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 Post subject: Mission 14 Mod is here! + Install guide
 Post Posted: Sat Jul 25, 2009 7:01 am 
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New mission 14!!!!!!!!
prequel added and pimped!
old BDSL 1.25 storyline changed n´ pimped!
THIS IS FOR THE FREELANCER WHO WANTS A CHALLENGE!
Mod adds a new UI
Realistic sized planet with spin
New dogfight features

...........................and a host of new gameplay changes.

Get it here:
http://www.fileplanet.com/202608/200000 ... ion-14-Mod


I hope you will enjoy it as much as i have.
Have fun*!Rasauul
([email protected])

More exiting features
Visuals:
Alternate Story-thns
Semi transparent slimline nav map
New slimline UI
Spinning realistic size planets in most systems
Non "grid" planetary setup

Dogfighting features:
New realistic/faster projectile speeds and damage
Faster paced combat
Alternate Slerp and Ship handling
Changed crosshair behaviour
higher speeds and maneuverability
More realistic a.k.a higher collision damage


Text n' menus:
Lots of new text
New menu names
New fonts

Sounds:
New background and cruise sounds
Some new music

AI:
Easy landing to disable "Drunk driving" when landing
New better pilots added
Better autopilot skill when cruising

Items n ships:
Added modified nomad powercore
Different ships compiled from several mods
New storyline player ships


Last edited by rasauul on Fri Aug 07, 2009 4:53 am, edited 1 time in total.

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 Post Posted: Sat Jul 25, 2009 12:06 pm 
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As i said over on Gizmos..

Wow.. oh wow... oh hell yes.. storyline stuff yay!!! and the prequel..
gotta wait a day or so to grab it (net cred running low).. but its well on the list of "to download"

Been no reply on my Q though m8 :D im only looking for the Prequel and extra mission .. no ships n' stuff.. ect.. just the missions.. i can code around any integration if need be 8)

oh and ... oh WOW!!!.. 8)

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 Post subject:
 Post Posted: Tue Aug 04, 2009 6:46 am 
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Installation Guide:

when you extract the folder from the exe (happens when you doubleclick it)

There should be a window with a set extract location saying C:\Programs\Freelancer Mod Manager\mods.

IF you install this and you have FLMM located in another place on your pc then the installer will create the folder of the above string.

You can change (browse) the extract install location if your mods folder is located elsewhere.

A typical problem could be installing/extracting to

C:\Programs\Freelancer Mod Manager\mods

When it should have been (change it to):

C:\Program FIles\Freelancer Mod Manager\mods


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 Post subject:
 Post Posted: Wed Oct 21, 2009 7:14 pm 
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.......OVER 2000 DOWNLOADS


Last edited by rasauul on Sun Mar 28, 2010 3:13 pm, edited 4 times in total.

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 Post subject:
 Post Posted: Sat Nov 14, 2009 11:05 am 
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Hello Bas.
Your project sounds great....

I have no problem personally with the mod being put on a disc that is included in a CD publication relating to a magazine....

That being said..
i would like to make it clear that i do not speak for the makers of the original game (Freelancer)

And i am not sure whether or not this is Copyright infringement..

If it is then the full consequences of this will be on your head and i will take no responsibility for your actions..

To sum it up..im not a lawyer...i dont know if what you want to do is legal or not...im not acountable for your actions...its on your own head...if they sue you for evrything you own dont come crying to me...

To allmost qoute a fictious character:
"this is not the modder you're looking for"

GL. Ras


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 Post subject: TTMK mission 14 Walkthrough and spoiler
 Post Posted: Sun Nov 15, 2009 5:28 pm 
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Ok Mates since i have the day off for once and i can see that my mod as mr.Hunterkiller so generously put it has alotta bugs.....

HERES THE WALKTHROUGH aka SPOILER of TTMK M14:

..So dont read this if you wanna finish mission 14 the hard way, the tough way...the "i dont take no crapola" way ...the .....
............you get it


Were doing the "Bonus mission 14 only", you pick this when loading the mod in the HTML script part under "Storyline Options".

This is only to check out the mission, if you want to be able to continue playing after completing then go for the entire thing.

Remember to save your game often


1. ok, after loading mod start game, click "A New Beginning".

2. ok were in Newyork and the old 13 missions is over were flying the kickass "Isis" fully loaded with top of the line order weaponry.

3. Take off, Your new order wing man "Kota max" salutes you, he will be flying with you as long you dont let him get dead.

