Privateer Remake 1.0 - Bugs

Regarding missing mouse cursor: Do either of you have joystick set to enabled? If so, try disabling it in the setup.
 
Icehawk said:
Acutally I do not think this a bug in the buggy sense (at least there is a certain twisted logic to it). Kitties LIKE IT when you kill other humans (Retros and Pirates hopefully, else shame on you) so since you are doing their job for them... as it were. You get better faction.

Not a bug if we're comparing to original game. You could be non-KOS to the cats because you were undermining normal Human society by being bad. :)
 
RF missions: not sure if it's supposed to be that way but I encountered only one or two dralthis on Goodin's patrol sweeps.

Ship appears in random places in the ship dealer screen. sometimes normal, sometimes on the way left.

Sound effects sometimes cut out during speech in fights - in fact, the person will appear in my MFD but I don't any speech, gun sounds, or impact sounds until the person stops talking. It's annoying cuz then I don't realize i'm being hit and taking damage

Ships will just chill on jump point bubbles or near bases

RF oxford escort mission - drayman disappeared thousands of klicks away from the jump point after I'd killed all the spawned enemies...not that I'm complaining because it made the mission a lot quicker.
 
All I know right now: This system, i82854G/Celeron 2.0 GHz, blurry bases/hardware cursor (this gives me a cursor while landed, but not in space, all other modes give me neither), home system: Radeon 9600XT/P4 2.4 GHz, graphics turned all the way up (and all is perty).

Hawk, the vegastrike engine doesn't get along with Radeons very well. It's a common complaint over on the vegastrike forums.
Someone here, I think Hellcat, mentioned a Radeon driver version that fixes the problem. Failing that, try a Geforce. Priv Remake runs flawlessly on my GF FX 5200 Ultra on XP pro. :)
 
Context:
When you accept the mission at the Pentonville pirate base to smuggle
Brilliance in a hidden compartment on your ship to New Constantinople.

The bug:
Talking multiple times with the girl will activate an extra instance of the mission
each time, (even though the dialogue changes to a "haven't you started yet" type
of conversation). This can be verified by going to the mission computer and looking
at the active missions.

The result is that when you fly away from the base, the number of mission-related enemies are multiplied accordingly and the dialogue has echoes because it is played for each of the duplicated active missions.

PS: Keep up the good work, great game :)
 
bug:
Holding the tilde key will lock your velocity vector as intended,
but this also works at speeds that normally require you to expend energy
(with the afterburner) to maintain.

How to reproduce:
1) Afterburn to top speed, stop holding the afterburn button
2) start Holding the tilde key
3) Note how you continue to fly at top speed without using any energy.

This enabled me to keep flying at top afterburn speed continuously, while
still having my energy bar recharge so I could fire at the confeds chasing my
tail.
 
aggravating bug

when your color radar is damaged, repairing it doesn't restore the colors to it. This makes telling friend from foe VERY hard when there is a 30 ship melee going on.
 
TripleSG said:
I'm trying to fight ~12 Kilrathi on the mission to Gamma. Can that be right? Seems more or less impossible to me.

I've also seen bounty missions with *16* kiltrathi as escorts. The payout was HUGE, but my graphics card would definitly not handle that much action at once. This brings me to another comment/question.

Is there a way to limit the number of ships escorting another and if so, where do I go to change it?
 
no kidding

This persistence of the outside universe through a reload of a saved game - aside
from being a way to create more salvage - also has effects in other ways. Ships are
still in-system and so on. This seems to affect certain missions in strange ways.

No kidding, :), I started a career and within a few mission, got an escort mission in Troy, but the catch was there were Kilrathi Dralthi's... IN TROY! I accepted the mission to see what was up, got my butt kicked, and after that (dying and all), there were about 4 Kilrathi in Troy for a VERY long time. Reloading didn't fix it, either (I didn't exit and come back in, though). What fun that was until all of a sudden, I was at 100% allegiance with them for no apparent reason! Great buds they were, but trying to finish an escort mission with them around was impossible as they kept blowing up the merchant ships. And I wasn't about to correct a Kilrathi!

Also, I want to say that other than the usual typos and buy/selling glitches stated above, this is a darn solid game! Good job on a great remake. I actually like it better than the original....

....and about those Kilrathi being allies. As wierd as it may sound, that is not a glitch. That was possible in the original so, in order to follow suite with the first, I think it SHOULD be retained in the game. Besides, I like having a career where I'm a traitor to humanity, being the Kilrathi's slave. And it made finding the secret Kilrathi stash a bit easier too ;).
 
tasoth said:
bug:
Holding the tilde key will lock your velocity vector as intended,
but this also works at speeds that normally require you to expend energy
(with the afterburner) to maintain.

