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January. 24, 2022
The Starport Forum Index > All Posts (Sushi)

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Re: [Star Citizen News]Chris Roberts announces new Space Sim "Star Citizen"
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Quote:

Why485 wrote:

THAT is why I'm backing this. THAT is why I support this game. Am I worried that Roberts could be pulling a Peter Molyneux? Absolutely, but this is a chance I'm willing to take. If nobody takes that chance, then we are guaranteed to get nothing, and you can rest easy in your knowledge that your cynicism was rewarded.


Completely agree with this post! Well said!

Posted on: 2012/10/19 21:58
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Re: Hallo There
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Welcome to the boards! Glad to have you here.

Posted on: 2012/5/12 10:44
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[Freelancer Mod News]Freeworlds: Tides of War Demo Patch 1.3
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Over the past two weeks, the team has been fixing all remaining bugs, performance glitches as well as adding several new gameplay related programming features into the mod; like player dockable capital ships. We also have been re-editing our normal/specular maps to improve their overall look and feel with great results:

A-Wing Normal and Specular Map Render

YT-1300 Specular and Normal Map

New Corellian Cruiser Glow/Normal/Spec Maps

Probably one of the biggest changes in the 1.3 patch is the new fix for XP OS users. So, if you've had any issues in the past, please reattempt with this new patch fix and let us know if this improves your problems with launching the mod.

And for those people still considering whether or not to try this mod, please take a look at the video below:




Patch 1.3 Change Log:
FREEWORLDS: TIDES OF WAR UPDATE III CHANGELOG
---------------------------------------------

Bloom pixellation fixed
Added mobile docking (carriers) support
Added possible Windows XP crash fix ~w0dk4
Fixed Y-8 bug
Fixed Corellian Cruiser turrets (inverted, placement)
Added mag-pulses for fighter cruise disruption (50m explosion radius) and increased ion-pulses to 500m radius and only hp_torpedo_2 carrying ships
DP20's HpTurret13 need to be fixed (bad orientation)
A-Wing Hitbox Fixed
Shield and Thruster hitbox fixed
B-Wing - made its agility to that of a light patrol ship to account for its smaller profile
Added three simple systems to allow for some degree of faction gameplay to take place.
Doubled Hull Hitpoints of all capital ships
Golans indestructible
Reduced k-wing turbo turret axis from 50 to 45 degree
fixed hole in mc90 sur
fixed docking moor issues in capital system
fixed ISD window bug
Corellian Cruiser model smoothing fixed
Corelllian Cruiser normal/specular mapping fixed
X-Wing normal/specular mapping fixed
Added ship docking points to all capitals with a hanger
modular_conveyor.sur fixed
lowered starfigher loot drop rate
fixed position of b-wing reticule
fixed position of quasar fire reticule
fixed position of VSD reticule
fixed position of TIE Defender reticule
fixed position of E-Wing Reticule
adjusted power/shield hardpoints for several capital ships
removed CMs/Ammo from NPCs
replaced Lancer hitbox
reduced speed of proton torpedos/heavy rockets/proton bombs and increased their lifetime
fixed lancer tractor beam error
cut collision damage in half
New A-wing normal/spec maps ~hakre1
New X-wing normal/spec maps ~hakre1
New Corellian Cruiser normal/spec maps ~hakre1
New YT-1300 normal/spec maps ~hakre1
New MC90 diffuse texture ~Sizer


Main Demo Download[/center]
To all our fans, if you like what you see, and have been playing, please don't forget to tell your friends, your communities you frequent and social sites like REDDIT/Twitter about this mod. Player word of mouth goes a long way and we'd appreciate any of the support we can get for this mod of ours! Thanks everyone!

PhotobucketPhotobucket

Posted on: 2012/5/5 9:43
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Re: Offset requests - ship spinning & docking speed
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Bump

Posted on: 2012/5/1 21:08
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Re: What do you think?
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Quote:

Hunor wrote:
And here is the updated version:

http://www.gamefront.com/files/216046 ... er_HD_Starsphere_pack_rar

I converted the textures format to dds, corrected some bugs, and upgraded the navmap background and. Also I created the ew01 and ew06 starspheres...

