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There are currently 39 users playing Freelancer on 41 servers.
February. 19, 2020
The Starport Forum Index > All Posts (Nightstalker)

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Re: Untraceable Errors
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This happens sometimes when you have Solars marked as dockable and no base is defined.

Posted on: 2012/12/15 4:00
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The Galactic Gate
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The Galactic Gate is currently running Nightstalker's Universe Mod 4.67.

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Server Forum:
Galacticgate.com

IP (For both the server and TS3):
USA: 205.185.113.40


What is NSU

Nightstalker's Universe Mod has been in the works for 7 years, the mod itself has gone though many incarnations including being rewritten several times. The concept of NSU is to give SciFi junkies what they are looking for. There are several sections of the mod dedicated to different SciFi Shows such as, BSG, Star Trek, Babylon 5, Firefly, and Star Wars. There are several sections of the mod that come from different ideas I have come up with and each system is uniquely different with custom suns, starspheres, and a few planets. The Mod has a lot to offer for a wide range of players. At the start you are given 5 choices though the use of one way jump holes (one in ST, SW, B5, Nightstalker Space, Terran Alliance Space). There are also 4 unique Factions in the mod, including Rogue Asteroids, Comets, Derelicts (Moving wrecks), and monsters (They hurt too).

Features
* Spinning planets
* New graphical weapon effects
* New graphical system effects
* New graphical engine effects
* Advanced targeting out to 28k
* Viewable range increased to 100k (Capitals can be seen up to 25k, fighters 5k, and stations 50k - 100k)
* Playerlooting on all ships
* NPCs use the same weapons and ships as the players
* News on some stations
* Players will start with 5000000 in MP.
* New intro
* New Intro Scripts
* New music tracks for systems
* New sounds for equipment & weapons
* New costume for Trent
* Massive explosions and weapon enhancements
* Regenerating shields
* NPCs use nanobots and shieldbots
* 12 Clan Systems available to Clans with 5 or more players (Full)
* 129 systems
* 800+ new ships
* More than 500+ new stations/planets
* Massive explosion + weapon enhancements
* New Startup-Screens
* New Startup-Music
* More collision damage
* Cruise speed is set to 900
* NPC AI increased
* New rumors on the new stations/planets
* New wrecks for the new systems
* Armor available
* Subtargeting system added
* Advanced movement system added
* Wire Frames on most ships
* Custom Hit Boxes on all fighters
* New Universe map
* 60 New commodities
* 10 new wrecks
* Three Quests added: 2 Build a Battleship and 1 Build a Super Trader
* Random Jump Hole (Two ingame)
* Admin System (Admins only)
* Higher details on visual effects and objects in space
* New rumors and bribes on stations
* Explosion damage for all ships (Size matters here)
* Price limits removed
* Unique NPCs (monsters, asteroids, Derelicts, Comets)

NSU 1.66 Features
* 8 Systems based off the Angels Fall First Universe
* 1 System based off Doctor Who
* Introducing Kuze's Ship Pack 1&2
* Ships from Darkstar One
* A51 Ship Pack
* All ships have custom sur files
* Capital Weapons rebalanced to reduce lag and prolong gameplay
* New Weapons and Equipment
* New clan systems for existing clans
* High Poly X3 ships and Stargate ships added
* Added Pachyderm Freighters from Gibbon's ship packs
* Done extensive error checking and correction to all the code
* Introduced Adroxa's plugins
* Added Mass Effect Ships and systems
* 155 Systems to explore
* Special Commodities and Trophies for use in server events
* Delta Quadrant Races, ships, and systems

Systems

Start System
* Destiny

Admin System/Prison
* Olympus
* Hell

Custom Systems
* Omicron Major
* Wheel of Fate
* Calidon
* Omicron Ersus
* Omicron Draconis
* Ragnarok
* Kaliam
* New Russo
* Helion
* Atris Major
* Atris Minor
* Dargaard
* Alabama
* Tyrannus Conglomerate
* Menzoberranzan
* Gorg Empire
* Underworld
* Realmspace
* Lambda Serpentis
* Virginia
* Wyoming
* Nevada
* Florida
* Carolina
* Polaris
* Sirius
* Seriphim Dyson's Sphere
* Lamia Astrum
* Shen-Lung
* Nightstalker Construction Yards
* Omicron Alpha
* Cheyenne Star
* Imperium
* Dimensional Rift (Random Jump Hole System)
* Mortania
* Austia Procyon
* Cyr Kalifryn

