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Freelancer Two: the next mknote production

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Post Sun Mar 25, 2007 10:46 am

Freelancer Two: the next mknote production

Ahoy there, ladies and gentlemen of The Lancers Reactor. I am mknote, a person who has made two mods: Florida and FL2Systems. I am coming to you today with a proposal for a third mod (tentatively, Freelancer Two, though that is very likely to change), one that surpasses my first two. However, I am not skilled enough to do it alone, and that is why I am bringing this to the Help Wanted forum. Here is a list of what I can do, and how well I can do it:

System making – I consider this my forte.
DLL editing (infocards, names, etc.) – Very strong.
THN editing (bar scenes, planetscapes, etc.) – Basic.
Equipment/ship editing (.ini files) – Moderate/strong.
mbase.ini editing – Strong.
Faction editing (ship loadouts, relationships, etc.) – Moderate.
Solar editing (SolarArch.ini, StarArch.ini, loadouts.ini, etc.) – Strong.
Editing CMP files – Basic.

Here are areas that I have little to no experience in:

Modeling (I lack any modeling software, notably Milkshape, nor do I have any money).
Music creation (similar to above, no available software).

Here is what my mod entails (this could be quite long, so please bear with me):

Eight years have passed since the events of Freelancer. The Nomads have gone quite, appearing in only a few areas. However, much has happened in eight years: Liberty has added a new system (Florida), the terraforming of Harris is nearly completed, but perhaps most drastic of all is that the Corsairs and the Outcasts have joined forces and founded House Hispania. Relations with the new colony are surprising amicable, considering the trouble the two former criminal empires caused. However, without the Cardamine trade, the economy of Hispania has crashed, causing them to become reliant on the other houses. Born from the poverty of Hispania is a ‘neo-Outcast’ movement known as the Orrids. While they seemed relatively minor at first, they came across incredible technology from a long-dead race that has suddenly catapulted them into the center of colony politics.

The mod itself takes place just after the storyline, in which I am writing right now. The mod will feature many new systems, most of which are already made as the FL2Systems mod, as well as new factions, ships, weapons, and races. Ships will be need to be made for Hispania, the Orrids, and a new species called the Hajarrans. Music would need to be made for the new Hispania systems. Character models would be made for those who work for the new factions, including the Hispania Republic Police, the Hispania Armed Guard, Vidal Mining, Álvarez Shipping, Galactic Shipping, Marrik Science, the Orrids, and the Hispania Identidad Movimiento. Depending on how much is put into the mod, we may also remake some ships from other mods (with permission, of course) so that custom SURs work with them; however, it is quite possible that nobody with a large amount of SUR technique will join this mod.

If you have any questions, comments, complaints, or suggestions, please post them or e-mail me at [email protected]. Full-scale production of the mod will likely not begin until I get out of school on June 1, but much preliminary work can still be done.

Much of this work will be up to the persons discretion (i.e. you can design a ship), with some input from me. I am quite stubborn, so don’t expect me to quit working on the mod half-way through. While no specific timetable exists, I would like to have this released by the end of the year, but that can change if it is unrealistic. I hope to have many modders help with this, a mod which will expand the Freelancer feel without changing its style. Thank you for reading this.

MK

Post Sun Mar 25, 2007 11:06 am

Neat. I am doing a similar mod, new systems, new ships, most importantly a sequel storyline. I have some models that aren't textured, but they look pretty neat.

here be pictures!

If you like it I could send you some models. Is your mod opensp or missions?

