To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
The original is best and Gemini Gold is close to releasing version 1.03. In fact, Gemini Gold is damn sweet as it brings back great memories with a fine face-lift 😀
Started to play around with Warzog & the Privateers Freelancer Mod, "Privateer: the Reckoning v4.65" They did some incredible work, yet left it somewhat unfinished. Can't dock with the mining stations, that occasional crash when cruising through Tingerhoff, etc.
I never announce anything unless I've already started something, so, I'm in the process of patching things up to hopefully make the mod a bit more playable.
I figured that in a large functional universe, a company would not use an archetype for a mining station in every system, so these, like the refineries in the mod, are being changed to generic freelancer mining bases so we can dock and conduct business, with a tribute in the system where our adventures began, Troy. Here we'll find in orbit that original mining station as the Miner's Guild Administrative Orbital (non-dockable), just for old time's sake. Sort of what the originators of this mod did with the Mercenary's Guild.
I've started hunting down errors with the freelancer data-storm error log, some have been corrected. Let me be clear, I'm no programmer by a long-shot, but I've been tinkering around with code and changing it where I see fit to suite my needs since 1984. I've only announced one other project (which I finished 😀 ), so I intend to finish this one to during spare moments. I don't intend to work graphics, though if anyone wants to add, say, a Drayman, by all means do. Wanna help bug hunting? By all means do, let's collaborate.
I don't want to re-imagine what Warzog did- this is strictly Privateer and the Gemini Sector poured in the Freelancer mold, for those just looking for a change of pace 😉
In fact, I'd love help tracking down that Tingerhoff CDD. Any Takers??? If not, I'll trod along lonesome-like
till I get it done to my abilities and liking 🙄
Well I found that Tingerhoff has jumps to these systems CMF-A, Perry, Palan, Nexus. I found some good info on Privateer here as well that breaks down the systems and station types/locations: http://www.classicgaming.cc/pc/privateer/index.php
Songbird is the Privateer: The Reckoning is that a SP mod or MP I cannot remember?
Heck, I never play online (muchmuchmuch to busy to go down that road, figure I'd get lost 😆 ) so I can't answer the MP half of the question. It is a SP game.
The info is welcome, thank-you 😉
What spurred this fixit reverie is I sent off for what was advertised as a used and dog-eared copy of the Origin's classic "Privateer Play-testers Guide" from the early '90's. What I received was a still-sealed-in-vacuum-plastic-wrap-by-the-publisher-never-been-touched-by-human-hands virgin copy of the tome 😯 Took it as a message from the Gods, or at least the Kilrathi, that I had a mission of sorts to embark on...
I'll use all the fl tools and resources at my disposal.
I suppose I could be posting updates at Wing Commander CIC, but I'm here and, despite being a frequent flier over at the CIC, the idea did not strike me to work on this unfinished mod. If I've updates, I'll post them here.
I tried a variety of methods of fixing the Tingerhoff system ( CTD problem) and none of them worked 👿 So, I simply deleted the system all together. So, here is to re-building Tingerhoff from the ground-up. The template is there and one station, but a start it is. There's no promise this will not make other systems crash, but hey, nothing ventured...
This process is going to take time, and it makes a great hobby for the neurotic-at-heart 🙂
Any and all projects for any type of space game are welcomed.
Never modded FL before but you think they would have designed a system that will not crash other systems if one is configured badly. Logic would think only that system would be the problem. Do you plan on designing any new models for your remake of the Tingerhoff system?
Alas, work & family take up the majority of time. If I can muster 30-45 min a day mod work, it's a good day indeed. Modding with FL's various modding tools simplifies enough the process and there is more than enough cross-checking and cross-referencing numbers throughout all of the folders. I've never fiddled with new models and graphics overhauls, not planning to.
After Tingerhoff I'll be off to the Junction system where I've heard Crashes occur as well. My goal is to succeed with stability of the mod. After stability I may go for additions to systems all in the spirit of. But even there, I may opt for eliminating some of the vocals that beckon "Lane Hackers" and "Border World Exports". ???
I'm only working on this mod's stability for one person... me. If anyone else want's to fly around in it, it will be posted and by all means, enjoy.
Once I tackle the stability and can provide a Gemini that doesn't crash, I'd love to see folk take off with it and add new models- God, I'd love to see a Drayman cruising around!
An actual update 😀
For lack of a better name, the Reckoning remains "the Reckoning", I just bumped the version # to 4.70.
