Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

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 Fri Jul 08, 2005 10:18 pm

Almost everyone who's credited with contributing to the mod is a Privateer IN the mod!
Plenty have found Privateer Warzog, but you're the first to report finding themself!
(6 months for someone to find themself)
I kinda felt I owed everyone a little something special.

Edit:
One more note...
Once anyone finds "themself" there's no need to look anywhere else.
The way FL works, each name is ONLY at one base.
The character may be all over the place, but at each base, they have a different name.

Watch your 6!

Edited by - warzog on 7/8/2005 11:25:54 PM

Post Sat Jul 09, 2005 6:10 am

@Warzog, it may have been 6 months since you released the mod, but it's only been 1 month since I started playing it. Those others who have been playing longer than me, have no excuse.

Sir S

Post Sat Jul 09, 2005 2:53 pm

Yeah, I know, just thought it was strange that no one else has seen themself before now.
Especially with all the complaints I had about not having Confed, Militia, Pirate, Retro, Mercenary, etcetera, labels on bases.
I'd have thought they'd seen them the first day the mod was released.
Go figure!

Watch your 6!

Post Tue Jul 19, 2005 3:33 am

I don't know how many people put time into this mod since it began, but I would like to thank you all so much for making it possible. Thank you. Even though is no real story to it, it has captivated my gaming for seven months so far, and I will be playing it for a long time yet! I think this Privateer remake is worth paying money for, and you guys did it out of the goodness of your heart!

Again, whoever you all are, thank you.

RADM Noslen

WC Against All Odds
Rear Admiral Janet Noslen
Commander, TF 91.30
TCS Kissinger

Post Fri Aug 05, 2005 5:58 pm

Rear Admiral Janet:
Sorry for the late response, been rebuilding my computer from the case-up.
(on a very limited budget)
Credits are listed in FLMM's mod window, just scroll down.
And We're glad you like it!

Note:
Anyone with access to the ftp site, I uploaded a ship-pack, that I asked Bob to test, but he hasn't responded.
Hopefully, if it runs without any bugs, then maybe I can get back to work on The Reckoning.

Watch your 6!

Post Fri Aug 12, 2005 3:24 am

This part of the forum is still going,after some time the mod appeared.
It's wonderfull.I feel home surounded by other addicts .
Warzog what is the ftp again?
This mod has another page dedicated?
Ok,i'm going to play the mod now.
Be well comunity

Post Sun Aug 14, 2005 11:27 am

stll lovin' the mod, gone back to it now after a break of a few months, better without trade lanes for sure.

relatively few problems so far;

still ctd when i try to go out of Tingerhoff to Palan, or take a mission in Tingerhoff.
missions from some planets have the waypoint in the middle of the planet so you can't get to it, not without burning up in the atmosphere.
some missions are waaay too close to your base, like 3 or 4K distance.
there are still a couple of places with FL ships and info cards, and Beaumont base in texas is still listed.
npc messages in bars are full of gumf.
some mission screens in bars are inaccessible as it says theyre all being accessed by other players.
ships seem to fly in whatever plane i'm in, not the default FL solar plane, which is unexpected.
i see you already know about the comms audio, that's hardly a major issue though.

not nitpicking just giving you feedback. nice to see the AI is still good n high, loving the catfights. the only problem that does bother me is the crashing at Tingerhoff, because T is a critical system and u cant get to Rygannon or any of those out of the way places without it. appreciate that uv all got lots more things to do but don't forget to tell me if you sort it!!

check ya.

"Thou hast awoken from thy Slumberre, o Ancient Sorrowe of yearres.."

Edited by - Tawakalna (Reloaded) on 8/16/2005 4:11:49 PM

Post Thu Aug 18, 2005 7:20 pm

I've never played WC or Privateer and I think this Mod is superb.

Only just loaded up and started playing this week. I have encountered some of the errors people have mentioned and I have not CTD'd ... I still have many places to visit.
And with a little effort you can dock on Vesuvius.

Anyway: Thank you to Warzog and everyone on this Mod... Please don't stop working on this.

....Most of the music I like. Some of it is a smidge, er, cheesy bar loungey but it certainly makes for atmosphere. :-P

Post Sun Aug 28, 2005 11:18 am

Not to steal this mods thunder (i love it personally)

here are a few places all Privateer fanatics should go

http://priv.solsector.net/

http://wcuniverse.sourceforge.net/

http://www.classicgaming.cc/pc/privateer/

http://privateer.syrkos.de/index.php

Post Mon Aug 29, 2005 12:14 pm

Hi Guys, That Privateer conversion you made was really cool buy I have found a number of bugs/glitches during my playing of it. They are:

The game crashes when I try entering the Perry Naval Bases bar.

