'88 Flak
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I’ve never really heard your starting experiences before, Dofod - well written. I’m glad the AI was able to help you out, too; some people still don’t appreciate how helpful friendlies can be. =P
Also, thank you Sushi, I’m glad you liked it. ^_^ Any suggestions at all?
(and on a total side note, Freeworlds has been catching my eye recently; Why485 started pointing me to the recent developments, and it’s looking sexy =3 )Honestly, I think you’ve nailed what combat should be in Freelancer. You’ve really taken it to an entirely different level. I also really enjoyed the way you allowed novice users to have a chance with the use of the AI wingmen. I loved the balance system, it really allows all ships to be viable to succeed within the mod. Also, the ability to have SP and MP is a great option (one, sadly, that I don’t have time to reproduce in my own mod). Personally, with all the work done on this mod, I believe this was the way Freelancer should have been released to the public
(On your side note, I’m really glad that you’ve been enjoying what our mod has been doing. As I’ve said to Why485, and thankfully he accepted my offer, you’re completely welcome to come to our forums and give input on the mod if you wish, with no strings attached - ie. made to code yada yada. If you’re interested send me a PM, if not, no worries :))
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Thank you Darkone, I appreciate the mirror. Since you’re registered on the 88 Flak forums, you should receive the E-Mail newsletter thingy whenever a new beta release occurs. Hopefully we’ll get all the misc bugs worked out sometime soon so we can have a polished, official release to send out to sites instead of these silly betas. lol
Hope you enjoy it.
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The latest beta, RC125, is currently on track to release tonight. Here’s the current working changelog:
– Slight reduction to Capital Ship spinning, thanks to Forsaken’s tips - I would have done a more aggressive “no-spin” fix, however this would cause Goto, Dock, and Formation functions to all exhibit “wag” issues. In addition, the steering became very unpredictable, and given the major role of steering rates in Capital Ship balancing, this was a problem. However, this less aggressive solution, combined with the Hook-side NPC push-away, makes piloting even the Sleeper Ship a little less irritating. Also, it is much harder for other players to spin your ship at all without getting killed.
– Sniper Turrets once again have 360 degree coverage, but only rotate at 15 degrees/sec.
– Missiles (especially high-class ones) now use much more energy to fire. Your ship’s engine must now be taken into account - the Kusari engine is no longer the best missile engine.
– Increased cloaking device warmup time to 15 seconds, up from 10.
– Reverted the commodity prices to previous values.
– Seeing as the Trade Lane Buoy WPs are so small (and hard to hit), their hitpoints have been decreased substantially. They are still a good object to retreat to, but pirating Trade Lanes is now at least possible.
– Capital Ships no longer flee as early from a fight.
– Due to TL Buoy WPs being somewhat easily killed now, they no longer drop any turrets on death. Find somewhere else to salvage WP turrets. =P
– LRMs have been tweaked - they now have a 5000m range and half the fire rate, but have a much higher initial velocity and deal 2.25x as much damage (now having 1.25x DPS as Primary Turrets). They essentially act much more like Torpeodes.
– Replaced the whole mishmash of huge “MOUSE FLIGHT”, “TURRET VIEW”, “REAR VIEW”, etc. text at the bottom of the screen with a small, unobtrusive “Mouse Flight” string when the mouse is active, to clean up the HUD a little.
– Pulse, Plasma, Particle, and Neutron weapons have had their rate-of-fire decreased to balance them with other weapon types. This is the first time normal weapons have been majorly tweaked like this since version 1.24, so please comment.
– New FLHook implemented, with various this-and-that features (refer to the FLHook Readme.txt in the EXE folder for more info).
– Added multiplayer support of the singleplayer storyline event system, making it possible to write scripted storyline missions for multiplayer. However, due to a myriad of bugs associated with this, only very simple scripting is being used for now.
– NPC player-targeting clamp and hostile spawn weighting are now both set to false, thanks to the above change. No more targeting priority nonsense - NPCs will now divide themselves up equally among the targets.
– The “AI Bots Killed” stat now functions correctly. It also counts AI Wingmen killed now.
– Maximum number of lines in chat history raised to 127, from 32.
– Extra debris from ship explosions is now only thrown if the lighting/debris option is selected.
– TL Buoy WPs are now permenantly disabled when killed. They lose all turrets, as well as some/all of the lights and directional flares. Active player pirates on a server can make a Trade Lane considerably less safe now.
– Small optimization to system structure (got rid of 102 un-needed AI Bot paths per system, and rewrote the density control code for zones). May slightly improve system memory usage/load times.
– Small AI tweaks to prevent fights from getting too spread apart; AI should try a little harder to concentrate fighting instead of breaking off into small duels 10km away from other ships.
– Alaska has been rebuilt - it now acts as the central PvP hub linking to all the PvP/NPC Arenas, and can now be accessed from any house via purchasing that house’s PvP Token. For example, if you have the Kusari PvP Token, you may only enter/exit Alaska via Kusari; Alaska can not be used for travel.
– Fixed an issue with the AI Companion Bot - if multiple bots of the same name were selected for a squad, the squad would never appear.
– Repair Ship can no longer dock on mobile player-carrier bases.
– Set Best Path now functions across systems, as it should (thanks FriendlyFire!). Alaska is excluded from this scheme, as it now acts as the central PvP hub and would give bad path info, since Alaska can not be used for travel.
– AI Bots in the PvP Arenas should no longer attack the random WPs scattered about, and instead focus on other ships.
– Rare ships have been cleaned up. They no longer require a special Power Supply, but the token used to retrieve the ship is now permenantly expended upon docking with the rare ship’s base.
– Reduction in debris thrown by the debris tosser, which should make the “explosion debris” option more stable.
