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The-Starport

Patch released!

An open ended, beautiful and innovative 3D space environment with stars, planets, moons, asteroids, comets, black holes, star bases and floating cities!

Post Wed Jul 25, 2007 7:28 am

Patch released!

The patch has been released and the JOY STICK NOW WORK YEH!!!!!!

Also lots of other fixes and they have made the easy setting much much easier. As well as some new modding options have been opened by the modders telling the devs what they needed done to allow them to do things with the game.


UK-
UK Patch

Download now!!

US-
US Patch

UK, US, French, German, Italian Mirrors:
http://www.gamershell.com/patch_download_archive.html

Edited by - Thomas45 on 7/26/2007 1:30:26 AM

Post Wed Jul 25, 2007 2:16 pm

Is there a list of fixes? I'm curious to check if they fixed any of the suck.

Post Wed Jul 25, 2007 3:14 pm

Below are some of the new features:

- Added support for higher resolution and 8x antialiasing
- New minimap features (for quests and space stations)
- Easy mode has been made simpler
- Solved or failed quests can now randomly be reactivated
- When the player hits other objects the bounce power is now lower
- Durability now depends on ship damage, instead of gameplay time
- Rebalanced experience rewards
- Time to recharge mega jump has been reduced
- User can now enable switching weapons in the middle of their battle
- Joystick options added

Post Thu Jul 26, 2007 12:21 am

FIXES
- fixed bug where resolution couldn't be changed
- fixed joystick bug where truster is truned on by default for all joysticks
- fixed bug where the game freezes (all ships stay on one place)
- fixed bug where player's shield suddendly becomes undefined
- fixed bug with infinite motion blur
- fixed problem with missing piece of time and cloak device in Andromeda and Pyxis map
- fixed bug where an NPC always attacked the player if he was under attack by the player's wingman,
now he always attacks his attacker
- fixed menu bug where right mouse button executed wrong actions
- fixed bug where return from hiden systems caused wrong data to be loaded for normal system maps
(wrong system name, prices, ships etc)
- fixed bug with inconsistency with upgrade prices (5-6 level) and now upgrade cost for every level can
be edited from GlobalData.cfg
- fixed PageUp and PageUp key bug (where always mapped to single hit)
- BioFlux gun is now lowered in position not to obscure the view with particles
- fixed bug where building fighters didn't come out when we were busted in building hack
- fixed bug and exploit where turrets fired on player even if something is on fire line (building, other turret, ship,...)
- player can not anymore bribe building and station defence fighters
- fixed crash bug with com channel when target has been deselected and then executed action
- fixed exploit where shield has been restored while we are in inventory
- fixed exploit with sniper mode and fast fire rate after unequipping sniper tool
- fixed bug where various sound effects started to play while loading screen was active
- increased wingman tolerance on our fire
- wingman fire is not anymore reported as our fire
- sniper laser doesn't deflect any more from other objects
- the game will not crash any more if music engine fails to initialize because of unsupported codec or any
other similar problem
- fixed bug with the crash when selecting a profile that contains a dot ("." in the profile name
- fixed bug with using truster on Logitech Extreme 3D PRO joystick
- fixed crash bug when creating new profile after playing the game some time with another profile (game still running)

FEATURES
- added support for 1440x900 resolution
- added support for 1280x800 resolution
- added support for 8x Antialiasing mode (nvidia 8xxx series card)
- durability cost changed to 1500 c
- pirate first class is now more balanced (first mission also)
- EMP now takes 20 units of the shield
- illegal cargo for the current system we are in is now colored in red in inventory
- crafting screen is now available in inventory (only for crafting info)
- crafting screen is now available in repository (only for crafting info)
- easy mode is now much easier
- when the player hits other objects the bounce power is now lower
- accepted quest location is now visible on the mini map screen
- durability now depends on ship damage unlike so far where it depended on gameplay time
- sniping mode has now 2x lower fire rate but does same damage
- now there is a bigger chance that other NPC will attack our wingman
- with cloaking device on less is the chance of getting caught while hacking
- rebalanced experience rewards (buying upgrades gives now much less xp, mining now gives xp)
- NPC fire angle is reduced
- NPC can now go up to 30th rank, just like the player
- buildings are now also charted on the mini map and player minimap marker is much bigger
- now quest can be dismissed (new button) but with no refund
- now in mega speed mode player can see projected icons (stations, gates, cargo) as well
- a yes/no option for the 'Store Profile' option has been added
- quests now don't respawn in stations if you undock and dock, they only respawn when you enter a system
- solved or faield quests can now randomly be reactivated (can be enabled from config.cfg RespawnQuests: 1,
disabled by default) and respawn chance can be also set from GlobalData.cfg (fChanceToRespawnQuest: 1.0)
- teleport animation can now be disabled from config.cfg (EnableTeleportAnimation: 1)
- Joystick roll (twist) can be enabled/disabled from Config.cfg (UseJoystickRoll: 0)
- Joystick dead zone value can be now set from Config.cfg (JoystickDeadZone: 1000.0)
- status of our wingmen's shield and armor is now displayed on the wingmen list on the HUD

