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Why dont WE make a freelancer 2?

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

Post Fri Dec 02, 2005 9:57 pm

Argh! Finalday, it will work with windows because i have tested it personally about 5 times for our menu, which is just now starting to form. And last time i checked, i ran windows. I AM creating a new game, and it DOESNT need freelancer to run. Its your standerd Windows Application. I can't imagine having to code in support for windows, you don't even have to do that with C++. Either your thinking of something else, or you have no idea how to program.

As for "Taking thier product to use in your game apart from thier engine" I know that is a direct violation of the EULA.

HOWEVER, this is why its opensource, free, and we make absolutly no profit out of it. And if we make no money, and we don't cause MS to lose money, they won't care. Besides, in order to get the Freelancer content in the first place, you have to buy the game. You fail to understand just HOW we are using Freelancer content. Openlancer will be shipped with nothing except its own content. If you happen to own Freelancer, it will be able to play it. Example 1: Player A does not own freelancer, so he can only play Openlancer with its content. Player B DOES own freelancer, so he can play openlancer with Freelancer's content. Since freelancer is considered a "mod" for openlancer, and there is no URL given to download it (that would be piracy), Player A can't play with player B, and player B can't play with player A.

In other words: Unless you own freelancer, you can't enjoy its content on Openlancer.

EDIT: For the windows problem, how about i put it like this: I'm programming it USING window's code. Thats what visual basic is used for. Making *WINDOWS* applications. Go google it.

Edited by - Blackhole2001 on 12/2/2005 10:01:53 PM

Post Sat Dec 03, 2005 3:46 am

I tried EVE-Online recently and found some of thier features were intersting. Like how the wraping looks. I don't know what to say but those looks very nice and like "real" space.. CCP has made EVE everythings from real world possibilities. I hope that's how the FL2 will be too.

Post Sat Dec 03, 2005 9:53 am

I don't like EVE for its gameplay. EVE has absolutly horrible gameplay. It does have nice graphics, but its warp drive thingy.... meh. I'd like to stick with Freelancer right now.

Post Sat Dec 03, 2005 5:28 pm

Well i like everythings in EVE except gameplay, becuase it seem endless. Just like how other MMORPG. Get level up to max and get best weapons armor sh!ts. Than "being" a noob pvp around and that's pretty all of it. But i like how the ship travel in EVE.. But battle system just like commander style. Not user interface flight.. Yesterday i was boredom and start killing an Astronoid Pre-Processing Plant, and more and more guest join me and watching me shooting the plant. Than people know some newb got boredom, and laugh that i using basic training ship vs building. Than donated 200k for me to get better ship/weapons.. (Was a wow for me) Unfortunately i got teleported away as i about to destroy the training base. (I guess admin done that).

Post Sat Dec 03, 2005 5:47 pm

For the sake of simplicity, i would like to preserve Freelancer's system structure, jumpholes, and jumpgates as methods of travel.

Post Sat Dec 03, 2005 6:30 pm

I like the freelancer's way of the system structures, and woemholes however there are some things I disagree with some freelancers aspect.

Like no joystick controls, in-system jumpgates, and the cruise/normal speed.

Post Sat Dec 03, 2005 6:36 pm

in-system jumpgates? Those don't exist. in-system jumpHOLES do exist, although there is only 1.

Post Sat Dec 03, 2005 6:48 pm

What about the possibility of long range jump gates, for example, New York to Magellan? Or, perhaps even better, the hyper gates alluded to in FL? This could allow OL to expand further than the Sirius sector

"Peace through Superior Firepower"

Post Sat Dec 03, 2005 6:54 pm

Well thats more of a content issue. To make a hypergate you simply make a jumpgate that goes a very long way, make a cool model and effect for it, and poof.

The navmap will no longer be restricted to a sector in space.

Post Sat Dec 03, 2005 7:54 pm

The nav map should be in 3D!!!!

..
..
..
..


or not.

Post Sat Dec 03, 2005 8:23 pm

the nav map IS 3D

Post Sat Dec 03, 2005 9:08 pm

Sounds cool..

If you are still looking for a place to host your game, goto this site and goto the forums and ask them that you need a free host for your game.

Post Sat Dec 03, 2005 9:28 pm

No no no, we have a host, thank you

However we are completely redoing the website, so it will take some time.

Post Sat Dec 03, 2005 9:59 pm

Everythings sounds good so far. No further comments until the beta/demo released.

EDIT: I current worked out 3 systems full of staticsfaction, so far... T_T Systems has been set real big.. 1.5x bigger than New York system. But might need about 1.6Ghz 512MB RAM and Geforce6200 should makes it run super smooth. As is quite crowed..

Edited by - skycom132 on 12/3/2005 10:01:35 PM

Post Sat Dec 03, 2005 10:01 pm

1.6 GHZ? what are you running, an antique?

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