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

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
35 user(s) are online (15 user(s) are browsing Forum)

Members: 0
Guests: 35

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +50€

Current balance: -70€
(last updated 05/2018)

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 35 users playing Freelancer on 30 servers.
June. 25, 2018

Browsing this Thread:   1 Anonymous Users



 Bottom   Previous Topic   Next Topic  Register To Post

(1) 2 3 4 ... 7 »


Itano Circus
Just can't stay away
Joined:
2008/6/9 1:11
Group:
Registered Users
Senior Members
Posts: 316
Offline
NOTE: If you are crashing on startup, delete your autosave using FLMM, and then delete your restart.fl in your Singleplayer Save directory.

Open in new window

Download Link Here: http://the-starport.net/index.php?opt ... details&gid=103&Itemid=43

Itano Circus is a fast paced amalgation of Freespace, Ace Combat, and Macross. From Freespace I take the general gun layout and the way the guns behave in general. From Ace Combat I take the excellent missile-based gameplay, as well as numerous Ace Combat inspired special effects improvements. And from Macross I get the beautiful ambience of the battle with the ambient explosions, flak, and last but not least, the micro-missile.

Open in new window

Right off the bat as soon as you undock from Manhattan, you see a world that is much more lively than before. Many more ships buzz around minding their own business, and the universe is not the quiet place it was before. No more travelling long stretches with nothing happening. Capital ships have been added into the game as non playable ships. They now fly around like any other ship and are a sight to behold. Their combat tactics and weapons have been completely redone from the ground up to create amazing cinematic dogfights. It is not uncommon for the player and their fighter to be dogfighting alongside and against other AI fighters in the crossfire of two enormous capital ships duking it out, twisting and turning to get the best firing solution.

Open in new window

Many special effects improvements have been made. All missile related effects have redone, as well as a good portion of the sound engine. Explosions in particular receive a facelift. When a capital ship is about to go you'll know it, and hear it. When it finally explodes it unleashes a shower of debris that looks simply fantastic. Battles are visible in the distance. Punctuated by explosions, missile trails, and the swirling cloud of engine trails from which the mod gets its name.

Open in new window

Note: These four images are from a stress test and are not 100% accurate of final gameplay. Although technically it is possible for battles such as that to happen. Its just very unlikely.
Open in new window

Open in new window

Open in new window

Open in new window

"This is a video of a stress test in Itano Circus. Basically throw in lots and lots of ships, and see what happens. Obviously several gameplay mechanics were broken in order to do this, such as the much more numerous spawns and the fact that I have dual micro-missile launchers (A terrible idea in the real mod due to ammo consumption) and over 9000 rounds for said launchers. " Note: Some effects are out of date in this video.

For awesome quality: http://www.youtube.com/watch?v=KqYS0U7ZvBM&fmt=22 (Recommended)

For high quality: http://www.youtube.com/watch?v=KqYS0U7ZvBM&fmt=18

General Changelog (Not 100% comprehensive, but this is the difference from vanilla at a glance)

- Missiles are very important now. Every ship carries exactly 2 guns and 2 missiles. (Freighters are the exception, they carry 3-4 guns.) Missiles are divided into 3 classes.

- All equipment classes eliminated. This means that the lower level ships such as Liberty ships are competitive in the end game. However their power supplies stink and thus will have to rely more heavily on missiles than the higher ships. In general though, the lower the ship, the more maneuverable it is.

- Standard missiles are long range general purpose missiles. Their tracking isn't so great, but they have a 5km range, plentiful ammo, and the most damage per missile. It is recommended to have at least one of these at all times.

- Homing missiles have only a range of 1km, and a slightly reduced payload, however they have terrific tracking and make excellent dogfight missiles to complement the standard missiles.

- Micro-missiles are new. They are small payload, and are terribly inefficient when it comes to ammo consumption. However they can do significant damage in a short amount of time, especially when used alongside standard or homing missiles.

- Fighters are all around more maneuverable and speed is doubled. Strafe Up/Down has been added and they will be your new best friends. If you have ever seen the High Speed Missile Dodge that is so common in Macross, that is basically how you have to fly. No exaggeration.

- There no shield batteries or nanobots. If your shield goes down, praying and swearing will commence. To compensate for this, shields are much stronger now. They have an especially quick recharge rate.

