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There are currently 22 users playing Freelancer on
37 servers. | March. 23, 2023 |
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Re: Do you want help me? I don't know how to (re)start. |
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Just can't stay away
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1. Since when does Discovery extend SP? I might not be up to date but to my knowledge that's not really a key feature of the mod.
2. For people wanting to play SP there are plenty of mods at moddb which despite the changes and additions still allow to play the vanilla storyline. To my knowledge there are three mods extending the FL storyline. Crossfire, Nomad Legacy and another which name I currently don't remember but know that it can be found at moddb. 3. You might not like certain other mods (for whatever reasons) but generally your personal opinion might not be the deciding factor for other players out there. Is it such a terrible idea to point players into the direction where they can find all the mods and make their OWN decision about what they like to play? Really...
Posted on: 1/18 18:33
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Re: Do you want help me? I don't know how to (re)start. |
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That highly depends on what you are looking for.
Many different mods with different styles. best is if you take a look at https://www.moddb.com/games/freelancer/mods and see if anything fits to what you are looking for.
Posted on: 12/16 14:13
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Re: It's been a long time... Who else is from TLR? |
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I remember most of these names but I am afraid most of the people you have mentioned went inactive even prior 2007.
Posted on: 12/13 13:26
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Re: Dropping all cargo in SP |
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I have my doubts that the way how it works is different in SP. There is no reason why the death fuse would work differently.
The only difference I see is that the SP environment is not persistent and that you reset it by loading a savegame in order to respawn.
Posted on: 12/13 9:13
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Re: Dropping all cargo in SP |
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The issue simply is while in MP the system remains loaded in its current state because the server software is there to do so, in SP there is no server to keep the system loaded. Once you respawn you reset all the conditions when the last savegame is loaded. There is nothing left to be loaded from your dropped equipment.
Like Adoxa said. Only way would be running a local server. Only other way would be to have a plugin which tracks player death and all dropped items in the current system and then writes them into the autosave.fl But the effort for that certainly is very high. That leads to the next issue. How to load lootcrates back into the game from such a savegame? FL by default does not do that.
Posted on: 12/12 8:54
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Re: Community Revival: Any Interest? |
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It will turn 20 in March 2023.
The high prices don't surprise me... its a rarity meanwhile and demand is higher than the supply. Just like fine wine.
Posted on: 12/2 10:04
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Re: Community Revival: Any Interest? |
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Well there at least has beem a physical sale of the game a few years ago with Ubisoft as publisher.
I think that publishing the game is tricky due to licencing. It could be that MS would have to re-licence third-party code that was used in FL. The effort might be bigger than the benefit (usual company thinking applied). Then again there is the question where to publish a digital copy. Most platforms of course want a fair share of the profit which reduces the benefit for Microsoft even more. Using the Xbox store probably was not an option due to UWP. We also could speculate under which circumstances Digital Anvil was sold to Microsoft and what conditions for publishing the game exist. Just hypothetical: it would be that Chris Roberts said "here you can have the game and my company and in return I get 5$ for every sold copy" (such deals are not unusual). This of course would eliminate every incentive for MS to sell a 20 years old game anywhere. Lots of speculation but the truth probably isn't all that far away from that.
Posted on: 2022/11/29 14:15
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Re: Deformable Models |
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question is if this really is a dfm or just a head prop like a mask/helmet
Posted on: 2022/6/1 13:04
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Re: Crasht mission 1b |
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Möglich dass die Mod keine Singleplayer Kampagne unterstützt. (bin mir da nicht sicher aber nur die wenigsten Mods haben noch SP drin)
Posted on: 2022/5/9 12:38
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Re: Crasht mission 1b |
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Mit Cruise hinfliegen und die Gegner zerstören. Da sollte mehr als genug Zeit dafür sein.
Posted on: 2022/5/6 9:08
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Re: Is there a mod to make the story missions not mess with your reputation so much? |
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Out of memory I would say that faction to faction rep is set during the first launch of the game based on the content of the initialworlds.ini and stored in the restartl.fl
Story mission do not change this at all. These values won't change. If you want a certain behaviour of factions in story missions you need to define this manually to the ship or the group/formation (depending on how you spawn the NPCs). Act_SetRep only alters the player reputation.
Posted on: 2022/4/25 12:39
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Re: Is there a mod to make the story missions not mess with your reputation so much? |
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The reputation changes done by the story are required to make the story mission work. It would not be so great if you are supposed to dock somewhere in a mission and that station is hostile and won't allow you to dock there. It also would't be cool if your mission allies start shooting at you.
Posted on: 2022/3/1 12:16
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Re: .obj -> .sur converter |
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I can provide screenshots and files when I am back home at the weekend.
Most likely it is not a bug. We are most certainly just doing something wrong in the process. Would be great to figure out what. Thanks for the input so far. Edit: Ive been testing this issue for some weeks meanwhile with different models and different methods, remodeling the surs in different ways for these tests. And yes, I would say red parts are where the collision lag started in most of my observations. I believe I even have a video showing how it is triggered.
Posted on: 2022/1/10 16:11
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Re: .obj -> .sur converter |
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The thing is I went the path of creating perfectly convex shapes prior using obj2sur and maxlancer
Since the days of the milkshape sur exporter I avoided concave shapes. Obj2sur in the latest version even has the "yes I am sure that everythign is 100% convex"-option which I of course tried (without different results, sure the sur is smaller because there is no splicing but the lag remains) The station models are relative complex, with negative space for docking bays etc. To ensure everything is convex I created a simplified version of the stations which I broke down into groups of convex shapes to mimic the overall shape. That was the adviced method ever since we were able to create own surs. Since I observed these issues with obj2sur I tried to use maxlancer and its sur builder. But even there I can observe these lag issues. I tested multiple export methods. In one method I imported the simplified sur model with convex geometry groups from a different program and then exported it with maxlancer In a different try I allowed the sur builder to generate the convex hull shapes, then exported the model with the sur. There seem to be multiple export options in maxlancer... I tested them all. In every case I am able to reproduce the lag issue by bumping my ship into the station often enough. Depending on the method used it takes a bit longer to break the game. I am not sure what I am overlooking right now. The use of maxlancer was adviced to me by somebody helping me with some refresh of older 3d models but even there I noticed that his models which purely were done with the surface builder can trigger the lag issue. So I am not entirely alone with this problem. The BVH tree you mentioned (correct me if I am wrong) is the color coded stuff you get when enabling the hierarchy option on the sur import in maxlancer, right? I discussed this possibility as error source with 2 other modders a few weeks ago. If so, is there a way to fix this? Even the surs generated by the surface builder of maxlancer have these yellow and red boxes sometimes. I am not sure how to avoid that. The one post I was able to find about that was not so clear to us.
Posted on: 2022/1/10 13:08
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Re: .obj -> .sur converter |
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Is there anything known about the lag issue of surs when colliding with them?
I seem to have the issue on new station models no matter if I use the obj2sur converter (latest version) or the 3ds max tools. It also does not seem to matter if I let the tools run their job on the model (cmp version), a detail reduced version (rough shape) or even a version which only consist of purely convex shapes. The lag starts when forcefully colliding with the station after some time. NPCs also seem to cause these kind of issues in rare occasions. I've read that the lag issue is know... and fixed but... it still happens... dunno.
Posted on: 2022/1/10 10:24
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