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The bigest mod ever! (I hope)

The general place to discuss MOD''ing Freelancer!

Post Sat Sep 24, 2005 5:55 pm

The bigest mod ever! (I hope)

First of I would just like to say....I'm BACK. you would know me better as Jay_Jay. well I am BACK, and I am still hoping to mack a story mod.

I have been thinking... a lot and have decided that the mod will fetcher a story from the freelancer story section, so, I have been working on some ships, and other stuff, but sins my milkshape time has run out I haven't been able to do much.

On October the 5 we get SBB (satellite broadband) so I hopefully will be able to register it then, sins the computer I am using to create the mod is not connected to my computer.

I am asking for help in this masiv mod, so I wouldent mind help from even a mod team, in fact I need 2 mod teams for this. I need one to make the 50 new systems that will be inclouded, an the other to work on scripting the story, I will be working on the (hopfely) 35 shipis and 10 croses that will be in it.

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"There is no such thing as trust, there is only hope of trust."-- me

Edited by - Jagji on 9/28/2005 3:48:29 PM

Edited by - Jagji on 9/28/2005 3:49:20 PM

Post Mon Oct 17, 2005 5:43 am

its really easy to make systems using freelancer explorer, sorry forgotten the link so just google it. but if you don't have time to make the systems i could probably help you make a few of them so long as it doesn't involve putting newly modeled bases and stuff in, because thats more time consuming and very frustrating. email me at [email protected]

How come Nomads use spaceships now instead of sledges?

Edited by - slash_junior on 10/17/2005 6:44:04 AM

Post Mon Oct 17, 2005 6:23 am

hmm im too buisy atm and i dont like SP lol,

i would offer otherwise ^^


Edited by - -Trail- on 10/17/2005 7:34:38 AM

Post Mon Oct 17, 2005 6:53 am

when will ppl learn to create systems without FLE but with skill ^^

well to make it the biggest mod ever you should add much more systems and way more ships and... + + + + + ^^

Post Mon Oct 17, 2005 8:29 am

FLE *is* a great tool, but it does not do everything. It is easy to see what system was done using FLE and which was done using FLE and hand coding.

I take time to make my systems, even if I use FLE. That's because FLE *is* extremely practical for positionning, but lacks anything to customize the systems up to a new level. System making must be time consuming for the systems to look nice.

And making 50 systems will simply end up making 50 boring systems if you do them in the manner you were going to.

But ignore this if you wish, I'm only telling from personnal experience and lots of exploration through other mods.

Also, lancerorulus (Spelling?) already made a mod with about 100 systems.

Post Mon Oct 17, 2005 8:48 am

Systems are not the only thing that make a mod "big". You can create as many systems as you like, but if you don't fill them with interesting new stuff, the mod will always be boring.

Post Mon Oct 17, 2005 10:32 am

Look, if you just want something to *do*... um... I could use some help. It's not very sexy stuff, mind you- I'm just rebuilding a bunch of core INIs to provide modders with better support and a better starting codebase for FL mods set in the FL universe. But the end results will be worth the drudgery, I think- finally, the redundant Npcships and other garbage will be removed from the game design...

Post Mon Oct 17, 2005 11:06 am

praise the Lord! i hate rtc_this and msn_that - gah! another thing...corsair ships and pirate ships were mixed up by some idiot who didn't know how to switch faction ships - i'd love to see the corsairs fly the ships they were originally intended to and the junkers get civilian series ships

Post Mon Oct 17, 2005 11:50 am

Well, if you want to help, let me know. We're not talking gloriously fun stuff here, but it's one of many things that's keeping Toolkit from leaving my computer. I don't want it to take as long as it has been, but I don't want it released in a half-arsed state. I've already done more fundamental stuff with this version than the last one, but that's one of several areas that needs somebody to lose about 4-5 hours of their free time, so if you're willing to work with some very gentle guidelines (mainly to keep the chunks standardized so that users can - haha - fix Factions and alter their parameters without swimming through nightmarish rivers of code)... um... bring it on.

Look at it this way- 4-5 hours of your time... plus you get to see the mod early...

<waits for eager crowd of volunteers to trample me>

<listens to crickets>

<moves back to de-coupling MAT references so that Factions can all have unique texture assignments and Glowmaps>

If that last line isn't ringing any bells, go to the last page.

Edited by - Argh on 10/17/2005 12:51:29 PM

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