- Torpedoes are carried in pairs now and have been rebalanced to take down the capital ships you will see. Sunslayer Torpedoes are sold more commonly now, and a new torpedo the Reaction Torpedo has been added. It is essentially a wide area effect weapon capable of killing an entire squadron of unshielded fighters. If used in pairs, it is a "one hit kill."

- Capital ship encounters added. The capitals appear in all house systems and have been tweaked to provide a very cinematic experience.

- Bloom shader is added

- All missiles and torpedo effects redone in an Ace Combat style. Of particular note is that the standard missile and micro missile have about a half second delay between launch and motor ignition. Really neat effect never before seen in Freelancer. (To my knowledge.)

- Majority of explosions have been touched up. Capital ships especially have climatic and dramatic deaths that end in an enormous fireball showering the battlefield with debris. Also the first time you use a pair of Reaction missiles to wipe out an entire squadron, your jaw will drop.

- All ships leave very long and visible trails. Adds to the ambience of battle.

- Battles in general create "ambient explosions." They have no purpose other than the Rule of Cool. The more ships involved in a battle, the more ambient explosions you will see. If a capital ship gets involved in the fight, you will start to see ambient flak shells exploding throughout the battle as well.

- Because battles out of missions can be very tough, they are now a legitimate form of money making due to the credit chip drops. (This is directly borrowed from 88 Flak, thanks foxUnit01!)

- AI behavior tweaked to be more cinematic in a dogfight. They will also spawn and engage at ranges that the new missiles grant them.

Last but certainly not least. I have to give a huge thanks to foxUnit01 and his mod 88 Flak. It sounds cheesy, but they have both had a profound influence in my "Freelancer carrer". Simply put, this mod would not exist without them, and I would never have become a Freelancer modder. Both him and his mod have also been invaluable resource in the creation of this mod as many features of Itano Circus are derivative of the incredible and innovate features of 88 Flak, particularly AI behavior and spawning.

~Salute~

Open in new window

Open in new window

Open in new window

Open in new window

Open in new window

Posted on: 2008/12/7 13:50
Open in new window
Top
Re: Itano Circus
Starport Admin
Joined:
2008/5/12 20:47
From The Netherlands
Group:
Registered Users
Starport Admin
Senior Members
Posts: 1076
Offline
Added it to the download section.

http://the-starport.net/index.php?opt ... details&gid=103&Itemid=43

Goodluck and thanks! cos it looks ace on those pics.

Posted on: 2008/12/7 16:43
Open in new window
Top
Re: Itano Circus

Joined:
2008/2/17 20:13
Group:
Registered Users
Posts: 38
Offline
You sir, get a special award

*gives you a medal*

this is the first mod I've downloaded in about a year

Going to install tonight and have some fun

thankyou very very much ;D

Edit: Actually, I'm having issues =/ I tried starting a new game and it crashed, so instead I started up a server and tried to play on that and it wouldn't connect.. strange, I'll have a look at it tonight

Edit 2: Damn those save files =D deletion worked

Posted on: 2008/12/7 16:59
Top
Re: Itano Circus
Starport Admin
Joined:
2009/2/21 21:42
Group:
Webmasters
Registered Users
Posts: 3505
Offline
Think you'll get another fan pretty soon ;D

This sure sounds like fun...

Posted on: 2008/12/7 20:51
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
Top
Re: Itano Circus
Starport Staff
Joined:
2008/8/4 23:29
From United Kingdom
Group:
Registered Users
Senior Members
Posts: 310
Offline
not just fun, but fun at an insanity level - where your in the middle and you don't know wtf is going on - and everyone's shooting at something else and you don't know who your friends or enemies are - this would be the point where your mind explodes and you go crazy your eyes glow red with blood and you shoot friends, enemies, civilians all with a barrage of missiles, so many missiles in fact its way more than you even need, but your that angry with society you just want them to blow to pieces smaller than space dust!

Obviously my imagination does run away with me, but the mod video makes me feel...well insane, that means it will be fun to play

Posted on: 2008/12/7 21:28
Top
Re: Itano Circus
Just can't stay away
Joined:
2008/5/28 18:04
From Maine, USA
Group:
Registered Users
FLServer Admins
Senior Members
Posts: 457
Offline
Open in new window

I approve of this thread.

