Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Freelancer: Rebirth v0.01 - **HELP WANTED**

Here you can announce your own Freelancer MOD and find information about the different available packages!

Post Mon Dec 01, 2003 12:59 pm

Freelancer: Rebirth v0.01 - **HELP WANTED**

Rebirth is alive, and help is required in the following:

<> New Ships
I need somebody to extract the ships from StarLancer and make them compatible with Freelancer. Texturing and such is a whole new world to me, so any help here would be AMAZING!

<> New Systems
As in each house in one system (see earlier replies), as FL Xplorer doesn't run properly with my PC, as in any new names do not appear. It's supposedly a common problem, to do with DLL's, but I haven't got a clue there!

<> New Weapons
Only slow refiring (as in 4.00 max) for the ships, and beam weapons (like the Justice Mk I MOD, but a damage of 1 hull and 1 shield per shot) just for the stations, photon (the bullet looking ones) can be used.

<> New Sounds
Like "This is Freelancer Omicron 6-4, I'm from the Bretonia System. I'm shipping Consumer Goods to Planet New London" (bits in bold are the new bits. Also new bullet sounds, like the new weapons would be like the Gattling gun style thiny from StarLancer.

<> New Intro Systems
The ones on the menus! This requires knowledge of the in's and out's of .THN files. Take a peek at the Next Generation MOD Intro scenes, they're amazing! I don't need anything major, but something new! I've got a cracking idea here: If somebody could design a sleeper ship, then you could have five sleeper ships cruising past Pluto or something, and it'd look great!

<> General New Stuff
Like importing new music into the game. I know how to change the Intro systems music, but I wanna change them to Session by Linkin Park, an instrumental but cool song!

Any help/input/ideas/etc. would be AMAZING, and thanks to everybody that was intereseted beforehand!

If you'd like to lend a hand, add me to your MSN: [email protected], or e-mail me at [email protected]!

Edited by - c/\rd/\mine on 2/9/2004 5:49:48 AM

Post Mon Dec 01, 2003 2:54 pm

Ambitious indeed. Just a suggestion, but perhaps it would be in the greater interest of the after story gameplay to have jumpgates, and just have them locked until later in the game (or at the very end). It would be a shame to have all those systems, but only be able to explore one of them until you beat the game, then have to start a new game just to see the other systems. I can help you with the FLMM format, it's quite simple really. Just zip up the entire mod directory (make sure to preserve the directory structure), and then rename the file so it reads ".zip.flmod" instead of just ".zip". FLMM will recognize the .flmod extension, and unzip everything into the appropriate place. Although I'm pretty busy with my own mod (which is multiplayer, so I don't see the two merging), I'll help with what I can. No moddeling experience really (at least with the hardpoints and such), but I can mod pretty well. Let me know if you need any help. Email: [email protected] AIM: soundspawnceo or visit my mods forum at <A HREF="www.soundspawn.com/cgi-bin/forum/index.php">www.soundspawn.com/cgi-bin/forum/index.php</A>. Good luck, and it souns pretty interesting.

Post Mon Dec 01, 2003 3:02 pm

Cheers mate

I meant that there'd be no jump gates until you'd done your part with settling planets and stuff. Once you'd done your bit there'd be jump gates galore and then the systems would be split up into what we know them as.

What's your MOD anyways? I'm sure something could be agreed lol.

-/-/-/-/-/-/-/-



http://www.cardamine.net/ - should be up and running after Christmas!

Post Mon Dec 01, 2003 3:26 pm

First, let me correct a mistake I made. it's ".zip.flmm" not ".zip.flmod" (or I could be wrong twice, so you may want to try them both). My mod is a dynamic twist on the normally quite static freelancer world. Basically there's you're usual assortment of new ships, factions, weapons, systems, planets, etc... But the really cool part is that new things actually arise as time goes on. Wars actually break out (and last for weeks), new weapons are developed, new technology allows for ships to be upgraded (things like matter compressors and super high-temp alloys). Basically you could play a little, leave for a month, and when you get back, everything could be different. The very system you were in could be inhabited by a different group of people. Stuff like that. You can check out the official forum (if I didn't already post it) here: www.soundspawn.com/cgi-bin/forum/index.php.

