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June. 17, 2019
The Starport Forum Index > All Posts (Chili)

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Re: [Space Sim News]Chris Roberts announces Announcement Date for new game!
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Quote:

Chips wrote:

Am I the only one that's REALLY excited here? Guys - get out and spread the word Would love for him to see there is a good number of fans who are interested, enthusiastic, and supportive! Whiners need not apply (would ask the ages of those who are impatient. I think it is bourne of our "modern" era :/ )



No way Chips when I heard this news this morning my jaw literaly dropped! When I signed onto the website after the countdown my colleagues at work were asking why I had such a huge grin on my face!!

Excited is simply an under statement! Hopefully more will catch onto this soon, i've told the folks over at the old nima forums. Must spread word more!

Posted on: 2012/9/10 20:05
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Re: Chris Robert's FL sequel?
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(crawls out from under the rock) ... WHAT!?? OMFG!!!

You folks #$%% kidding me??? What's this? More spacey stuff, Chris Roberts (aka GOD??), space industries, cloud imperium, times, count down timers... Oh where have I been?? I'm so facking confused...


:O

Posted on: 2012/9/10 10:54
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Re: Mercury
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From what I understand (and I grant this is very limited!) The moons orbit is slightly eliptical, but not by very much. Apparently it varies over a period of around 14 lunar months, thus resulting in greater tides at certain times during the course of the year. In addition to this, there are other changes that occur, such as the moon being at full or the earth and sun being closer to the sun (due to variation of the earths orbit of the sun) that have an impact of how close the moon looks or how bright it is. I would say that the media often exaggerate these kind of things. I'm not sure on the credability of whether or not this is truly the closest the moon comes for another 20 year, seeing as it was supposedly closer than it came this time around only a few years ago.

Anyway back to mercury, I wouldn't want to live on that planet, that's for sure.

Posted on: 2011/4/5 10:57
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Re: Shrouded worlds problem
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Quote:

Sizer wrote:
by OP he meant Original Poster, I believe...


Yes Original Poster

Nevermind though, I just get confused easily! I thought maybe PolarBear was the OP now using a different name these days from the way the post was written, now I get it I think... :s

Yes shrouded worlds could just as easily be shredded There have been one or two other mods with similar names as well, such as shattered worlds. It gets confusing!

Posted on: 2011/4/5 10:36
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Re: Shrouded worlds problem
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Quote:

PolarBear wrote:
I have no idea what are you talking about (I'm working on my own stuff so I barely play, maby a bit Discovery), but it sounds like its not Shrouded Worlds, but Shredded Worlds... (No offence ofc. Its all for humor!)


Are you the OP using a different username? You've lost me....

Posted on: 2011/4/4 21:18
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Re: 3D Starchart - Teaser 1: Rendering Planets
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Nice project. Great to see such interest in developing FL further still after all these years! Using C# .NET and XNA framework to develop your application seems a good way to go about it. Perhaps there is an element of irony in the fact that it was MS who ultimately pulled the plug on this game, and now you are (in a sense) using their own freely available SDK's and IDE's to redevlop their game....

Posted on: 2011/4/4 21:14
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Re: Shrouded worlds problem
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Nice to see there has been a little interest in the shrouded worlds mod, despite being a few months ago.

As you know the mod was fundamentally based on your evolutions mod Chips, with many things changed and added on top of that and the Nomads Revenge mod before it. Of course many of the routes etc were still present from the old mods.

Depending on how you run the mod (mp or sp?) if you load it up and start from NY (start location was changed to Planet Los Angeles on our server from memory due to storyline) go to Los Angeles and you would notice a new lane past the battleship there leading direct to jumpgate to one of the house of romanov systems. So no need to travel to sigma 13 in this mod!

It was part of the story devloped from nomads revenge and events we held on the nima server back in 2006/7.

Shame we couldn't keep our server running back in 2008, I might even still be doing it now if circumstances had been different!

Maybe I could revive it but it would take quite a bit of doing!

Posted on: 2011/4/4 20:27
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Re: In memorial...
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RIP Unicornz

Posted on: 2008/12/1 16:17
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Re: Mesh polygon reduction
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I've used blender (with plug in installed) before now to do this. Works quite well.

Posted on: 2008/11/25 18:54
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Re: i got an idea keeping this game alive
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It's nearly always easier said than done.

As people are probably aware, a joint community mod project is bound to alienate some people, whether intended or not.

This is why I think it's a bad idea to go into such a thing and call it a 'Freelancer communty' mod. It would really be in essence, the Starport's mod. Simply because it would come from a bunch of people who visit this website. it does not neccessarily include everyone in the Freelancer community. No disrepsect to the Starport.

If a project is embarked upon it needs strong leadership, not just by one person, but by a group of people. You really need to lay out exactly what you want the mod to achieve first, and with very clear guildlines on how to go about doing it.

A video would be a nice start though.

Posted on: 2008/11/13 20:25
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Re: When does lag occur?
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Some good points Strail, exactly what admins should be looking at when trying to reduce lag.

At NiMa we did some quite substantial changes to the server side mod (reducing npc spawns etc) to get it running at a more acceptable level. I used to reduce things even further for event's, so I could up the npc count in the event systems etc without increasing lag too much.

Also the box owner there Mister X tested various different CPU's types, Intel dual core, AMD 64, Xeon etc but NO CPU could perform as well as the standard 3.4GHz P4 with flserver.exe. I believe the admins at the time in 2005 tried contacting MS to get flserver source to modify. At the time when the server was upgraded then it was probably the fastest FL server around bar none. It was running an evolutions based mod with all the capships, with 50 players every day most of the day, with relatively very little lag. Of course taking into account the multi threading mods done by the guys at Hamburg City since then, W0dk4 I think? I guess it's possible to get around this limitation in flserver.exe now.


Posted on: 2008/11/7 19:19
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Re: msCMPImport v2.7 plugin By P1p3r -alt dl added
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I have my moments... never mind all is well and we have a lot better importer now. I have no problems importing any models so far. ;D

Posted on: 2008/9/17 8:57
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Re: msCMPImport v2.7 plugin By P1p3r -alt dl added
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I'm having problems when importing ship models getting more than the top LOD. How is it possible with this importer? Or do I jst have to use an old one? Basically I can only get LOD0 and can't seem to be able to select LOD1, LOD2 and LOD3. I must be missing something

edit: false alarm.. found it.. drop down menu!! thanks god for that.. ;D

Posted on: 2008/9/16 16:17
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Re: Best of FL part 2
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Nice tunnel effect and flare etc but the effects are coming out too bright and blurry...

Posted on: 2008/9/16 14:07
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Re: Effects showroom!
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Thats the best effect I've seen in this thread so far..

Posted on: 2008/9/12 13:44
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