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Freelancer: Redemption

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

Post Sat Oct 29, 2005 12:27 pm

Freelancer: Redemption

ANNOUNCING FREELANCER: REDEMPTION's PUBLIC BETA DEMO (SEE LAST POST)


(MOD SUMMARY) {not all features are widely implemented!}

Freelancer Redemption is intended to be the new SDK, and
unofficial expansion pack to Freelancer. It uses modular XML
code to quickly create the complexly interdependent files
of freelancer with a minimum of frustration for modders. The
benefit of this, of course, is that modders can focus on
modding and not debugging. To these ends, the entire
game's code has been reorganized, tagged, recoded
with XML and in other places greatly reduced. But this MOD
is also intended to excite your imagination, and nearly
a dozen new exploits found in Freelancer will help accomplish
this; from dynamic base prices to scattering plasma rounds,
faction+costume selection to gravity zones, this mod probably
uses every hack and modding tool known to the community
but a few malicious ones, and NPC wingmen (pending)

(unusual features)

Unique powerplants have been replaced with
a two part system, reactor & battery - the reactors
mount externally like a shield generator, and are
therefore prone to imploding after enough abuse.
Fission reactors which produce more energy are particularly
vulnerable to catastrophic meltdown.

The battery, as well as armor, ammunition, extended
scanners (<50KM), and tractorbeams take reasonable
amounts of cargo space to make carrying all the 'best'
upgrades impossible.

EXE hacks:
LODrange in multiplayer pushed to 100 miles(or kM),
max money 999 billion, max good-value 999 billion,
faction-joining threshold lowered to allow players
to join by getting a good rep, tradelane speed
increased by 1000kps, speed-meter cap removed,
only targeted ships have brackets around them.

Capital Ship consideration:

Capital ships have been given special attention,
with custom fuses for each that allow the ships
to be destroyed piece by piece, and new simplified
capship armaments that allow capships to do massive
amounts of damage without overpowering smaller ships.

Capital ship handling has been ruggedly tested and
improved; the familiar problems of spinning from ship
impacts, or bouncing around chaotically in asteroid
fields, are things of the past.

Capships have hardpoint classes to limit their
potential damage and lag while allowing users to
experiment with different guns and tactics.
House capweapons have themes that make each houses
weapons advantageous in different confrontations,
depending on the enemy's composition. Some houses
prefer refire, or damage, or range, or tracking-speed -
finding the right balance of the four is up to you!

Fighters have not been neglected either - their speeds have
been raised to between 250-375m/s, existing destructible parts have
been tweaked for fairer play and mod ships likewise have destructible
parts and wireframes and accurate surs, helping to level the
playing field for original Freelancer ships. Stock armor of all fighters
is 5000hps, but upgraded armor offers up to 75000 points of protection,
or less depending on available cargo space- figuring out your
armor protection no longer requires a calculator, or math- simply
read the label on the armor. Thrusters have been replaced with
engine-mounted afterburners that have new energy-jet effects.

Shield selection has been simplified and shields rebalanced
to encourage players to rely on them less;but shield upgrades
have been created to compensate somewhat, with a proportional
sacrifice of available power.

Weapons ranges are slightly extended and velocities are
standardized to the weapon type; only three velocities are used
to make gun-matching easier. These velocities are spread across
all three shield busting efficiency groups (positron, graviton, molecular)
Mines are powerful, and fast-tracking but a little more expensive.

Every gun has been rebalanced, as well as missiles. Missile
and mine ammunition capacities are determined by cargo hold
space, so players should carefully weigh armor vs power vs ammo

Nanobots and Shield Battery capacities have been reduced a lot,
and their repair value increased.

"Completeness/Freelancer Purity"

Modships have destructible wings and fins, new unique SURs,
and wireframes. New stations and solars likewise, have
wireframes.

All the icons have been replaced, for aesthetic reasons- the new
icons are vividly colored and more 3-dimensional, and fit well
with the reworked User Interface.

The neuralnet voice has been replaced with a more appropriate robotic one.
Annoying, loud, and repetitive interface noises have been altered
quieted or muted completely (ex: 'mounted' noise, shield-destroyed warning, etc)

!!!!!!!!!!!WONDER FEATURES FOR THE KIDDIES!!!!!!!!!!!

+++>>>>New *persistently* Destructible base concept eliminates
crash & respawning flaws in some approaches.

+++>>>>'Warp' Buoys generate powerful fields that accelerate
a warp capable ship very fast in cruise, but slow it to a crawl under normal impulse
- getting cruise disrupted here means certain death.

+++>>>>Dynamic Debris Fields - fields of debris are alive with movement.

+++>>>>Scatterguns! Some weapons have random-accuracy (such as antifighter-capship turrets)
and others such as plasma cannons fire in shotgun patterns.

+++>>>>Explosions have impulse; when your ship is caught in one it will react violently.

+++>>>>Nebulas With Drag - Nebular gas will slow your ship down, and makes fighting in these Scanner-blindspots a dicey proposition.

+++>>>>Bases feature modules that can be looted.

+++>>>>Planets spin, have orbiting satellites, atmospheric drag and Gravity Skip™

+++>>>>New horizontal tradelanes make navigation less frustrating for capital ship owners
and merchants alike (american-style orientation, but perhaps I will make reversed ones for the Brets wink.gif )

+++>>>>I've expanded the scope of my CVFC Roleplay mod to include singleplayer, and updated the code to make activation faster.