Edited by - soundspawn on 01-12-2003 15:27:59

Post Mon Dec 01, 2003 8:30 pm

Hello
I may be able to help you with hard points, you'll just have to give me your Milkshape models and tell me where you want to put them. Also, i've got some modding skils but i haven't done done a lot yet (see for example the post called : [MOD Brown Haired Trent. I know it's a very little mod but i'm able to do a lot more, even without FLEplorer). I'm better at system creation and less at encounters, bases, NPCs,... and for some reason, every patrols i've done yet has never worked (if i remember well...). And i've a last problem it's that i've not a lot of free time (exept wednesday and saturday).
Hope i'll be able to help you anyway !) !

edit : i've forgot, i've good 3d skils (and 3dsmax ) see there and there. I can also create infocards and names with FLED-ids : i (almost) know how works the XML code !

Edited by - Archangel on 01-12-2003 20:37:31

Post Tue Dec 02, 2003 1:59 pm

Thanks for your interest. I haven't yet learned how to use Milkshape, but will e-mail you some sketches that i've scanned in if you like. Cheers

-/-/-/-/-/-/-/-




http://www.cardamine.net/ - should be up and running after Christmas!

3A+Rebirth&forum_title=Freelancer+MOD+Announcment+Forum&cat_title=Freelancer+Editing&M=FalseFreelancer: Rebirth

Post Tue Dec 02, 2003 4:43 pm

OK ive had a play with FLExplorer and have finally done the Liberty system, roughly to scale. I'll post a pic ASAP. But for now, I'll describe it to you.

In the middle is the New York system, without the Debris fields but with the Badlands, but the Badlands are named the New York Anomaly Cloud. There's then of course the three planets, Manhattan, Pittsburgh, and Maine.

Then up north a bit is the Colorado system, with fully replenished silverton and copperton fields, and the three planets, Denver, Gunnison, and Durango.

North East is the Alaska ice field, completely uninhabited and only accessible by flying for AGES to it!

South east is the Texas system, with all the planets and stuff, no debris fields or Grande / Pequena Negra from the Texas Incident or something. There's the three planets, namely Houston, Chisos, and Brazos.

South west is the California system, with the three planets, namely California Minor, Los Angeles, and Mojave. The two ice fields are replenished, and every rock you hit you'll get either water or oxygen.

Theres all the jump holes, but are basically in-system jump holes but labelled differently. There are no bases as of yet in any of the systems, but an expansion will be released with the bases and stuff.

Unfortunately docking rings are a must, unless somebody can come up with something similar to the invisible, or just non-existent, docking rings like those used in Free Worlds (cracking BTW!)

There will also be the jump holes to the independent worlds, and from there you will be able to jump to Kusari, Rheinand, and Bretonia.

I am pondering on whether or not to include:
> A Crow Nebula system (which would basically be Sigma-13 but no bases and wrecks, so it'd be completely uninhabited) but also in that system include the Sigma-19 and Sigma-17 systems, basically just the planets and asteroid fields and gas clouds.
> A Walker Nebula system, which is basically the Omega systems all rolled into one, including Omega-5, but not Omega-41, which will be included elsewhere.
> A Barrier Ice Cloud system, which is all the Tau systems in one system, except Tau-37.

From these systems you will then be able to jump to Hispania space, which as of yet is uninhabited, and won't be for a 100 years or so because of the Coalition saboteur on board the Hispania.
> Tau-37, Omicron Alpha, and Omicron Beta would be in one system.
> Omicron Gamma, Omicron Theta, and Omega-41 would all be in another.

I have put a lot of time and careful consideration into this, and have been playtesting as I go. Any thoughts and opinions would be greatly appreciated!

-/-/-/-/-/-/-/-





http://www.cardamine.net/ - should be up and running after Christmas!

Post Tue Dec 02, 2003 5:02 pm

I made a design of the "Bee-One" an ancient bretonian ship...mail me if u're interested....

----------------------------------------
"Just for a good shot - for what else?"

----------------------------------------
blaXXer.de

Post Tue Dec 02, 2003 8:01 pm

This looks good. I really like ur idea, and no tradelanes is a must, raise the cruise to 1200 and it should be just fine.

And stay away from cap ships. Every major mod using cap ships are full of bugs and problems. Maybe because the original game was a fighter only game. (my humble thoughts anyways)

Keep the docking rings on planets, the docking system in Free Worlds doesn't work very well. But there should be no jumpgates, just holes for system jumps too.

Best of luck with ur work.

Post Wed Dec 03, 2003 10:27 am

Thanks everyone for your interest, and blaXXer I'm very interested. Any ancient designs would be greatly appreciated because flying through unsettled space in a Defender or something like it isn't my cup of tea. OK then, heres a run down of all the final system set-ups:

> Liberty is New York, Colorado, California, Texas, and Alaska all-in-one, with the system scale set at 320000, so it'll take longer to fly anywhere.

