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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
Me again
BW Vindicator can't dock anywhere, because next parameter in shiparch.ini file for this ship "mission_property = can_use_berths" is missing.After I add this string, problem was solved.Looks like I need to check entire shiparch.ini file for such errors.....but I'm so laaazyyy.....So, if your favorite ship can't dock to the stations,planets,etc just open shiparch.ini file an add this damn string for your "bird".For example
--------------------------------------
[Ship
ids_name = 524322
ids_info = 526344
ids_info1 = 526345
ids_info2 = 526299
ids_info3 = 526346
ship_class = 1
nickname = bw_elite
LODranges = 0, 99999
mission_property = can_use_berths <-THIS STRING MUST BE ADDED
type = FIGHTER
DA_archetype = ships\geminiwc\vindicator.cmp
material_library = ships\geminiwc\vindicator.mat
-----------------------------------------
This is temporary solution of the docking problem. I hope for soon quickfix from mod authors.
BW Vindicator can't dock anywhere, because next parameter in shiparch.ini file for this ship "mission_property = can_use_berths" is missing.After I add this string, problem was solved.Looks like I need to check entire shiparch.ini file for such errors.....but I'm so laaazyyy.....So, if your favorite ship can't dock to the stations,planets,etc just open shiparch.ini file an add this damn string for your "bird".For example
--------------------------------------
[Ship
ids_name = 524322
ids_info = 526344
ids_info1 = 526345
ids_info2 = 526299
ids_info3 = 526346
ship_class = 1
nickname = bw_elite
LODranges = 0, 99999
mission_property = can_use_berths <-THIS STRING MUST BE ADDED
type = FIGHTER
DA_archetype = ships\geminiwc\vindicator.cmp
material_library = ships\geminiwc\vindicator.mat
-----------------------------------------
This is temporary solution of the docking problem. I hope for soon quickfix from mod authors.
Umm what can i say?
Quite frankly i'm stunned. This is so cool. Way to go warzog.
I may have a bug report 2. I jus started, been toolin around NY exploring, went all the way down to hamburg, went via the berlin gate, tried to dock with first tradelane, CTD. So, i bypassed the lane thinking it had a bug and went directly to Dortmund, tried to dock, CTD. This is with the starting ship and no equipment changes. And have not talked to Juni.
Quite frankly i'm stunned. This is so cool. Way to go warzog.
I may have a bug report 2. I jus started, been toolin around NY exploring, went all the way down to hamburg, went via the berlin gate, tried to dock with first tradelane, CTD. So, i bypassed the lane thinking it had a bug and went directly to Dortmund, tried to dock, CTD. This is with the starting ship and no equipment changes. And have not talked to Juni.
First things first WAY TO GO WARZOG!!!
In intro saw 2 Orions, atlest I think it was them and 1 Centurion. Second thing in intro Cladius that Juni flys had 2 two engine jets, one is missing. Anyway these are minor things.
One thing that bothered was that Epee's max gun/missle class is 9 needs 10. The problem is after you unmount missle launcher you cant remount it, so bummer.
Btw in the future version will the fusion gun and some others have their original icons?
"history abhors a paradox"
"There’s a little going-away present, ’cause you’re going away — permanently!"
Edited by - GreyViper on 4/20/2004 6:02:30 AM
In intro saw 2 Orions, atlest I think it was them and 1 Centurion. Second thing in intro Cladius that Juni flys had 2 two engine jets, one is missing. Anyway these are minor things.
One thing that bothered was that Epee's max gun/missle class is 9 needs 10. The problem is after you unmount missle launcher you cant remount it, so bummer.
Btw in the future version will the fusion gun and some others have their original icons?
"history abhors a paradox"
"There’s a little going-away present, ’cause you’re going away — permanently!"
