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New mod idea

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

Post Sun Feb 22, 2004 10:20 am

New mod idea

I have this mod idea, I have been told it would be hard to do, but I want to see a mod like this. A mod with no jump holes or jump gates, only 1 system. A system 10 million Km wide. Where there are no limits on ships or weapons, where anything is possible. Pretty much what Microsoft told us Freelancer would be and then got lazy. The planets would be 10,000 Km in diameter, with no trade lanes. Capital Ships reaching 10 Km in length. Turrets so big they have barrels the size of Rheinland Battleships. Imagine the possiblities.

Post Sun Feb 22, 2004 10:24 am

nope youinmaggine the stress of the hardware they make if you wana make bigg guns with much detail you need more and more poly's lets say my Pc can handle 5 to 7 bilion and you wana have the complete house ships in there incl pirates and such no thanks i would rater play elite

Post Sun Feb 22, 2004 11:14 am

Now we come into textures, if you need lower poly counts then you simply compensate with textures, Operation Flashpoint models had very lower poly counts but still looked great because they used very high quality textures. And a gun that big, with the right textures would need no more than 1500 polys max. And don't tell me this can't be done because I know it can, I have seen som of Freelancer's abilities, I know this game has a very open engine.

Post Sun Feb 22, 2004 6:51 pm

War Machine - the nav map will kill your wish - just cause you cannot see more than 300k across - final.

Furthermore - SUR files will kill your idea - without them your ship is invincible. It will need them - you won't be able to use existing FL ones for you ships (not sure about planets - still unconfirmed if the sur scales up with model).

More still - no sur for cmp models of guns that you make - so they won't get shot off.

Furthermore - that spin problme would be even worse IF you COULD get sur files on - no way to fix this - especially with 10km ship (think of large see-saw)


I know your a capship nut who would love to own the universe - but you wouldn't be able to fly your creation - you couldn't turn properly - you could't even see the end of your ship. Furthermore - to be realistic - it would take 300k to stop easily....and move at about 4m/s compared to normal ships. Its turn circle would be somewhere around 1000k easily - so flying would be near impossible. The good news is that you can scale up planets - but to what end? Just to make a massive planet? - well - it can be done, but think about scaling back to what FL was built for instead, at which point normal capship size = good. Ie, like normal FL to be honest.

Post Tue Feb 24, 2004 2:57 pm

Its a funny thing, Freelancer is the one thats wrong on the scale, it saya on planet info that the planet is 5000 Km in diameter, when it is hardly 5 Km. Why would they goof the scale so bad. Maybe the 10 Km ship was a little much, but I am suggesting the base universe. Let the modders decide what ships to put in.

Post Tue Feb 24, 2004 5:57 pm

i doubt the ship and gun idea could work but putting all the systems together into one big one. or even 5 or six big ones (one for each sector) i'm sure that the distance seen in the nav map can be edited. this probably could be only a SP mod as the lag created in MP, because of all the data the game would use at one time, would be phenomenal. all we need is a good coder. anybody up for the challenge

How many assholes do we have on this ship anyhow?
http://www.petitiononline.com/izlovers/petition.html

Post Wed Feb 25, 2004 5:19 am

im doing a MOD kinda remotely similar to this, with each house being in one system...

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

http://www.cardamine.net/ - The home of Freelancer: Rebirth, the prequel to Freelancer!

Post Wed Feb 25, 2004 10:24 am

does anyone know why Microsoft made the scale of planets the way they did?

Post Wed Feb 25, 2004 11:47 am

Well sur files do expand with planets, and you can make BIG planets. The scale actually means that the planets are 5000M wide (5K) but no-ones exactly sure what the units are. But yeh, the main problem is that systems can only be made up to a certain size.

There is no objective truth other than schplurg,
Everything is relative to schplurg

Post Wed Feb 25, 2004 12:49 pm

What about altering the Nav Map to display text instead of a visual map? Like having it display a list if all systems, and in each system, have a list of visited planets.

Post Wed Feb 25, 2004 1:01 pm

well its not just that, there is a maximum size to the system


There is no objective truth other than schplurg,
Everything is relative to schplurg

Post Wed Feb 25, 2004 1:21 pm

I really would like to know where u got this km from, where I come from 1km=1kilometer= 1000m. And I don't think we're dealing with distances that small in outer space. I even see ppl talking about meters, lol. If 10 m is 10 miles, 100m is 100 miles and 10k is 10.000 miles..........

I don't know anything about modding, but I do know what I would do.
I would remove 80% of the asteroid fields, and 100% of debris fields, remove all tradelanes and jumpgates, increase cruise speed to 1200, make npc's ai just like Chips, tough as hell. And there should be a sort of jump fuel like in Privateer. And the cap ships would be very rare, and veeeeeery expencive.

Oh, I almost forgot the radar. I would like to see a scanner like the one in Homeworld, with real 3D.
mho

Edited by - Tai-Pan on 2/25/2004 1:27:52 PM

Post Thu Feb 26, 2004 1:39 am

you CANNOT import a new scanner AFAIK! Starfyre Studios (*spit*) made some new menu options, but I don't know how to use them...

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


- The home of Freelancer: Rebirth, the prequel to Freelancer!

Post Sun Feb 29, 2004 1:30 am

ok here goes... making scale possible on this kind of size would be difficult .. but can be done with existing FL modding capabilities I think... the key issues would be these...
Scale down the pilot mesh
scale down all the gun meshes
scale down all the shield, thruster, cockpits
scale down the cityscapes, equipment dealers, ship dealers
scale down the size of fighters, small transports, etc...
Lower the normal speed of engines, thrusters, cruise. but make it look like the same speed
change the point of view for each and every ship that had to be scaled down.
scale down or remove the trade lanes
keep the scale of capital class ships the same
scale up the planets
make each system only one planetary system, I.E. just jupiter or saturn and all the moons that suround it
make each system conect to each other by only jump holes or jump gates.
adjust the distance traveled.. or distance to object.

this would make the look and feel of the game seem like the capital ships are 5k across planets would take minutes to orbit etc...
this would also keep the poly count low.
but this would take forever and a day to do. as in each ship each gun each shield everything in the game not associated with large transports or capital class ships.
but ... it is possible

If A=A then santa doesn't exist

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