> Kusari is all seven systems in one, with internal jump-holes and stuff, but labelled differently. ie the internal jump hole from Hokkaido to Tohoku would normally be labelled Kusari Jump Hole, but I've relabelled it to read Tohoku Jump Hole.

> Rheinland and Bretonia follow the same pattern.

> There are the Border Worlds in a sense, but labelled Walker Nebula (for the Omega systems), Crow Nebula (for the Sigma systems), and The Barrier (for the Tau systems).

> There is a Hispania system, but as of yet I've been unable to find the bloody Hispania wreck in FLExplorer. In the Hispania system there's Omicron Alpha, Beta, and Tau-37.

> Then finally there's the Edge Nebula system, containing the Omega-41 Planetary Fragments Field, Omicron Gamma, and Omicron Theta, but the infocard for the Edge Nebula system reads simply as UNCHARTERED TERRITORY - HAZARDS UNKNOWN.

> The Independent Worlds are as of yet unnamed, so any help there would be appreciated. I'm a little dumbstruck with these names.

N.B. The infocards for the Independent Worlds, the Border Worlds, and the Edge Nebula systems all read as UNCARTED TERRITORY - HAZARDS UNKNOWN.


Any more suggestions and stuff would be greatly appreciated, as is the help you've already given me!

Regards,

Dale

Post Wed Dec 03, 2003 6:17 pm

Sorry for the responce time.
Well, i've got some sugestions :
- In original Freelancer, bases's turrets aren't powerfull enough. Normaly, people must be scared to go to an enemy base.
- Maybe capships will be hard to works correctly but it will add a lot of realism. Imagine : you see one of these capship going trough a nebulae to assist an hightly damaged patrol...
- I think that, with a so hight cruise speed, you should increase cruise loading time. But there will be a problem if you set an hight cruise speed : why ships of the original FL fly with a cruise speed set to 300 ? Why didn't they keep the old speed ?
- And a last thing, don't make a god-like mod ! I mean don't make the player more powerfull thant NPCs. I think that's a big problem with FL (you cant kill ~20 ships without dying). Doing things like make NPC's shield regenerate, make them able to use of Nanobots and Shield Batteries and increase a lot the price of weapon, shield, ships, etc, that will increase the game dificulty.

It's my opinion and you may think differently. Anyway, for me, if your mod contain the things listed here, then, it'll be a good one !

Post Thu Dec 04, 2003 10:02 am

I don't enjoy the god-like games anyway, like Freelancer! It's too unrealistic and makes the game very boring after a while. I mean who can take on a Bretonia Police patrol, two Molly patrols, and a couple of Bounty Hunter patrols in a Dromedary? It just doesn't make sense. I'll set it up, if possible, where you can personally select whether you want the NPCs to have regenerating shields and stuff. Thanks for your input, and I'll be working on it as much as possible!

Regards,

Dale

-/-/-/-/-/-/-/-

Estupidud Rex



http://www.cardamine.net/ - should be up and running after Christmas!

Post Thu Dec 04, 2003 4:02 pm

I can give you instructions to make the NPCs use nanobots and batteries, as well as regen if you want it. Not sure how you'd make it an option though. It's a sound tactic though, I've been using it in my mod, and with the settings I have, it's harder, but you can still handle about 3 ships at once if you're good. Of course you could tweak it to the point where every ship is a dificult task, but I've played mods with that happening, and it makes even the most mundain of accomplishments seem massive. Not really the right vibe in my opinion.

Post Thu Dec 04, 2003 4:21 pm

cheers soundspawn, and i'd love some help with programming it to have NPCs regenerate their shields and use nanobots and stuff. In Chips OpenSP MODs theres an option to have NPCs use bots and bats so it is possible. A dialog box pops up and you can set stuff like that!

Post Thu Dec 04, 2003 4:27 pm

Yes, I'm pretty sure that he has an external program that has those options, and multiple copies of the files. If you choose to not let NPCs use nanobots/batts, then it copies one file, if you choose to let them, it copies a different file. I've only seen screenshots of this though, so I'm not 100% sure, but since I'm a programmer, I have a pretty good clue how it would be done.

Give me an email address, and I'll send you all the instructions and everything you'll need to get this bad boy working.

Edited by - soundspawn on 04-12-2003 16:28:04

Return to Freelancer MOD Announcement Forum