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 Post subject: New Cursor
 Post Posted: Sat Dec 31, 2011 12:37 am 
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If you are adamant that you don't like the "Red Rose of Death" reticule, here is an alternative.

New Reticule File


Instructions.
1. Download the File
2. Place it in your Freelancer install directory in the appropriate folder as per your OS.

For 64 bit systems it is likely to be C:/Program files (x86)/microsoft games/freelancer/DATA/SCREENS/

For 32 bit systems it is likely to be C:/Program files/microsoft games/freelancer/DATA/SCREENS/

edit... files attached to this post if link is dead


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Last edited by {KEA}BOBBY on Sat Dec 31, 2011 7:03 pm, edited 1 time in total.

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 Post subject: Re: New Cursor
 Post Posted: Sat Dec 31, 2011 4:34 am 
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Hey Bobby, what if you have several different installs of Freelancer to avoid file corruption when switching mods to a different directory?

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 Post subject: Re: New Cursor
 Post Posted: Sat Dec 31, 2011 6:07 am 
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[CL]HunterKiller wrote:
Hey Bobby, what if you have several different installs of Freelancer to avoid file corruption when switching mods to a different directory?



Then temporarily name it to Freelancer and place the folder in the default location (32bit OS) like c:/program files/microsoft games/ run it then rename it back to whatever you had it previously and place it where ever you had it previously.


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 Post subject: Re: New Cursor
 Post Posted: Sat Dec 31, 2011 6:23 am 
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All installs are here > > c:/program files/microsoft games/ all read Freelancer for the prefix but have a suffix for each different mod I play. Ie... Freelancer_UV, Freelancer_Saarland, etc...etc... I then use the FLMM to change directories from one folder to the other for it to load the corresponding mod files into the correct folder. This avoids file corruption and leaving trash behind from other mods. I also have Freelancer icons on my DT to use for each of the mods I play and not the standard FL Icon. I used one of them to launch the game instead of the plain one. Or, just launch the game from the MM once I have activated the mod and use the icons any other time I wish to play that mod.

This is what I don't really understand...

Quote:
Instructions.
1. Download the File
2. Unzip the file to your desktop or downloads folder.
3. Close Freelancer. <---
4. Double click the file.
5. Start Freelancer


Does Freelancer have to be running first and if it does, been there, done that to no avail.

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 Post subject: Re: New Cursor
 Post Posted: Sat Dec 31, 2011 6:42 am 
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[CL]HunterKiller wrote:
All installs are here > > c:/program files/microsoft games/ all read Freelancer for the prefix but have a suffix for each different mod I play. Ie... Freelancer_UV, Freelancer_Saarland, etc...etc... I then use the FLMM to change directories from one folder to the other for it to load the corresponding mod files into the correct folder. This avoids file corruption and leaving trash behind from other mods. I also have Freelancer icons on my DT to use for each of the mods I play and not the standard FL Icon. I used one of them to launch the game instead of the plain one. Or, just launch the game from the MM once I have activated the mod and use the icons any other time I wish to play that mod.

This is what I don't really understand...

Quote:
Instructions.
1. Download the File
2. Unzip the file to your desktop or downloads folder.
3. Close Freelancer. <---
4. Double click the file.
5. Start Freelancer


Does Freelancer have to be running first and if it does, been there, done that to no avail.


Ok Step 3 has only be added if you had Freelancer running at the time of running the d/l. If you don't have Freelancer Running then you don't have to close it.

Ok so using your example here of Freelancer not being installed in the default location I would rename Freelancer_UV to Freelancer. Then run the d/l and you can rename it back to Freelancer_UV once you have run it.

If you do this then your desktop shortcut will work fine as everything will be the same as it was. FLMM will remain untouched so that won't cause any problems with your method of multiple installs.


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 Post subject: Re: New Cursor
 Post Posted: Sat Dec 31, 2011 7:29 am 
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OK and thanks. It's fixed now, Kolekcjoner helped me with it in game. Thanks again, m8. :)

Works fine now and is much better than the other one was.

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Last edited by HunterKiller on Sat Dec 31, 2011 9:13 am, edited 1 time in total.

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 Post subject: Re: New Cursor
 Post Posted: Sat Dec 31, 2011 8:28 am 
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again great work bobby thanks

but i think ill stick with the red rose :)

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 Post subject: Re: New Cursor
 Post Posted: Sat Dec 31, 2011 9:12 am 
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[(V\ET]Mick wrote:
but i think ill stick with the red rose :)


Same here mate uv45


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 Post subject: Re: New Cursor
 Post Posted: Sat Dec 31, 2011 9:39 am 
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what does the new one look like? does it go back to the old one?

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 Post subject: Re: New Cursor
 Post Posted: Sat Dec 31, 2011 10:17 am 
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Looks better, imho.

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 Post subject: Re: New Cursor
 Post Posted: Sat Dec 31, 2011 10:35 am 
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[(V\ET]John Carter wrote:
what does the new one look like? does it go back to the old one?


Very much like the 2.26 Reticule except when the reticule is in target mode (that is spinning) it more looks like this.

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Brighter without the transparent circle.


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 Post subject: Re: New Cursor
 Post Posted: Sat Dec 31, 2011 11:46 am 
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Nice one Bobby

Post Bumped to announce and lkinked in the Download section..

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 Post subject: Re: New Cursor
 Post Posted: Sat Dec 31, 2011 1:20 pm 
 
Bobby your the man uv24 And I really appreciate it as I am sure a lot of others do too. I have been working with the rose and IT has taken some getting used to but it is growing on me. I have been using it in Rocky Horror where everything is Orange and Reds.....worst case scenario for the recital and have been doing pretty good with it when I can't see it is when I am on target. So think I will stick with it and continue to work with it. Thanks for Everything you do bud!


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 Post subject: Re: New Cursor
 Post Posted: Sat Dec 31, 2011 4:20 pm 
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I like it much better and to add, all the new Eye Candy you added into the mod looks great Bobby. Some of them are even funny. :))

I had thought at one time that, sev's little ending comment after the Gauntlet Race in his video would have been added to the Respawn Screen after you die/d in a fight or, other wise. :)) Would have been a nice touch as well. Is there any way that sound/voice can be added to that part of the game?

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 Post subject: Re: New Cursor
 Post Posted: Sat Dec 31, 2011 5:38 pm 
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[CL]HunterKiller wrote:
I like it much better and to add, all the new Eye Candy you added into the mod looks great Bobby. Some of them are even funny. :))

I had thought at one time that, sev's little ending comment after the Gauntlet Race in his video would have been added to the Respawn Screen after you die/d in a fight or, other wise. :)) Would have been a nice touch as well. Is there any way that sound/voice can be added to that part of the game?


haha yeah that is one of my all time favourite sound clips too :)

In fact when someone dies at the gauntlet especially near the end I can't help but run that line in my head using his voice "Bastard".


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