Freeworlds: Tides of War - A Starwars Total Conversion Mod!
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FriendlyFire wrote:
@timmy: You’re not thinking this through. The only dated thing about FL is the graphics. UDK is all about flashy, but where’s the persistent multiplayer framework? Where’s the character creation/storage? Where’s the economy? Where are the NPCs? Where are the missions?The graphics engine is the first thing you see, but it’s definitely not the most important. Rebuilding FL from the ground up using UDK would take a very long time and demand huge resources specifically because all it has is a FPS framework. It’s got nothing of the RPG or near-MMO structure that FL does. It’s also not easily programmed by people who’re only used to INIs. You must remember that modders in FL are just a bunch of people with high knowledge in very specific areas. Transport them in an actual game development environment, where actual programming skills are required, and most will fall flat on their faces (not to be insulting, it’s a fact). They will most probably learn and adapt, but the required time, dedication and patience are just not worth it when the mod itself is already more than half completed (which is the case with Freeworlds and with most other mods which could possibly have the resources to start such a venture).
Further, tying us down with the UDK would prevent a lot of developments in the future. If I ever see a FL clone popping up from some member of the community, I truly hope they use open source or at least permissive engine licenses that do not require players to buy anything.
Hey, that’s what you’re here for, to think things through when I don’t! Nothing new there eh!
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I’ve seen a lot of pie-in-the-sky, shiny-rainbow ideas that quickly die off because people didn’t quite realize how much work was actually involved. Just remember, anyone can have ideas, but only a fraction will manage to realize even one of them.
The first thing any project should do is evaluate the amount of work required to finish. Sometimes that’s enough to show the project is not worth it.
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+1, FF
i remember in my early modding days i promised one version after another, required at least 2 months more than i promised due to buggy work and nonetheless brang out 4 versions of the same starter’s mod using foreign work only, even models featured in other mods already (it was a closed community, no download, only direct installations from my usb device to the client’s machine), including freeworlds btw. when i then had innovative inspirations, raising the quality, the quantity, making a mod that is worthy to be called so and that i could call my own and upload on the world wide web, i came up with digging through files line for line using huge amounts of time. i thought i’d be ready with it until independence day and now i am in desperate hope i can hold the date of 2010 i was about to mention in the trailer.
and this is modding, working on the same i worked on before, not learning something new from scratch.
now i know, before i take new ideas, i do plan how much time the overall concept will require, set a date, work and if i am being done earlier, than i am open for suggestions for minor changes and additions. -
What IS the latest version?
This is Freeworlds’ latest version
http://www.freeworlds-tow.net/forum/viewtopic.php?f=18&t=8592 -
Yep, i see server is 7th for a week.
Any fresh download links for lazy ppl?
Or as usually from ModDB? -
http://the-starport.net/freelancer/download/singlefile.php?cid=7&lid=2696
We will also make a news soon
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You wot mate?