Posts by MamiyaOtaru

    and that´s all I was trying to do as well <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> It´s good to get stuff like this figured out, that´s the whole purpose of the thread (I didn´t always know that stuff about IRQs either). Your walkthrough will hopefully help people get started playing some great old games!

    &quot;But feel free to go ahead and tryout both.&quot; You think I didn´t before posting that? lol When I play privateer in actual DOS, it needs IRQ 5 (what my soundcard uses). When playing in DOSbox it needs to be 7. I´ll repeat, in DOSbox, privateer does not use your soundcard directly, it uses an emulated card provided by DOSbox. Look in dosbox.conf, the relevant section is this &quot;[sblaster # type -- Type of sblaster to emulate:none,sb1,sb2,sbpro1,sbpro2,sb16. # base,irq,dma,hdma -- The IO/IRQ/DMA/High DMA address of the SoundBlaster. # mixer -- Allow the SoundBlaster mixer to modify the dosbox mixer. # oplmode -- Type of OPL emulation: auto,cms,opl2,dualopl2,opl3. # On auto the mode is determined by sblaster type. # oplrate -- Sample rate of OPL music emulation. type=sb16 base=220 irq=7 dma=1 hdma=5 mixer=true oplmode=auto oplrate=22050&quot; Those are the settings you need to choose in Privateer´s setup. Of course, you could have different numbers in there, but those are the default. ****big disclaimer**** what I just posted could be specific to the Linux version. That would surprise me, but certainly leaves the possibility that we are both right <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Esqy: pre4 is coming along nicely. We might even have a replacement for the occkpits by the time it goes 1.0. All of a sudden three different people are making a Tarsus cockpit. Hopefully one of them finishes and moves on to the next three <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>

    There´s a slight misconception iwth IRQs in the first post. In privateer´s setup program, you want to choose IRQ 7, no matter what your sound card uses. Privateer is not actually using your soundcard directly, it is using a simulated soundblaster provided by DOSbox. This pretend soundcard is on pretend IRQ 7 (to put it stupidly). You can change which pretend IRQ it uses in dosbox.conf, but the point is it has nothing to do with the IRQ of your actual soundcard. Dosbox is a nice little proggy. I use it to get the original running when I don´t feel like booting into windows 98. It´s pretty good for quickly checking up on stuff, though my 1.4 ghz athlon isn´t quite enough to actually run it smoothly. Faster comp though and you should be set. remake: You can choose not to filter the base graphics at all in the setup program and then they will look exactly the same as when you were playing the original at 320x200 <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> And there is a bit more to it than screenshots hehe

    &quot;Now, the clincher is this: the AI was originally onboard a warship, battling the, get this: ´Covenent´&quot; LOL who else would it be battling? The Combine? The Kilrathi?? The AI in a work of fiction related to Halo battling the enemies from Halo.. imagine that. &quot;8- there is a ´blog´ section in the sire, last time i checked, blogs were fictional?&quot; WTF? Blogs are fictional? Do you think internet forums are fictional too? So yeah.. fiction. Have some more <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> http://enkidu.bungie.org/ About an AI and a warship battling, get this, the Covenant Edited by - MamiyaOtaru on 1/24/2005 1:06:00 AM

    That map contains a rather common error. Troy and War do not connect to Pollux. There is a jump from Troy to Way. Pollux´ only connection is to Sherwood. The official map at WCnews.com was recently changed to correct this error. Not sure if that error is in the mod, but if so, it should probably be fixed. And it should probably be fixed on the map as well <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>

    If it´s the same as the one I have, p1 is the bottom half, p2 is the top half. The green bit is only that little strip that runs around the side between the halves. Engine is only the very back of the engines, the round bit. Should be 8 of them.

    <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>I managed to make some refineries, even if they were an SOB to get right! In Privateer, they´re huge rocks, with machinery sticking out of them. Well, I took rock bases, gave them Kyoto and Vogtland interiors... And then I stuck an MPlatform in the side! <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> That sounds more like a Privateer mining base. I haven´t been able to play this mod for a while, so it could be you just typed the wrong word <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> I´m Looking forward to giving it a shot, guess I have to boot into Windows for the first time in a month <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> I´m curious how my Orion looks in a new engine and with a new texture..

    I generally run at 1024*768 and things look decent - until I land. The base graphics are the same as the original game, which ran at 320x200, so they do look a little low res compared to the rest of the remake <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> They are hopefully only placeholders. BradMick is working on 3d interiors; if and when they finish it should add a lot. Honestly though, I doubt 3d interiors will be in for a fairly long time. If by freeform you mean you can do whatever you want, yes. It is like Freelancer in that sense. You can completely ignore the campaign and go off and do your own thing.

    talon.blank happens because it is a seperate unit type from the talon. Talon has the standard loadout, talon.blank is a blank ship to which random upgrades are added. It bugs me too though and I´ll try to get it fixed <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Which dialogue is missing? Bartender/fixer speech? It´s a miracle that any of it is in there at all.. In-flight comms can be ripped with Game Audio Player but no one has figured out how bartender speech is stored. We have any of it cause someone held a microphone next to the speakers while playing the original <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Hopefully we´ll get it all someday, but for now the text will have to do <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>

    <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> so it should be just like the real thing (except without cockpit art). <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> The cockpits are in there, I did that part myself, around 3 years ago :p <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>The VegaStrike engine is 164Mb for those who don´t have it. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> You do not need to download Vegastrike to play the Privateer Remake, the file comes with a copy of the vegastrike executable. Everything you need is in the 90 MB download (or 155 MB for OSX). A Linux version (one that will work with any distro) is coming soon.

    Bob: that Swordfish model you linked to has one slight problem: it is in Vegastrike´s xml format, which I don´t think can currently be converted to anything else (and I don´t have the original, must remember who made it). The obvious answer is to check out vegastrike (we could sure use some of the enthusiastic modders that are popping up all over the place here) The trade lanes really did remind me of CB as well <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Hope someone gets that Swordfish model for Freelancer skinned, I´ll be all over it. dub!=the win <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>

    regarding the shot of the TIE in the ISD ´base´ (looks nice of course, like they all do): it´s remn<b>a </b>nt not remn<b>e </b>nt. I´m not usually a spelling nazi, but since that will presumably be in a mod that perhaps thousands of people download, I thought I´d mention it <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

    I can never understand the desire to have realistic distances in space games. Well I can, but I certainly don´t agree with it. I tend to favor fun in the fun/realism scale. Especially in multiplayer, freelancer with ralistic distances would be boring. It just seems to me like playing Counterstrike on a a map the size of the real Manhattan.. Yes, speeds can be increased, but then try hitting anything heh Now, since you are not forcing anyone to download your as yet nonexistant mod, I have nothing against it. And since so many people are always wanting realistic distances, you´ll have a lot of people who will thank you for the mod, so go for it <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> I just had to get that off my chest is all.

    as it´s a decent reproduction of the original, I can´t really fault the author for the looks <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> It is a good conversion Sieht ja häßlich aus, so sollte es aber aussehen <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> gut gemacht.