[Freelancer Mod News]Freeworlds: Tides of War - Tactical Overview
-
You haven’t seen the entire thing we have in mind, Huor.
Trust me, this interface fits
-
Huor wrote:
Technically seens this is quite a masterpiece of work - respect! I like the scrolling and with that zooming in and out (reminds me on my old times for opengl implementations ;)).But for freelancer - the game itself - i think it doesnt really fit. Its looking like a different game. Nevertheless nice work!
I’d disagree. For huge capital ships, that control the battlefield, and for commander of large fleets, with more than 40+ players to control, this tactical overview mode will probably be a huge asset for large scale tactical engagements.
Furthermore, the mod team has planned to control NPC capital ships and small NPC squadrons, which would make this tactical view even more critical.
As for it looking like a different game, well, that’s what modding is all about
-
Sushi wrote:
As for it looking like a different game, well, that’s what modding is all abouthave to disagree with that unfortunately. imo modding is not about redoing the game but extending it. making it stay what it is but doing it look better, work better and be more interesting, inspiring and attractive to the player. however, a total conversion is no total conversion, if it doesn’t convert the basic functions to what the converter sais he does.
the Star Wars atmosphere, the battle scenes and stuff like that do require a strategical amount for the capital ships while fighters are only to be ordered to certain coordinates do engage certain targets. other sources, like Star Trek would rather require motion in turret view and maybe turret view zoom, but no tactical overview due to the template bases on almost only capital ships. Battlestar Galactica would again be different, as capships are rare in a battle and nearly never interacting with fighters, which, are making the most action on the battlefield. -
Huor wrote:
Technically seens this is quite a masterpiece of work - respect! I like the scrolling and with that zooming in and out (reminds me on my old times for opengl implementations ;)).But for freelancer - the game itself - i think it doesnt really fit. Its looking like a different game. Nevertheless nice work!
Modding is all about change, especially in a total conversion. For those brave enough to attempt it, the freelancer engine offers much and since the game engine itself is at least 8yrs old, it just shows with a bit of application what can be achieved. Try to look past “Freelancer” the game and look at “Freelancer the game engine”. That’s what has been done here. Just because the FL engine is used to write the game, doesn’t mean it has to be about FL.
On a slight tangent, look at what OP has done with Crossfire, lots of non FL things going on there for example. That’s almost verging on a TC mod these days.
-
And i thought only Adoxa has the sources oO
-
I am sure it will be fabulous. I am just not the kind of player who acts very tactical - hence my misunderstanding of that part. The NPC things is indeed something i could like
Anyway would you see everything on this overview even if you havent yet found it? Or is it based on the nav map - so you usually see things first if you found them. Its probably something that would spoil the FL universe tho.
Nevermind i do respect the technical part that you guys have put in there! Is there further details - i am just curious how you can control the fl engine this way.
-
It’d follow the same restrictions as normal FL. If you haven’t explored it, you can’t see it.
-
Yes, it shows everything which is a problem for the exploration part of the game. Though I could hide the “lines” to objects that havent been “found” yet. But still, you could visually search for things.
Could also try to hide stuff that hasnt been found yet… but thats a detail to be figured out later. -
+1
however, you can select planets and stations you are near to but have not yet explored, so maybe something like that, you can select it as unknown if it is within selectable range and/or visual range, making it appear as unknown, but nothing beyond these thresholds. -
Who wrote that code part btw? Just curious–-woddy?
How did you implent that? I suppose you used code injections, meaning that you used your very own code instead of modifing the game - and then you might have added the models and graphics for the tactical overview map.
-
That was (more or less) my question. Awesome stuff, eh. I think not one of us can even imagine the amount of work which was necessary for this thing. Ok. Except Adoxa and M0tah.
-
Hehe. You guys really have the chance to both revolutionize and reanimate the game, hehe. Hope you don’t forget to make proper PR for your modification (You might want to take some people of your community in PR positions to promote your mod, also at SW communities.
-
Freeworlds hit the #1 spot on ModDB for visits/day yesterday (out of all mods), so I think the PR’s working just fine already
-
DX9, 3D tactical overlays, NPC’s that accept movement orders, come on guy’s, you’re just taking the piss now! What the hell are you going to show us next, HDR? I wish someone would donate you some really nice planet textures.
-
Incredible.
-
Bas wrote:
Dudes, you are totally w00t!!1I totally agree with you Bas.
I’m not much with all this technical jargon but what they’ve done with the game is very unique and they’ve done a great job with it.
Hats off to Sushi and his Team. :pint:
-
To be honest, we have many people to thank for where we’ve gotten in mod development. Not only is it an awesome team, but one that comprises of many different developers from other mods with the addition of W0d, FF, FoxUnit01, etc.
We have the entire FL community to thank, really.
So thank you