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There are currently 34 users playing Freelancer on 38 servers.
September. 25, 2017

Browsing this Thread:   1 Anonymous Users



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Re: All Freelancer Ship/Weapon Models in Unity
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I dont see whats wrong with that pig. It was more successful than anything else during that time.
That pig did many things very well. It wasnt overly realistic nor was it as big as other modern titles... but it was a fun pig that many people keep in good memories.


Id consider it a challenge to get that pig running.... and thats reason enough.


Posted on: 2016/4/9 10:32
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Re: All Freelancer Ship/Weapon Models in Unity
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Oh man, it's okay to love a pig, you just gotta love it for what it is without any lipstick. Therein lies my problem, I'm not sure I could anymore.

For instance, one of my favourite memories is when you leave Mactan base in the storyline, when you jump into Leeds it's like "wow", and then you round the planet for the first time and the sun comes out of shadow, those are the moments that stay with you. I love that system and it's dirty grimey feel, it's always going to be my favourite, I love everything about Bretonia, love the ships, they're my favourite too.

It's a memory, and if I saw it again now after a couple of hundred more modern games with much better lighting and textures I don't think it would be wow.

Strangely one of my favourite things about the game is it's complete disregard for any realistic sense of scale, building a visually pleasing and enjoyable to navigate system in a small box, pure genius, the jumpgates and tradelanes all really work for me too, it's the most "alive" space game I've ever flown around in for sure and it's because of it's small scale. There's something happening everywhere.

About 4 years ago I cobbled together a purely visual upgrade for myself so I could play the storyline again. I used the shattered worlds starspheres and stars, some of their new planet textures, tradelane effects, jumpgate effects, some of your crossfire planets, I even robbed an Ice planet from FW:TOW which I think was meant to be Hoth for California minor. I robbed WHY485's missile, engine trail, explosion effects from Itano Circus (freaking love the promo video for that mod still, work of art!), the old plasmafire mod, I pinched the dynamic lighting type effects for weapons and jump effects etc from that, increased all the LOD's and view distances for ships, guns, bases etc, concocted my own enb.It was quite acceptable I thought at the time, but that was 4 years ago now and I didn't keep the mod beyond a playthrough.

I'm itching to relive it again, which happens every so often doesn't it, which is probably why I'm back here looking to see what's been happening, wondering if someone will have created some kind of vanilla enhancement. I doubt I could find half of that stuff anymore but I'll probably end up trying pretty soon if history is anything to go by!

Just saying these things makes me realise I still can't let this bloody game go, therapy needed lol.

Posted on: 2016/4/9 13:36
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Re: All Freelancer Ship/Weapon Models in Unity
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I know what you mean with scale and thats pretty much my point.
FL isnt realistic... its just fun.
I play elite dangerous from time to time and the stuff that bothers me most is the size of the game. 400 billion stars you can visit and once every few weeks you meet another player.
These days I have the feeling that every game developer tries to build the biggest and most complicated game possible. When I see these games I get the impression to have an online singleplayer game (without story) infront of me.

Thats why stick with the FL theme... and try to create something similar... maybe not exactly like FL but close enough for people to have fun and remember moments from the original game again.

Maybe it is silly to do that... maybe not.
At least it is better than doing nothing.
And like I already mentioned... I like challenges.

Posted on: 2016/4/9 14:35
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Re: All Freelancer Ship/Weapon Models in Unity
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I agree with you about Elite, I played it for a week then realised it was just about numbers, big numbers, and it dawned on me that the reason they kept on about how many billions of this that and the other when they were promoting it, was that's all it was, a procedural algorithm thingy at work. The scales and the mathematics might be spot on, but in the end it just felt like it needed a human touch to craft it into something believable, it needs a soul. Had really high hopes for Elite too, so gutted that it didn't work out for me, but some people do enjoy it so comes down to taste I guess.

Posted on: 2016/4/9 15:31
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Re: All Freelancer Ship/Weapon Models in Unity
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I'm surprised that I never posted this here on Starport. In March I made a Freelancer "flight simulator" with the goal of getting a flight model as close as possible to Freelancer, even using my own set of modified physics that run on the same formula as Freelancer.

You can actually plug in values from a Freelancer ship and it'll fly almost exactly the same as it would in the real game. The differences come in how mouse flight is handled, but you can eliminate those differences by flying in cockpit view. Either way, it's still extremely close, to the point where the only way you'd notice the differences is putting video of the two side by side.

The video player seems to be broken, so here's a link to the video.

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Posted on: 12/13 0:37
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