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There are currently 18 users playing Freelancer on
39 servers. | September. 29, 2023 |
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Re: Hi There |
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Starport Admin
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Welcome
Posted on: 2013/2/25 0:38
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Re: [Freelancer Mod News]The Underverse 2.28 Avail Xmas Day |
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Cool idea with the planet and asteroids. You were able to get a working .sur for this? Well done!
Posted on: 2012/12/22 17:11
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Re: 3D Model Showroom |
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Starport Admin
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You can't remove the 21k poly limit from the groups, Freelancer won't handle that. However, you can overcome the group polygon limit by splitting your model into multiple groups. As a result, you can have an unlimited amount of polygons for the total model, as long as there are multiple groups less than 21k each.
Posted on: 2012/12/22 6:06
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Re: [Freelancer Coding News]Dramatic Graphic Improvements for Freelancer! |
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Ya, we could redo that. Would be pretty neat to compare ![]()
Posted on: 2012/12/20 23:21
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Re: [Freelancer Coding News]Dramatic Graphic Improvements for Freelancer! |
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Starport Admin
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Agreed. We're trying to get the mod as fast as we can. Unfortunately, we all lead busy lives and this hobby is just that, a hobby. We have spent thousands of hours on this mod (just check our work logs) and finally the mod is getting close. The DX9 will come for all but we ask for patience and a bit of support.
Posted on: 2012/12/18 21:22
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[Freelancer Mod News]Hyperspace, Motion and Testing Call! |
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![]() This is our second news for the final MotY voting phase and as with the last piece we give you more gameplay footage and information. Thanks again for your votes and please keep voting by logging into your MODDB account! Dynamic Hyperspace Travel ConceptOur hyperspace travel concept has been established since a long time, however we never got to the stage of actual implementation. That has changed. The travel concept makes use of two known Freelancer gameplay mechanics, tradelanes and jump gates. But since we don't like to cater to the limitations of the Freelancer engine we created dynamic versions of the two for a more interesting travel gameplay. Next to the static hypergates and hyperlanes it will also be possible to plot a manual course by setting a waypoint, in-system or inter-system. Suns and planets cast gravity wells which limit your choice of possible paths and creates chokepoints for players. The following picture shows a nav-map with visualized gravity wells and possible hyperlane paths:Also, creating a dynamic hyperlane or gate will make you very visible for other players and there will be significant build-up and cool-down times so that spamming hyperlanes and gates will not be possible. The actual gameplay limitations and restrictions will be subject to change throughout our open beta, but here is an early ingame video showing off the technology: Movement ImprovementsNext to hyperspace travel we also work on improving some of our issues with overall movement which are due to limitations of the Freelancer engine. We improved capitol ship spinning by limiting the change in angular velocity. That means, cap ships are no longer be spinning uncontrollably after a collision with a tiny fighter. Also, we improved the netcode by updating ship positions more often. This results in a more fluid gameplay and, since network speeds have improved, is well worth the additional bandwidth.Call for Testers and Open BetaAs already mentioned, we will have an Open Beta. Since we have a bad track record of meeting deadlines, we will not give a release date. We want to release the mod sooner than later and are hard working on getting the core features finished so we can start public testing early next year.We are still looking for some dedicated testers with plenty of time on their hands to work out some of the critical bugs of the mod. To apply, please send a MODDB personal message to our development group. --- If you like what you see, and have been playing, please don't forget to tell your friends, your communities you frequent and social sites like REDDIT/Twitter about this mod. Player word of mouth goes a long way and we'd appreciate any of the support we can get for this mod of ours! Thanks everyone!
Posted on: 2012/12/14 0:39
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Re: Models giveaway |
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Nice stuff, Sol. You interested in a modelling/texture job for a SW mod I know ![]() Looks delicious!
Posted on: 2012/12/11 22:00
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Re: .obj -> .sur converter |
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To answer your question in order: 1. Yes, all the groups are static. 2. Player to NPC. Player to player also have this problem. NPC to NPC doesn't seem to lock up the client 3. No, all models have this problem. 4. Already done. Had the same problem. ![]() To take a look at the problem, I might have you give both you and Skotty access to the FW:TOW SVN, if that's OK? I didn't think about testing the ship in vanilla FL, although I don't think it's anything we did to the freelancer.exe. I'll add you both to our project on the SVN now and send you links.
Posted on: 2012/11/21 10:11
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Re: .obj -> .sur converter |
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So, I have this weird collision bug again with our .surs. It's been around for a bit, more pronounced since the latest iteration of the obj--->sur converter, since I redid all the FW:ToW. Basically, before, I was just loading HpMount on my surs, just to get the wireframes working - before, for whatever reason, it used to be needed.
That said, I noticed that we only get the collision lag when two flying objects meet. There is no lag when one hits a solar. So, I did a little test. First with no hardppoints at all in the sur creation on all the ships within the scene. The next with all the ship hardpoints in the sur creation on all the ships. Funnily enough, I get lag with both instances. It's definitely more pronounced on the ships that have more hardpoints in the sur. That said, any idea what could be going on? Most of my hitboxes, except for capital ships, are under 1500 polygons. So, I don't think it's complexity. Any thoughts on what I should try? I guess I'll try a run down of Skotty's tutorial to see if there is any improvement overall.
Posted on: 2012/11/21 1:44
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Re: [Star Citizen News]Chris Roberts announces new Space Sim "Star Citizen" |
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Wise words. I see this sorta thing every day, it really changes your perspective on things.
Posted on: 2012/11/20 18:53
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Re: [Star Citizen News]Chris Roberts announces new Space Sim "Star Citizen" |
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I think what makes me the most excited for this game is its transparency with modding. The fact that they're going to embrace it and give software for modders...I'm so excited!
Posted on: 2012/11/20 11:23
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Re: SURs - How to: #5 - Example: Battleship |
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Awesome tutorial! Very easy to follow!
Posted on: 2012/11/19 22:05
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Re: [Star Citizen News]Chris Roberts announces new Space Sim "Star Citizen" |
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5.5 in the next few minutes. That's an unreal amount of cash!
Posted on: 2012/11/19 10:15
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Re: SURs - How to: #4 - Example: Fighter |
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Wonderful tutorial!
Posted on: 2012/11/13 15:53
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Re: [Star Citizen News]Chris Roberts announces new Space Sim "Star Citizen" |
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I got quite a bit of bro love for the fella.
Nah, actually, I agree with many of the ways he's advertising/marketing this product. He's attempting to get a grass root movement - getting his backers to donate to his cause early. I think it's something that we needed in the space sim genre. I've also been impressed by the videos they've produced showing great modeling/graphic work already. I'm excited to see what else they'll show the SC community. Furthermore, I can't wait to mod the game once that comes available. Actually having ready made modding tools...I can only imagine the possibilities!!
Posted on: 2012/11/13 15:50
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