– Fixed up the solar object hitpoints - now all system-placed station hitpoints match up with corrosponding flown station hitpoints (solar objects did not get the 1.5x HP buff from a few RCs ago; other stations mysteriously had too much health)
– System chat is now routed to universe chat, so that everyone does not have to be in the same group to talk to one-another.
– Reputation with pirates is no longer as quickly gained for picking on Xenos, and both the IMG and Zoners are now slightly empathetic towards their cause.
– Xenos are now armed to deal with Capital Ship threats.
– Removed the tiny dynamic asteroids. Due to their low placement radius, this solves issues with Capital Ship spinning in fields. Also, they were intrusive to aiming (particularly with Capital Ships). Materials can still be mined from the full-size asteroids.
– Fixed some misc errors relating to asteroid fields (“empty cube” errors). Small optimizations done to asteroid fields as well.
– “Toranto Depot” is now correctly spelled “Toronto Depot”Of note is the active storyline mission scripting for multiplayer. Yes, this means it is possible to write scripted story missions for multiplayer. Yes, it is filled with bugs left and right (but we’re working on fixing these). None the less, it is an exciting new front, with myself, Why485, and KillerJaguar already writing new scripts (commandable AI wingmen, a basic defense script (video below), and a complex mission involving invading Rheinland patrols, respectively). This was all discovered back in the beginning of February, and I apologize for not posting anything on it sooner; however, I plan to write a full tutorial covering these techniques, in a similar format to my AI Wingmen Tutorial, which will both include how to get scripting to function in multiplayer, and a few sample scripts.
But anyways, be sure to look out for the RC125 release if you’re interested in Flak (links at top of topic).
(script example by Why485 as discussed above, in Itano Circus)
http://www.youtube.com/watch?v=UA0Oa3dSs9Y&fmt=18 -
And it’s up. Taste the wrath that is RC125.
Edit: Alright, small upload issue that has been corrected. The download should work now.
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I love this mod to death. Haven’t played on the MP server just yet but I’m hoping to join up fairly soon. Blame WoW for my tardiness. ^_^
This is the best community (and I’ve visited several of them), the most open and helpful people you’ll ever meet in Freelancer (aside from Louvra-Dues of the EOA forums).
Many kudos to you fox, you rock!
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I’ll say this about Flak88… It made me rethink my ENTIRE mod…
Took me about 12 hours to get my jaw back off the floor and get to workIt introduced me to the wonderful world of ENB, Reptokens & Wingmen as well as many other
excellent refinements to the FL basecode (like WHY’s FX).It’s just a shame i live in a crap timezone… MP was lonley for me… but thats only becuse of my loacation (AUS)…
But that said… Im a huge Fan of Flak88 ;D and urge anyone who’s never seen it to go and Dll it now!! I had a blast in the SP
and the ideas i got whilst playing this mod were … dare i say Priceless!..“This mod has the potential to change FL as we know it” <<-- Xarian_Prime
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Thanks guys. I’ve been toying with the idea of renting a professional hosting service for the server, since as awesome as the 24/7 is (that’s been running for a few years now no less), it is on a residential line and starts breaking down pretty quick when more than 10 people are on at a time. Alternatively, money could be pooled together to simply upgrade Jay’s line, however it’d probably turn out cheaper to just rent a service, so I dunno.
The issue is nobody’s really sure if it’s worth it - the server has averaged roughly 0.8 players over the last 7 days, with only 4-5 players on during the peak hours (http://freelancer.servegame.org/flstat2-online.html). While plans are being made for the eventual full, non-beta release of 88 Flak 1.27, which will probably see an increase in activity due to distribution across multiple sites, it’s tough to see how much this will push server activity - pretty much the #1 fear is that the avg. peak time population will explode to 15+, which would cause the current server to just hit the redlag button and take a smoke break.Any thoughts?
PS: Xarian_Prime, in regard to wingmen, have you seen the AI Wingmen Tutorial topic, correct? That should help in implementing wingmen into your mod, if desired. M0tah’s also published all his Hook work seperately of 88 Flak, though to be honest I’m not quite sure where he puts it. lol
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It’s been over a month since the release of RC125, which contained some pretty large show-stopping bugs - like getting stuck in Alaska when purchasing a new ship, or receiving a “You have attacked a friendly object. Mission Failed.” message when attacking friendlies, which caused a crash upon clicking “Load Game”. So what’s the deal?
Unfortunately, these bugs were just plain missed in the testing, and I apologize. However, M0tah and I are at work to fix these issues, and here’s the changes so far:
(See below post for full change-log)As always, progress (and downloads) of the 88 Flak Betas can be found here: http://www.memes.no/88flak/forum/viewtopic.php?t=114
Also, I’ve done massive updates to the ModDB page, at http://www.moddb.com/mods/88-flak - not that it matters much, but hey. -
I can’t understand what’s the “– Removed the red damage indicator, in an effort to further clean up the HUD a little (besides, it’s obvious enough as it is that you’re getting shot at).” meaning, may you can tell me that (or give me some pictures)?
Thanks for you and M0tah of help.
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The red damage indicator is the red “circle” around the center of the screen that displays according to where you’re being hit from. For example, in this picture, I am being attacked from the left, and thus a left-pointing red damage indicator is displaying.
The reason I removed this in 88 Flak is that you are nearly always getting shot, so the red damage indicator was a bit obtrusive.
Edit: Also, this was removed by setting the “damage indicator sensitivity” to 0 - see the Limit Breaking 101 Thead for more details (it’s under “Misc” I believe)
Edit2: It’s fair to mention the RC126 release camping has started in the FlakChat. Join the fun! http://www.memes.no/88flak/phpfreechat-1.2/ =P
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Sounds even better than the last version… wow…
will DLL and come on in in a few days Fox ;DGreat stuff