Rebalance 3.56 Patch Rc2
May 17, 2008 Patch 0 commentsTo apply this patch double click the file and wait for FLmm to promt you to deactivate the mod unless done so then over write the content. Reactivate...
A Freelancer Modification to both Singleplayer and Multiplayer.
Current Release : Rebalance 3.56
Patch Version - Rc 2
For a Full list of Features please see the ModDb features page.
Features will be posted here and full list of all previous changes are posted on the Digital Brilliance Forum.
Active MP Server(s)
Koehler Cafe - Client Settings IP : koehlercafe.homeip.net Port : 2302
0 comments by Tanjitsu on May 14th, 2008 digg this super bookmark
Rebalance 3.56 Patch Rc2
This will patch Rebalance 3.56 upto Rc2 for Clients and Servers.
*** This Patch has now been updated to use Freelancer Mod Manager for install, this will allow for less confusion over the install and also make you perform needed actions, ie FLMm will only let you install the patch once you have deactivated the mod, you then need to reactivate after the patch installs.
The patch will then be inbedded into the core for future use, future patches will follow same rule.
This patch includes the following fixes to Rb 3.56
Toy system to minbari empire Jumpgate Info card bug - dropout
Dublin middle tradelane pylon to battleship hood - dropout
Plnet crete dock ring (without docking) crashes
Planet Crete takeoff crashes
Planet Malta Take off / Land crashes
Carolina radiation damage
Minbari Names Overhaul
Jupiter observation station selling commodity prices list.
Des Moines, Iowa selling commodities prices list.
Earth system bases selling commodities prices list.
Nial empire jumphole in dublin name.
SP Mission 08, Shinagawa New York says "..all ships engage" crashes.
Rhino MK II (Trader Ship Yard in Faction Control)
Clydesdale (Trader Ship Yard in Faction Control)
Exe Build Changed for Server Client stabillity.
To apply this patch double click the file and wait for FLmm to promt you to deactivate the mod unless done so then over write the content. Reactivate...
Release 1 for Core 3.56 - Hash / CRC codes for Ironcross Server Operator
New Release Rebalance 3.56 Full For a listing of changes see the Features page on ModDB.
Only registered members can share their thoughts. So come on! Join the Mod DB community today (totally free) and do things you never thought possible.
Pitagora, Due over 1000 alterations to equipment ships and stations id suggest as the tutorials say to start a fresh character. Previous characters will have bugs and equipment which either no longer exists or has been heavily modified on the code side.
On a side note. I have changed the Official page to point toward Digital Brilliance Forums for Rebalance, If any problems can be discussed in topics there will be easier to handle.
Pitagora,
if you can pop over and start your self a thread and ill support it from there. I want to know why your seeing gates that shouldnt exist :P
Almost forgot it... I really LOVE the new music themes ;)
Thanks for your patience Tanjitsu :)
1) Made a clean FL installation, installed the mod and now I'm using my 3.55 MP account on my server... Maybe an account problem between the 2 versions, but I swear I can select the jumpgates (in map when I'm inside a station or in space) and the client crashes when I turn my ship toward them (possibly becouse the name of those gates is something like "<?xml version ="1.0" encodig="UTF-16"blahblahblahblah" and it is too long for the selection square).
2) OUCH! :( Very, very nice feature gone :( I guess I can tolerate some crashes to have it back... What about an istallation option with a warning? :P
3) got it, thanks :)
Hey Pitagora,
I always expect probelms :D
1) Unless im strangly mistaken the Dev system has a link to everyother system but no systems have a link to the Dev system. You should not be able to see or target the dev system on a normal install unless you alter your stat location.
2) This was one of the problems causing stabillity issues especially in MP. This was removed for stabillity and will be restored once all nessecery changes can be made to insure stabillity above all else.
3) the rep hacks are for MP, once you obtain a high enough rank with a faction that faction plate flashes indicating you associated with it. In space you then obtain that factions name before yours. Now you have the option to remove a faction tag you have if you wish to aquire a different faction tag. Previously would only change if your faction with your first main standing droped.
Tanjutsu... I guess there are some new problems in v. 3.56.
1) Every system has a jumpgate that leads to "developer area" and the client crashes every time you select and try to fly toward them.