You sir, are amazing

Posted on: 2012/4/24 16:39
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Re: What do you think?
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Quote:

Timmy51m wrote:
I replaced all the textures with dds, worked fine and the file size is loads smaller, especially if you're using 2048 x 2048 like me. I should upload what I've got aswell so we can mish mash it all up lol.


You beat me to it! How much size did you save?

Posted on: 2012/4/23 21:35
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Re: What do you think?
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We're very excited to use these as well! Great work and yes, please let us all know how you'd like to be credited!

Posted on: 2012/4/23 11:50
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Re: .obj -> .sur converter
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Yep, my fault. I redid the weapon .surs and the lag is gone.

Posted on: 2012/4/21 20:54
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Re: .obj -> .sur converter
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I was wondering if anyone was having similar issues:

When other ships, (players or NPCs) collide with the .sur there's occasional freezing of the screen (for some lasts 1-2 seconds, other it's 10-20 seconds). Sometimes, though, there's crashing. I've used the latest version of the obj--> sur tool, so that's not an issue. I put HpMount hardpoint on all the ships (or the wireframes don't work). That's it for hardpoints, though.

I just don't know if it's a problem the way I'm making them OR if it's just something in the obj-->sur tool. I'm hedging my bets it's on me, though.

Posted on: 2012/4/21 18:05
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[Freelancer Mod News]Freeworlds: Tides of War Demo Patch 1.2
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Over the past week the team has been working on the demo release to improve stability and performance. FriendlyFire has been a key component to these fixes spending countless hours rewriting the rendering pipeline code to improve overall performance and minimize bugs. He's done such a spectacular job that we will be releasing a Battle System where demo players will take part in a huge scale battle between the New Republic and Imperials. We cannot wait to watch players reactions when they see this massive battle happening before their very eyes!!

For those of you that have not tried the demo yet, I strongly encourage you to give it a try. We also will be having a large scale PVP event between the New Republic and Imperial factions that have formed on our demo server. This event is taking place on: Saturday,April 21, 21:00 GMT

Take a look at some of the player captured images below and see what you're missing:

More incredible demo screenshots


More incredible demo screenshots


More incredible demo screenshots




Download the Demo Release 1.2 (includes the 1.1 patch) Update Here:


Please be advised, those that use XP operating system will still have an unstable demo. We are currently searching for fixes to the issue.

Change Log Demo Release 1.2:
  • Major improvement to dynamic lighting pipeline
  • Added "shift camera" option which centers the chase camera's pivot (3rd person default camera) on the ship's center; helps with capitals and patrol boats during turns
  • Added vertical synchronization toggle option (only in fullscreen, no effect in windowed mode)
  • Fixed cockpit glass not rendering properly on AMD graphics cards
  • Fixed emissive mapping not rendering on Nvidia graphics cards
  • Improvements to anisotropic filtering support
  • Fixed mipmapping support
  • Minor improvement to effects rendering
  • Minor bug fixes/optimizations on the client hook
  • Fixed camera bugs
  • Fixed loot drop bugs
  • Improved sur collision registering
  • Fixed pricing issue with DP20/Marauder
  • Added ALL equipment to lootprops
  • Increased range of MC30c clusters
  • Decreased volume requirement of MC30c (adding more ammo)
  • Increased loot drop for larger ships
  • Added Ion-Pulse Missile for cruise disruption
  • Added Tractor Beams to all capital ships (unlimited cruise disruptors)
  • Increased charge time for cruise to 6 seconds for all starfighters, 10 seconds for traders, 12 corvettes, 14 frigates/interdictors/carriers, 16 destroyers, 18 cruisers, 20 for battleships
  • Added Battle System (Battle of Bilbringi)
  • Introduced camera ship (usable by players, too)
  • Fixed known infocard issues

Main Demo Download (for those that have not downloaded):


From the Freeworlds: Tides of War development team, we thank you for your continued support of this mod.
PhotobucketPhotobucket

Posted on: 2012/4/21 3:43
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Re: What do you think?
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Woo! Cannot wait to see these bad boys in game!!