Edited by - Cold_Void on 1/20/2007 8:58:32 AM

Edited by - Cold_Void on 1/20/2007 8:59:34 AM

Post Thu Feb 09, 2006 6:01 pm

the mod is still active, the forum is open for browsing after a misunderstanding in forum setup and theres lots of screenshots, come on over and check it out

Post Thu May 11, 2006 8:31 pm

it's been a while since the last official update but i am still quite active.
here's a preview of the new interface and icon style

baseside

space


Edited by - Cold_Void on 5/11/2006 9:32:25 PM

Post Sat Aug 26, 2006 1:06 pm

well, i know its rare for me to update you as to whats happening, but since a little has happened since several months ago and i am looking for some help, here's a little news:
1. its apparent we need a completely new universe, and storyline
2. work has begun on converting modships to be destructible like stock 'vanilla' ships - so far 4 mod ships are completely destructible from wingtip to tail
3. now seriously considering setting the mod in mephistophles' Sol system - i haven't asked him yet, but i think when i tell him just what i want to do he may agree, and now would be the perfect time with Dev's EXE hex address compilation
4. simplifying the structure of freelancer's interdependent files has been priority #1 throughout this project - if you were to join up you would find one of the cleanest and best organized mods around.

so come on down ya'll
now looking for:
space station concepts
universe programmers
beta testers
TRON fans

Post Sat Sep 30, 2006 6:52 pm

new screenshots are available!

what's going on now? i'm converting every last ship in the game to XML, expanding on previous dynamic asteroid work and adding drag to nebulas - mod ships are being converted to take damage(3 of 10 or so done) on wings etc and show wireframes, stability has improved from so-so to rock solid, and Dev's EXE hacks have been applied to increase ranges all around; scanner, visibility for ships and projectiles, how far away NPC will attack from, etc.

XML has remained the core coding format for this mod which is a Toolkit descendant, and now even the market files are being tackled to further increase 'macrobalancing' leverage. this should be of particular interest to other modders because of the increased flexibility you get when all IDS references are plain text, ships and equipment market-packages are stored together, and NPC references can be altered or removed quickly cleanly and safely.

although the mod is coded in FLMM xml, I always compile(activate it) and package it in INI format - this is good for end users because, 1. it ensures that XML is not empowering cheaters. 2. no matter what FLMM version you have, it's compatible 3. the file size is smaller, and activation time is shorter

it's also good for me, because it means nobody's stealing my code

Edited by - Cold_Void on 9/30/2006 7:58:10 PM

Post Sat Nov 25, 2006 10:03 pm

hot new exploit found!

DYNAMIC ECONOMIES! (kinda )
SHIP REPAIR COST PROPERTY

1. dynamic economies: turns out, freelancer has a price randomizer. not exactly dynamic, but neat. applies to equipment, ships, and commodities.

2. ship repair costs assigned to bases.

space-bases have greater price changes, planets less so, space-bases charge high prices for repairs, planets have a 50% discount, some space-bases in planning will have cheap repairs.

Edited by - Cold_Void on 11/25/2006 10:05:52 PM

Post Sat Jan 20, 2007 8:39 am

it's BETA TIME, boo ya! And this time it's open to everybody =)

what's new?

MP faction costume selection carries over to SP
MP ship selection works in openSP
mission 01B (save prisonship) tweaked for hardcore balance(difficulty slider available in options), modships added
TRON mission (incomplete&hidden - instructions on unlocking it later)
'freshstart' openSP option
complete interface conversion, including replacement icons
"dynamic" economy with no external software
"gravity" aka speed-zones (most noticeable in capital ships)
more pure Freelancer ships; destructible parts, wireframes, custom SURs
Andalucia class Battleship (hispania)

we have screenshots over at the forum, and here's the thread with a link
to download the mod, and some more details.
Freelancer Redemption 4.20 build 5 Public Demo

Edited by - Cold_Void on 1/20/2007 8:41:51 AM

Edited by - Cold_Void on 1/20/2007 8:42:26 AM

Post Sat Jan 20, 2007 9:47 am

Excellent work CV, been keeping an eye on your mod for sometime, look forward to testing it

Post Sat Jan 20, 2007 4:24 pm

thanks and I look forward to hearing plenty of brutally honest feedback

Edited by - Cold_Void on 1/20/2007 4:23:58 PM

Post Sun Jan 21, 2007 7:58 am

CV, is there something wrong with your forum? I tried to post some errors i found and it won't let me post anywhere on the forum, keeps telling me i don't have permission

Post Sun Jan 21, 2007 3:50 pm

i canny even get into that section to download it, permissions? i am registered on the forum b/w

www.mod.pff-clan.us

Openlancer

Post Sun Jan 21, 2007 4:14 pm

yah there's something wrong - i've been screwing with it and moving stuff around.i'll see what i can do

Post Mon Jan 22, 2007 12:10 am

the permissions should be ok now

Post Mon Jan 22, 2007 1:07 pm

No server for this yet then? I'd like to see what PVP is like with another player

Post Mon Jan 22, 2007 2:48 pm

yarg - if someone does decide to host it they should wait a few days, as i am working on a general patch that will fix several problems (including the fact that I forgot to change the version # on the hacked EXEs)

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