Edited by - lancerlover on 3/25/2007 12:08:41 PM

Post Sun Mar 25, 2007 12:21 pm

if your projects are similar you could join forces

Post Sun Mar 25, 2007 2:42 pm

i am also interested in banding together, however i don't want to upset anyone on my mod team/or in the legacy Evolutions community so this is just a 'notice of interest' to anyone who wants to 'herd the cats' so to speak vis-a-vis putting together a real sequeal to Freelancer complete with a storyline (cutscenes.....biggest problem really with THN coders very rare) - I want to help make FL2 happen, i have a lot of knowledge about the game's engine that will bring some nice improvements like dynamic lighting, weapon innaccuracy, character selection methods, voice-file replacement and lip-synch fix to make every head's lips work (a recent victory, woot), local-speed limits, lots of other interesting exploits, and i've written a basic & functioning SP mission

my project has adopted the Evolutions universe (it is the FL true fans of the SP game wanted i believe - it's not OOC at all which is what i love about it) so although I'm not opposed to compromising on legacy systems i would have to insist on most of Evolution's additional systems 'making the cut' so to speak

we have two active modelers on the team atm, the legendary PantherX and my good friend Dr. Grenade (aka... too many aliases ) and I'm not bad with a mouse myself, although most of my modeling work is with SURs, destructible parts, wireframes, and that whole process (which isn't as involved as it might sound - certainly it doesn't compare modeling-skill wise)

Edited by - Cold_Void on 3/25/2007 3:46:30 PM

Post Sun Mar 25, 2007 3:13 pm

The mod is OpenSP. As a further note, the Nomads play only a minor role in the mod (I don't recall any other storyline where neither the Coalition or the Nomads are the primary enemy; indeed, the Coalition is only mentioned, and the Nomads are 'used' by the Orrids to distract the heroes). The mod itself takes place a few days after the end of the story, which involves a massive war brought on by Orrid manipulation and the corruption of Rheinland; hence, there will be no missions... that would add a HUGE headache, anyway.

If you wish to see my story as it is now (I am up to Chapter 18, though the story is still unpolished) in order to get ideas, I'd be happy to send it to you via e-mail. I intend to post the story in its entirety when I've finished it.

MK

*important edit*

I think I'll try my hand at ship modeling, but I don't know how to...looks like it's learning time!

Edited by - mknote on 3/30/2007 3:38:29 PM

*another edit*

Meh, I can't get anything to work... namely Milkshape. Says it's expired. I'm afriad that, if I cannot fix this, I will need to call on other modders to model my ships. I truely wish this mod to be released, so I ask of you to help me with it.

Edited by - mknote on 3/30/2007 4:26:39 PM

Post Sat Mar 31, 2007 5:13 pm

Hello mknote.

After reading through your list of concepts for your mod, I'd like to make you an offer.

My mod (the Phoenix RPG Mod) has a new version (1.93, our third installment) in the works. Our mod's story involves many of the same things yours does, namely the formation of House Hispania between the Outcasts and Corsairs, revolutions and power struggles in the other houses, alien conflict, etc. However, our mod is based on our popular Phoenix RPG Server, where players roleplay and affect themselves the growth and direction of the story.

We're looking for more help on our next version of our mod. A lot is done already but we do need help in some areas, especially with adding the new house and doing system, base, and faction work. We already have a line (LF-Battleship) of ships designed for Hispania by our Master Shipwright Deetex, as well as a few imported freighters for trading and the like. Weapons are already completed, and NPC encounters are in the works.

Anyways, my offer is to combine our efforts in creating such a mod. I'd be happy to welcome you to our modding team as a coder, focusing on universe design (since that's obviously what you're strongest in). We'd be happy to consider and use your ideas for the new house as well as show you our already developed long background history RP.

If you're interested, feel free to contact me via email. My MSN addy is [email protected]. You can also visit our forums for more information on our mod and community.

Post Sat Mar 31, 2007 9:08 pm

edited:

Don't wanna give away too many secrets.

Edited by - Rankor on 4/11/2007 7:15:26 PM

Post Sun Apr 01, 2007 12:58 am

not to forget that there are 2 different FL intros
and in one of them sol wasnt blown up and still exists

Post Sun Apr 01, 2007 8:27 am

My storyline, and the mod that follows it, assumes that both intros are correct (of course, if the longer one is, the one with the game must logically be as well, so that was a redundent statement).

