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There are currently 52 users playing Freelancer on 41 servers.
October. 17, 2019

Browsing this Thread:   1 Anonymous Users



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Freelancer Dreamland
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A similar thread does exist on the SWAT Portal with the purpose to animate FL players to post their ideas about how FL should be

We have many talented modders which are able to create new concepts based on their knowledge... and we have many "normal" players which have good ideas that might become real.
It does not matter if your idea sounds too complicated or if some other guy told you that it is impossible to realize.
The idea is just to collect ideas for the mod creators... no matter how weird and unrealistic these ideas seem to be. The modders can decide if they work on one of these ideas and create new conceptional mods. On SWAT this thread has turned out to be very creative and already has lead to the creation of new concepts.

Give us your ideas and we will see if we can realize a few of them somehow.

Posted on: 2008/6/27 15:31
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Anonymous
Re: Freelancer Dreamland
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Gravity, or lack of it. That would be nice to have although it's not in the game engine.

I read somewhere that there is a way to slow ships down in nebulas, that would interest me.

Posted on: 2008/6/28 6:52
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Re: Freelancer Dreamland
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good thats a start
the slowdown is not that complicated and ill explain it as soon ive a few more mins for modding again

more ideas?

Posted on: 2008/6/28 9:40
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Re: Freelancer Dreamland
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Quote:

....

I read somewhere that there is a way to slow ships down in nebulas, that would interest me.


looks like
-------------------------
..........
[zone]
nickname = zone_hi01_drag_tau37_hole
pos = -29679, 10, 11769
shape = SPHERE
size = 3000
interference = 0.010000
drag_modifier = 7
..........
-------------------------

Without "interference" you ll get no drag.
Normal flight will be slower (also effecting npcs and projectils)
and cruise will be speeded up unpredictible.

Posted on: 2008/6/28 9:42
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Re: Freelancer Dreamland
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Aye, I use the drag_modifier to simulate gravity near my black hole. A value as large as 7, though, will produce odd effects; I use values not much greater than one and I still get a noticable slowdown.

MK

Posted on: 2008/6/28 15:37
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Anonymous
Re: Freelancer Dreamland
Anonymous-Anonymous
Thx for the info, never too old to learn

On another topic, does anyone else here use graded radiation on suns? Just a pet thing of mine where you approach a sun and the radiation gets worse the closer you get. I find it a bit more realistic

Posted on: 2008/6/29 9:58
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Re: Freelancer Dreamland
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Well, on the topic of things that we want...

When I enter the New York system, the game displays:

"New York System, Liberty Space."

What I want to do is find a way to add a fifth House (Hispania) so that when I enter New Madrid, I get:

"New Madrid System, Hispania Space."

Unfortunatly, it appears hardcoded that only four IDS names can be displayed. Here is what I know: IDS#s 196609-196613 are connected so that they display "196609 System, 1249 Space." IDS#s 196614-196619 are liked to 1250, 196626-196632 are linked to 1251, and 196620-196625 are linked to 1252. So, I hope that there's a way to add another. That's what I want.

MK

Posted on: 2008/6/29 15:15
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Re: Freelancer Dreamland
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Quote:

Thx for the info, never too old to learn

On another topic, does anyone else here use graded radiation on suns? Just a pet thing of mine where you approach a sun and the radiation gets worse the closer you get. I find it a bit more realistic


I plan to use that idea on different occasions to achieve some better results. You just put tons of continuously smaller zones with increasingly higher radiation damage, right? I don't even know if the damage stacks up... Guess I'll find out.

Posted on: 2008/6/29 19:23
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Anonymous
Re: Freelancer Dreamland
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On a lighter note:

I would like to see a freelancer nuke, you set it off, push button of course, and the whole system blows up and everyone in it.

That, and a pink eagle would make my day.

*runs*

Posted on: 2008/6/30 1:07
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Re: Freelancer Dreamland
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Quote:

On a lighter note:

I would like to see a freelancer nuke, you set it off, push button of course, and the whole system blows up and everyone in it.

That, and a pink eagle would make my day.

*runs*


all perfectly possible lol (no really)

Posted on: 2008/6/30 2:15
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Re: Freelancer Dreamland
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Quote:

..
That, and a pink eagle would make my day.
...


... like this
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;D

Posted on: 2008/6/30 7:35
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Anonymous
Re: Freelancer Dreamland
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@ FriendlyFire

Yes. I use 5 extra zones around suns with ever increasing damage in each one so assuming you make it to the sun you're pretty much toasted. A final death zone with ultra high damage guarantees a vapourizing effect on entry. You guys probably know that a lot of the suns in FL have very low damage, worth fixing if not done already

Posted on: 2008/6/30 8:13
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Re: Freelancer Dreamland
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F!R i really have to worry about you ^^

Posted on: 2008/6/30 9:34
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Re: Freelancer Dreamland
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... yea sorry


- it's the Falcon (but i didn't find the Eagle staight away)
- and i m working on the brown cockpit glass, which realy doesn't meet that style perfect

PS. 4 those who want it, need it + know how 2 use it: Torch's special civilian texture


Posted on: 2008/6/30 10:31
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Re: Freelancer Dreamland
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... and here a small 1st concept,
how 2 kill a whole system.

1. put a destructible solar model "solar core" in the sun.
2. attach a nice death fuse 2 it, which does minimum 2 times very heavy damage in a wide area
3. create a "nova bomb" kind of torp which survives the radiation and can blast your "solar core"
and also does some nice wide area damage.

Of course the rest of the system has to be desructible 2.

possible problem: radiation might damage the "solar core"
(not sure - i think it will not atm without checking)

And we also need a small flhook addition which deletes
every char docked in that system.
;D

@OPR8R now THATs reason 2 worry

Posted on: 2008/6/30 15:06
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