Edited by - GreyViper on 4/20/2004 6:02:30 AM
wow!
this mod is really amazing ))
the first thing i thought when i started it was: "****! this mod is so damn cool" (BoH_Havoc, April 20th 2004 while playing Privateer:The Reckoning )
SHAME ON YOU TO CREATE SUCH A MOD! I CAN'T STOP PLAYING IT/TESTING IT
...but i have to stop because i want to know what's wrong with my tarsus/galaxy... now that i have an up to date version of this mod i'll check it... i have also finished modeling 6 of the other ships you asked me to, warzog. I'll check them, too.... but i think i know the bug already...well, i'll have to check it and i'll let you know when i get rid of this bug
good work! @ the mod-team
goooooood modeling! @ the guy who created the demon
this mod is really amazing ))
the first thing i thought when i started it was: "****! this mod is so damn cool" (BoH_Havoc, April 20th 2004 while playing Privateer:The Reckoning )
SHAME ON YOU TO CREATE SUCH A MOD! I CAN'T STOP PLAYING IT/TESTING IT
...but i have to stop because i want to know what's wrong with my tarsus/galaxy... now that i have an up to date version of this mod i'll check it... i have also finished modeling 6 of the other ships you asked me to, warzog. I'll check them, too.... but i think i know the bug already...well, i'll have to check it and i'll let you know when i get rid of this bug
good work! @ the mod-team
goooooood modeling! @ the guy who created the demon
StarNova:
Norfolk System?
Where's that?
If you mean the base, I'll check it out, thanx!
Chemus:
Neither fire missiles.
uicathain:
I'll check it out, thanx!
BTW-as you've gotten to mission 11, I haven't, did Hakera rescue Trent in his Dagger?
Or was he in a Banshee?
You know the mission where the first nomad imposter dies?
Swarog:
I've uploaded a patch to fix that.
And you're right, I discovered that myself
I need to check out the Buffalo base problem.
StarNova:
Total conversion, or as total as possible:
The NPC's and Players all use WC/P weapons.
Only the Bases, Battleships, Cruisers, Transports, Miners, and Lifters use FL weapons.
GreyViper:
It's an Orion, Banshee, Centurion, and an Epee.
The Gladius problem is in FL, can't change it.
The Epee was setup for NPC use, and changed at the last minute.
(Tolwyn didn't want it missile-capable for the player.)
Saheike:
Interesting...
I'll need to check those in SP also.
Thanx!
Boh_Havoc:
Great!
Then we can release v2.4!!!
Edited by - warzog on 4/20/2004 8:11:14 AM
Norfolk System?
Where's that?
If you mean the base, I'll check it out, thanx!
Chemus:
Neither fire missiles.
uicathain:
I'll check it out, thanx!
BTW-as you've gotten to mission 11, I haven't, did Hakera rescue Trent in his Dagger?
Or was he in a Banshee?
You know the mission where the first nomad imposter dies?
Swarog:
I've uploaded a patch to fix that.
And you're right, I discovered that myself
I need to check out the Buffalo base problem.
StarNova:
Total conversion, or as total as possible:
The NPC's and Players all use WC/P weapons.
Only the Bases, Battleships, Cruisers, Transports, Miners, and Lifters use FL weapons.
GreyViper:
It's an Orion, Banshee, Centurion, and an Epee.
The Gladius problem is in FL, can't change it.
The Epee was setup for NPC use, and changed at the last minute.
(Tolwyn didn't want it missile-capable for the player.)
Saheike:
Interesting...
I'll need to check those in SP also.
Thanx!
Boh_Havoc:
Great!
Then we can release v2.4!!!
Edited by - warzog on 4/20/2004 8:11:14 AM
"StarNova:
Norfolk System?
Where's that?
If you mean the base, I'll check it out, thanx!"
Hehe, sorry about that. What I get for trying the mod out at 2 am in the morning. lol. Zone 21 area where Battleship Missiouri I think is located. Where the tradelane goes when you need to go to texas jumpgate.
Norfolk System?
Where's that?
If you mean the base, I'll check it out, thanx!"
Hehe, sorry about that. What I get for trying the mod out at 2 am in the morning. lol. Zone 21 area where Battleship Missiouri I think is located. Where the tradelane goes when you need to go to texas jumpgate.
hrulghin:
Several possible reasons:
1) Bad Download-most common.
2) Files from an old mod still in the Freelancer folder, may need to reinstall.