Interesting storyline, Rankor, but I feel it is time for a story that barely features the Nomads, and doesn't feature the Coalition (those two as enemies to Sirius have been done to death). I hope to have the fanfic done come summer, and hopefully then more people will sign up.

Note: I have... suggested a different kind of collaboration with ww2jacob, as I think our storylines are incompatable, but may become better if we help each other. I e-mailed him yesterday, so I just wanted to keep everyone up to date.

I should have a full list of what this mod will entail shortly... it isn't quite as large as other mods, but I intend to focus more on what we do (i.e. more quality vs. adding more stuff); ships with SURs, for example.

MK

Post Tue Apr 03, 2007 3:20 pm

I apologize for the double post, but I believe that the following list will be more orderly with a new post.

The following is a list of what I wish to be in the Freelancer Two mod (I’m thinking of calling it Freelancer: Revolution… too trite?). I will expand this post if I can think of anything else, so if you wish to sign on, this is the primary post to look at.

New ships (note that the mod it is in, if any, is listed, as well as its name in said mod):

Liberty Gunship (Discovery, Liberty Gunship, optional)
Bretonian “Paladin” Very Heavy Fighter (Evolutions, Paladin)
Kusari “Serpent” Very Heavy Fighter (Evolutions, Serpentail)
Rheinland “Viking” Very Heavy Fighter (Evolutions, Fury)
Pirate “Foxhound” Very Heavy Fighter (Evolutions, Hellhound)
Hispania “Barón” Light Fighter (Original, have designs)
Hispania “Duque” Heavy Fighter (Original, have designs)
Hispania “Marqués” Very Heavy Fighter (Original, have designs)
Hispania “Conde” Freighter (Original, have designs)
Hispania Battleship (Original, no design)
Orrid “Navarra” Heavy Fighter (Original, no design)
Orrid “Amistad” Very Heavy Fighter (Original, no design)
Hispania Identidad Movimento “Praetor” Freighter (Evolutions, Testudo)
Hajarran “Valees” Fighter (Original, no design, non-flyable)

I will, of course, ask the ships’ original modelers if it’s all right to use their creations. All of these fighters will need to be built from scratch, because of the way SUR construction and destructible parts go, but as many of these ships are built and textured, they should be easier to do. If it becomes too much of a hassle, I’ll get rid of these (destructible parts first, then, if absolutely necessary, custom SURs) and settle for good models. I can do some of the CMP work, if that helps take the load off of the modelers.

A few new character outfits should be made, but in a pinch, we can use the ones in-game:

Hispania Bartender (just like the other houses, except with purple as the visible color)
Hispania Republic Police
Hispania Armed Guard

New base scenes:

Hispania docking bays equivalent to the other houses (2 types)
Hispania bar scenes equivalent to the other houses (2 types)
THN scripts for above, plus modified scripts for a ship dealer (1 type)

I would use the in-game base models as a guide when constructing the new models so that the required work in THN scripting will be minimal.

Music:

Space, danger, and battle music for Hispania
(Quite optional) Bar music for Hispania

Systems:

I’ll take care of this (due to the storyline, several systems, namely Kepler, will have to be extensively reworked, and a few systems not in my FL2Systems mod will be introduced).

New factions, IDS info and naming, editing loadouts, ShipArch, and SolarArch, etc:

I’ll also take care of this.

I will admit that the lack of interest in this is discouraging, but I still believe that this will become a reality. I know many of you have suggested that I merge with other mods, but I do want this to be unique, and I hope that by releasing much new material, I will help other mods in their endeavors.

MK

Post Tue Apr 03, 2007 4:49 pm

well thats fine like wine, but i'm doing all the same things... lol (like making hispania a true house with a navy, converting Evo ships to destructible parts, hmm..)

surely we must hang together, or we shall all hang separately

Post Wed Apr 11, 2007 5:04 pm

geez… I'm really frustrated, I would like to help, but I don't think I'm skilled enough, and it looks like there's no need for me here (I'm no modeller -_-) Really, I hope your mod will be released ^^ good luck with it

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