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Freelancer: Evolutions 1.27

Here you can find news, get help and comment about all the Mods for Freelancer created by Pathfinder Studios, such as the ?Evolutions Mod?

Post Wed Dec 10, 2003 6:28 pm

Freelancer: Evolutions 1.27

Freelancer: Evolutions version 1.27 is out and available for download. Please post bug reports in this thread.

THERE IS ONE PATCH FOR SHIP HANDLING. IT WON'T FIX IT, BUT IT WILL MAKE IT BETTER!!!!

Website: Pathfinderstudios

FORUMS: POST BUGS AND GET SUPPORT QUICK!


IF YOU CRASH ON LOADING OF MOD - THEN DELETE SAVE GAME FOLDERS AND THE AUTOSAVE!!!

Do not post about crashes on loading - doing the above will sort that.
I will be away until Jan now - so post away - but its ON MY FORUMS that support is really found.



Edited by - Chips on 24-12-2003 15:50:49

Edited by - Chips on 3/22/2005 9:39:11 AM

Post Thu Dec 11, 2003 12:01 am

Nice idea
whats next Freelancer:Revolutions

Demouser: I have no wish to join the play, but rather to see it enacted. My only concern is to avoid having the lands of Microsoftia bare down on myself.

Post Thu Dec 11, 2003 12:50 am

Chips I went to your website to download your new mod, but could not find a download link for it.

Thx.

Post Thu Dec 11, 2003 1:24 am

hello chip where can we get it dude been waiting for ever for the update it feels like will talk to you later

mess with the best die like the rest or be terminated from the shadows

Post Thu Dec 11, 2003 4:55 am

when can we get it? and where? how sooooon?



If I'm not here accepting the things I cannot change, I'm off somewhere ranting and raving about not being God.

Post Thu Dec 11, 2003 10:24 am

amazing. so are all the bugs fixed?

Post Thu Dec 11, 2003 4:11 pm

Any tips on how to get to the new systems and what kind of cap ships do you have in it?

Post Thu Dec 11, 2003 5:02 pm

Okay - its front page as my FTP has run out of free trial - so it aint on my site at the mo

However - erm - just dl and try it. IF you have the before original one - then delete that before downlaoding this.

Recommend you uninstall FL first - then use teh SDK thingy before downloading the mod.

Have fun.

Chips

Evolutions: Everything changes.


Blimey - i finally stopped fiddling with it enough to release it.....YAY

Post Thu Dec 11, 2003 6:26 pm

How do I get the infocards to work? There's no ships info in the HUD nor weapons info.. just numbers.

Thanks

Post Thu Dec 11, 2003 7:06 pm

Sorry, that is a prob with FLMM activation and not the mod. FLMM hasn't copied the files accross correctly.

Try to update FL if possible. Also - try to deactivate then reactivate.

Reinstall FLMM

Reinstall FL

If all that still does nothing - then just simply cut and paste the dll files from the exe folder of the mod (inside FLMM) into the exe folder for microsoft games. It will only change two game names and no more. I added over 600 information pieces to those dll files - not overwriting or changing many.

Try all that.

Chips


The minefield system...said to be the most difficult and dangerous system ever created. However - benefits are the 30million credit wreck in the system...tempted?

Post Thu Dec 11, 2003 7:57 pm

Reinstalled Freelancer, reactivated mod, checked if all files are copied, all ok.
Still no infocards!
Can it be a server problem?

Post Thu Dec 11, 2003 8:40 pm

Tried it but no luck.

Uninstalled FL, killed the M$ dir... uninstalled FLMM, killed the FLMM dir and rebooted.

Reinstalled FL, with 1.1 patch and SDK.

Reinstalled FLMM beta 7, rebooted.

Activated mod and ran FL. Standard SP game. No infocards. Then tried it with the modified OpenSP mod. No infocards.

moved all dll files into ../exe dir in FL.

no luck either.

Did you maybe forget to add something into the zipped FLMM file?

It sounds like a good mod... I wished it worked with the Real Space 2.0 mod though... I like my space black and dark. =)


Edited by - Shingen on 11-12-2003 20:46:05

Post Thu Dec 11, 2003 11:28 pm

Chips. Do you play your own F#$% mod? Scenario...Dock in use, entering queue...enemies appear, BOOM DEAD 2 seconds. WTF? missions take FOREVER. Why does this mod have to be so friggin hard? I left your mod all pissed off, certainly not something i look forward to. Missions for 5k (which is about all you can handle in the beginning) are POINTLESS. Yes, POINTLESS. you have to spend 4k JUST TO GET YOUR NANOS AND SHIELD BATS BACK. WTF is the point? i played your mod for almost 3 hours. I'm level 9, in the SAME POS SHIP, and it just sucks. It's not enjoyable when it's that hard. Hands going numb doing low level missions for NOTHING.

I saw people (6 to be exact) come onto the server, play for a little while and quit, saying AND I QUOTE "This mod sucks, it's too hard to get anywhere" THAT IS A QUOTE from several of the people that played. I mean damn, then there is the bugs that are super annoying, like the group bug...almost EVERYONE has the "Can't join group, player is on a mission" bug, when they JUST JOINED the server, and haven't done a mission yet.

I can see all the hard work you did on this bro, and the mod has potential to be cool, but as it is right now, i'm deleting it off my PC, as i know many others have already. It's just too damn hard. I got jacked off a tradelane by 2 daggers that all i wanted to do was escape, but couldn't (WASP friggin missiles, that ignored my puny countermeasures). Ended up dying, can't compete with that. THEN on top of it all, we finally get a group together in NY, right outside i think, Manhattan, and a unit of F#$%#$%#$ nomads show up and obliterate us. Nothing we could do. So i guess you succeeded in scaring away new players. This is one i won't ever play again, i'm truly sorry to say.

Mods to me (and most people) are to enhance the game, not make it so friggin aggravating they quit after a short stint. Doing level 1 missions for 20 minutes EACH is just lame. then making only 1k in profit is also crazy. I think the mod could be much more fun at a higher level, or with a better starting ship, but as it sits, i hate it totally. It's more difficult than Khaosprime, and that's tough to beat there.

I used to follow your mods with GREAT interest, but that ends here. This was aggravating, and no fun, and i KNOW i'm not in the minority in feeling this way about this mod.

Anyway. This is MY opinion, and not a flame. I am in NO WAY trying to make light of the hard work you do. I mod some myself (for myself) and i know it's a pain, and time consuming. So please leave flames aimed at me elsewhere, as this post is meant to just illustrate my feelings alone. If this post incited you to want to flame me, then so be it.

Anyway. Thanks for reading.

Baene

Post Fri Dec 12, 2003 12:22 am

lol - i really do enjoy the toughness - but i also have a very different fighting style. If its that hard i can change it of course.

Thats if enough peeps leave messages about how hard it is - lol. Sorry, but it was supposed to be, and some really do enjoy the challenge (always personally found the simplicity of starting too annoying! lol - forget others might not like that).

By the way, you can start by running freight instead. You can make a mint once you get a freighter - or about 10k on running some passengers in a fighter.

Try not doing a mission - but some mining of silver in the asteroid field, go to florida, search for the 1mil wrecks - sommat like that.

It is realisticly hard - like the AI are players. If that is too much - then i will change it.

The minefield system...said to be the most difficult and dangerous system ever created. However - benefits are the 30million credit wreck in the system...tempted?

Post Fri Dec 12, 2003 3:24 am

I've got the IDS prob as well.

Have tried FLMM beta 7, have tried installing the mod the old fashion way, have reinstalled everything that moves, have used FLMM *and* moved the .DLLs across.

All to no avail.
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