Star Trek Systems
* Sol - Pluto
* Sol - Saturn
* Sol - Jupiter
* Sol - Earth
* Alpha Centauri
* 40 Eridani A
* Bajoran
* Cardassian
* Gamma Quadrant
* Wolf 359
* Neutral Zone
* Romulan Star
* Klingon
* Borg
* Breen
* The Void
* Ferengi Alliance
* Epsilon Ceti (Risa)
* Fludic Space
* Nekrit Expanse
* Imhotep
* Veruna
* System J-356
* Bora
* Lambda
* Nal Shaddaan

Babylon 5 Systems
* Chi Draconis A
* Zeta Tucanae
* Xi Pavonis
* Shadow
* 82 Eridani
* Proxima Centauri
* Coriana
* Zeta Orionis
* Epsilon Eridani
* Hyperspace
* Unexplored Hyperspace
* Dakota
* Alpha Cygnus
* Tau Ceti

BSG Systems
* Cyrannus A
* Cyrannus B
* Cyrannus C
* Ragnar
* Cylon
* Cylon Core
* Prolmar
* Unexplored Binary Star System
* Unexplored Neutron Star System
* 55 Cancri

Star Wars Systems
* Tatoo
* Alderaan
* Corellian
* Raxus
* Coruscant
* Kessa
* Belgaroth
* Horuset
* Yavin
* Geonosis
* Warzone
* Nubus
* Beshqek
* Lehon

Wing Commander

* Fariss
* Antares

Homeworld 2
* Hiigara
* Vaygr

Stargate
* Goa'uld
* Pegasus
* Ida
* Avalon
* Unknown (Ori)

Game Systems
* Game Nexus
* Battleground
* Race Track
* Nightstalker's Proving Ground

Serenity Systems
* Core
* Mao
* Dufrain
* Georgia
* Burnham

AFF Systems
* Corinth (Inner)
* Corinth (Outer)
* Adras Gal (Inner)
* Adras Gal (Outer)
* Blackneith (Inner)
* Blackneith (Outer)
* Lux Atreya (Inner)
* Lux Atreya (Outer)

Mass Effect Systems
* Sahrabarik
* Boltzman
* Widow
* Amada
* Imir
* Tassarah
* Typhon
* Amun

Clan Systems
* Bloodhome (Blood-Legion)
* Heaven (Angels)
* Honor (No Bull Shipping)
* Solaria (DW)

There are 4 additional systems with factions available right now.

How and Where

How do you get a hold of the mod??
Go to Nightstalker's Universe 1.66 section on the Olympus Forums (http://galacticgate.com) and you'll find the link for the mod under the thread NSU Download 1-66 Final. It is also available here as well.

http://www.moddb.com/mods/nightstalke ... ers-universe-mod-167-full

http://www.strategyinformer.com/pc/freelancer/mod/40437.html

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Posted on: 2012/5/31 20:12
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Re: What is the best way without 3DSmax
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You could also make the props a separate model and add them in as an object (solararch.ini) with a spin setting in the system ini. I do this with bases in my mod so I know that works.

Posted on: 2012/2/13 22:19
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Another FL server lost
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This is from the Tekagis Treasure forums

To the Tekagis Treasure Community
To the Admins and Helper's
To the Family's
To the Friends

and to YOU the players.


The Tekagis server will be closing as of this message being posted, the forum will remain open for the time being so people can still get in contact with each other and Teamspeak will still run as well.

Myself, Cursor and the rest of the fantastic team that kept it going for so long after our dear friend passed, Uni, we have come to a point in our lives where 'Real Life' has taken a front seat and everything else has become secondary. We have always said in the admin room, RL comes first.


