I wish i had started my modification ages ago!
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This weekend ive been working on the single player mission 01a again.
All started well. i had already coded the main part of the script a best out of 3 fighting contest v Dexter Hovis.
Without going into too much boring detail, i coded the “if you win” and “if you lose”, first to two wins… wins. With the repair ships repairing the player and dexter between rounds, i thought i would add the announcer starting the fight and all the spectating NPC voices/comms.the first few tests were great and pretty much turned out to my liking… you take off, (camera shot into a cut scene) and your ships flight controls are disabled, the NPC start betting and bantering, then the announcer starts the first fight and you get back controls… if you win/lose all good.
Ive added in most of the mission title and objectives text by this point too.After maybe 5 or 6 tests of the mission, strange things started to happen… sometimes Dexter would get repaired, then seem to go completely nuts! sometimes after getting repaired, he just sits there and waits untill the announcer starts the fight, instead of returning to his starting position. Other times all goes well with no issues.
once he engaged cruise engines and went for a spin before deciding it was time to try kill me… i have to admit it was pretty funny but now im trying to find out why or if some kind of clamp is needed. -
Sounds like heavy pioneering hairy stuff! lol
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hey,
Just wanted to give a quick update for anyone that might be interested.
The mod is coming on in leaps and bounds at the moment and is starting to feel like the mod i wanted it to become.
Since the last post i have added more into the missions and the systems for the storyline, ive added cloaking NPC, repair NPC and designed the missions so the player has more interaction with objects and bases with in the systems.Ive introduced quests with in the mod that are generated by rumours heard in the bars and added awards/prizes for those that complete them.
Still got a long way to go… but im still pressing on and hopefully will be posting screen shots and/or videos of progression. that said my old pc struggles with video recording, so it may have to wait untill i get a new one.
P.S - if anyone is interested in helping out with the mod, or has idea’s, or is just plain curious… i could post an old/base copy of the mod for people to try out.
Im having problems with my web browser so i have to use a different pc to … well browse, post, upload / download etc.
So if you want me to post a copy please just reply here or send me a pm.Thanks for reading,
Khayman.
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Glad to hear things are going well!
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as to your title, it sounds like this mod is kind of a personal enjoyment idea as much as anything so do it anyway. I recently restarted building my mod and hope to have the first version available for the public to play with shortly. Why? Cause I can and I want to. If no one else ever downloads and plays my server, that will be their loss IMHO. I’m not doing it so much to make anyone else happy (although if people do come and play their input is valued greatly), I do it cause I love this game. I wish you luck and hope to see what you accomplish
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HI
I am very big fan of freelancer and i just found this old game in some forgotten folder on my hard drive. This was my favourite game when I was kid so now I decided to make some ship models for game. I allready figured out most of the things and steps to make a model and import it to the game but program that I use for 3D modeling is Blender and ship that I made was too complex to be exported to 3ds format. I solved out this problem by reducing details of ship and now I can wiew it in Milkshape.
So to get to te point my question is how big wireframe can be (in kb) so that model can work without a glitch in FL
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So ive made a few small videos of some tests with the modification on an older version.
The Starspheres belong to Cata123(afaik), a permission request is pending.P.S - If anyone has any starsphere’s they are willing to share / donate to this modification please let me know. I do understand people have great pride in their work and will ofcoarse give any due credits.
Thanks in advance of any responce.
Khayman. -
i really like the mission coms
keep up the brilliant work
for refreshed vanilla starspheres:
http://www.moddb.com/games/freelancer/news/freelancer-hd-starsphere-pack
http://upperlevel.org/freelancer/freelancer-starspheres-mod/ -
Thank’s for those links and your kind words M.o.D.
heres another quick video of the same mission where
Dexter Resorts To Regens -
all thumbs are up righthere
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Im sorry about the spam.
The tests seem to be going smoothly except when Dexter Wins ,then i really want to beat him!
Thats when you should put 5000 Credits On That Guy Trent -
This is last one for a while, i promise…
Cloaking NPC tests -
Recently, i have been working on tests with the mod and multi-player to see what works and fits in with the idea.
So i started with a vanilla server (Astrodome V0.01 on the list) and added new starting templates, unlocked gates/holes etc… for players to have a new experience without actually have to download any mods.
After editing npc and base weaponry the server started feeling much better and the population started growing.
After finally getting some of the single-player factions added into the mix i started remembering the fun i had with the mission scripts and decided to give Multi-player mission scripts another go…So far the results are great!, added two dockable base’s into the Newyork system which the players have been docking and interacting with, lots of other objects and single-player npc with no mods needed by the player at all… Anyways…
The vanilla server has got me hooked, so my work on the main mod of this topic will be on hold for a while.