MODDING
- time to recharge mega jump is reduced from 360 sec to 300 sec and this var can be
now changed in GlobalData.cfg (fMegaJumpTime: 300.0)
- radio chat can now be disabled from cofig.cfg (EnableRadioComm: 1)
- experience messages can now be disabled from config.cfg (EnableExperienceMessage: 1)
- user can now set radio chat frequency from config.cfg (RadioMessageChance: 100)
- the amount of damage the planet atmosphere does to a player can be modified from .planet file
- .model files can now be located in any data subfolder, unlike so far (they could only be in the data root)
- now in config,cfg user can enable switching weapons in the middle of the battle (EnableInventoryInBattle: 0)
disabled by default
- Joystick truster can be enabled/disabled from Config.cfg (UseJoystickTruster: 1)
- amount of shield for EMP and durability cost can be changed from GlobalData.cfg (fEMPShieldAmount: 20.0)
- amount of shield for EMP and durability cost can be changed from GlobalData.cfg (fDurabilityCost: 1500.0)
- in config.cfg there is a new variable (InstantQuestText: 0) which can instantly show quest text in quest log
if set to 1
- now it's possible to set own engine texture in Shipstats sfd file
(e.g. SolidEngineTexture: Data\HardEngineDraglon.dds SoftEngineTexture: Data\SoftEngineDraglon.dds)
if texture is not set the civilisation default one will be used
- added possibility to change NPC and wingman fire tolerance from GlobalData.cfg (fNPCTolerance: 80.0 fWingmanTolerance: 140.0)
- now it is possible to add an effect (particle emitter) on a ship in Shipstats sfd file
- effects can be added on a map from Game Editor

Post Thu Jul 26, 2007 4:26 am

Is that a copy of the official complete list? If so, could you please post a link to the official posting? I looked around on the spaceforce website for the list, but all I found were preliminary/incomplete/unofficial lists.

Post Thu Jul 26, 2007 1:19 pm

Ok, well now that the official list seems to have been posted, I can respond.

As predicted, the game has been improved only in programmatically trivial ways: glitches and other errors were removed; simple oversights corrected; a few easy-to-implement features have been implemented. As predicted, the developers have made no effort to *improve* the game in any formally significant way.

The logic of this prediction was:

1) if the developers were then so blind as to let a 19-year-old novice (zero experience in any related field) do the writing and upper-level design, and they didn't notice what a horrid job he was doing, they will remain so blind as to continue to do nothing about it.

2) the big problems with this game are big problems because they are relatively difficult to change. Mission design, for example, is the kind of thing that has to be done right the first time.

Conclusion: The developers screwed the pooch, and will not un-screw it. With this patch, "the game still sucks, but now it sucks more smoothly."

Post Thu Jul 26, 2007 4:57 pm

"the game still sucks, but now it sucks more smoothly."
I lol'ed.
Yup I might get it when I find it in the 1 dollar bin this christmas.

Post Fri Jul 27, 2007 12:18 am

The devs are making more patchs and in 1.2 patch the SDK will come out with the patch. Breslin, Dont you think taking away bugs and glitchs, changing things so that it is easier for some people and adding all these modding options to a game is improving it because i think it is. More patchs will be coming soon and if you dont like something in the game and want changed then go over to the space force forums and post in the Spaceforce: Rogue Universe, Wish list for ver. 1.2.


