Librelancer 2022.02
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Holy crap, man. That’s incredible. I remember when the ALE format was just getting figured out and here you are making a new renderer for them.
The fog and asteroid field look great as well. Do you have plans for working on the rendering of asteroid fields from the outside? FL had some wickedly clever tricks for making that look as good as it did with the simple set of tools it had available.
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You can do something similar to what I recently implemented in FL:
That’s just a very large number of point sprites that are rendered as though they were physical objects. They’re accurately lit, resize with distance and fade out when too close. It’s a much more dynamic system than Freelancer’s and it can actually reproduce arbitrary asteroid field shapes (rings, crescents, etc.). It’s also reallllly fast because they’re just points that the GPU transforms into screen aligned quads.
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So I thought I’d have a go at rendering some of the HUD
Collision models are working, and the ship can move around and bump into things. There’s also a ton of background improvements, including a DX9 backend for old systems (which is terribly slow), and native support for MSAA, which once there’s a proper GUI can be exposed in the graphics options. I’m getting rather out of my depth in the area of physics and such though, so any help with that would be appreciated.
Furthermore, I haven’t figured out how to do the sun lens flare or almost anything related to the AI. If someone has documentation based on that, you’d be my new favs.
Gameplay demo should be out once the HUD is functional and the defender engine fx is working properly.
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Worked a little more on the ALE engine. Progress is slow, but it’s progress none-the-less!
https://www.youtube.com/watch?v=eYWUgz-t1vQ
EDIT: how do you guys get the embed to work?
https://www.youtube.com/watch?v=eYWUgz-t1vQ -
New build in the OP!
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Is there any way to rotate camera in the system view? I just see controls to move around.
And unfortunately when clicking on Gameplay Demo, the music of Liberty starts, but the game is stuck in a loop. No errors, only “no sur found” warnings.Edit: When moving around in LI01 the game also gets stuck when approaching Fort Bush or getting Manhatten in my view.
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So… here is Thn! Or at least a buggy implementation of it. (As usual, click image to make it bigger).
This is yet to be committed due to how buggy it is, but this has allowed me to go through and remove practically all the bugs in my lighting implementation!There’s still bugs with IllumDetailMapMaterial, and FxRectAppearance in the Ale, but progress is progress.
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The project now has a website - http://callumdev.github.io/Librelancer/ !
I’ll be posting screenshots and releases here from now on, as maintaining two different forum threads is a bit silly.Releases will be named in YYYY.MM format
The website is fully editable at - https://github.com/CallumDev/Librelancer/tree/gh-pages , so if you feel like adding information to the tutorials section, please do!
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Version 2017.03 released. This is the first under the new release format.
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Quite a few systems at the moment crash due to the Alchemy engine crapping out. I think you can get to Br02 though.
Will put remembering FL install location on the todo list.
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Attempting to load the discovery mod: http://imgur.com/a/Dw4ez
Tons of crashes due to missing zones + CRC errors, but the stuff that loads is pretty. I even managed to crash radeonsi though I’m not sure how yet
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Preview of some features coming up:
https://www.youtube.com/watch?v=gdF5Tf_b3do
- Atmosphere rendering
- Speed properly matching up with FL physics
- HUD things
- Multiple resolutions
(also any information on how FL physics works would be greatly appreciated)
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Well, the physics in Freelancer are a lot like flying an airplane rather than a ship in space.
That means that every force has a counter force and that’s why you stop if you turn off your engine (not engine kill!).
So the standard physic equations for speed, distance and acceleration, etc. apply to FL.I’ve added some info regarding engines and thrusters to the wiki, so head over if you got any questions. I’ll write something on ship handling in the next weeks.
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Thrusters! https://www.youtube.com/watch?v=qBlxLtTxXgo
- Ships now go at speed using values from INI
- Thruster drain is correct
- Turning is still incorrect (so much math)
- Still got camera and selection work to do
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https://www.youtube.com/watch?v=1RRxP4oQZZI
Glitchy New London THN aesthetic. (Click here, youtube embed still not working?)
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Version 2017.10 is now released! (Check the first post for link)