NEW HOPE for Freelancer
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tonamin wrote:
I dont see anyone else haveing any ideas, apart from just sitting there and let freelancer fade away. Good job guys, good job!If you think you’re so much better, why don’t you work on something? Those people you say are just “sitting there” have done a lot for the game, and you should be ashamed to insult them in this way.
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tonamin wrote:
I dont see anyone else haveing any ideas, apart from just sitting there and let freelancer fade away. Good job guys, good job!you deserve a jun’ko face
What if we get Unity and as a BIG group of modders we help to make it?
I can help with textures … another guy could help with the ships and models
and some others who know how to ue the scripting thing could write the game…
If we just try as a group we could make something big -
one2many wrote:
If we just try as a group we could make something bigSure, you and every other indy development group that’s tried to make a successful space sim in the past decade.
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Bobthemanofsteel wrote:
one2many wrote:
If we just try as a group we could make something bigSure, you and every other indy development group that’s tried to make a successful space sim in the past decade.
take it easy bro, if we couldnt make it before was because we got tired or there wasnt enough resources (or people)
Also, not everyone here can develope things as a pro
If the entire starport gets into it we should be able to make some playable thing…anyway
all we have here is liberty ale -
Actually there is a project in the works. For the modders of FL you only have to look as far as the users who have made tools and extended FL well beyond it’s original programming (FLHook, FLAC, the DX9 conversion from the FW team, etc…). Plus all of the modders who have contributed models, scripted, editing and more so much so that FL no longer even looks like FL. And on top of that the startup conversion projects that exist out there on sites such as SourceForge that were never completed. Well there is one that is still going strong though after 2 years of development and you are free to help. Since FL is copyrighted it isn’t FL per say, but it has the spirit of the game being built into it. I can’t make it like FL and still sell it but you can make it like FL and give it away (it has a MOD folder for that). Easy to script (INI text files for everything), a common model format (.X) and DirectX 9 is fully supported. Multiple extended formats in the game such as texture based specular, bump mapping, glow maps, detail mapping, group models, animated textures, dynamic economy, construction, ownership of in-game items, mining, looting, persistent NPCs (over 700 now), custom music and much, much more. And it is still in the alpha stage of development.
So instead of fussing about when FL 2 will be released, how about helping make it happen by contributing to my project. Any and all help is needed. Everything from tools, models, scripting to bug finding is open for all.
Sorry for the shameless plug, I’ve been developing GE for the past 2 years which is what you guys keep posting about in thread after thread, with your help and input it could actually happen…
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The main problem with setting up teams for voluntary unpaid work like this is the disagreements, and eventually the originators split away because they aren’t being listened to, or can’t keep the steam up because it is unpaid and voluntary.
Most of us put in unbelievable numbers of full days and hours of work into modding FL, and it was very hard to do, and to learn what to do. But we kept going because it was our own “thing” and our own ideas going into it, and we wanted to see how good our results were.
But if we had been put into a team, or even got together willingly into a team, we would probably not have kept it up for more than a couple of months at most before the team fell apart, because each member would have differing ideas and it would not be our idea, so we would not keep up the same energy and effort that we would (and did) put into our own work for very long. Human nature. I admit my own shortcomings and I have seen the same in many others.
When I first started modding, the tools were very poor, hard to use and full of bugs we had to learn and get round. Today there is a raft of nearly superb tools for so many aspects of modding FL.
But LS has almost all of what is needed, I think.
So in my opinion… There you go guys, you will have a head start with LS and you will also have the Master to help things along when you hit roadblocks.
Personally I think this would be the best way to go, but those who volunteer have to first understand that they will need to commit to achieving targets without resisting, whingeing or ducking out.
So someone has to set those targets, because there is an aim to this work, and the rest have to obey, follow and achieve them.
And of course not to quit until the project is either completed or abandoned. That could be a couple more years, and your wife will NOT like it, I can assure you.
So if you are a single nerd, and looking for a focus, and sleepless night hours of frustration but with great satisfaction when you see your results - here it is!
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LancerSolurus wrote:
Actually there is a project in the works. For the modders of FL you only have to look as far as the users who have made tools and extended FL well beyond it’s original programming (FLHook, FLAC, the DX9 conversion from the FW team, etc…). Plus all of the modders who have contributed models, scripted, editing and more so much so that FL no longer even looks like FL. And on .LS, please think a little bit of my suggest. I believe you already saw it.
Everybody have their limits, i have 3 big personal projects in the last year, but now, non of them finished and i already drop one down because i don’t really have power to finish those things in this limited time.
I understand work for something alone is kind of sad thing, which will only have few people support you, and fewer people actually help. SO, that’s why i suggest you start from a little target, then, follow the situation. (Since i saw the video and guess what you want to make, a space shoot game OR ?)
I believe here no people happy to see a man’s good gift gets down. But, the determiner is the maker. Any decide will change the route of your GE, LS.
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@ST - thanks, it takes a lot of work and low and behold I still have a wife
@Nexose - space shooter, too a degree yes, it will have that. Since that video I have been concentrating on the empire side of the game, ie. crafting, building, mining, ownership (mentioned in my above post), tech development, manufacturing and more.
What specifically are you talking about below?
Any decide will change the route of your GE
My translation : Any decision to change the route of GE development
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LancerSolurus wrote:
@ST - thanks, it takes a lot of work and low and behold I still have a wife@Nexose - space shooter, too a degree yes, it will have that. Since that video I have been concentrating on the empire side of the game, ie. crafting, building, mining, ownership (mentioned in my above post), tech development, manufacturing and more.
What specifically are you talking about below?
Any decide will change the route of your GE
My translation : Any decision to change the route of GE development
Destiny, i mean. Not development. So i suggest you don’t make the dream too big, if you need big dream, you also need more night & more sleep.
If i will you, i will split the game into two part, one the engine, other one is the game itself. And now you got two things LOL, just like i did to my website.
Good point is, you may use the engine to make another game. And now you have three things LOL
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Well internally it is designed that way. Each time I add a new feature it has it’s own class(es). If I wanted to I could strip it down to a plain rendering engine in less than 30 minutes. Currently there are 72 classes that handle in-game features. Only 6 are needed for the rendering engine, the rest are game asset handlers. Some classes are built as threads (audio, AI, etc) so they can run at the same time as the game without interfering with it (as in slowing it down).
So yes, I can build another game fairly easily with it if I so desire…
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General comment…
When there was a balance of shootemup and trading to earn money for upgrades, that got people excited. Elite for example.
When we started playing FL we got exasperated with the time it was taking to amass wealth.
The originator of our Guild set about finding combinations of trade routes that would build up wealth fastest, and that was a new element to the game that added to the excitement - and envy, and that led to the Guild’s structure of selling knowledge, selling protection, making moderate loans, and enforcing Guild laws on the lawless. Roleplaying - mercenary, trader, enforcer, explorer, buccaneer, pirate etc.
Lots and lots of fun for many.
Then modding became easier as people unravelled the game, and the first mods were for instant money.
That ruined it for many of us, and eventually the Guild disintegrated, and I still think that contributed to it.
So there has to be difficulty in achieving targets, or the game will lose its attraction for many.
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StarTrader wrote:
General comment…When there was a balance of shootemup and trading to earn money for upgrades, that got people excited. Elite for example.
When we started playing FL we got exasperated with the time it was taking to amass wealth.
B.U.M.P UP for such deep state that tells everything about economic system.
I very agree about it.
+1