Freelancer Beta 1
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Did you make another account to make it look like two people were asking for a mirror download?
OLLOLLOLLO
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Yes Because i cannot Download it in my 20 Download limits 20 Tries thats why i am asking anyone to add any good mirror
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Got the Beta
i like when tradelane shaking effect, but something is weird when i attack ships as they hull power reduces i am getting an error each time and i have to press ok each time to continue playing it means for killing 1 ship i have to press ok many times when error appears, any fix of that?
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(pokes his head in)
Well, this is a development. It seems like everything decides to happen while I am taking a break.
I trawled through the files, hoping to find something interesting that I could use, but came up disappointed. The music files, which is what I was really interested in, are of inferior quality in my opinion. The closest I found to something that I may want to use is the new (old?) Nomad Elite, but it would be a pain to wireframe that thing for little benefit. The original has a wireframe already, but it appears to not work in-game, and the new model provided by Thaddeus has changed sufficiently that said wireframe won’t work. So I came up disappointed…
Until I found something.
The gas miner.
It’s roughly the same (and is obviously a precursor) as the secondary gas miner model found in the Hokkaido system in vanilla, but unlike the vanilla model, it has working docking ports. It also features a large interior area that you can fly into, as well as a fully working SUR and wireframe. Quite a find, and I’ll probably implement it into my mod.
I’ll keep looking, but I’m not sure I’ll find anything else.
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The gas miner is the most interesting thing, although it does shares the same .vms name with the newer gas miner and causes crc clashes. So you need to mod that if you want to use it in the same system as the others. It also has an animation, the exhaust ports extend out from the body ~for some reason~
Cargo pods are also interesting, they are the multi colored jobs from the beta screen shots. They are in the same early format as the No_elite, although they appear in game the wires dont show. One of these days I’ll get round to doing them. Already converted the textures to dds and cleared the texture crc issues with them.
I have since completed the Nomad elite to a vanilla standard - 4 lods, handwritten wireframe based on lod3 - working animations. On the back of that I also rebuilt the fighter, my own nomad freighter and 6 spike snub to the same standard. Drop me a pm if you want to use them -
What about that Nomad Elite working in todays FL with animation and sur? http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=5267&forum=9
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All of Freeworlds’ models have LODs. It’s the only way to integrate high poly models without causing heavy aliasing from a distance (it also helps performance ).
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I have been playing the first mission in the beta. I really love the way the ship handles, i never liked the absurd speeds and agility in vanilla. Is there any way to copy parts of the interface to a mod? Some of those things are really usefull.
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Is there anyone who knows more about interface editing? I played around with the beta files trying to copy them to a vanilla install and hopefully reenable the mesh viewer for the player ship. The files are very similar, beta has an aditional mesh entry to a .vms file in the hud_showinfo. I really hope that it’s not disabled definetly from the game engine.
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Whats about windows 10 and audio codec?
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http://www.youtube.com/watch?v=QFqWGiHDDeY
Finded in Beta and implemented in my mod. Any base in Beta has landing animation.
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nice find
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Good find. I always wanted to see something like that in the game.
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So what’s different? The thns themselves?
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scripts/bases/ launch & land .thn for decks and then called from system/bases/room.ini
[PlayerShipPlacement] name = X/Shipcentre/01 landing_script = Scripts\Bases\Rh_04_Deck_land_01.thn launching_script = Scripts\Bases\Rh_04_Deck_launch_01.thn
oh you can open the doors withsc_no loop
but i did not figure how to make it play one time yet, it keeps looping the door anim
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I have not yet been able to get the beta to run so I can’t even see the animations you speak of. If I were to try to incorporate the thns into my install to see them I’m assuming it would be a simple matter of replacing the thns with the ones from the beta and making the changes in the rooms files as applicable.
Or, would I also need to replace the cmps and 3dbs for the bases?