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About MOD sizes.

This is a free discussion forum on Freelancer. This is the place to discuss Freelancer issues NOT covered by the other boards!

Post Mon May 31, 2004 8:12 am

About MOD sizes.

I don`t know if this is the right place to discuss what I`m about to so I guess if its not this post will either be locked or moved.

Well I`ve been thinking about all the MOD that are out there and I must say that they are all of a very high standard and all highly playable. But saying that I do sometimes feel that there is room for what I would call a hugh add-on MOD.

What I mean is something that adds say 50 plus new systems with several new factions and whole new worlds to explore. Also loads of new trade items for the traders out there.

Add on top of that a whole raft of new weapons and engine upgrades like what are currently being used in some MOD now.

Also say 200+ new ships some of which would say have their own weapons which could not be used on other ships.

Like I said I was only thinking about the above and could never ever do it myself as I am a complete no brainer when it comes to doing things like MODS.

But it would be nice to know if something like this is possiable or even if someone is working on a MOD of that sort of scale, or even if it would be possible for say several current MOD to be combined into one huge MOD by the persons who did the originals to join together to make the MOD of all MODS.

Well thats it like I said just thinking out loud.

Keith.

There`s no such thing as gravity.
The Earth just suck`s!!!

Edited by - airport on 5/31/2004 9:14:18 AM

Post Mon May 31, 2004 10:57 am

Hate to burst your bubble, but that big of a size is just too big. There are some pretty big ones though, like Total War and The Next Generation.

____________________________
Ohhh! Beu-tiful! Preeety! How do I blow it up?

Post Mon May 31, 2004 12:23 pm

Thanx for the reply ShadowFire789 but why is it to big. Also can Total Wars and The Next Generation be played in Open SP.

Keith

Post Mon May 31, 2004 3:34 pm

If I remeber right, those MODs are MP only. I think that it would be too big, because of theshear size of it. You would have to modify and change so much that it would seem to be a daunting task. Good luck though if you do it.

No matter where you hide, Methane Cloud, Ice Field, or Debris Field, the Rat will find you.

Post Mon May 31, 2004 3:57 pm

Total war isn't that big at all

I doubt you would be able to combine TW with TNG and I don't really see why you would want to, they're two very different mods with different reasons for existing. I'm not sure about the TNG guys but I know I definately wouldn't want to have to debug that combination, I have enough trouble as it is.

Post Mon May 31, 2004 5:20 pm

Indeed. The more scripting and features that you place into a mod, the more problems that you can have.

Post Tue Jun 01, 2004 1:26 pm

I once lied about a "Monster Mod" (sorry) and was told that the shear scale of things that i had said was in it was impossible or a lot of work.

I still though am wondering about a new jumgate model and a new nav map.
Mabye a few systems that you go into via a jumpgate with a new model and the nav map changes. Mabye you could meet the coalition? or the domkavosh?
Wait....the model the game used for the hypergate that sucked all the nomad ships away, could that be used?

Post Tue Jun 01, 2004 2:19 pm

New jumpgate model was done nearly a year ago by giskard.

Post Tue Jun 01, 2004 8:36 pm

Actually I think the 10mb+ mods are overdone. Everyone seems to want to be the one who comes out with the next big mod. It's getting so they're all just clones. Instead of looking for more mod developers to make more huge mods that all feel the same, why not look for more modders to make smaller addons that concentrate on improving one specific facet of the game? If they were all made with an eye toward compatability then you could pile a number of them on top of one big mod and end up with the same result.
Take a look at how many mods there are out there who's claim to fame is 3 or 4 new systems, 10-20 new ships, a couple of new factions, etc. Then take a look at the quality. The systems were probably done with FLE and were then hand tweaked only enough to stop crashes. The ships are usually 90% VHF or stronger and will include even the crappiest models. As long as they got them to fly they included them just so they could claim yet another ship. The factions are usually only found in a certain system and have absolutely nothing to make them unique besides the name that shows up in your target box.
You're looking for 50 or so systems worth of that crap? Why not ask modders to make one system, and make it to the highest standards and make it so that you can apply it on top of one of the few high quality large mods that are out there? Or one set of ships that actually reflect the usual FL specs for LF through VHF maybe with a decent freighter for good measure? How about one faction that is well integrated into the FL universe and fills a niche that will make them unique?
As long as those modders all made their individual slice of the pie with a focus on high quality and high compatibility then you would eventually reach your goal of 50+ systems 200+ ships etc. and the whole thing would make sense and be to at least the standard that DA set when they designed FL.
The fact is that I'm being somewhat hypocritical. I released a mod that was definitely not to the highest standard. However I realized my mistake and moved towards correcting it with my update and I will continue to move towards my goal of my mod being at least as good as anything DA released the game with, if not better. I have already made it compatible with a few major high quality mods and I will strive to continue to improve its compatibility. My focus is on one thing; implementation of a black market trading ring in the Sirius Sector of space.
Maybe if we could get a few more modders to swallow their ego and stop looking for the highest download rate we could improve the game for everyone and still expand the FL universe to its fullest potential. It would just take some modders concentrating on an area that needs improvement and working on it until they can't find a way to go any further.
Just my opinion.

Edit= (spelling)

Edited by - kaegogi on 6/1/2004 9:39:55 PM

Post Thu Jun 03, 2004 12:17 am

Well said, kaegogi. I to would be much happier with a collection of smaller modular mods that fit together well that enhance (each in thier own aspect) the entire freelancer universe and thus, the whole gameplaying experience.

Notables that come immediately to mind (though not limited to) are RealSpace Lite (haven't played with full yet), Unofficial Patch SP2, Baenes ShipPack, Additional Menu Options (Starfyre Studios), Ringworld Add-on and Black Market Mod. They don't bring anything to freelancer that doesn't already exist or isn't already possible, it just manages to make the game more by being there with what they do TO it, more than what they put IN it and doing it in a unique and signiature way. (excepting of course the ship pack which does add, but it adds unique vessels that don't pre-exist in some other universe which by far (from an aesthetics POV) makes them even more wonderful)

That's not to say that the larger mods don't offer a lot......even with using FL Explorer and hand tweaking you can still manage a decent, vibrant system that works. It is an issue in regards to time and dedication though. Example: Evolutions. Initially started by a single person, while it's not as large as WTS or TNG, it packs quite a hell of a wallop. Granted, Chips is one of the few I would call an editing master, it's had to have been a great deal of work to accomplish and it's living proof that what you will, you can do.

So, while I wouldn't mind if, after a great many modular mods are put together someone "bundles" them into a "large" mod, I'd be just as happy in getting them as they come. And not just for reasons of bandwidth (I'm on dial-up and not the only one) but because it's more interesting to me to see what greatness someone has managed to pack into so small a mod. Even a 120kb mod can change alot.

Now I'm off to see what kind of contribution I can dig up. :-)

Post Thu Jun 03, 2004 12:34 am

I liked your mod, kaegogi, i was q impressed; better than anything I could do.

Post Thu Jun 03, 2004 6:48 am

@Taw: Thank you.
@Zacam: You're correct there are some mods out there that are highly compatible that bring great things to the game. Also true that a system made in FLE can be as good as anything made by hand if the maker takes his/her time after the initial creation to really bring it to life. Also, while I really enjoy Baene's ship pack, that is one mod that is most definitely not compatible. It uses a custom dll, replaces the infocard.dll, replaces freelancer.ini, replaces shiparch.ini etc. As a matter of fact it doesn't use scripting at all in its changes. I personally took the ships I really liked from it and wrote a script that allows me to use them with Evo.

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