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SP campaigns any new ones?

The general place to discuss MOD''ing Freelancer!

Post Fri Apr 16, 2004 3:30 am

SP campaigns any new ones?

I have been abscent for a long time now, maybe because I holstered the game and I am no longer playing it.
Anyways, I am looking for a mod with a new SP campaign, I am bored of the orginal and it almost 6 months since I played so I am looking for something new.

Does anybody know of new SP campaigns? I had some looks at their files so it should be possible I think.

Happy owner of a Liberty Dreadnaught (Battleship)

Post Fri Apr 16, 2004 6:46 am

Well we (Tempest Studios) are working on one atm for our mod FL:FU, but I dont think anyone has yet published a mod with a new campaign.

What was FL2 and is now ...............*suspense and drum roll* .................... FL: Fallen Universe!!!!

Post Fri Apr 16, 2004 8:40 am

To do a good new campaign mod is so hard that teams with the resources, people and skill to do it would sooner develop a game of their own or get permission from Microsoft to make an expansion than just make it a mod.

I mean you need:
-Tons of models
-Voice overs
-New Music
-New Ships
-New Systems
-Good and involving storyline
-New Animations

etc. etc. etc.

Kabouter, mapping for the Phoenix Mod.
Visit www.phoenixmod.com

Post Fri Apr 16, 2004 9:05 am

i think he rather meant a campaign inthe existing FL universe. a new, different story.

you would need an expert on the misison scripts and a well thought out story and plan, but ti would be possible.
however, i dont know of anyone who seriously tried this.

---------------------------------
Excelcia Mod Leading Developer

Post Fri Apr 16, 2004 9:22 am

I've been working on getting a new mission going in the story line for over a week now. It's very difficult and buggy work. But the more you read the missions ini's the more you understand how everything fits together.
@pSYCHO: How far have you gotten? I'm not asking you to release any secrets I'd just like to know if there's someone who's gotten farther than I have. I'd like to be able to bother someone else besides Accushot with my questions.

Post Fri Apr 16, 2004 11:02 am


i think he rather meant a campaign inthe existing FL universe. a new, different story.

you would need an expert on the misison scripts and a well thought out story and plan, but ti would be possible.
however, i dont know of anyone who seriously tried this.



So you would want a campaign without:
-Cutscenes
-Voice Overs (You can't use Trent, Juni and all the other normal characters again, you'd have to pay to get those voices)
-Good and involving storyline, and no it's not easy to create on of those.
-And you'd probably require New Base, Ship, character etc. models if you don't want it to totally look like a clone of the original storyline but more of a sequelish or at least add on style storyline.

Kabouter, mapping for the Phoenix Mod.
Visit www.phoenixmod.com

Post Fri Apr 16, 2004 11:27 am

Well im not doing it personally, but Darkstone has so far done half of a completely new mission, maybe more, but im not entirely sure

What was FL2 and is now ...............*suspense and drum roll* .................... FL: Fallen Universe!!!!

Post Fri Apr 16, 2004 12:57 pm

@Kabbie: Actually you can do combat sequence cut scenes like the FP7 incident and the Rheinland traitors scene.
Obviously any attempts at new story missions by the general TLR community are probably not going to be as involved as the originals, however I feel it's the same as all the ship and system mods out there. Not as high quality as the original but different and therefore worth playing with. How many times have you read a post in one of these forums begging for new mission types? Certainly working with the story missions we can produce something more exciting than "fly to waypoint and kill 8 Lib Rogues, repeat"
I personally have no clue how to mod .thn's or how to produce new communication files but through the use of simple ids info popups you can get some pretty good results.

Post Fri Apr 16, 2004 1:04 pm

I meant cutscenes as in when Trent talks to Juni 'n stuff.

btw not to mention you'd need good music.



Kabouter, mapping for the Phoenix Mod.
Visit www.phoenixmod.com

Post Fri Apr 16, 2004 1:12 pm

Depends on your personal taste. I have the music volume cut all the way down so I can hear the effects and the coms better. Personally I can't stand the music FL comes with. Now if I could get some AC\DC and Zep in my game I'd turn the volume back up.
And again, not to be argumentative but, working with ids info you can tell a story without the .thn scenes. You are right though, it won't be as high quality as the original. Just different.

Post Fri Apr 16, 2004 1:51 pm

Yeah you can tell it, but for it to be as immersive and involving as a storyline with music, good cutscenes etc. the story has to probably be at least 2x as good.
Sorry, but I'm not seeing a new campaign work, it might work if like every mod team out there teamed up to do it and did it all including voice overs.

Kabouter, mapping for the Phoenix Mod.
Visit www.phoenixmod.com

Post Fri Apr 16, 2004 2:06 pm

you don't have to hire the actors... you just need some skill in .wav editing..... and then a little skill in scripting....

cut-scenes are a bugger... to say the least...

but in the long run... I think you will see a brand new spanking campain from start to finish something like 40 hours... with new cut-scenes new missions. new bases... new characters....

it may take some time.... but i will happen... there is alot of modders out there working on this

Post Fri Apr 16, 2004 2:16 pm

I doubt it will happen anytime soon.
And you can't get anywhere with just cutting and pasting, sometimes you just need new stuff.

And why hire people? Just ask people to record some of their voice with a microphone and do an online selection. Later send them their lines etc.
Could work....

But as said, I'm not seeing it happen, mainly as the focus of the modding community tends to be on multiplayer.

Kabouter, mapping for the Phoenix Mod.
Visit www.phoenixmod.com

Post Sun Apr 18, 2004 6:55 am

Voice actors are by far the easiest parts of the mod team to pick up !

I'm also working towards a new SP set of campaigns with David Hunter 4 - but we're not that far yet, as we're still building up our actual universe (which is not all in one plane like FL - yay).

The single hardest thing to build for a mod is a) a total conversion or b) a decent lengthed singleplayer mod - so the very hardest would be a combination of the two. In my experience mods like that can take a few years, and I dare say FreeLancer is unfortunately no exception to this rule. Hopefully we'll see the first ones coming about in the next six months or so.

+++++++++MESSAGE ENDS+++++++++++

Post Sun Apr 18, 2004 7:08 am

voice actors are a breeze to get. there are many groups of voice actors out there who, like modders, do their work for free and will do voice acting for mod teams. I have heard the results and they sound proffessional.

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