Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Random Image
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
65 user(s) are online (33 user(s) are browsing Forum)

Members: 0
Guests: 65

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +5€

Current balance: -85€
(last updated 11/2019)

Please make a donation if you want to help keeping The-Starport online:

Bitcoin address:
Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 17 users playing Freelancer on 40 servers.
December. 10, 2019
The Starport Forum Index > All Posts (Polarts)

Bottom Bottom   Previous Topic   Next Topic



Re: Is it still all about Freelancer? (FL as a standalone game engine)
Just popping in
Joined:
2017/9/8 16:07
Group:
Registered Users
Posts: 4
Offline
The complications are relatively minor, honestly. At least from my point of view.

I do have the expertise needed to re-create FL-like game mechanics in Unity, and there are several buyable assets that make it somewhat easier. However, none of them get that sweet spot of perfection FL did, and personally I'm annoyed by the amount of work required to get there.

There's a great deal of FL mechanics in Everspace, which I truly am a fan of. I find it especially interesting that almost everything seen in Everspace can be done as an FL mod, except for the procedural generation and VR mode (that's sadly so half-baked)

My idea for a TCM is inspired by the original intention behind FL and "the Sirius system" being just one system (like in real life), but with a whole lots of content in it. For that purpose I looked around, Unreal engine seems fit for the visuals I have in mind, but FL nowadays has so much ready-made things like planets and suns, and plugins that would allow me to make high-poly ships and stations. Things that would either take a lot of time to implement from scratch or would cost a bunch for a non-profit project.

So, I suppose you can see where I'm going with this. As far as any similar game can go, the capabilities are mostly all there already waiting to be harnessed thanks to this amazing community

I'm just wondering what else can be done, and how far can we take it to be called a standalone game rather than TCM. Except for the code base not being shareware, of course...

Posted on: 10/30 16:27
Top
Topic | Forum


Is it still all about Freelancer? (FL as a standalone game engine)
Just popping in
Joined:
2017/9/8 16:07
Group:
Registered Users
Posts: 4
Offline
Hi everyone! Haven't posted for quite a while, not sure if people who remember me are still around....

Ever since I became an active part of The Nomad Legacy's team, lots of ideas came to my mind.

I looked around, glad to see some community is still active. What I'm even more glad to see is that Freelancer is getting more touches of modern technologies (some real crazy stuff we could only dream of once)

I wonder just how feasible it is to fully utilize the game's engine - including advanced rendering mods - to create an entirely new game with up-to-date graphics while still running on a code base from early 00's. You know, a truly immersive space experience of some sort. Maybe even potentially a VR-enabled one.

The game really does have great community-driven tooling, and in some cases it would save a lot of work to just start with FL's built-in mechanics to make a similar game. Re-creating FL-like ship controls, inventory/equipment and hardpoint systems may not be difficult with modern engines, but rather bothersome in some way. Especially knowing it's already been out there for over a decade.

Of course, I have a certain project in mind, but I'd really like to know the what possibilities lie ahead of our favourite relic of the past. Surely some of us have already managed to achieve things of incredible scale, and I'm completely certain that's just the tip of the iceberg.

I'd really like to discuss the topic of using a modded FL as a fully-fledged engine. Hopefully this thread will yield productive results for all of us

So what do you guys think?

P.S secondary topic: can we still actually call Freeworlds a FL mod? (I mean, despite literally being one to begin with)

Posted on: 10/27 17:52
Top
Topic | Forum


Re: Freelancer: Nomad Legacy
Just popping in
Joined:
2017/9/8 16:07
Group:
Registered Users
Posts: 4
Offline
This is literally living up to what Freelancer originally promised to be. It's like a dream coming true!

If you need any help with translation, my Russian is pretty good and my English should be good enough for the general audience. Since I don't come here often, I'd be glad if you could email me at [email protected] to see how I can contribute. (Whichever language you'd like)
Could be cool to come back into modding Freelancer after a long while.

I'd love to see content updates every once in a while. Keep doing the great work, you're making a long-lost vision happen!

Posted on: 3/11 21:46
Top
Topic | Forum


Re: Freelancer, the future?
Just popping in
Joined:
2017/9/8 16:07
Group:
Registered Users
Posts: 4
Offline
Interesting. A couple of months ago I decided to play Freelancer with Trinus VR. The cutscenes were incredibly immersive, but the gameplay was utterly disorienting. I played it 100% vanilla.
It made me wonder what could make my favorite game more relevant nowadays, so I came back to check whether the community is still kicking and stumbled upon this post.

I've had that idea for quite a while, a few good years actually; to one day claim the rights for Freelancer, remaster it with all engine improvements the community created and new shiny models, then redistribute it on Steam along with the original game as a bundle.

FF and R8R have already said it all, the lack of motivation prematurely buries the idea. Money doesn't seem like an option, we can barely even maintain the forum's host with donation. Crowdfunding just won't work because the game is far too unknown to attract enough people, especially with all the competition at hand.

I'd definitely be glad to spare some time and contribute to such a project any way I could, and later maybe start an actual remaster project with friends once they finish their studies. Hopefully, the community will remain active, or at least keep its data archived till then.

Posted on: 2017/9/8 16:14
Top
Topic | Forum



Top Top



[Advanced Search]