We still have an hope for Freelancer's source code
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Dunno what to say, for multi cpu it would be good and for game prgramming tutorial may be too
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This has been going on for some time now, last time Jörg wrote the code is vanished in the archives. I doubt there will be any progress, but who knows. I wish him good luck ^^
@Helloween: If the code would be released, expect so many changes that you can’t grasp them all (assuming ms allows it) ^^
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Could a tool like .NET Reflector be used to extract the source from the dlls?
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tomsons26 wrote:
http://discoverygc.com/forums/index.php?showtopic=76320
See post #25Cool, thanks for sharing.
Source code release would be terrific.Here is the text from the 25th post:
Hi ______,
Thank you for your mail. As you can imagine, I am very pleased that people
like yourself are still playing the game that we created a decade ago. To
your question below: yes, others have approached me in the past and I have
gone through some efforts to get the source code released, but Microsoft
policies made that a difficult proposition. I will, based on your mail,
try again. Please be patient with me since I’m currently in the middle of
Kinect launch, but be assured that I will look into this.Thank you,
Jorg -
Closest i got to this (slightly off topic) was a chat i had via email with Paul Isaac, one of the programmers of FL. According to him this is what he said about 3D radar which was the reason i contacted him in the first place,
“There were an unusual number of iterations of the HUD over the course of developing Freelancer… the 3d radar never quite worked out… it took up too much screen space and was still hard to readup/down/front/back so we ended up going with the peripheral version.The code and graphics for the older interface don’t exist in the final game. It’s neat to see fans with such dedication”.
From this you can deduce that some of the features people are after don’t exist anymore, either way it’s MS who have the code. As to will they release it? Persistent cries of give us the code might do the trick, hopefully someone at MS will just release it so we’ll stop asking lol
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Well this could be easily implemented if W0dk4 releases the source for the dx8-9 upgrade. All that has to be done is pull the locations of the ships, render them inside of a sphere mesh onto a render target, then add it as a post-processing effect. It’s the same method I’m going to use. Already tried rendering the mesh directly to the screen but with the inherent matrix instabilities, it shook alot. Same reason a ship shakes at the edge of a system.