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There are currently 74 users playing Freelancer on 39 servers.
May. 18, 2021

Browsing this Thread:   1 Anonymous Users



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Re: Freelancer 2 (?)
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Essentially my project is sort of that, a re-mastered HD version of the vanilla game. Basically a lot of the advances we have been able to create, there will be an aspect from every mod that revolutionized the way we play Freelancer today.

PS: Theres only DX11 which is the latest, however there is only a (so far) prototype DX9 wrapper. If they could do DX10 that would be awesome!

Posted on: 2012/1/19 0:20
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Re: Freelancer 2 (?)
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tbh. DX9 is all a space shooter needs, most of what's new in DX10/11 is stuff like water reflections, interactive water and so on. All stuff completly useless for a game that is entirely set in space.

Posted on: 2012/1/19 8:38
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Re: Freelancer 2 (?)
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Quote:

SilentAssassin82 wrote:
tbh. DX9 is all a space shooter needs, most of what's new in DX10/11 is stuff like water reflections, interactive water and so on. All stuff completly useless for a game that is entirely set in space.


Ohh Im not sure. The most important feature of DX11, tesselation, would be awesome because it allows almost unlimited detail for space ships. And since we dont have that much geometry in space, we can go in a lot of detail because we dont have to worry so much about terrain and stuff like that.

In any way, I think the problem with any FL2 is that everybody has a different vision of the game. You can see that with any "FL2" project, either the visions of the involved people clash or the involved people want to implement every feature they can think of and fail because of that.

I think Openlancer to this day still was the best and most advanced approach to a Freelancer 2, it died however.

Posted on: 2012/1/19 10:02
aka chaosgrid
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Re: Freelancer 2 (?)
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Surely people can get past these clashes and are mature enough to continue on a project that would have the possibility of Freelancer having some form of renewed future, is the community really that selfishly driven still?

Posted on: 2012/1/19 10:28
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Re: Freelancer 2 (?)
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Quote:

Zyos wrote:
is the community really that selfishly driven still?


That depends who you ask.
The egos hanging about are much too big to work together without butting oversized heads at any given moment.

Posted on: 2012/1/19 10:42
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Re: Freelancer 2 (?)
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Quote:

w0dk4 wrote:
Quote:

SilentAssassin82 wrote:
tbh. DX9 is all a space shooter needs, most of what's new in DX10/11 is stuff like water reflections, interactive water and so on. All stuff completly useless for a game that is entirely set in space.


Ohh Im not sure. The most important feature of DX11, tesselation, would be awesome because it allows almost unlimited detail for space ships. And since we dont have that much geometry in space, we can go in a lot of detail because we dont have to worry so much about terrain and stuff like that.

In any way, I think the problem with any FL2 is that everybody has a different vision of the game. You can see that with any "FL2" project, either the visions of the involved people clash or the involved people want to implement every feature they can think of and fail because of that.

I think Openlancer to this day still was the best and most advanced approach to a Freelancer 2, it died however.


Ah, I always thought you had tessellation in DX9, I just had a read up on it there though and DX11 will actually tessalate the meshes for you where as DX9 you actually have to have an already tessalated mesh for tessallation to work.

Posted on: 2012/1/19 10:50
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Re: Freelancer 2 (?)
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Quote:

Bobthemanofsteel wrote:
Quote:

Zyos wrote:
is the community really that selfishly driven still?


That depends who you ask.
The egos hanging about are much too big to work together without butting oversized heads at any given moment.


Then this game is going to wither and die

Posted on: 2012/1/19 11:13
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Re: Freelancer 2 (?)
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Actually tesselation is nothing new, it's been around since DX 7. But until the advent of DX 10 it has never been supported directly by MS (geometry shader). Before that you had to use the SDK provided by the video card manufacturer and it was limited to that specific manufacturer's cards.

Posted on: 2012/1/19 11:45
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Re: Freelancer 2 (?)
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Tesselation was specific to ATI cards and was extremely slow. Only with DX11 is it usable.

Posted on: 2012/1/19 17:29
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
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Re: Freelancer 2 (?)
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Don't give up hope .. u might get wat u wished 4

Posted on: 2012/1/19 17:55
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Re: Freelancer 2 (?)
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Quote:

Bobthemanofsteel wrote:
Quote:

Zyos wrote:
is the community really that selfishly driven still?


That depends who you ask.
The egos hanging about are much too big to work together without butting oversized heads at any given moment.



Well, I have to admit I have a huge ego but still I'm willing to put in unlimited work hours in such a project if a REAL one was to ever take place ... however I've been willing to do that for many years now, yet all such "theory" projects never survived for more than a few months, due to various reasons, ego being one of them hehe.
This is actually one of the main reasons I'm keeping a close eye on LancerSolurus' game, because I want to see how far the game gets cause in theory it has all the things that could make it great, possibly the best project that could ever get close enough to being called FL2.

Posted on: 2012/1/19 19:38
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Re: Freelancer 2 (?)

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We need to overcome our egos and realize that everybody could get their idea into a new game if only we get together to make it happen.

The reason why modders are not coming together to make Freelancer 2 is mostly because they disagree on the plot. Nobody wants to give up his/her plot because it is so important to how the world looks like.

I have read the stories of some here and I think all are great. I'm good at modelling and particles. But I'm horrible at texturing because I don't have a touchpen and have never done digital painting.

I also think I would only be ready to join a Freelancer 2 project if we migrate to an engine that will cover our butts for the next 2 decades. I've been talking about CryEngine 3 for a while and I really think it is great and with the know-how, you could re-create the Freelancer world.

The most difficult part would be to program all the NPCs and how they travel as well as the dynamic trade system. But mods like Hamburg City Server which improved the trade system, show that people DO have the know-how.

So it all boils down to ego and when all sides are going to realize that the Freelancer Community is shrinking and we'll soon have no other choice than to do one mod together or no mod at all.

Posted on: 2012/1/20 1:49
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Re: Freelancer 2 (?)
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Creativity is power.
But about plot, it must be standing in the last. It's nothing in comparison with a making game-engine, shaders, models, AI and a lot of program code .

Bringing all together in short times with leading towards ambitions only is not good idea. Without great knowledges in coding C++/C#/asm/Whatever - everything is nada. Till there's no genius who can code just anythin' - FL2/FLHD remains a dream =(

__________

wait a mo, "till".., "until"..., i don't get it...the way of using it xD

Posted on: 2012/1/20 4:02
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Re: Freelancer 2 (?)

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True. Without some software engineers, Freelancer 2 won't make it. It's kinda sad that Microsoft just dropped Digital Anvil despite the fact that it was the best in its class.

Posted on: 2012/1/20 5:59
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Re: Freelancer 2 (?)
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Part of what has made Freelancer last this long is the ease of modification (in some areas) so you'd need to find an engine that has the capabilities needed that is almost as easily modifiable.

Otherwise you end up with a new game yes but at the same time finite in lifespan.

In my view nothing should change with the plot, only how it is presented in terms of music, textures etc. Not changed just improved and repackaged as if it was a newly released game. Thats my intention anyways, and part of that will require programmers due to the launcher needed and the FLHook segments, we already have all the required knowledge spread amongst us.

It will just take time...

Posted on: 2012/1/20 11:08
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