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There are currently 57 users playing Freelancer on 32 servers.
January. 19, 2018

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Re: Space Battleship Yamato/Star Blazers mod wanted
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Don't you know she's one pretty ride! I'm breaking out the guns and stuff now to add to the cmp model I imported to make some awesome beauty passes inside my rendering software and then make my own STL (yeah I misspelled stereolithography) file to run out and got me a by God real model Yamato to put in the mantle. I've prototyped bunch on 3D printers, but never did anything for myself. That's going to change but I spent most of today cloning all those turrets!

Posted on: Today 4:48
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Re: Space Battleship Yamato/Star Blazers mod wanted
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Open in new window

Posted on: Yesterday 22:26
Open Sirius Mod
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Re: What does A.S. year stands for?
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Was on a sleeper ship of own until recently you might say. No matter how old the post was it makes a point. Backstory = History. A wise person once said, "If you don't know where you came from or how you got here how can you know where you are going?" (Sirius I hope).

Posted on: Yesterday 19:53
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Re: What does A.S. year stands for?
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You have chat lag.

Posted on: Yesterday 9:13
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Re: What does A.S. year stands for?
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I'll have to with FriendlyFire from the pure logic of the a sleeper ship (sublight would take centuries to reach the Dog Star (Sirius time lag there) so if I just woke up after that long I'd chuck the old calendar and start day one from the day the ship landed. A good take on this is David Weber's "Honor Harrington" Sci-Fi book series. He started dating from the time the colony's sleeper ship "Jayson" landed and called the dates from there "AL" for after Landing. In the books they say half the capitols of the colony words are called "Landing City" as well.

Posted on: Yesterday 7:07
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Re: Space Battleship Yamato/Star Blazers mod wanted
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So I downloaded the mod and the huge STL file from Bolte's link. Here's the result. Note that STL import into 3DSMax wants to weld and smooth and never works that well. The EXPORT is usually flawless as it you hit the print button only you printing in hot plastic.


Attach file:



jpg  YamatoCompair.jpg (366.77 KB)
45232_5a5fe8c842541.jpg 640X1700 px

Posted on: Yesterday 0:22
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Re: Space Battleship Yamato/Star Blazers mod wanted
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Oh BABY! Bolte's link in post #2 leads to the 3D printer files for the big puppy! Hope they convert into a nearby 3D printer'$ format because I SO want on for the mantlepiece! So many thanks for that Bolte!

Posted on: 1/17 21:06
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Re: OpenGL Rendering
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I am already using 4x upscaled textures in the videos and that did make a lot of difference (some of this is because of the DDS compression). I hope there will another jump with the new ones. We will see. The current ones I use are quite good, though.

I am still training the networks and experimenting with different layers so the results might change (like the colors still do during training). I think that is was SWAT_OP-R8R noticed.

Here are some from yesterday (rheinland) which Freestalker wanted. I only applied antialiasing afterwards (which helps a lot).

Also Freestalker thanks for the kind words

Original:
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Upscaled:
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Original:
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Upscaled:
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Original:
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Upscaled:
Open in new window

Posted on: 1/17 20:45
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Re: Increasing net worth requierment for next level
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Some ptough.ini mods are better than others.

Edit: But might bug the storyline. I'd go with the Storylvl mod. I've know simple ptough mods or content.dll mods that got to very end of the storyline and !!!Crash!!!!.

Posted on: 1/17 20:30

Edited by Jefferson001 on 2018/1/17 20:36:56
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Re: How can I find out what "Voice message 2351700488" is?
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I had issues with an older version on the no cd Freelancer.exe that cleared up with the new version I got on the downloads page.

Posted on: 1/17 20:07
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Re: Coming back to play freelancer after 10 years, first time discovery of servers and mods
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Welcome back. Though not playing for so long the whole ballgame has changed. Get ready to have the newer mods install into their own directories and having several to many builds and startup icons to contend with instead of FLMM. (The mod manager in case you forgot, but other than going retro you can pretty much scratch FLMM anyway) Pretty soon they're going to have to put out a Freelancer Icon Manager so you can keep track of all the builds! Though you'll find that the mods have strive to stay on top of the newer technologies take Freelancer to places you can't imagine. And a goodly portion of those doing it are on this site. Bon Voyage!

Posted on: 1/17 19:59
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Re: Help: File to edit to add custom named audio sound ?
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And Using may ancient version I just pulled a random file out of the a random .utf like and got, "Warning 30 seconds remaining till jumphole collapse."


Attach file:



jpg  Audio1.jpg (119.24 KB)
45232_5a5fa74733076.jpg 637X494 px

Posted on: 1/17 19:43
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Re: Help: File to edit to add custom named audio sound ?
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Okay I just Googled it and they're still FREE downloads at: https://www.audacityteam.org.

Posted on: 1/17 19:38
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Re: Help: File to edit to add custom named audio sound ?
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A nice little program called Audiacity can even take a raw .riff exported from the URF export (I tells you it's making a W.A.G. but always put it up for editing and\or export to wav easily. Had sone great audio filters and fx too.

Posted on: 1/17 19:28
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Re: Help: jump_in SFX
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Sorry. I remember eons ago someone showed me where the sound triggers and timings were, but a search didn't turn up anything familiar. I think it's in a thorn script (.thn)
It's what triggers the game to play the sound in the first place if that's a clue.

Posted on: 1/17 19:14
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