Freeworlds: Tides of War - A Starwars Total Conversion Mod!
-
-
FWs has been fortunate enough to have made connections to other mods that try to create a universe for SW lovers to immerse themselves in. This other mod is known as First Strike, a mod for BattleFront II. With the help of RedMonkey, the head modeler at the First Strike Mod, we were able to obtain all of their fantastic fighter models to put in our new FW 2.0. Our team offers a great thanks to their extremely generous nature and great cooperative attitudes. FWs salute the fine folks that made these models!
In addition to FS Mod sharing their fabulous work, we’ve also had the help from the modelers/texturers from the X-wing Alliance Upgrade Project. They have donated many of their fine models/textures to us to really improve the overall quality of FW 2.0.
A-Wing - Model by RedMonkey999, Textures by Rybot
B-wing - Model by RedMonkey999, Textures by Rybot
X-wing - Model by Aquila, Texture by Rybot
Y-wing - First Strike Model/Texturer****
Tie Fighter - Model by Bandu, Texture by Ramseus
Tie Bomber - Model by Exrohour, Texture by Ramesus
Tie Intercerptor - Model by Nusirilo, Texture by Ramseus
Tie Defender - First Strike Model/Texturer****
Skipray - Model/Texture by Marco Antonio
Courtesy of the First Strike Development Team
Website: http://www.fsmod.com
e-mail:Â [email protected]Skipray courtesy of the X-wing Alliance Upgrade Project
http://www.xwaupgrade.com**** - Specific authors are unknown but will be given full credit once we get the proper names.
-
you guys really did a wonderful job on your mod. a great server too. my character on mod is snake plisskin great job
Thanks mate, glad you enjoy it. FW 2.0 will knock your socks off, though With the help we’re getting from TSP and fellow modders like Forsaken, how couldn’t we…hehe
-
This is a video showing the new models from the First Strike Mod we’ve put into game. Furthermore, it shows the new engine effects and movable turrets we’ve been developing.
-
Excellent work Sushi as usual. Tbh the moveable turrets is not a new concept as if you’re willing to put in the time and effort, it’s doable on many models, something Nightstalker has done a lot of plus done a few of those myself but impressive you’ve bothered which i think is the most important point.
What does really impress me however are the custom cockpits, truly excellent and give the ships a unique feel and something i personally haven’t seen in other mods but that could be down to ignorance of other peoples work. Keep up the good work
-
Thanks for the kudos, Gibbon. I appreciate it. Ya, I know movable turrets aren’t new in FL modding, but they’re still fun to show off for the SW fanatics out there. It brings a tear to my eye to see the A-wing/Y-wing and all capital ships, for that matter, have movable “real looking” turrets.
As for the custom cockpits, they’ve been in the mod for a few years, just no one has showed them off. Â As I’m sure you all know, flying around in cockpit mode is quite restricting. But, with the implementation of the new physics system I’ve started to fiddle around with, those die-hards XvT/XWAers just might use them
Anyways, once again, thanks for the compliments, fellas. A lot of our work is due to this forum with all its lovely people and tutorials. I know we wouldn’t have had these pretty engine effects without the help of this community.
-
Thanks for the kudos, Gibbon. I appreciate it. Ya, I know movable turrets aren’t new in FL modding, but they’re still fun to show off for the SW fanatics out there. It brings a tear to my eye to see the A-wing/Y-wing and all capital ships, for that matter, have movable “real looking” turrets.
As for the custom cockpits, they’ve been in the mod for a few years, just no one has showed them off. Â As I’m sure you all know, flying around in cockpit mode is quite restricting. But, with the implementation of the new physics system I’ve started to fiddle around with, those die-hards XvT/XWAers just might use them
Anyways, once again, thanks for the compliments, fellas. A lot of our work is due to this forum with all its lovely people and tutorials. I know we wouldn’t have had these pretty engine effects without the help of this community.
I’m curious about this new physics system. One of the (many) reasons I really disliked Freeworlds was because of the way all the ships handled. It was simply absurd, and nothing like Star Wars in the slightest. PVP was the most irritating thing I had ever experienced in Freelancer, it took 30 minutes for 3-4 players to kill one player piloted TIE Fighter. I would love to see a good Star Wars mod. Freeworlds always had the potential, but nearly everything in it gameplay-wise just fell short for me. If the mod plays half as good as Freeworld 2.0 is shaping up to look like, then I will finally have one of my dream games. A free-form open world Star Wars space sim.
