Privateer: The Reckoning MOD Beta 2.3 Feedback

  • warzog, I emailed you a possible solution to upload it to me, so check your mail <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

  • Eraser: Thanx! But... I´d already cut it into 2 parts, and Part 1 was on it´s way when you posted. I´m sending part 2, now. Edit<img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>one! Watch your 6! Edited by - warzog on 4/19/2004 10:53:34 AM

  • Okidoki <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> I already received volume 1 (<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>) so I´m now waiting for volume 2. Once I have the second part, I´ll put them together and make the whole FLMM compatible as you probably intent it to be. I´ll keep you updated!

  • 2nd part is in! I put it together and made it FLMM compatible and right now I´m testing it (as I always do with submitted Mods). Once I got it tested and made a few screenshots, I´ll post it. It should be up in no time <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> BTW, from what I´ve seen so far, it looks mighty excellent! Finger licking good actually <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> To all: just a little bit more patience, you´d better keep an eye on the frontpage and downloads section... Edited by - Eraser on 4/19/2004 11:14:26 AM

  • Looks great! I forgot to update the readme file... It still shows the original beginning, not the one without the Tarsus and Galaxy. I sure hope people like it. Watch your 6!

  • I just double-checked, you had me worried! The version WITH the Tarsus and Galaxy crashes a lot! The one I uploaded has the Orion, Banshee, Centurion, and Epee, beginning. (With Trent starting out with an Epee.) Watch your 6!

  • BTW-I´m hoping to see some comments on the &quot;Feel&quot; of the mod. IE: Weapons, Ship Performance, Loadouts, AI, Outfits, Commodities, etc. (I´ve tried very hard to be as accurate as I could be to the original WC/P games.) Watch your 6!

  • Sorry my mistake! I wanted to say &quot;it did show the beginning <b>without </b> the Tarsus and the Galaxy flying from Freeport 7&quot;, but instead I said &quot;it did show the beginning <b>with </b> the Tarsus and the Galaxy flying from Freeport 7&quot; Sorry for that <img src=smilies/icon_smile_blush.gif width=15 height=15 border=0 align=middle> Anyways, let me be the first to say the Mod really got me in the Privateer/Wing Commander ´mood´. The ships and especially the music and sounds really made me all nostalgic. For example the amazing bar music from WC 1 really had my memory go back to 1993 when I first played Wing Commander 1 on my SNES <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> And there are many features in the Mod that really got me thinking again at the beautiful times when I played Privateer and it´s add-on Righteous Fire. I also really appreciate the amount of details you guys put in, like the Privateer commodities icons and Privateer/WC ships and weapons icons to name a few. Keep up the good work!

  • Thanx, Eraser! As you´ve stated, &quot;Total Conversion&quot; is our goal. And it wouldn´t be total without the details. Oh, and Swiftr is responsible for all of the icons. He did great work on them. Watch your 6!

  • Ok, I´ve started to play it and... First notice. Weapon Mount 2 on the Hellcat is off-kilter. You can still fire the weapon, but it always points at a 45 degree angle up (the angle is a guess).

  • 2nd Observation: I think there´s a quirk in the sensor system. I noticed them rogues along the tradelanes during the escort mission to Pittsburg with King at 12km. Shouldn´t it have only been 2,500m?

  • That mount has been like that from 1st release. I have reported twice before. There is another ship with that same issue but at present can not remem. My question: Has it been tweaked for MP? Thanks in advance. It is hard to soar with eagles when you fly with turkeys.

  • As to the off kilter weapons, unless they prevent the weapon from firing it´s a low priority. In v1.06, there were several ships which had off kilter weapons, and most have been fixed. In v1.06, we had 2 Ferret´s, and 2 Sabre´s, one worked the other didn´t... So the ones that didn´t were deleted. Watch your 6!

  • Well... It does fire. However in a limited forward arc. If you aim below it or to far left or right it doesn´t fire. (Note: the others will fire in those places so it´s isolated to that 1 weapon) Oh, and this is more of a suggestion than it is a bug. I´ve noticed that on the Ship Models the weapons that the ship originally was mounted with (turrets and cannons) are rendered right into the ship. It would probably look better if these were removed from the ship rendering and the mounts just added in there instead. Edited by - uicathain on 4/19/2004 6:47:50 PM

  • Is there any MP servers running this? I hate waiting via all the damn sp storyline crap over and over and over and over and over.. oh sorry was reapeating like FL sp. Why couldnt they just let u hit esc to get out of those damn story scenes we´ve seen a billion times? Can i install openspv1.1 in FLMM over this to play in SP? It shows it conflicts totally. Lookin forward to relive P2 again.