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There are currently 24 users playing Freelancer on 47 servers.
May. 19, 2022
The Starport Forum Index > All Posts (Azureus)

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Re: Mass Effect 2
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Heh, we're making it cooler, trying to figure out splitscreen atm is the challenge

Posted on: 2010/3/16 8:19
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Re: Mass Effect 2
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Nobody interested? Only main hurdle is figuring out how to re-compress .PCC files, there are extractors for it as its an unreal engine, but nothing we can use to modify and then reconstitute the file.

Posted on: 2010/3/9 18:24
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Mass Effect 2
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Hey guys, how many of you are playing Mass Effect 2 at the moment?

I have it on Xbox mainly but also got it for PC as there is already some modding potential (as limited as it is as no-one has released anything that shows a full understanding of the save file formats and how the main game content is hidden when loaded). Heh, could do with some of you file format programming gurus to take a look at the file format to see if you can figure it out, its all based on Unreal 3 engine I believe.

I am enjoying the game so far, managed to get myself a pretty hot looking female shepard by swapping out the hair for ones not typically allowed hehe.

Posted on: 2010/2/15 10:28
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Farscape Models?
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Has anyone seen any Farscape models around in any of the mods? I'm particulary interested in one of Talyn, Moyas offspring.

Thanks

Posted on: 2010/1/11 0:57
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Re: can a server run on dsl
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I have cable running at 49.6mbit downstream, but my upstream is quite low, so not good for servers.

Posted on: 2009/12/8 11:09
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Re: Could I get a new save game?
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There was an issue that would cause a crash on startup, usually if restart.fl is corrupted in the my games folder for freelancer.

Delete your single player files and start FL again and see if that works.

Posted on: 2009/12/8 11:03
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Re: Custom planets textures
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Posted on: 2009/12/3 9:39
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Re: Upgrade Patch
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I have included at the moment, jasons patch, an updated zlib file courtesy of strail of the void server, the hi-res texture pack you mentioned, and bloom, although I am still toying with it, and if you don't like it too much FriendlyFire, you did mention envmapbasic had a lot of possibilities, if you can provide me with a copy of a modified one, I'll use it as a replacement to bloom.

I just find the darkness options with slight bloom to look good, although there is certain times when it doesn't play ball, like when entering a jumpgate from Magellan to New York, the star textures appear with black triangles around them.

About the changes, yes I guess you could call it a mod.

I had originally planned to include some gameplay changes to be of a similiar level in some other games.

After playing COD I imagined a sort of perks type system, you would unlock them as you rank up in worth.

Say for example extra damage with torpedoes, or a faster rate of fire, regenerating hull, quite a few options really, depending on the class you want to go for.

The roleplay elements haven't really been expanded in the way of roleplay based equipment.

Pirates could have to stay within a certain proximity to steal your loot. A perk of this would be decreased time it takes to steal the loot. Or the other players could be using a Jamming perk, to stop them being able to steal without ordering them to via the standard tax message.

Navy ships could fire of a tracking tag missile or some such, and be able to see where the enemy is (until he/she dies obviously).

Even an ability to switch the roleplay class (maybe with some form of command and the player would be booted, when they come back they have their new ship and equipment options).

I can see a lot of possibilities although the ones above certainly would require a lot of hook use, and someone to program them.

But I think Freelancer multiplayer would be quite awesome with that in mind, along with the AI wingmen and player docking and the other cool features that have been developed over the years.

Posted on: 2009/11/29 21:14
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Re: Upgrade Patch
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Thats the intention.

Posted on: 2009/11/29 18:07
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Re: Upgrade Patch
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You can talk about what things people like and what they don't, since thats also the reason of this topic, but your logic applies to the vanilla freelancer as well. There are things some people would change, not like or like. If everyone stopped based on the notion of people disliking something there would be no movies, no games, no new products.

There is no difference except that I'm not Digital Anvil or a member of Microsoft Studios. As such there is no ice to tread on, I neither require nor need anyones permission here, let me just ask this; did any of you ask permission of your peers to complete your mods? I didn't think so.

Unless I misread your meaning with the fact I am treading on "thin ice", in which case I apologise.

As discussed in other threads the aim is to upgrade (for lack of a better word since I'm not a pedantic person and don't argue semantics) the engine/data assets to a point where it would rival current and modern games, to put out screens and videos of gameplay via YouTube and other sites to get more people into Freelancer.

Then what mod they play is up to them. I don't much care as long as I get them hooked or at least help push them towards the game.

Posted on: 2009/11/29 17:36
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Upgrade Patch
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As some of you may know, I am working on an upgrade patch for Freelancer, you may call it a mod, but I am not changing anything as of yet in the realm of the actual gameplay.

Mostly its visual changes, bloom, hi-res textures, planning on incorporating this new power mapping technique discovered recently.

I wanted to discuss thoughts on gameplay elements, no matter how small that you would change if possible and why.

Personally I like Fox's modifications to render Freelancer in "high-quality", I wouldn't mind including that with his permission.

Also the combat system of 88flak, is pretty awesome, would you guys think you'd prefer that, or the regular form of gameplay?

Just looking for some feedback as you guys mostly have been here a lot longer and are in a better position to give me advice on what to include and what not to along with reasons.

Thanks

Posted on: 2009/11/29 14:01
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Re: Bump Mapping
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No problem, I understand.

You people just keep coming out with more awesome things I can add to my unofficial patch, things such as this may create problems for lower spec machines, but this is mainly an update to show off Freelancer to the people who are buying new games with higher spec machines.

If I can improve the detail, graphics, sound etc in any way possible without changing the main experiences, I welcome it, as I welcome the possibilities and potential of this technique.

Posted on: 2009/11/28 22:35
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Re: Bump Mapping
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Well, I was mainly looking for a more in-depth tutorial than a quick guide, if you have the time to write one, or anyone else who has this technique down.

It looks to me you are adding a layer of detail based on the shadows with the grayscale element of it.

Could that work with other types of image processing, such as psuedo-hdr in photoshop?

Thanks

Posted on: 2009/11/28 20:57
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Re: Bump Mapping
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Well, if you can provide a full and complete tutorial step by step, that would be awesome.

The game will appeal to more players if I can create an unofficial patch that includes some of these graphical updates along with a hell of a lot of other stuff the fantastic modders have come up with over the years!

Posted on: 2009/11/27 10:32
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Re: Bump Mapping
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I love this, wonder what it could be applied to, having this in my vanila update project would definately spruce up the game.

So if you have done any vanila objects, please share!

Posted on: 2009/11/24 10:42
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