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Last Notes.

The general place to discuss MOD''ing Freelancer!

Post Fri Feb 17, 2006 2:40 pm

Man, it IS a sorry day, indeed. I don't know you well, Argh, but i know your work quite well. I was a huge fan of the toolkit, and was helped immeasurably by your awesome tutorials. I also loved how you were VERY honest with people, as that helps modelers and skinners grow more than simple *drool* and fake praise. You're one of a kind, my friend, and this community lost more than can be measured with you gone. But hey, LET US KNOW what you're going to mod next - as i will certainly go buy the game if i don't have it already and eagerly await your next plethora of modding genius

F'ing Microsoft. Why can't you guys see that MODDING is NOW. So many other game houses and publishers realized this so long ago, and release cool modding tools so we can stretch our imaginations to the limit, why not DO THE SAME?

You know i need to add that i am CERTAINLY not an anti-MS kind of guy, i just wish they would do the right thing for us all here. I mean when a game reaches $5 retail, why not hook us up?

oh well. Good luck, Argh! Nothing but the best for you!

Tony "Baene" Komski

Post Fri Feb 17, 2006 3:39 pm

Baene, I'm modding Spring, which is Open Source. I've said everything I have to say about MS and the lost opportunities that FL represents elsewhere, so I won't beat that horse again

Post Fri Feb 17, 2006 4:54 pm

Argh

What can i say m8

You will be missed by many, you've help me a few times and i've learned so much from each toolkit you released..

Its sad to see you go m8, but whatever you endup doing, i'm sure you'll be just as amazing as you were/are with FL.

Good luck m8 and take care.

Unicornz

Post Fri Feb 17, 2006 5:28 pm

Oh sure.. now that my computer blows up you try to slip away *tsk tsk*

Well.. I don't want to reveal anything as of yet but let's just say that a Freelancer revolution isn't as far away as you might think.

Greg, I am actually surprised you lasted this long with that crazed obsessive binge of FL you were on. I figured the ToolKit would have driven you batty six months ago

Well good luck with your new projects. I'll catch you around when I get email access again.

Post Fri Feb 17, 2006 5:28 pm

Argh, best of luck with your new project and I can understand where you are coming from on their burning yourself out front and that 'just want to add one more thing' feeling. It is a sad day that you are leaving FL but I am sure you will be remembered for a long time as the 'Mod God' that you have been. Your work has been phenominal and an inspiration to many others and given something for others to strive and achieve to.

For myself you have been a mentor, advisor and co-modder to bounce ideas and theories off (I particularly remember our work in cracking the THN coding and the exchange of ideas regarding it which in turn led to the full custom THN's for Freeworlds). There is so much that the mod community owes you for, I doubt it could be fully ever listed here. But from myself, I wish to say a big thanks for every thing you have done here and a sincere wish of good luck in the future with where ever life may take you.

Freeworlds Mod Developer
Author of Modular Station

'There is no Good nor Evil in the universe, just perceptions and circumstances.'

Post Sat Feb 18, 2006 1:19 pm

@Louva-Deus:

Can't wait to hear what you've got in store for the TLR community. As for Toolkit "driving me batty"... yeah, at the end, I felt like some tragic figure in some history of mathematics... only what I'm working on is a friggin' game, and nobody will be writing my biography some day

I found myself trying to talk myself into arranging every single weapon into XML/FLMM, exporting their DLL entries into the descriptions, and then arranging them by type, for easier categorization and balance at one point... that's about when I was like, "dude, you're never going to be done".

While I'd love to have had the time and mental energy to redo every planetary texture, give every Faction unique ship-sets, etc., it was just wearing me down, and it seemed like a wish-list item came up every week that would take four more weeks to do.

It got to the point where I couldn't even get out timely replies to Jsncaliff about the modeling/skinning he was doing for the mod... and I just had to stop. There's only so much I can do, and I hit the limit. I really don't have any regrets, other than the later-but-not-never debut of WOS B2, because Toolkit, while not finished, is stable and is full of new things for people to play with.

