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Privateer: The Reckoning OpenSP Beta v4.65 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 Mar 28, 2005 10:35 pm

I seem to last about 1 1/2 mins in Tingerhoff before I geta CTD. ..which is fortunate, cuz if I can get out of there by that time I can avoid it. lol


The Morningstar's weapons appear to be detatched from the hull, floating in space. I'll fiddle with the hardpoint placements and see if I can fix it. It also appears to come with a broken Super thruster.

Can still only purchase 10/10 bots/bats for craft that state that they can handle 15/15 in their infocards, however NPC craft have the stated 15/15 when I scanned them. (ie: the Gothri and Paktahn, I believe)

Also, missiles: I don't know if this is intentional or for testing or what not, but I can only buy 10 of any type of missile, even with more than 1 type of that launcher. (2 Javelins, but still only 10 missiles)

FF and IR missiles don't appear to really do anything except fire off in a straight line, or fire, curve a little, then travel in a straight line.

Still getting XML tags in some rumors even after the patch.

AI still seems "weak", but maybe that's because shields are too "light". Even with the starting Tarsus I have no problems ripping through several waves of Retros. Stripping shields off them with the starting lasers is way too easy.

Factions -- Seems taking a mission against a faction will make any of that faction's enemies instantly become your friends. (ie: Take a Kilrathi mission and they become hostile, but take a mission against Retros and the Kilrathi instantly love you again. Then take a mission against Pirates, and the Retros go to Neutral.)


Great mod, though, brings back memories. I'd be glad to help if there's any way I can, though I'm a modding noob. I think I could at least find my way through the INI's, possibly do hardpoint adjustments, don't know about much else.

Post Tue Mar 29, 2005 4:21 pm

I forgot to change the infocards when I changed the combat stats.
And I forgot to change the bot/batts in the loadouts.ini file.
The limit of 10 missiles was intentional, and has been in the last several releases.

The FF and IR missiles do track, but if a target ship deploys countermeasures, they will lose tracking.
These missiles are most effective at extremely close range, when there is less time to deploy decoys.

My computer corrupts files, and I couldn't get the repairs to take.
(Part of the reason for my leaving the team.)

Bob McDob is working on fixing the combat issues for the next release.

The factions problem is primarily a problem in the Freelancer engine.
(They've set up the factions that way, and I couldn't find a way around it.)


Watch your 6!

Post Sat Apr 09, 2005 10:38 pm

Have you seen the models done by Cyberion and Bradmick for Wing Commander Universe? They look fantastic. Any chance that you could get them into this mod?

Post Mon Apr 11, 2005 5:21 pm

According to Bob McDob's April 1st announcement on Crius, this mod is dead, so I doubt that's gonna happen. However, I'm working on a new WC mod for FL, so you might be interested in that. Just finished a new ship last night.

check it out:

here

Edited by - johnhawke on 4/11/2005 6:24:52 PM

Post Mon Apr 11, 2005 9:20 pm

I saw your pictures. Very promising work there. Are you going to include every Wing Commander ship in your mod?

The Wing Commander Universe mod is not dead. Models for the mod keep popping up for it and the site is still active. Just check wcnews.com . I look forward to your mod being developed though.

Edited by - dragon875 on 4/12/2005 10:16:17 AM

Edited by - dragon875 on 4/12/2005 10:20:27 AM

Post Tue Apr 12, 2005 12:16 pm

dragon, I meant reckoning, not WCU. But now that I find out it's just an april fools joke gone wrong. (or should I say long? ) It took 11 days to clear that one up, lol. But yeah, I'm gonna try to get all the WC ships in my mod, but I'm doing it all myself so It might take some time. I really need a texturer to help me out cause doing models and textures is going to kill me. A/w, I'll keep plugging away at it.

sw

Post Wed Apr 13, 2005 10:44 am

Everytime I get in the tinkerhoff system...or rather my dad does...the gme bombs out and goes back to windows...why does this happen?

Post Wed Apr 13, 2005 2:21 pm

The world may never know.

Actually, we've been getting scattered reports of that all over the place, and it is, to put it lightly, annoying the hell out of me. If you know anyone keen with system-checking, tell them there's a job waiting for them. In the meantime, I'll keep doing what I do best.

Post Wed Apr 13, 2005 7:56 pm

Haha my bad Johnhawke. Yeah i agree that the Aprils fool joke is way outta hand now. Oh well. I would help you with the textures, but im not a very good artist myself. Good luck with your mod.

Post Thu Apr 14, 2005 11:07 am

@dragon, thx for the offer. I appreciate it even if you can't help. Show's there's still some support out there. But I better stop talking about this on Bob's Page, it's kinda off-topic.

JohnHawke
C-in-C Wing Commander-->Freelancer Project
E-mail: [email protected]
Website: here

Post Tue May 17, 2005 8:36 am

Hi there,

I am an old Privateer fan too, but in all of this discussion I haven't seen anything about the interactions with NPCs in space! The one thing that really made a difference for me was the ability to taunt and abuse the NPCs. In fact if a faction was only mildly hostile towards you, it was possible to actually talk your way into getting them to stop being hostile. Is that ever going to be possible?

Artimas

Post Tue May 17, 2005 9:51 am

umm... I don't think that's possible with the FL engine. It invovles to many things that we just can't do yet. Correct me if I'm wrong on this.

JohnHawke
C-in-C Wing Commander:Vega Scourge Project
E-mail: [email protected]
Website: here

Post Wed May 18, 2005 4:40 am

Artimas_Maximus, JohnHawke is correct...
The Freelancer Engine doesn't allow that.
The space voices were primarily designed for background chatter.
And with the wierd format it uses, modifying it to meet Privateer standards has proven impossible.
In theory, Privateer-like chatter can be done, but we're talking almost 3000 .wav files.
And first, we'ld have to cataloging the existing files...
Find matching files in the Privateer game, or creating new ones...
Swaping the new ones for the existing ones...
And creating new files for Freelancer.
I spent over two weeks trying to set up one file, for male confed pilots, and never managed to complete it.
It's a daunting task.

Post Wed May 18, 2005 6:44 am

yeah, what warzog says....

JohnHawke
C-in-C Wing Commander:Vega Scourge Project
E-mail: [email protected]
Website: here

Post Wed May 18, 2005 8:26 am

phooey

That was a really unique feature of Priv. The ability to talk your way out of trouble. Heck Id just like the ability to talk to hostile ships! At least to get em to ask me "whate hell else do I want."

<GRINN NN NNN>

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