Dralth Kilrathi fighter is listed as having 3 gun mounts but can mount 4.

I cant donk with Rygannon station, or any similar mining station at all.

The distance to Perry Naval Base, and other bases that dont have standard Freelancer graphics is always 0-M. Though not all of them.

The Hornet Medium fighter has the "Hawk" info card.

All ships I've piloted so far have had a maximum of 10 nano bots/shield batteries regardless of what their info card claims they should have.

Have a good day, Dan.

Post Tue Aug 30, 2005 1:21 pm

Ok, I found the patch that fixes those bugs by my self. But I am looking for the "longbow" that is supposed to be the ship that replaces the "broadsword" cause its faster etc... Dose anybody have any idea where it is?

Dan.

Post Tue Aug 30, 2005 1:34 pm

Oh I also thought I'd mention, the cargo ships don't have enough cargo capacity to make being a merchant worth while; It'd be great if you guys would fix that. I was also thinking that the Broadsword and Crossbow ships are so big that they MUST have more than 50 cargo capacity. Considering their size, I'm thinking they should have at least 300-400 max capicity if not more.

As well the Orion should have MUCH more armor than it currently has; I mean come on it was built to be a flying TANK. Thats why it needs all those engines to get it up to respectable speeds; and if you ask me it (and the Centurion) needs 6 gun mounts.

Then again that Banshee light fighter has more armor, and guns than both of them. To top it off it's even more maneuverable to boot.

Just my 2 cents, Dan.

Post Wed Aug 31, 2005 4:06 am

Dan-01:
The Longbow isn't in the mod, sorry.

As the Broadsword and Crossbow are gunships, and not cargo ships, cargo space is limited.
And...
When they were first added to the mod, they weren't pilotable by the player.
People wanted to be able to fly them, much as people love flying the Titan in standard Freelancer, so we made them flyable.

If you'd like to increase the Orion's armor, edit the "shiparch.ini" file with notepad, and change it's "HP=" value.
There are several entries, and they vary from mod to mod, so change them all.

The Banshee, as stated in the Readme file, and in the FLMM dialog window, is used with special permission from PantherX.
As such, it is used as he provided it to us, without changes.
It was designed for use in another mod, and therefore doesn't comply with our parameters.

The limit of 10 nanobots, and shieldbats, was a balancing issue.

Watch your 6!

Post Sun Nov 06, 2005 8:56 pm


Warzog - posted 1/24/2005 04:39 PST:
My computer has been giving me problems since I got it.
I've solved 90% of them, but for some reason, it corrupts the ini and DLL files at random.
While I was working on the Patch for v4.65, I had 5 files get corrupted during one hour of testing.
(There are so many corrupt file related error messages that I've got several of them memorized.)
I've just gotten to the point where I'm tired of having to fix all the corrupt files every few hours.
The Perry file is a great example.
I've repaired or replaced it dozens of times, but it keeps corrupting, and I don't know why, or how to stop it.
If I only was working on the mod, it wouldn't be so bad.
But trying to make any headway when I have to stop every few hours to fix corrupt files is to much.
Hopefully, someone with a decent computer can make more progress than I can.

Well...
Looks like I may have finally found/fixed the problem!
Turns out my HDD is a 160 GB HDD, and it was never set up correctly.
Even the manufacturer warns it can cause data loss.

My new job, and medical problems, may slow me down, a bit, but I'm going to try and fix Reckoning.

So...
Stay tuned...

Watch your 6!

Edited by - warzog on 11/6/2005 9:01:04 PM

Post Mon Nov 14, 2005 10:49 pm

Finished most non-system files.
(Think I've solved the Empathy problem with factions, that has plagued Reckoning.)
Reworked the ships, and who flies what.
(Removed several problem ships, and WC I/II ships.)
(Trying to shrink the mod from it's unzipped 64mb size.)
Finished Ship infocards.
Finished Faction Infocards.
Currently reworking Equipment and Weapon's infocards.

Haven't decided if I want to salvage the v4.65 Gemini Sector, or do a complete rewrite.


Watch your 6!

Return to Privateer: The Reckoning Mod