I'm having a lot of fun with Spring, because I can tackle it in much smaller bites- one unit takes about three days of work, from ideas and geometry to skinned and animated. Which, given the rest of my schedule, means it takes me about a week. Plus I've gotten some help on coding and modeling, so it isn't all on me- I am really not a terribly good coder, so that's helping my mental state considerably, knowing that I am not the sole Provider of Make-It-Go.

@Aldebaran:

Very glad to see that your team's creation reached its fullest potential- I played it a bit the other day, and was quite impressed with the final product's overall level of polish and sheer love. I really appreciate the kind credits you gave me, although my contribution to the overall enterprise was quite small overall. Best wishes, and happy modding!

Post Sun Feb 19, 2006 9:57 am

Argh ... NOOOOO come back ...
i have appreciate all the help you have give me into the past ...
i join Aldebaran to wish you all luck you hope ...

CzW ...

Post Mon Feb 20, 2006 4:16 pm

Argh, your brain will burst when you hear what we are doing these days

Looks like now I will have to post that sur exporter beta then huh? All's fun and games until somebody loses an eye

Post Mon Feb 20, 2006 8:33 pm

Argh,

I too am sorry to see you go.. I'm only sorry I was not able to help with the development of the sur exporter.. I iguess once Louva posts the latest beta I can have another go.. I intend to continue with modelling for FL so maybe the beta will help.

Best of luck with your new project..., pop in from time to time to check the place out

Harrier

Post Tue Feb 21, 2006 12:12 am

Argh? noo! Come back and lurk if nothing else!! You'll be sorely missed, by everyone!

@ Louva

All's fun and games until somebody loses an eye

You been watching Metallica's "Year and a half in the life of" perchance?

Post Tue Feb 21, 2006 10:06 am

Wow, it's truly very sad to see you go, Argh.

I've learned loads and loads of stuff from you work with the toolkit, and my own mod would not have been possible without the work you put into that. The TLR modding community owes you a huge debt with all of the things you have done that make huge TC mods like Freeworlds possible now.

Wherever you go, we'll always remember what you've done for us here at TLR.

Good luck out there, man.

Post Thu Feb 23, 2006 11:37 am

@Chips

You been watching Metallica's "Year and a half in the life of" perchance?

Nope. Just one of the things I used to hear when I was a kid..

@harrier - Argh posted the beta on Lancers already. I wouldn't expect a new version any time soon. Would appreciate it if you, and whoever else decides to use the beta, would send in progress & bug reports to us.

Edited by - Louva-Deus on 2/24/2006 9:50:12 PM

Post Thu Feb 23, 2006 12:18 pm

dang another great person leaves our cominity :S

oh well have fun in other things

Post Sat Feb 25, 2006 2:40 am

Louva,

Ahh.. well it must be the one I have... I built a model (the "Darksword Dart" specifically around creating a "sur shell" that excluded excessivly compound angles, working by using the existing freelancer ship .surs.. (the dagger actually).. and looking at the structure of working .surs,, not mathematically (dont have those skills), but how they are actually built.. each plane in any plane can include many separate groups yet they share vertex's but are not joined... My personal opinion is that the sur groups have to be optimised.. and I dunno if this works .. yet looking at existing .surs it must..

My research such as it was got sidetracked when I decided to make a capship.. the textures of which are consuming my time.. - um.. including "inspirational gridlock".. but I will get back to it after the 'Praetorian" is finished.. and the bar and docking bay are fully functional.. I built extensive area's of internals for the ship including the above.. .. However, the Dart is next cab maybe... so I'll be happy to pass on anything that works.. in surs..

End of ramble..


Harrier

Post Sat Feb 25, 2006 6:35 am

@Harrier - I'm 99% certain that QHull (www.qhull.org) is used to optimise sur hulls. It appears to be statically linked to common.dll and if I can understand a little more directx programming than I do now to generate a TRIANGLE_STRIP type for the initial collision sphere my early alpha MS3D ascii -> sur prog may even work

+++ out of cheese error - redo from start +++

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