Short version, Tingerhoff has been built from scratch and there are no more crashes to desktop in this system. I'm currently working through the Junction system, as there were numerous reports of crashes in this system as well. A few other changes done; keep in mind, just pouring Privateer into the Freelancer mold. For those interested, the change log to this point is up. Screenshots: Munchen Refinery ComplexShows resource collection in low Herrell orbit Leaving Bodensee
Freelancer - Privateer: the Reckoning
2669.126: (End of Privateer Part 1)2671
Changelog build ver_4.70
10-11-2009:
-Solar Arch ini edited to a) make docking rings around planets invisible, and b) remove the open & close sounds. Both regular and destructable edited in this manner.
-Solar Arch ini edited to make docking fixture invisible.
-TO DO: Rename "Docking Ring(s)" as "Spaceport Landing Control" or some such, maybe, "Automatic Landing Zone" as in orig.
MINE(S) REWORKED FOR DOCKING / TRADITIONAL FL MINES
- Kronecker mine changed in Regallis.
- Saratove mine in Prospect changed.
- Abyss Mine 15 in Crab-12 system changed.
- Valkyrie Mine in Valhalla changed.
- Hector Mine and Achilles Mine in Troy changed.
- Rygannon Mine in Rygannon changed.
- Romulus Mine in Castor changed.
- Macabee Mine in Nexus changed.
- Vishnu Mine in Rikel changed.
- Charon Mine in Hyades changed.
- Lisacc Mine in Lisacc changed.
TINGERHOFF:
- Rebuilt from scratch.
- Removed Munchen as World, replaced with station(s) in a low-density cloud for harvesting.
- Added Gas Giant (Herrell) with orbital harvesters. Created traffic between harvesters and Munchen.
- Note: Cloud and Gas Giant are nods to an Origin Programmer:-)
-Added System traffic.
-TO DO:Rework trade markets.
Perry:
- Removed debris field.
- Edited Perry Naval Base. Still needs work.
Nexus:
- System reported to be a CTD site. Testing for crashes...
************************************
Open to feedback, suggestions, and hey, if you've models, I'll add 'em 😕
Nice update Songbird.
Looks like your moving along faster than what you sounded like in a previous post 🙂
I like the dark atmosphere that the screenshots are showing. The plant in screenshot 3 is that landable? And is each of the mining stations dockable?
I'll answer the last first...
"The plant in screenshot 3 is that landable?"
Yes. The world is Bodensee, an agricultural world. One of the rules in freelancer is that if you want to have a world to land on, it must have a docking ring. The only workaround I've come-up with is to make them essentially invisible. You can still lock onto the ring to land, you just don't see it. That's why I'm looking to change their name to something different like, "traffic control" or some such.
"is each of the mining stations dockable?"
No. Most of the various stations are part of Freelancer's collection of eye-candy. Only one station of the Munchen complex is dockable. One can add more dockables, I just figured a refinery would realistically have more than one center and would be more of a complex. When putting together Tingerhoff, I asked myself, "why would there be a refinery in the middle of... well, nowhere?" Answer: there wouldn't be. So I made Munchen a complex in a scant resource cloud. I threw in Herrell as a gas giant, where resources could also be harvested by various craft. I set up NPC traffic specific to the company running Munchen (as well as a few Privateers and others) going back-and-forth between Herrell and Munchen, as well Munchen and jump points. Just additional detail to make it seem like something is really going on in this system if you take the time to explore it 🙂 I think (maybe) later I'll add other traffic to the area, maybe retros or pirates interested in some of the resources hassling hard-workin' folk.
Might seem fast progress, but I've always had problems with projected times vs. reality 😆 I figure it's always best to project pessimistically. Just 'cause this part went fast...
Good point makes total sense.
And just creating some nice NPC traffic watching haulers moving resources between stations and other mines will set the atmosphere nicely. Thx for that update Songbird.
Hey Songbird
How is this mod coming along?
There has been some progress... admittedly I hit a stall. Am having multiple CTD around re-defined mining bases; a big frustration as a solo worker. Took a break and finished up another project bringing a card-paper-dice game to the PC. No AI, it's really a card-n-dice game, just on a desktop.
Taking a break at the moment... have a lot of social commitments this month ❗
Addendum: Not a very complete reply...