Posted on: 2012/4/19 12:41
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[Freelancer Mod News]Freeworlds: Tides of War Demo Patch 1.1
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This past week has been an incredible time for the Freeworlds: Tides of War development team. For those of you that haven't been following us, we released our first public demo, which showcased our new graphical interface and all our ship models, to a large general player base. So far, the support has been overwhelming. We are so thrilled that so many of you have enjoyed our work. The team was even more delighted to have over 900 distinct IPs log onto our server in the past week! Not so bad for a 9 year old game!

Now that we have a very good sized player base to test the mod, our team has been working hard over the past week to fix the inevitable bugs that come up during a release of this magnitude. FriendlyFire has been painstakingly going through the DX9 code to look for ways to improve performance and to fix the bugs that some people have been having. To get a better idea of what FF has done, please watch this video below:

I have been working on fixing the bugs with ships and the client server as well as balance some glaring issues we had in our first release.

Now that we've fixed a number of these bugs, and have improved gameplay performance, we are releasing our first client side patch. If you haven't already downloaded the main demo download, you can do so here:

Here are some nice player donated screenies of the first week of the demo:
Demo player screenie!
Great battle shots of the demo from players!
And a quick video of a player's experience on the server:


After you finished downloading the full install, please download our first client patch which will allow you to see all the improvements we've made in addition to getting massive performance gains on our server. For those who run XP as their main operating system, we're currently still working on a fix for you. You will just have to be patient with us.

For those that a curious, here is our current change log:

  • major rewriting of the rendering pipeline to optimize speed and rendering of planets, hopefully also improving compatibility
  • important improvements and changes to the deferred rendering through dynamic control of the number of lights drawn on screen
  • proper implementation of anisotropic filtering
  • fixed Alt-Tab crashing the game when in fullscreen
  • fixed ship handling bugs which would cause turning to be much slower under certain situations
  • changed volume of proton bombs, heavy rockets, adv. proton torpedo
  • changed damage of adv. proton torpedo and heavy rockets
  • changed refire rate of proton bombs, heavy rockets, adv proton torpedo, adv concussion and concussion missiles
  • changed strafe to 20% previous power
  • changed camera z distance. Increased all starfighters by 30%
  • changed camera swing settings - reduced
  • added missiles/torps to all bases in combat prototype system
  • fixed pricing bug with imperial bombers
  • removed battle atmosphere
  • fixed space bomb bug
  • added in hull plate phantom loot. Increased drop rates and price
  • fixed VSD loadout
  • reduced NPC spam
  • increased NPC density in all areas
  • y-wing ion placement bug
  • toscan internal equipment error fixed
  • removed old code
  • fixed dp20 crash bug
  • increased NPC visual distance to 10km
  • increased player visual distance to 30km
  • fixed fuse code
  • fixed firespray camera. Made it more inline with other assault shuttles
  • fixed UHH: 0 bug ~ Thanks to Cannon
  • fixed energy bug with planetary fighter
  • fixed starting TIE fighter engine bug
  • increased phantom spawn
  • placed 3 assault concussion missiles on mc30c
  • improved cluster bombs of mc30c
  • added baby deathstar
  • moved cockpits that were shifted to centre
  • added phantom physics to docks
  • fixed VSD model/wireframe

Please find the latest client update download here:

From the Freeworlds: Tides of War development team, we thank you for your continued support of this mod.
PhotobucketPhotobucket

Posted on: 2012/4/14 4:10
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Re: Offset requests - ship spinning & docking speed
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Gravedig

Time to rehash this. While the current patch method works, you really lose the the proper "capship" feel while turning (ie. huge massive hulking feeling while trying to get your ship to move). Has anyone looked into this any further?

Posted on: 2012/4/13 11:42
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Re: [Freelancer Mod News]Freeworlds: Tides of War Demo Announcement!
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Those ones I can do. Let me ask the modellers/texturers that did the models and I'll get back to you.

Posted on: 2012/4/10 12:08
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Re: Strange bug: ERROR: UHH index not 0
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Ha! That's awesome. Problem solved. That's Cannon!

Posted on: 2012/4/10 11:31
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