Freelancer: Nomad Legacy
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I tried this mod earlier, it’s really cool! It was really interesting just to fly around and discover all the new changes. I only experienced one crash so far while undocking from a planet, but that wasn’t during a mission. Everything else seemed to be relatively bug-free.
A shame I don’t understand Russian because the campaign looks interesting and the cutscenes that I’ve seen so far were nicely done.
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Hello, Xalrok! Thanks for your review!
Now many not-russian pilots want to play in my mod and I think about translations. But I can’t translate full mod with all descriptions of space objects and equipment.
How you mind, it will be enough to translate only mission dialogs, conditions, waypoints and equipment nicknames? -
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Released translated version. Download link updated in first post.
Here is little gameplay video with examples of my bad english:
http://www.youtube.com/watch?v=lYl_etvG2RoAnyway, storyline now is understandable. But most parts of interface is still russian. Interface can’t be translated right now by technical reasons (I made some mistakes on development)
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So I tried out your Mod, and I really like all the cool landing sequences, battleship gun effects, missile effects, explosions and the large bases.
I also like that your planets have an athmospere.Stability was overall pretty good, but when it tried to save a SP game manually, it crashed most of the time. But maybe I made a mistake with my mod script that causes this.
The story works quite well, I noticed only two problems. In mission 5, the Sigma? 17 gate is locked, And I can’t play mission 6 because I can’t mount the cloak on my ship.
All in all I enjoyed playing your mod, so thank you and keep up your good work!
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Thanks for your playing!
Sorry for bugs. I made fixes, but not released it everywhere.
Fix crash after saving in SP (copy jflp.dll to EXE folder):
https://drive.google.com/file/d/0B-TtzgAnlFdDYl9wMDAxV2ZfX0U/viewFix gate in mission 5 (paste DATA to mod folder):
https://drive.google.com/file/d/0B-TtzgAnlFdDWXF2czI3bmJHQ00/viewAnd I can’t play mission 6 because I can’t mount the cloak on my ship
Cloaking device has big volume. You need to clear your cargo space.
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No need to be sorry, I was positivly surprised I saw so few crashes in a mod of this scope! I know from my own modding that Freelancer is very fragile.
Cloaking device has big volume. You need to clear your cargo space.
That did the trick! The huge cargo requiement makes sense, but since I don’t understand russian, I couldn’t read freelancers message.
The last mission was awesome so far.
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The huge cargo requiement makes sense, but since I don’t understand russian, I couldn’t read freelancers message.
This is problem for russian players too. I forgot to write about big cargo requirements.
Why big cargo is needed:
You can buy only single cloaking device. At the end of mission I will remove (by Fuse :-)) this device. And you can’t use this imbalanced device in next missions. -
Haven’t thought about freelancer in a while, but I’m glad I did otherwise I’d have missed this one, look forward to checking it out once you have an English translation, looks pretty cool!
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Development in progress.
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it’s awesome ! But I can’t read anything except sector names and dialogues
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I think the source of this issue is EXE/freelancer.ini file… Options and other things are ok for now and a little bit understandable. but I couldn’t fix the system names. they’re too complicated for me.
I did some modifications like adding ENB and SweetFX on graphics for myself. Looks good
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Mod development in progress. Sorry, next release will not coming so fast. Plans for next version:
mission 7-9
normal english translation (work in progress)
new game features.Example of current progress.
1. Trading missions
2. Mission 7. Prepare to diversion!
3. Mission 7. Omega 13 scene. (just demo - without complex light and sound)
Spoiler - Sabre is Playership -
Amazing ! waiting for a new update
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Care to share the way into the .dfm files? Or did you?
If you did, then I could amimate a bit better than that.
(Not bragging just saying). Depends on bones, but I have mocap libraries too. PM Me. -
What is you talking about? About ship animations? Or about people?
I don’t know how working animations in dfm. I only reusing exist animations. In my trailer I recorded early version of my cutscenes.Example of my scenes (it’s private videos):
Mission 6 - catching artifact: https://www.youtube.com/watch?v=2VR_m2pEIjA
Mission 6 - trap and prison escape: https://www.youtube.com/watch?v=jx0DRiNlyJ0&feature=youtu.be
Mission 7 - omega 13 treason: https://www.youtube.com/watch?v=Pa-JINaKMKIPeople animation created by standart animations. For example: sit, stand, rotate 90 degrees, look to object 2 etc.
If you about ships? That’s animations created by UTF. Without bones. And FL not support dfm-bodies in space.
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No I’ve been trying to put the characters into 3DS Max and give the bods and animations an upgrade. From what I’m getting Digital Anvil ran the original files in .chr format out of early Character Studio in Max through early Delphi to create the UTF format for the FL engine. Back in 2004-05 we were hoping to get and input/output through Milkshape, but it never happened. I’ve gone through the files in XML and extracted parts the conform to MAX’s chr format, but the geometry still needs a way to covert in and out.
If and when the FL dfm files get figured out, THEN character modelers and animators like me can start to work and start creating new and better characters for FL.
Think of it if FL characters had more than a handful of heads and bodies and better than those hand flapping fidgets? It’s possible if we could load the dfm’s in and out.