Here is the link.

http://www.spaceforce-game.com/forum/fo ... FID=1&PR=3

Post Fri Jul 27, 2007 2:58 am

Well I don’t think age has anything to do with it's design and being 19 I think he did a great job something I would never have been able to do at that age or now.

I still have my hope up that this will be a learning experience for the whole dev team and make it right the next time around. Many members on SF2 forum fought the Freelancer controls and game play style are now wishing it were implemented.

I remember them saying that it was bad to copy or steal something from another game. I differ with that belief for one if the system of controls work well and is an advance IMO in this genre use what works even if it was used by a 4-10 year old game. Live and learn or is it History repeats itself?

“SISU”
(Pronounced: siss-sue)
(Meaning)
Guts, Tenacity, Steadfastness, Courage, and an Indomitable will to Succeed, and Survive.

Post Sat Jul 28, 2007 12:58 am


Ok, well now that the official list seems to have been posted, I can respond.

As predicted, the game has been improved only in programmatically trivial ways: glitches and other errors were removed; simple oversights corrected; a few easy-to-implement features have been implemented. As predicted, the developers have made no effort to *improve* the game in any formally significant way.

The logic of this prediction was:

1) if the developers were then so blind as to let a 19-year-old novice (zero experience in any related field) do the writing and upper-level design, and they didn't notice what a horrid job he was doing, they will remain so blind as to continue to do nothing about it.

2) the big problems with this game are big problems because they are relatively difficult to change. Mission design, for example, is the kind of thing that has to be done right the first time.

Conclusion: The developers screwed the pooch, and will not un-screw it. With this patch, "the game still sucks, but now it sucks more smoothly."


But you already admitted that it's in their best interest to fix the games actual physical bugs (which are causing crashes, and stopping game play) than leave it as it was, and attempt to re-write parts of the engine and story instead.

I thought we'd gone over that previously... they're fixing bugs in the game with patches. They are not re-writing the game feature (which is what the storyline is, a feature - despite how bad people may think it is) in patches.

No game ever has as far as I am aware. You'll have to wait for a sequal to hopefully see improvements in that area

Post Sat Jul 28, 2007 4:39 am


it's in their best interest to fix the games actual physical bugs (which are causing crashes, and stopping game play) than leave it as it was, and attempt to re-write parts of the engine and story instead.


Oh, I don't know. Their best interest would probably be to give up on the project entirely, although I can see the case that they want to give the impression that they're interested in fixing their little snafu.

If they really cared (and were sufficiently aware of the thoroughgoing problems), they'd do both, of course: they'd fix the bugs as standard practice, and they'd produce an expansion pack or something like this, designed and written by an actual professional.

Personally, I've never complained about the engine, though many critics have a problem with the game's mechanics and "gameplay" in the basic sense. Some aspects of the game do seem rather thrown together (e.g., what's the point of the experience system?), tedious (e.g., crafting is a great idea in theory, but it's painfully boring gameplay-wise), facile (the bribe system for instance), or nonsensical (e.g., you can perform the same mission on behalf of any faction).

-- But the problems that get me are primarily the zero-effort mission design and secondarily the pathetic-novice writing.

(Though both senses certainly fit, I mean "pathetic" in the non-inflammatory sense: pitiably expressive of great emotion. "They followed a star called hope" etc.; of course he's "novice" in the sense that he over-reaches clumsily and embarrassingly. "Pathetic novice" is a typical, terrible combination in "writers" who haven't budded yet.)

Post Sun Jul 29, 2007 1:27 am

Lol but Breslin, you want them to make a patch with a hole new story line?

That would take months to do and in the meantime people complain about bugs and glitchs, really Breslin, if you dont like the story then dont play it go on free mode and enjoy the game!

And they have not even released the game world wide yet and are making a patch and giving out the SDK with it. I would hate it if they stopped making the space force seires and they might make SF 2 but they are making 2 other games right now so that really strains a small company!

Post Sat Aug 04, 2007 2:43 am


they are making 2 other games right now so that really strains a small company!


It's up to them to be able to chew what they bite, not everyone put up with their chewing if they bite off too much

However, good luck to them - hope they make a sequel, and hope they improve the aspects people dislike.

Now i've got my new system - I will hopefully be playing this game shortly

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