I apologize if any of that came off a bit strongly, but this is something that just needs to be good.
-
No worries, Why. I know that many SW enthusiasts were disappointed in how FWs performed. I think the entry in my developer blog will show you want exactly I’m trying to accomplish for 2.0.
Unfortunately, my work isn’t something that I can film/screen shot, it’s more along the coding lines. For starters, I’ve made each ship have its own customizable engine, laser, shield, and thruster. What this allows for is better balancing between the ships. So, for example, if you have a Tie Defender with 6 lasers and the E-Wing with 3 lasers, I can balance the ships out by increasing the damage power on the E-wings guns to match the T/Ds damage output. Or, if we find the E-Wing isn’t powerful enough with a matched damage output, T/D too for that matter, we can increase its power to be greater than the T/D. Â What’s even better about this customizable setup is that this increase in damage output of the E-Wing’s laser won’t affect any other ship but the E-wing…so you can start to see the power it gives us in terms of balancing ships out.
Anywho, after getting the ship speeds developed by Sovereign, I went to the drawing board and calculated what values I needed to edit to get the speeds Sov specified and the physics I wanted. And, for the 6 different “classes”, and I use that term very loosely, I think I’ve come up with something that most people will hopefully enjoy. Basically, interceptor class vessels will have very high speed thrusters, giving them an additional 20 MGLT units. However, this high speed comes at a cost; the thruster will only run for 5 seconds. A heavy bomber, on the other side of the spectrum, has a thruster that gives them an additional 7 MGLT but lasts for 20 seconds.
In addition to all this, I’ve been working hard on the fighter physics. Being a big fighter jock, I wanted something that everyone would enjoy. My inspiration for this development has come from XvT/XWA - which ToW did a great job in reproducing. However, I knew some FWers out there found that style too restrictive. So, my goal was to find something “in-between”. Now, this wasn’t an easy task mind you; trying to bring these two universes together is like trying to meld apple and oranges together. So, I guess you can say, what I’ve made is, well, juice
Now, for the physics side of things, I’ve reduced engine kill significantly from FWs standards. You know how when you hit engine kill, you can drift forever? Well, that’s what makes FWs, well, FWs. ToW, XvT, XWA didn’t have EK at all. So, what I have done is make each ship class have its own specified time drifting. That way, it makes dogfighting quite interesting depending on what style you choose. To give you an example of the numbers, an interceptor class vessel will be able to stay drifting for 3.75 seconds. For a fast, quick ship, I figured this would give the interceptor the edge in maneuverability to make up what it lacks in hull hit points and weapon power. The heavy bomber, on the other hand, has EK that lasts for about 0.5 seconds. It allows for a bit more agility, however, bombers will be tanks in terms of defense and weapon power.
What is also nice about this setup is that’s it’s canon; it’s in the Lucas Arts new TV show If you really want to see more, Why, hit me up on the FWs forums and I’ll send you a DL link/Give you access to our boards - like I’ve done with Forsaken and Arvis . Maybe you could find a way to spruce up FWs FX a little with your amazing stuff (Note: this offer isn’t related to whether or not you’d be interested in working with us)
edit: I forgot to mention, I’ve removed reverse thrust. What I did was put a negative value on the reverse thrust ratio, at -.66. So it stops that uncharacteristic “jittering” technique that shouldn’t be in SW.
-
Just wanted to show you all some of the work that is being done on our forums. This was made by Qi.
This is what he based his models off of:
Basically, a planetary ring. Qi, went to work and used Aldebaran’s Modular Stations as a base to develop his work off of. He made several different sized models, around 4km in length.
This is what he produced in game:
Kuat Shipyards FW 2.0
Just to give you some dimensions, the planet there is 52km in diameter. This circumference of his structure is approximately 188.4km long.
-
That’s pretty impressive to be honest!
-
Thanks for the compliment, I will pass it along to Qi!
Also, just so you all know, we’re trying to make things as close to canon scale as possible. Here’s an example of the Corellian Corvette and the ISD