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There are currently 113 users playing Freelancer on 43 servers.
September. 24, 2017
The Starport Forum Index > All Posts (SWAT_OP-R8R)

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Re: Freelancer on VirtualBox
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well, i never ever had any problems getting it to run on win10
that you get crashes is very strange

Posted on: 8/31 15:45
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Re: About HUD edit
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its looking pretty good so far

Posted on: 8/29 15:58
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Re: Re: Freelancer and Windows 10
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dunno
havent tried it in years

Posted on: 8/21 15:41
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Re: Re: Freelancer and Windows 10
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Posted on: 8/20 8:44
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Re: Freelancer soundtrack remaster.
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I want to apologize if i offended you with my comment.
I just said that the average player wouldnt notice the difference. I noticed a difference but actually just because I directly compared it with the original. There is a difference and I like that (I actually am an enthusiastic fan of visual and sound quality) but by experience I can tell that players even after years dont notice most detail changes when they dont take the time to actively compare it with the original.

Which of course does not mean that your work isnt good or useless.

Posted on: 8/5 10:44
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Re: Freelancer soundtrack remaster.
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Im not sure if the average player would notice the difference.

Posted on: 8/4 15:20
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Re: What is meant by MGS in FLSpew
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even better

Posted on: 8/2 16:43
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Re: What is meant by MGS in FLSpew
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well, no matter which DX you have installed... its backward compatible.
FL is a DX8 game thats why it is mentioning dx8

dunno about the unknown hardware stuff
like already suggested a problem with the flconfigdatebase
I personally never had any problems, no matter on which PC i did run FL.
Main question is if FL is running for you at all. If so then ignore that error message.
If not then try to add your graphic card to the flconfigdatabase and see what happens.

Posted on: 8/2 13:03
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Re: Anyone still around?
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Well, I can understand your point about UE4 being a way to move away from the limitations of the FL engine.
But it is also a way moving away from FL in general and from 99% of all modding work that ever has been done for FL. Yep, more than 99% of the modding work done in the past 14 years will be incompatible.

I am working on a similar project on a different game engine and that is one of the first issues I had to realize. Even if I use FL assets and if I get the gameplay halfway right.... it still wont be FL because FL is more than that.
FL is storyline with cutscenes, voice overs, missions,etc.
FL is multiplayer on various servers, supporting various mods.
FL is easy access modding support.
FL is so much more than anything any other game engine could provide (unless you have a full staff of working willing to work on it for multiple years).

No matter what game engine you (we) use, you (we) will never get all the stuff done that we already have today.
It simply isnt more modding friendly if nearly all the modding stuff, that defines FL and its community, isnt working with it.

However, its good that people care about their players and I wish you all the best with that project.
I just have one little advice. Read the engines licence agreement and the terms of use.


@Bolte
looking forward to see it in action

Posted on: 7/31 20:08

Edited by SWAT_OP-R8R on 2017/7/31 20:26:24
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Re: FLHook Plugin Request: Cargo Exchanger
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To my knowledge there are FLhook plugins which already are able to do that.

Posted on: 7/31 16:44
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Re: Anyone still around?
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Quote:


FL modding is very limited and very annoying to do.



I highly disagree with that.
I have modded many games in the past +20 years and FL was by far more open to modding than most of the others.
Almost everything can be modded with ease. There are tools for everything, tutorials on pretty much every major FL site and lots of mods showing what is possible with this game.

Im sorry but for me it sounds strange to question the modding capabilities of a game that in the past 11 years always managed to reach a top100 position on the annual mod awards (often with multiple mods).
For a game that doesnt even belong to a mainstream genre this is remarkable (and probably only beaten by halflife mods).

I also have my doubts that UE4 would improve the modding abilities in any way. The engine can implement mods via plugins which clearly wouldnt be as easy as modding currently is.
I got to work with the Unreal Engine a few years back, before it went free for non-profit use and I clearly see the benefits of the engine but I also see its limitations and how much work is needed to get FL ported.
If possible, cool.... but I am sceptical.

What I clearly dont see is a general support of FL mods under UE4.

Posted on: 7/31 16:41
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Re: Anyone still around?
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All the discussion about "the end" is somewhat overrated and pointless.
Ive seen the end of Starlancer, then there was FL which the players could enjoy. And since FL I have seen the end of a bunch of other games and always there was something new, something different the players could enjoy.
Every end is an opportunity for something new.
And while people claimed the end of FL in 2007 when MS stopped its support and the original GLS was shut down we are still here.
I believe FL will continue be around for a good while.

However, my main focus is and always will be the players, the members of my community but not a specific game. That somehow turned out to be future proof.

Look at the bright side.
FL surpassed its expiration date by an entire decade. Thats remarkable.

Posted on: 7/26 16:14

Edited by SWAT_OP-R8R on 2017/7/26 16:20:39
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Re: Elo!
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I just remembered how tricky it was in the first map editors to get the vertex orders right on complex rooms without causing clipping walls.
Still it was an experience I love to remember after all that time.

Posted on: 7/23 12:14
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Re: Elo!
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Interesting.
I also started decades ago with creating new campaigns for doom. The tools back then were a mess but probably today they still are.

Posted on: 7/23 10:07
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Re: Freelancer, the future?
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Ive to agree with FriendlyFire.
The problems are to find people that would be willing to work on such a project and get the people to agree on something.

I can only speak for myself.
I certainly have everything needed to contribute but my problem is a bit the motivation and also my responsibilty to the players of my mod.
I have to decide if I invest time here into vanilla FL (who almost nobody plays) or if I use that time contributing to further improvements on Crossfire (where at least the player I know have a benefit from my work).
You of course could say "the HD stuff could also be used on mods" but since my mod is HD already there is very little benefit for me and the members of my community.

There of course is the possiblity of further improvements in quality... especially on 3d models. I totally agree with that.
Im just not convinced that more complex 3d models would make FL any better, especially since the OpenGL stuff that currently is in development probably could cause similar improvements without the need to touch every 3d model.

As you can see, right now i am struggling with conflicts of interest and the question "what is worth being spend time on?".

Posted on: 7/22 12:30
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