4. You get a message from tobias hes, in trouble, "Get to Leeds ASAP"

5. on leeds: Hes not there story info tells you to find Dokai Surabaya on Kyushu

6. leaving leeds go "north" as seen on map, go through Tau-31, Tau-29 an then go to kyushu and at last planet Kyushu

Bug1: possible Crash here
Solution: reboot and run your auto save and youre good to go

7. on Kyushu: hes not there a "shady guy" says he will set up a meeting

8. Launch from kyushu, Dokai and the other refugees meet you spaceside and you get a waypoint

Bug2: Didnt get the waypoint from Dokai Surabaya.
Solution: set a random waypoint (in game) removed all waypoints......then the storyline waypoint pops up by itself

9: Follow the waypoint and jump, dont dawdle theres a timer running when it runs out if youre still in the system additional factions
will turn hostile on you cause youre aiding "outlaws"

10. Bounty hunters incoming, youre told to "engage" but its easier to run for the next waypoint here and jump

11. Keep Dokai alive until hes safe at Kyoto Base, this is hard, dokai is a softie and the Hunters tear him up quick,
scroll down fast, target dokai, target the hunters on his tail, frag em up good, dont let em take out dokai...

Bug 3: after failing to keep Dokai alive, hit load last auto and crashed for some reason
Solution: i Restarted game loaded the auto n was good to go

12. Land on Kyoto, all is good dokai gives you a piece of info to help you proceed

13. Launch...on launch Kota Max gives you some follow up info that helps you proceed, kill of the remaining Bounty Hunters
Advice: DONT SHOOT THE DRAGONS OR THEIR BASE! Keep good looted guns just in case for later

14. Ok were told to go to toledo: through Hokkadio, New Tokyo, HONSHU, sigma-19, SIGMA-17, omicron minor and land on toledo

15. On Toledo: talk to Liath, accept the mission, gear up n launch
Advice: grab the opourtunity to talk to the Order Psychiatrist........just let it all out dude

16.Launch, Bag a few nomads, on LIath´s order join form up on her (oh Yeah) follow her orders

17.after jumping,Form up with Liath, do as told shoot down the shield engines and go get that cell, follow orders and exit system

18. Get back to toledo, talk to Liath in the bar, pick up your refitted ship.

19. Damn if you had a powerbooster it didnt make the refit, maybe you should think about picking one up.

20. when rdy, take off, form up with Liath, and follow the waypoints to monkey world

21. after landing gear up.

22. Take off and enter the endgame!!!

23. Endgame ....here.....now...the....monkey world nomad endgame.......will you save the universe?.........your on your own kid!


Last edited by rasauul on Sat Nov 21, 2009 12:39 pm, edited 6 times in total.

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 Post subject: Prequel Walkthrough and spoiler
 Post Posted: Sat Nov 21, 2009 11:25 am 
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Prequel Walkthrough and spoiler (from my mod "Trent the monkey king" downloadable fromabove mentioned link):

This prequel is originally the work of "1001" titled "Before FP7" and is as far as i know the first storyline addition to freelancer.

Thanks 1001, for a great prequel.

Awright Prequel Walkthrough:

Remember to save often

1. You're on Leeds shipless, go see tobias

2. After listening to tobias' sermon on your sure death take off

3. check out your "Freeport 7 note"

4. go "south" by "South-East" your new ship has high max speed but low "battery life" so remember to turn stability engine off when running
......you will run....if you wanna live

5. Try to keep ship damage to a minimum, you dont have much cash and its a long trek

6. When u get to sigma 13, you will find the jumpgate to sigma-19 in the "north-eastern" part of the system

7. when u get to Sigma 19 you will find the Sigma 17 jumpgate in the "South.eastern" part of the system

8. Get to kurile and save, maybe go loot that nearby wreck for some quick $

9. the Omicron Badlands Jumphole is located to the "North" of Kurile

10. Ok you're in the right system, fly around until you find Freeport 7

11. on FP7 sell your loot, go to the bar and get the message

12. Get back to Kurile to meet with Kunz

13. on kurile you will need to bribe the local faction to be able to talk to kunz (nice detail 1001) sell some of your non-essential gear if needed.

14. Take off and reland for repchange to take effect

15. Buy the location of the wrecks of kunz, as you see theyre located in the Omicron Badlands, go getthe loot and return it to lonnigan on fp7

16. Sell the code.....launch from base

17. COMPLETED.......are you ready for the pimped vanilla missions? its goin' be haaard son!


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 Post subject:
 Post Posted: Wed Apr 21, 2010 7:46 pm 
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rasauul wrote:
I found some bugs and implemented some new stuff............

TTMK 2.0 is on the way :-)


Looking forward to it. This is definitely a fun mod, Rasauul!

In the meantime, is this the most active place to talk about the mod?

Do you want bug reports? If so, where?

Do you plan to make interim updates/fixes? Or wait until your next full release?

I do not plan to read your walk-through until I finish Mission 14, but I can say that the prelude to FP7 is a lot of fun, and I get a kick out of the insanely aggressive NPCs. I also liked the fact that you moved some of the equipment around, so I had to go look for it again. Nice.

It is amazing that no other game companies have been able to reproduce the magic of Chris Roberts and Digital Anvil. Who would have ever thought that Freelancer would still be the best space sim seven years after its release?!

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 Post Posted: Fri Apr 23, 2010 6:44 am 
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Hey Bullwinkle, thx for the praise :D

If you have bug reports you can write em up in this thread or you can go to this thread at the starport:
http://the-starport.net/modules/newbb/v ... mpost26915

Im not sure yet what form 2.0 will take..it could be in update form if i can figure out how to setup an updating installer.

