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May. 18, 2013
The Starport Forum Index > All Posts (Sledge)

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Re: Systems Specialist Needed
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I have a map put together using most of the above, but my question right now is how to implement the mod on the server side. I'm sure there's a tutorial here that can help but I've been unable to locate it.

Posted on: 2012/2/5 14:59
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Shipwright
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I'm looking for an experienced shipwright to help me put a concept together into a working ship. I want to create a mod with a couple of ships in order to create a short movie of a mod I'd like to create. Message me here or visit www.lancerstar.com.

Thanks.

Posted on: 2012/2/5 3:07
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Systems Specialist Needed
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Hi. I'm looking for someone that is experienced in systems design. I'm putting together a demo mod but need some help on the finer points of system creation and implementation. Message me here or visit www.lancerstar.com and hit me there.

Thanks.

Posted on: 2012/2/5 3:03
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Re: Freeport2
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*UPDATE*

FreePort2 is now LancerStar 24/7 RPG. There will be a separate post about the new site and mod coming soon.

www.LancerStar.com

Posted on: 2012/2/5 1:17
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Re: Where to buy Freelancer CD?
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Good things come to those who wait.

Attach file:



jpg  demotivational-poster-23688.jpg (35.46 KB)
101_4e77e77faa110.jpg 491X397 px

Posted on: 2011/9/20 2:08
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Re: Where to buy Freelancer CD?
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We're probably at that point now. The original dev team is scattered to the winds. Digital Anvil no longer exists. Microsoft is associated purely in name only. Business is business and defending the copyright for a game that's not being sold is far too costly an endeavor for no return.

The game is ours. We just need to take the last step.

Posted on: 2011/9/20 0:54
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Re: Where to buy Freelancer CD?
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Quote:

FriendlyFire wrote:
And to be honest I'm waiting for the point where the game becomes unavailable in most of the world. Why? Because then we enter a gray area that gives us additional flexibility to promote the game.

If you cannot legally purchase a copy of the game... Just look at oldie games and how they're handled most of the time.


Word. If the game is for sale ANYWHERE, even eBay, it won't be considered abandonware.

http://www.abandonia.com/en/oldwarez/Freelancer/0/0/title/

Posted on: 2011/9/19 2:30
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Re: hello there
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Had a similar problem, I think. The game ran fine vanilla nad even when I installed the first mod. But when I uninstalled the mod the game refused to boot. I'd double click the icon and get a few seconds of hourglass and then nothing. I eventually gave up trying and just uninstalled/reinstalled. It's worked fine since.

Posted on: 2011/9/17 22:36
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Gate Campers Blow!
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I hate them. I just logged off EVE because it was either try to run the blockade (which usually results in my death) or sit in a base reading the EVE wiki. I picked C: vent my frustration on TSP.

There. I'm done. I feel much better. Maybe in a couple of hours the scuzballs will log off and I can go on my way.

Posted on: 2011/9/17 0:34
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Re: Mod limits
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I've had this story forming in my head the past few days...

The sleeper ship that was destroyed actually wasn't. It was crippled to the point that it was uncontrollable and crashed landed on a water planet. It sank to the bottom. The food replicators and oxygen generators still worked but nothing else. After several generations, eventually the survivors left the ship and created colonies around it. As time went by more colonies and bases were formed around the planet. Eventually, as human civilizations tend to do, the colonies fragmented over political and ideological differences and different factions emerged, some not friendly to each other.

In the meantime, space flight technology was lost but the colonists developed advanced submarine technology. There were many types of subs from attack subs to transports. Bases developed specialty industries and trade proliferated. Along with trade came the usual problems; pirating, security needs, etc. Advanced weapons were developed, usually in the form of torpedoes big and small. Because of the nature of the deep sea, stealth became a central component of warfare. Subs were not detectable except by active means or if they became noisy through excessive speed or firing of weapons...

...bases shouldn't be a problem but I'm not sure if a seafloor is possible to do in the detail that will be necessary. We'll need cliffs, canyons, reefs, wrecks, kelp forests, and a lot more to make it realistic.

I dub thee "Freelancer: Underworld".

*edit*

Thinking more about it, an interactive seafloor wouldn't be absolutely necessary. We could merely say the water was so deep that the sleeper ship reached a point of neutral buoyancy and sank no further. The bottom was still hundreds of miles below. We could make the floor part of the background image.

Posted on: 2011/9/16 15:05

Edited by Sledge on 2011/9/16 15:17:31
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Re: Mod limits
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Aliens would be sea life. Serious. We make an NPC ship that looks like a whale/fish/whatever and make it neutral to all factions then set patrol routes around all bases and points of interest.

Posted on: 2011/9/15 21:58
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Re: Mod limits
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Here's my idea, tell me how realistic it is:

I'm thinking about a total conversion that will use the FL engine. The concept will be underwater instead of space. The physics will be similar. There will be a seafloor with structures, canyons, etc. Submarines instead of ships.

Posted on: 2011/9/15 20:48
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Re: Freelancer 2 (?)
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Quote:

Mirkha wrote:
have you seen this one ? : http://www.youtube.com/watch?v=lW6vHgRgTe8


About a year or two back I had extensive correspondence with Vice, the creator of Evochron. I helped beta test the latest Legends (before Mercenary). I tried to impress on him that there is a large space sim gaming community that is hungry for something more. I explained that the secret to breaking in is serverability. At the time all the player files were stored on the client PC. He had a decent multiplayer server app, but players could sign on with their existing characters (and all the riches they had accumulated). There was nothing stopping someone from running a server, logging on and enriching themselves through various means, or hacking their player files, then logging on to a community multiplayer server. It would make the idea of a formal persistent MP server unmanageable. He saw my point and made several improvements including encrypting the player files and adding a flag that characters could only be used on the server they were created on. I'm not sure where it all led because my RL issue that separated me from Uber also separated me from Evochron (and no, I wasn't in jail as Baene has suggested).

I think Mercenary is worth another look. I'm confident that the talent that the Freelancer community has in modding can make Evochron a pretty damn good imitation of Freelancer 2. I'm also certain Vice wouldn't mind a bit if we modded the crap out of his game, as long we paid for our copies....

Posted on: 2011/9/15 20:38
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Re: Mod limits
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So a landscape across the bottom of a system will far exceed the max polygons? And the same would apply for a base that was extraordinarily large and detailed?

Posted on: 2011/9/15 20:15
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Mod limits
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Me again with some questions.

What are the size limits for structures in the game? Is is possible to have a "floor" that is collide-able stretch the length of the solar system? How large can a base be? Is is possible to make a base planet sized that has structures one could fly through and around?

Posted on: 2011/9/15 17:36
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