turrets and cannons) are rendered right into the ship. It would probably look better if these were removed from the ship rendering and the mounts just added in there instead.

Edited by - uicathain on 4/19/2004 6:47:50 PM

Post Mon Apr 19, 2004 6:40 pm

Is there any MP servers running this?
I hate waiting via all the damn sp storyline crap over and over and over and over and over.. oh sorry was reapeating like FL sp.
Why couldnt they just let u hit esc to get out of those damn story scenes we've seen a billion times?
Can i install openspv1.1 in FLMM over this to play in SP? It shows it conflicts totally.

Lookin forward to relive P2 again.

Post Mon Apr 19, 2004 9:21 pm

Must give the most massive props ever to the guys who created this!! alot of people bought freelancer hopeing(praying) it would be like privateer. you guys have brought it alot closer! just want to echo compliments on comodities, weapons, shields icons and the music and such. that kind of attention to detail will make this a great mod. keep up the good work on that total conversion - i would love to be zipping around junction and troy again!

now the bad news... i have found a couple of bugs, mostly small, but buggy all the same
1) the icon on the paktahn in rochester is wrong- hate to nitpick but it spoils such a good record
2)the merc infocard on the rep screen is kinda messed up- partially in code
3) stats in the info card for gen upgrade 5 wrong(i hope)
4) the infocards for all shields/powerplants are from freelancer still

- again i dont mean to be picky- just thought id let you know, eventhough im sure you have bigger stuff to worry about...awsome mod, anxiously waiting for the final version

DSI Industries

Post Mon Apr 19, 2004 9:41 pm

uicathain:
The models are based on the Wing Commander/Privateer versions.
As such, they are accurate with the built-in weapons.
The artists who made the models gave permission for their unaltered use.
So, we have to use them as is, or not at all.

Maximillion2:
If you hate waiting...
Don't talk to Juni!
Just start flying your Epee!
The missions are optional in this mod.

arbitriter:
1) Some of the Ship Icons are erratic. At one place they work right, the next, they don't. I'm hoping our Icon Maker will download the mod so they can test, and repair them.
2) I'll fix that Merc infocard.
3) None of the Generator upgrade stats are correct. The data displayed is the default info for each generator.
4) Just forgot to do those infocards.

Watch your 6!

Edited by - warzog on 4/19/2004 11:37:33 PM

Post Mon Apr 19, 2004 10:36 pm

This is also something minor, but the rotation on Planet Fuji seems abit much... I get dizzy looking at it. :p

Post Mon Apr 19, 2004 10:44 pm

uicathain:
It must be the landscape, because New Tokyo is actually spinning faster.
But I'll fix it.

Watch your 6!

Post Mon Apr 19, 2004 11:31 pm

@warzog and your team: Fantastic mod. I absolutely love it. Thank you for all your hard work. I haven't noticed any bugs that haven't been mentioned already. One minor suggestion would be that you disable the shield warnings. With your new shield system the constant warnings about your shields being down/up/down/up is aggravating.

Post Tue Apr 20, 2004 12:15 am

Excellent mod. Being a fan of wing commander this mod rocks.

However found a bug. While using the Centurian Fighter in Norfolk System and docking with the first tradelane to the texas system I get a CTD.

Post Tue Apr 20, 2004 12:59 am

warzog, let me know if the Talons wouldn't fire missiles as the player's ship, or if the non-fire was just for the NPC's. If it was only the player's ship that had the problem, I have fixed it in the ptalon model. I know that this isn't a bug-report, but I'm just looking for verification that I've fixed the problem. I can't be sure that the NPC's won't fire missiles, because the Liberty Rogues just drop mines like crazy! But I can fire missiles as a player when in the ptalon now. (I changed the orientation of the torpedo hardpoints in the (p/r/m)talon.cmp files)

Post Tue Apr 20, 2004 1:23 am

Ok, I'm pretty sure this is mod related (though I'm not sure how). Running through the SP campaign, I came across a rather nasty bug. In the mission where you are to form up with Walker and gain control of the Jump Gate leading to the Alaska system (It saves as Mission 11), where it autosaves after reaching the rendevouz point, the waypoint for the mission locates itself on the star of the sector, instead of the jump gate area. This also causes Walker's Battlegroup to stop about 12-15k short of the mission area, preventing you from continuing on.

Edited by - uicathain on 4/20/2004 2:38:13 AM

Post Tue Apr 20, 2004 2:57 am

Thx for the mod.Some Bugs founded by playing 2 hours:
1.Banshee can't dock anywhere, because next parameter in shiparch.ini file is missing for this ship "mission_property = can_use_berths".After I add this string, problem was solved.
2.Cant exit from Buffalo base.Game crashes.First time i think this crash because i'm flying this sucpidious Banshee )))But i try undock with any ship sold on buffalo-with same crash effect.I think, this crash because missing some voise/music/sound files for this base, kinda "This is Buffalo,blah,blah,blah".
Oh, and forgive me my poor English ))

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