Have fun let me hear how you do with the endgame of m14


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 Post Posted: Fri Apr 23, 2010 3:49 pm 
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rasauul wrote:
Hey Bullwinkle, thx for the praise :D

If you have bug reports you can write em up in this thread or you can go to this thread at the starport:
http://the-starport.net/modules/newbb/v ... mpost26915

Im not sure yet what form 2.0 will take..it could be in update form if i can figure out how to setup an updating installer.

Have fun let me hear how you do with the endgame of m14


That thread on the Starport is what made me play Trent The Monkey King in the first place. Frankly, I think the name is unfortunate, because it sounds kind of silly. TTMK is definitely not silly! So, OK, I will post there.

As for updates, just make a new .flmod and call it TTMK v1.1 or something like that.

You probably know that there are some patrols that cause CTDs (NY Badlands near wrecks (other than Patrol 27), and LD-14 to Stokes trade lane are two that I replayed several times before I figured out that it was a patrol causing the crash). Your post asking about trade lane crashes at the Starport solved that puzzle for me!

Also, "docking_sphere = ring" (Ex: Planet Crete, Hi02_01_base)? I thought they were supposed to be berth, med_moor, large_moor, or jump? And why does "ring" actually work... for some ships but not for others? :?

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 Post Posted: Sun Apr 25, 2010 2:17 pm 
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I kind of agree to the name of the mod.

You could do something like; Trent - After the Nomad Wars.

Kind of like 1001's Before FP-7?

Anything but, Monkey King. I'm glad I wasn't the only one that shared this thought. :lol:

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 Post Posted: Sun Apr 25, 2010 3:07 pm 
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When I scan through long lists of mod names, the glitzy, meaningless, names do not help me to choose a mod to play.

Mods that affect the story... those are rare gems.

The modder's name and/or "brand" helps, as well. Some of these mods are fantastic but many are not, so anything that identifies the author is helpful.

So fix a few CTDs and re-release it, man! You could fix the bugs I mentioned above in an afternoon. CTD's don't really scare me, but there are many players who would quit playing after the first repeatable crash.

(And the LD-14 Trade Lane that I mentioned can happen within a few minutes of starting the prequel mission).

You don't have to have ALL of the bugs fixed in order to re-release. Also, a re-release gives you an opportunity to change the name. For example:

Rasauul's Mission 14 Mod 1.1
(formerly "Trent The Monkey King 1.0")

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 Post Posted: Mon Apr 26, 2010 3:14 pm 
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rasauul wrote:
hehe ok, i got a bad sense of humour :D .........this is old news to me

Maybe youre right though....ill change the name to....maybe.....


TRENT THE ACCOUNTANT!

naw not quite cool enough..........i got it! TRENT THE ACCOUNTANT KING!


THx for the info on the crashes: do you mean its a "tradelane patrol" thats causing the crashes?


It's not your sense of humor... that's fine. It's what goes through the player's mind when they are looking for a mod to play. :)

Obviously, the name makes absolutely no difference to the quality of the mod. I am just saying that I would have played the mod months ago -- and would have told others about it -- if I had known that the mod contained new storyline missions.

As for the patrols, I did not actually fix them, but the behavior fits NPC spawning perfectly:

- LD-14 to Stokes Tradelane: CTD when I dock at the Tradelane ring closest to LD-14. The crash can be repeated frequently, but not always, which suggests NPC behavior. So, yes, I think it is due to an NPC patrol spawning along the Tradelane.

- NY Badlands, between West Point and Buffalo: I can get to Patrol 27, but any attempt to approach the other two wrecks causes CTD. In this case it is not a tradelane patrol -- but could it be an NPC patrol spawning near the wrecks?

If I am correct about the cause, then those CTDs depend on reputation. They both happened early in the game. Mollys, Rogues, and Outcasts were still hostile at the time. In both cases, I could repeat the crash frequently.

There is another CTD somewhere in Rheinland along one of the major north-south Tradelanes. Sorry that I did not note where... once I figured out that it was NPCs spawning that causes the CTDs, I just took a different route after a crash.

Now my Odin "disappears". Sometimes it is visible and sometimes it is invisible (although attached weapons are always visible). I do not know what is causing that one... could it be a conflict between multiple ships using different textures without changing the texture names? (model Cloning issue)?

Please do not misunderstand my comments, Rasuual. I think you have a terrific mod here! I am just suggesting that a few changes could make your mod both terrific AND extremely popular!

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 Post Posted: Mon May 03, 2010 8:37 am 
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I would like to add that, many of the character choices I tried had conflicts with the game as well. Can't describe them all right now because it's been a while since I've played the mod but, I was having problems with many of the choices I wanted to try out for them causing failure of game play and crashes.

I did get the Klingon Trent to work well with it and even got a screeny of it. :)

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 Post Posted: Mon May 03, 2010 10:38 am 
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