About those CTDs: One of the problems is that some of the objects modded into the game is that they are not properly referenced in the various resource .ini files. The resources that the game pulls information from are like Lego bricks- if you want to change something pull a brick out and put a new brick in. If one of the bricks is invisible, you can't place a new brick- it won't fit and since it is invisible, you don't know why it won't fit 👿
You're left with 2 choices: Pour through mountains of data to find the invisible brick or start from scratch. If you find one invisible brick, you're not done: there are more. Lots more. These invisible bricks stink, because if you change one of their dependencies, you get a CTD. AHHHHHHH!!!!!!!!!!!!
As for the card game, it is based on the Traveller RPG. If anyone is interested, I'll post links 😉
I like to see the card game songbird,Traveller had a big impacted on the way I look at these games.
Pinback, head up to the "introduction" section of the forum, I'll post the links there and take it out of this thread 😉
Hi Songbird
was wondering if you are still working on this mod?
Always liked the privateer and Wing Commander games would love to play it on the Freelancer engine.
Maybe someday someone will add the missions to it using the system the crossfire mod guys are using
that would make it real interesting to play through.
Anyway enough of my wishful thinking 🙂
Fixer
Hi Fixer,
Sadly, no. It's a mod with a lot of potential, but the folk that started the mod approached it from a different angle than I approached when setting on the mod. It would be easier to start from scratch, but I've too many commitments elsewhere.
Songbird:
Been avoiding WC News since an argument with Banditloaf & Bob McDob ended work on Privateer: The Reckoning.
As to the programming of the final mod, all of that was my work. Bob, and several others, provided all of the models used in the mod.
After all the frustration at not being able to solve the many CTD's, the stress became so much that I had to stop working on the mod.
A year after v4.65 was released, I discovered a program that allowed me to modify: the model's hardpoints, ship's size, and the collision models. While trying to fix things with the models, I discovered that many of the models had bugs in them that made the models cause the CTD's.
To confirm that, I released the original "Wing Commander FL" ship pack mod using all of the Wing Commander/Privateer ships I had that didn't cause CTD's.
IIRC, the models that caused CTD's where: Vesuvius, Perry, Constantinople, the mining station, the Paradigm, and a couple of the privateer ships, the "H" shaped ship comes to mind-can't remember it's name.
I tried to get someone to repair the models, especially the stations, but never got any help there. (I'm not a modeler)
After I released the WCFL ship pack I got tons of support, models, and beta testers, which I never had with The Reckoning.
(Privateer: The Reckoning was written and tested by me, myself, and I. Bob found most of the models for me. A few I found in the Lancer's Reactor's download section.)
I went on to create the Wing Commander FL v2.7 mod which incorporated the Freelancer missions while still being an open sandbox playstyle. (a few missions had to be severely modified to work with the Wing Commander models I had.)
I had planned on releasing a v2.8 of WFCL, and was trying to get new station models for a new Privateer mod that was to be located in another sector in the Wing Commander universe when the aforementioned argument torqued me so much I refused to work on any such mods with them.
Having said that...
If you have CTD-proof stations...
ALL of the Wing Commander & Privateer ships in the Wing Commander FL v2.7 mod are CTD-proof, and are better choices than those in Privateer: The Reckoning v4.65
I might add, Privateer 2 is the only Wing Commander/Privateer game I couldn't get ships for, every other game is represented in Wing Commander FL v2.7
As to the open sandbox mod mode that the game was written in, that was Bob, and the original team's idea. I had planned on eventually integrating Freelancer's story into the mod, if I could solve the CTD's.
I guess a link to URL Wing Commander FL v2.7 would help.
I have all of my files from both mods, as well as many other mods I wrote, if you need them.
If I can help, let me know.
edit:
Stupid me, This site has URL Wing Commander FL v2.7 already uploaded!
Oh, Well...
Two links are better than none! 😆
Edit 2:
I located this entry that explains Privateer: The Reckoning and Wing Commander FL v2.7/Epsilon better: URL Wing Commander FL v2.7
Hi Warzog,
I totally missed your posts back in September, sorry to have not replied sooner. I'd have to dig through my files to see what I may still have from that mod and what I don't have. The way the original mod was structured in that it left all of the original Freelancer Systems intact and sequestered off into a deep dark area really made fixing things difficult. I did find that in systems where there were spontaneous CTD, completely erasing said systems and starting over from scratch usually solved the problem. That's a lot of work. Other CTDs seemed to occur due to some arcane references to the original Freelancer systems. And then some other things in the mod I could not work around, like visual problems related to LOD, etc. I'd love to see the mod finished, but it was (is) totally beyond my abilities in terms of time commitments.
This looks interesting. Is this an SP mod only and does it use FLMM1.31 to activate it? What is the latest version, plz?
*bump* for no reply.