How to reproduce:
1) Afterburn to top speed, stop holding the afterburn button
2) start Holding the tilde key
3) Note how you continue to fly at top speed without using any energy.

This enabled me to keep flying at top afterburn speed continuously, while
still having my energy bar recharge so I could fire at the confeds chasing my
tail.

That's not a bug, that's a version of autoslide (called the Shelton) that comes with the vegastrike engine. The manual explains it in detail.
 
SixGun said:
That's not a bug, that's a version of autoslide (called the Shelton) that comes with the vegastrike engine. The manual explains it in detail.
No, it's a bug.

Shelton slide should still require afterburner-energy to maintain speed at e.g. 1000 for the Cent (or 1200 for the Demon).
 
No, it shouldn't. There's no friction in space. Once you get your ship up to 1000/1200, then you cut your inertial dampners, which is what the Shelton does. That means there is NO FORCE slowing you down. Heck, you SHOULD be able to burn your rockets and keep speeding up past that point, but that's for the realm of other games, with more realistic physics models. It still works pretty well IMO.
 
i am able to reclaim my own mission cargo after reloading a savegame that i died/respawned from, my own cargo is floating about when i have it sitting in my hold, it duplicates.
I have 2 artifacts now and have found "mission cargo" floating all over space if im destroyed at the location i am destroyed in.
 
Hm... I've been facing some weird things:

First me got the broadsword / afterburner problem, too

Secondly i recognize, that i don't see any broadsword cockpit interior, but only the 'don't show cockpit, just the raw displays' screen

When I wanted to complete several cargo missions (3 of them 2 1 destination) and landed on target planet/base, the mission wasn't accomplished. Then I lifted off, took a short flight to another base in the system, landed and tried to accomplished the mission, but had to cancel 'cause it couldn't be finished @ all...
 
Aron Figaro said:
No, it shouldn't. There's no friction in space. Once you get your ship up to 1000/1200, then you cut your inertial dampners, which is what the Shelton does. That means there is NO FORCE slowing you down. Heck, you SHOULD be able to burn your rockets and keep speeding up past that point, but that's for the realm of other games, with more realistic physics models. It still works pretty well IMO.

I agree that that's how it should work _in reality_. But it's not right for Privateer, it's far too exploitable.

I'm ok with Shelton slide being in the game, as it did show up as a feature of later WC's. But being able to afterburn to over-max speed and to maintain it with slide is a definite problem, because it completely breaks having to spend energy for afterburner, and it makes running away trivial, since the computer doesn't use the technique. WC/Privateer has a physics model that includes having to expend energy to travel at a set speed, and expend extra energy past that to temporarily boost speed. It's not realistic but it's what it is; having a loophole through that with afterburner/shelton slide breaks balancing.

Right now, if I know there's going to be nasty fight on the other side of a jump point, I can just accelerate to 800 or so (in an Orion), turn on slide, hit the jump point, jump, and coast at 800 away from the hostiles, with very little chance of getting even hit. That's not right.

Keep the slide, but I think speed should fall to non-afterburner levels.
 
Oh, and I've had trouble with the respawn not clearing out active mission ships. On the mission from Tayla where you get ambushed by the privateer who used to have your route, I once ended up with three times the enemy ships and two times the dialog after a few retries.

I've also occasionally had a strange energy consumption problem, where I have no weapon energy even though I'm not shooting or expending afterburner power. Reducing shield strength (with 's') brings energy recharge back - does this mean that I don't have enough of a reactor to even keep my shields fully charged? (that is, there's a constant energy drain to maintain shields, which increases with shield level?)
 
* P:R (win) creates "temporary" music files in c:\temp if it exists, even if this folder is not set as a tempory folder in WindowsXP (set via environment variable temp or tmp, default is %USERPROFILE%\Local Settings\Temp - variable is retrieved using the windows api call GetTempPath() ). If the folder does not exist, files are created in the Privateer music folder. Example of a filename for these temp files: musiccombat51.oggmusiccombat52.ogg (a filename that almost makes you think there's a bug at work).

Expected behaviour is to use the temp folder as defined by the appropriate environment variable (prefered) or (alternatively) stick with a predefined folder in the privateer directory (and music is probably not a good idea, unless the files are not really "temporary" in nature).
 
- In my Galaxy turrets, I can target my own ship.

- "Turret Attack target" and "Turret Fire at Will" stop shooting sporadically. This happens especially frequently with "Turret Fire at Will" when aiming at a "friendly" target.

- When shooting at a Drayman, when it is very near death it starts jettisonning cargo bit by bit before it explodes.

- Some merchant ships don't deposit cargo when they detonate. I believe in the original, all merchant ships dropped cargo. (This fuels my pirate streak.) :)
 
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