Freelancer, the future?
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Adoxa’s JFLP is the final iteration of all that, it’s got way more than Quickfix.
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Hey! I’m currently redo an old project. Making high res vanilla hud could be quite nice, I am using kHED, I already have done equipment icon.
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Here is the model :
And in game it looks great and I have to create UHD ready files, like that FL would be saved for this part.
And I forget to say that FL beta sounds are really high quality so I’ve started a rip but the files are encrypted and have a weird wet sound. Sadly, I can’t play the beta…
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I’ve installed it but can’t play…
Here is a screenshot of the hud update :
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Ive to agree with FriendlyFire.
The problems are to find people that would be willing to work on such a project and get the people to agree on something.I can only speak for myself.
I certainly have everything needed to contribute but my problem is a bit the motivation and also my responsibilty to the players of my mod.
I have to decide if I invest time here into vanilla FL (who almost nobody plays) or if I use that time contributing to further improvements on Crossfire (where at least the player I know have a benefit from my work).
You of course could say “the HD stuff could also be used on mods” but since my mod is HD already there is very little benefit for me and the members of my community.There of course is the possiblity of further improvements in quality… especially on 3d models. I totally agree with that.
Im just not convinced that more complex 3d models would make FL any better, especially since the OpenGL stuff that currently is in development probably could cause similar improvements without the need to touch every 3d model.As you can see, right now i am struggling with conflicts of interest and the question “what is worth being spend time on?”.
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That’s OK.
I’m working on this patch currently, that will both allow FL to be portable (in the sense that multiple copies of it can exist on the same drive, with separate save files and configuration settings, no install needed).
I would like to create a patch that includes everything needed to get the game working, right now it’s not always hit play and then jump in the game when you first download it/install it. You have to go looking for stuff, tweak this, tweak that a lot of the time. Hopefully I can package this in a way that allows us to get a little player growth.
I also am rekindling my extension of Arghs XML toolkit, where I will standardise and template scripts for ships, shields, engines etc in their own individual files. The step after that is to webify them so they can be generated via a form.
It’ll make it easier for folk to develop in FLMM at least, when they can just drop in a file, and change a few path elements and tweak existing stats. Takes at least some of the work out of it, and may improve quality of work, reduce errors etc.
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Interesting. A couple of months ago I decided to play Freelancer with Trinus VR. The cutscenes were incredibly immersive, but the gameplay was utterly disorienting. I played it 100% vanilla.
It made me wonder what could make my favorite game more relevant nowadays, so I came back to check whether the community is still kicking and stumbled upon this post.I’ve had that idea for quite a while, a few good years actually; to one day claim the rights for Freelancer, remaster it with all engine improvements the community created and new shiny models, then redistribute it on Steam along with the original game as a bundle.
FF and R8R have already said it all, the lack of motivation prematurely buries the idea. Money doesn’t seem like an option, we can barely even maintain the forum’s host with donation. Crowdfunding just won’t work because the game is far too unknown to attract enough people, especially with all the competition at hand.
I’d definitely be glad to spare some time and contribute to such a project any way I could, and later maybe start an actual remaster project with friends once they finish their studies. Hopefully, the community will remain active, or at least keep its data archived till then.