2) No more different cruise speed option during install? It was one of the best feature of your mod, fixed cruise speeds @ 450 (no matter what engine installed) is a little boring imho.
3) Not sure I've understood the new rep hacks.
Thanks for your answers Tanjitsu, I'm downloading the mod. :)
Hey Pitagora
in reply to your awsome post :)
1. 3.56 addresses all stabillity issues. Should be stable for weeks not hours ;)
2. Engines are not supposed to be sold in Freelancer and so the engine sell option is a hack, this means there are certain bugs with the way it works but we will look into addressing this for future releases.
3. Big ships also were not desighned for Freelancer, 3.56 release will fix some issues with big ships docking and undocking but i cant say its gonna fix it completely.
4. This i will again lookinto for you, asfar as i recall they do effect your restore rate but would depend on you regen rate and ship ect.
5. I agree some of this equpiment does need altering, 3.56 has altered some items and equipment but mainly only for errors rather than changes.
The distribution in 3.56 will affect this but it will change in future updates.
6. The ship hard points are in process of overhaul, again this is not included in the 3.56 release but will be an upgrade for future.
The rebalance main site page is offline as it appears our webhost is down. Angeltowns is not reachable so im awaiting a responce.
Always good to hear some long time players.
The new version is ready and has been for a week, Ive had internet problems and only just got back online. New version in process of Upload 3.56.
Once the New version is up would always enjoy to hear feed back, some of the below issues have deffinatly been address especially the stabillity for MP. Other we can address in future releases once the core is stable.
Comment (2/2)
4) Supercharged nanobots and shield batteries: I'm still not sure if these upgrades works (in my mind installing them should allow more shield/hull healing from the standard batteries/bots, but I really can't notice the difference with and without them). Another strange thing happens when you sell all the normal batteries/bots, you can stack many supercharged bots and batteries, but this only leads to bankrupt (100k credits each) with no benefits. They can't also be looted if you got them installed already.
5) "Cheat" equipment: Items like the nomad shields (normal & gunboat) and the arcudia blazers don't have any class/slot requirements. It can be funny to have them when you play on lan with your friends but they can really ruin the game if you look for some "fair-play" on internet servers. I suggest to add an install option to activate & deactivate them in the flmodmanager mod activation dialog (like the cluster missile option).
6) Ships hardpoints: There's something wrong on some ships weapon hardpoints. The 2 I can remember are the last 2 torpedo slots on the tie-defender mk2 (you can't fire the torpedoes mounted there and they are also graphically not alligned correctly), and the "millenium falcon 2" turret hardpoints, when you try to install some weapons (try with arcudia blazers for example) the guns seems to stack in the same place more than once.
Anyway I thank you for your outstanding work on this mod, you really gave me hours of pure fun. :)
Final question.. I can't reach the "official" rebalance webpage and I don't know if there are some server on the net running this mod, can you help me on this?
Comment (1/2)
I love this mod. I guess I've tried almost any high-end fighter-ship in this mod so I hope to be useful with my thoughts.
I'll list the most annoying problems now, but don't misunderstand me, I really love rebalance mod, so I just want to help to make it perfect. ;)
1) Stability: I hope the upcoming 3.56 will fix server & client crashes, while the single player is playable for hours... sometimes, the multiplayer (LAN) experience can be terrible in some systems. One of my multiplayer char is still stuck on planet crete, every time I takeoff with my b-wing the server crashes.
2) Engine troubles: If a ship comes with more than one engine when you detach one you can't reinstall it, and of course, if you want to change the engines you can only install just a single new engine. (by the way, the cruise speed limit on "upgrade engines mk1-2-3-4-5" is a little frustrating.. The Tie-defender mk2 with 3 horus thrusters and upgrade engine mk5 installed can thrust up to 970 while the cruise speed is limited at 800... ugly :( ). There is also a little problem when you buy a new ship, you can't keep your engine in the new ship, the "buy ship" dialog prevent you to transfer from the old to the new ship. The workaround I found is to sell the engine to the equip dealer before you buy the ship, you'll find it after the ship purchase but you have to pay the full price again.
3) Big ships get stuck: Some ships can't handle some docks. The first I can remember is the "longsword", the long wings prevent it to take off from some bases. Instant docking helps... but there is no instant take off to avoid this problem.