3) This mod was made using "FreelancerSDK-v1.3full.exe" installed to the Freelancer folder. You may need to download it from the Lancer's Reactor, and install.
4) This mod has only been tested on WindowsXP, so I don't know if it works right on other os'. (It should.)
Hope this helps.
Watch your 6!
Several possible reasons:
1) Bad Download-most common.
2) Files from an old mod still in the Freelancer folder, may need to reinstall.
3) This mod was made using "FreelancerSDK-v1.3full.exe" installed to the Freelancer folder. You may need to download it from the Lancer's Reactor, and install.
4) This mod has only been tested on WindowsXP, so I don't know if it works right on other os'. (It should.)
Hope this helps.
Watch your 6!
Well warzog, I have the player ship firing missiles, and when I attack the Militia around Manhattan, they seem to fire an occasional missile. I say seem, because I hear a 'missile launched' warning, and the cargo scan shows some militia with one heat seeker, and some (1 or 2) without one. I'm going to test with invulnerability to be surer...I die before I can really scan all of them for sure.
Chemus, Regent to The Prince of Ales !
edit: well, I've checked it out, and the militia will very occasionally launch a missile at me now. I just changed the orientation of the HpTorpedo(x) hardpoints so that they pointed straight ahead. My geometry is so raunchy that I'm not sure that I'll be able to get any other ships fixed, but if I find the same problem with any other ships I'll let you know
Edit mk.2: I have through trial and error fixed the Orion as well. The turrets will now fire in all directions, each within it's hemisphere.
Edited by - Chemus on 4/20/2004 10:31:57 AM
Chemus, Regent to The Prince of Ales !
edit: well, I've checked it out, and the militia will very occasionally launch a missile at me now. I just changed the orientation of the HpTorpedo(x) hardpoints so that they pointed straight ahead. My geometry is so raunchy that I'm not sure that I'll be able to get any other ships fixed, but if I find the same problem with any other ships I'll let you know
Edit mk.2: I have through trial and error fixed the Orion as well. The turrets will now fire in all directions, each within it's hemisphere.
Edited by - Chemus on 4/20/2004 10:31:57 AM
w00h00!
stunning!
great work, great mod.
just some things ive noticed (some already mentioned here...)
- these rogues drop alot of mines (took 4 missions so far)
- the "shield failed" "shield restored" occur way too often in the beginning. perhaps replace shield restored (and failed?) with another sound?
- in the 2nd mission i looted a lvl7 shield generator (had lvl1). well, that solved the problem with the shield messages, but it made the dogfights quite easy, so this shouldnt happen too often IMHO
- a better shield gen should use more power (if somehow possible). perhapas take the energy from the afterburners
- the cruise speed was increased AFAIK (500?), yet the speed displayed is still at 300
- the epee seems to "hop" around a bit, or is it just me? :p
- the music is great, but i think we could take use of another "figthing song"!
- i didnt receive a message when i docked at fort bush (perhaps because of the missing voice mod?)
- hmz, any way to make Trent look more like, well, *insert your name here* in privateer?
overall, a tremendous piece of work!
great models, great music, great feeling
Edited by - sp00n on 4/20/2004 10:07:05 AM
stunning!
great work, great mod.
just some things ive noticed (some already mentioned here...)
- these rogues drop alot of mines (took 4 missions so far)
- the "shield failed" "shield restored" occur way too often in the beginning. perhaps replace shield restored (and failed?) with another sound?
- in the 2nd mission i looted a lvl7 shield generator (had lvl1). well, that solved the problem with the shield messages, but it made the dogfights quite easy, so this shouldnt happen too often IMHO
- a better shield gen should use more power (if somehow possible). perhapas take the energy from the afterburners
- the cruise speed was increased AFAIK (500?), yet the speed displayed is still at 300
- the epee seems to "hop" around a bit, or is it just me? :p
- the music is great, but i think we could take use of another "figthing song"!
- i didnt receive a message when i docked at fort bush (perhaps because of the missing voice mod?)
- hmz, any way to make Trent look more like, well, *insert your name here* in privateer?
overall, a tremendous piece of work!
great models, great music, great feeling
Edited by - sp00n on 4/20/2004 10:07:05 AM
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