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1.27 betas (RC130 - 01/30/10)
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Bizurkur
Joined: Fri Feb 23, 2007 7:43 pm Posts: 25
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Alrighty!
After a long pause, I finally reinstalled FL, and this time there's about 70 versions higher then last time!
YAY!
This mod... rules.
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| Tue Aug 21, 2007 4:03 am |
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fox Unit 01
Yay Pink! (it's badass)
Joined: Sun Feb 19, 2006 2:50 pm Posts: 2282 Location: Maine
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lol, thought I recogized your name. Nice to see you back. XD
And yeah, the RC count is getting a bit silly. Oh well, at least it keeps improving, sorta.
_________________
 Oldschool.
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| Tue Aug 21, 2007 11:51 am |
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Bizurkur
Joined: Fri Feb 23, 2007 7:43 pm Posts: 25
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Yeah, I went on the online server, and low and behold, there was other people online!
WOOHOO
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| Tue Aug 21, 2007 3:59 pm |
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Bizurkur
Joined: Fri Feb 23, 2007 7:43 pm Posts: 25
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So, do I actually have to reinstall and uninstall every time there's a new RC?
Because honestly... that's frustrating.
Also, MAKE AN AUTOUPDATER.
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| Tue Aug 21, 2007 6:56 pm |
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BountyHunter-1156d
Joined: Wed May 03, 2006 7:52 am Posts: 138 Location: Planet Houston
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i've only reinstalled fl for flak once
just delete the old mod form the manger and u should be good
_________________ BH-1156DL --- MOD tester
KavashD.Hook --MY NOMAD FIGHTER
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| Tue Aug 21, 2007 11:13 pm |
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thedarkmarauder
24/7 Server Operator
Joined: Mon May 21, 2007 1:44 am Posts: 1731 Location: hiding in the farthest reaches of the void, lost to all
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true, it may be recommended to do a fresh install but, it isn't necessary
just deactivate the mod and activate the update
you only need to worry about reinstalling FL if the mod played fine but, seems buggy after the newest update
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| Tue Aug 21, 2007 11:57 pm |
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fox Unit 01
Yay Pink! (it's badass)
Joined: Sun Feb 19, 2006 2:50 pm Posts: 2282 Location: Maine
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Yeah, sorry, just one of the quirks of Beta development. The message is intended for people playing Flak for the first time. I'll amend the notice. =P
_________________
 Oldschool.
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| Thu Aug 23, 2007 7:37 pm |
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Lord Shadow Majere
Joined: Mon Jun 04, 2007 9:28 pm Posts: 52 Location: New york
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YOU CAN'T HANDLE AN AUTOUPDATER!!!! ::goes back into his coma::
_________________ Lord Shadow Majere
Clan Majere
2moons - Trieste - Augur
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| Thu Aug 23, 2007 9:09 pm |
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Bizurkur
Joined: Fri Feb 23, 2007 7:43 pm Posts: 25
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When 88flak gets updated, I cry with sadness and joy... at the same time.
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| Sat Aug 25, 2007 1:12 am |
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fox Unit 01
Yay Pink! (it's badass)
Joined: Sun Feb 19, 2006 2:50 pm Posts: 2282 Location: Maine
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Finally got around to revamping the Asteroid Fields to how I always wanted 'em. It isn't QUITE what I pictured, but pretty close - the biggest problem is that they look a little strange when shot, however asteroids now move out of your way when bumped. The fields are exactly the same as they were before the asteroids were of the "dynamic" type - I took no shortcuts here, unlike, say, TNG, which simply replaced a normal field's dynamic asteroids with one from the normal field and deleted the rest.
I was hoping to get some mass into the asteroids, but not only is it a hard-coded limit, but they don't appear to have mass at all. I changed the mass on the Patriot to 0.1 for testing, which had me cruising at about 10k/sec, but I still bumped through asteroids no problem at 10m/sec, so they must have just simply no mass as far as the FL engine is concerned. Oh well, the fields look much better now, and after a while you'll forget how weird it is that asteroids bounce off your ship (and damn, it's mighty handy for large ships, and looks pretty cool =P)
Mines have also been fixed. FL didn't like my system of asteroids before, so mine fields were a little glitchy - this has been fixed, and mines do slightly less damage now. Non mine-maze minefields have also been opened up a bit, so bases like BPA newgate can be exited in any direction (still gotta look out for 'em though =P). This also eliminates any possible death-by-mines-in-jumpgate due to lag.
_________________
 Oldschool.
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| Sat Aug 25, 2007 2:52 am |
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Bizurkur
Joined: Fri Feb 23, 2007 7:43 pm Posts: 25
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Hmmm...
this new update makes FL unable to connect to the global server...
Time for a reinstall!
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| Sat Aug 25, 2007 3:17 am |
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fox Unit 01
Yay Pink! (it's badass)
Joined: Sun Feb 19, 2006 2:50 pm Posts: 2282 Location: Maine
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Bizurker, sometimes the global just goes down. It's been doing that a lot for me recently; it seems to kinda come in waves.
I'd suggest running Freelancer like this:
"C:\(blah)\freelancer.exe" -sfreelancer.servegame.org:2303
This will enable a direct connect to the server, regardless of rather the master's up.
_________________
 Oldschool.
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| Sat Aug 25, 2007 11:06 am |
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Bizurkur
Joined: Fri Feb 23, 2007 7:43 pm Posts: 25
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o rly?
Ill test that out 
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| Sat Aug 25, 2007 1:19 pm |
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fox Unit 01
Yay Pink! (it's badass)
Joined: Sun Feb 19, 2006 2:50 pm Posts: 2282 Location: Maine
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Yeah, I don't even bother with the master server, it's usually pretty useless as-is.
_________________
 Oldschool.
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| Sat Aug 25, 2007 4:56 pm |
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Bizurkur
Joined: Fri Feb 23, 2007 7:43 pm Posts: 25
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Well, I logged in, then ctd'd. reinstalling now
silly FL being amazing and touchy.
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| Sat Aug 25, 2007 4:59 pm |
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