Posted on: 2008/12/7 23:18
88 Flak for Freelancer
1.27 Betas | Wiki | Forums
Top
Re: Itano Circus
Just can't stay away
Joined:
2008/6/9 1:11
Group:
Registered Users
Senior Members
Posts: 316
Offline
First post updated with full information as well as images and stuff. Also I submitted a news article as well, which should show up in the next few days.

Posted on: 2008/12/8 6:55
Open in new window
Top
Re: Itano Circus
Home away from home
Joined:
2008/2/22 18:35
Group:
Registered Users
Senior Members
Posts: 709
Offline
i see EVE explosions ;D

awesome, downloading atm

Posted on: 2008/12/8 19:03
Top
Re: Itano Circus
Home away from home
Joined:
2008/2/17 23:28
From new jersey usa
Group:
Registered Users
Senior Members
Posts: 900
Offline
am i the only one who this mod doesn't work for? or what. i get this error d3dx9_26.dll was not found.

Posted on: 2008/12/8 20:04
Open in new window
Top
Re: Itano Circus
Just can't stay away
Joined:
2008/5/28 18:04
From Maine, USA
Group:
Registered Users
FLServer Admins
Senior Members
Posts: 457
Offline
Rsabatino, have you tried deleting your previous saves? Hit Ctrl+S in FLMM to open up your saves folder, and delete everything inside (zip everything up first to back it up if you want). Deleting just the autosave won't work - you'll have to delete all the saves, especially the "restart.fl" one, which FLMM's "delete autosave" function does not cover.

Posted on: 2008/12/8 20:44
88 Flak for Freelancer
1.27 Betas | Wiki | Forums
Top
Re: Itano Circus
Just can't stay away
Joined:
2008/6/9 1:11
Group:
Registered Users
Senior Members
Posts: 316
Offline
Fox is correct. When changing mods, save file incompatibility sometimes crops up, even when it really shouldn't. Deleting the restart.fl in particular will prevent any crash on startup bugs.

Your error is odd though. The only thing I can think of is that perhaps the bloom shader is incompatible with your system in some way. In this case, delete (or rename) the "d3d8.dll" and "d3d9.dll" files that appear in ...\Freelancer Mod Manager\mods\ItanoCircus\EXE. Then de-activate and re-activate the mod.

Posted on: 2008/12/8 20:56
Open in new window
Top
Re: Itano Circus
Home away from home
Joined:
2008/2/17 23:28
From new jersey usa
Group:
Registered Users
Senior Members
Posts: 900
Offline
i will try it one more time i will delete everything. i came to this conclusion this mod does not work with vista. even monkey universe does not work . my mod works but those two dont work.

Posted on: 2008/12/8 21:06
Open in new window
Top
Re: Itano Circus
Just can't stay away
Joined:
2008/9/25 20:09
Group:
Registered Users
FLServer Admins
Senior Members
Posts: 225
Offline
I've got vista and it works

Just try to run FLMM in Admin mode!

Posted on: 2008/12/8 23:51
Open in new window
Top
Re: Itano Circus
Just can't stay away
Joined:
2008/5/28 18:04
From Maine, USA
Group:
Registered Users
FLServer Admins
Senior Members
Posts: 457
Offline
Oh oops, totally missed the DirectX error. Your DirectX is probably out of date - either update to the latest version, or delete the "d3d8.dll" and "d3d9.dll" from your Freelancer directory.

Frank, in the future, you should probably make it a mod option. Once you get over your fear of script.xml, it can be quite powerful. =D *shot*

Posted on: 2008/12/9 0:10
88 Flak for Freelancer
1.27 Betas | Wiki | Forums
Top
Re: Itano Circus
Starport Admin
Joined:
2008/5/12 20:47
From The Netherlands
Group:
Registered Users
Starport Admin
Senior Members
Posts: 1076
Offline
Quote:

Frank, in the future, you should probably make it a mod option. Once you get over your fear of script.xml, it can be quite powerful. =D *shot*


Well, its true, script.xml is scary.
I have heard stories of it eating people in their sleep.
Or putting sand into little childrens eyes.

Believe me, his fear is right, its a nasty thing once its unleashed.


???

Posted on: 2008/12/9 1:10
Open in new window
Top
(1) 2 3 4 ... 7 »