I would like to thank three very important people:

Ringy, mate you were like a whirlwind when in game and a force to be reckoned with in Admin chat and on the forum's, and for that I am very great full.


Jaco, thank you for all your help with giving me information from before I started on TT, your input from the beginning has made a difference. Also for being there in RL, for me and for others.


Madcat, Cat you are one crazy SOB, most people at your young age **Cough**, should be in the garden in summer and tucked up in front of the TV on a cold evening....... NO, not Cat, day in, day out, nearly 365 days a year he has been in game and on the forum, giving help, tormenting the players and admins and his famous "BAN!! Goodbye", has put joy in our hearts, Madcat THANKYOU!

There are others like McKooter and Qjake, again with out their help and input, things would have been different.

To everybody, do keep in touch, either forums, TS or Skype.


Fair well fellow Freelancers


Rags

Posted on: 2011/12/20 17:41
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Re: At a Loss
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I noticed you want it to be free to buy, In FL you need to have a price of at least 1

Posted on: 2011/10/27 21:53
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Re: At a Loss
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1. If you are using DDS textures they must be square (64x64, 128x128, 256x256, 512x512, etc)

2. if you are using tga textures, they must be flipped (In photoshop and similar programs it is flip vertical)

3. If you specify a specific FL ship (shiparch) make sure your Hardpoints on the model match them (If not, remove them from both the goods.ini and shiparch.ini).

Posted on: 2011/10/27 20:08
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Re: Mod problem NSU server
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BTW, I'm not trying I did, this version will not run without the server version. I have been working on this mod for 7 years (That began after I was banned from WTS with my Blood-Legion Brothers) and it has always been on two servers (USA-1 has gone through 3 owners and EU-1 about the same). Our community has been around through thick and thin through the different versions. The community members and clans have donated ships (Some with strict provisions) and other content for the mod, for our community. Tell me something, if you painted a work of art would you want someone to copy it and hang it on their wall without your permission?? The mod was created for the Olympus Community and there it will stay. And if the servers ever close down the mod goes with it.

Posted on: 2011/7/27 7:47
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Re: Mod problem NSU server
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That is because you are using the client version to try to run a server which a majority of the files required to run a server are in the server version only. Sorry, but the server version is restricted to both our USA-1 server and EU-1 server.

Posted on: 2011/7/26 16:22
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Re: Bob's problems with a new ship. (Now a texture issue!)
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Posted on: 2011/5/10 5:41
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Re: Intro Video Problem
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Yup, that was it. Is there a way around that?? Is anyone else running enb and have intro videos?? I don't mind having to lose the intro but it would be nice to have.

Posted on: 2011/4/28 21:21
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Intro Video Problem
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One of the players made some intro videos for my mod (yes they are in wmv), when FL starts all you hear is the sound. So to troubleshoot it I reinitialized the original FL videos, sound only there too. I am using Windows 7 x64. I am thinking it is a codex or something similar.

Posted on: 2011/4/28 19:36
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Re: A couple of interesting problems
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Any thoughts on why I can collide with waypoints and jump holes?? I see phantom_physics = true on the jump hole. As for the waypoint, it is nav_buoy.3db correct?? Or is that a effect. Maybe phantom_physics is failing, I don't know

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Posted on: 2011/4/13 20:16
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Re: A couple of interesting problems
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I am using Numeric

Posted on: 2011/4/12 15:45
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A couple of interesting problems
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The first one has baffled me, when you look away from an NPC the health and shield bar goes down to zero (Dead NPC) but when you target them they reappear (The shield and health bar that is). So if the NPC is not in your direct line of sight they appear this way. Example:

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The second one is when you get to a waypoint, players are actually colliding with it. for some reason the waypoint is solid.

Posted on: 2011/4/12 1:07
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Re: 3D Model Showroom
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The problem with the Darkstar One Zeboa, is that it has all the parts (I never played the game + I don't know what it is supposed to look like) plus it is a high poly model (60k+) so HardCMP is not going to work on it. I'll have to look for it since I did not add it to my mod (Probably sitting on my PC somewhere).

Posted on: 2011/3/21 22:55
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