[Freelancer Mod News]New demo of Freelancer: The Nomad Legacy released!
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- Tau 4: Mislabeled tradelane near jumpgate
- Manuf. Platform -> Manufactory. Is cleaner. (Defunct equip dealer at battleship)
- Avalon: Prison has no equip dealer, but equip area- Planet Kil -> Planet Kiel
On a space adventure…
Start:
Discovered systems: About 5
Game time: Roughly 6 hours
Credits: About 37.000
Ship: StilettoComing back to Bismark:
Discovered systems: 22
Game time: Roughly 8 hours
Credits: 128$
Ship: Titan
2 Lost weapons
Ships is a wreck
Lost a thruster too. :<I really struggled also because I had no income. Overpowered enemies for me aside, I simply couldn’t take job offers because my reputation was too bad. :x
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I would like to leave something pretty important. Motivational words.
I was just checking randomly some FL websites as I do periodically. I haven’t touched the game for years, except when I went for campaign again with the Trent the Monkey King-mod.
Yet, your mod pretty much sparkled my interest instantly. There was NEVER - to my knowledge - ever a (real/custom) fan-campaign of FL for all the 17 years! You can fully can term yourself as pioneers without a doubt!
I also prob didn’t expect too much. And boy, was I wrong! While I don’t understand a single word, the Russian VA sounds great! And I can’t even remember there being an option for subtitles to begin with, so I was quite baffled about that one, too!
You also don’t “only” came with a new storyline, but rather a whole new universe to boot. Also with some features FL was missing, like Engines or Power Plants, tractor beams and stuff (albeit were featured in many mods meanwhile). Also, a sidemission sounds intriguing.
You also made quite some surprising UI changes!Also, take a jumping motivating cartoon filly! (GIF)
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Jeider wrote:
Is this an exe hack? I can see where you changed the max_bank_angle values in the shiparch but don’t see how you ‘deactivated’ max_bank_angle.
Sorry, this is was a long time ago. May be I forgot, how I did that. Anyway, you already resolved this issue.
The question I still have is how did you keep the strafe feature with the roll feature? I can roll now but not slide left/right and when I try to map the keys in game I’m advised that the key is already mapped. When I try to map it in keymap.ini it doesn’t work, nor does it show as mapped in the options/controls page ingame.
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The question I still have is how did you keep the strafe feature with the roll feature? I
Oh, sorry, forgot about it.
That’s easy. But only by ini edition. This is content from my initial keymap.ini:
[KeyCmd] nickname = USER_MANEUVER_SLIDE_EVADE_LEFT ids_name = 1956 ids_info = 3228 state = keydown, keyup key = "A" [KeyCmd] nickname = USER_MANEUVER_SLIDE_EVADE_RIGHT ids_name = 1957 ids_info = 3229 state = keydown, keyup key = "D" [KeyCmd] nickname = USER_Z_ROTATE ids_name = 1463 ids_info = 3300 state = keydown, keyup key = "A" [KeyCmd] nickname = USER_Z_UNROTATE ids_name = 1464 ids_info = 3301 state = keydown, keyup key = "D"
Just 2 keys with same default keyboard buttons.
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(Also posted 2x on page2, in case you didn’t see it)
- Nanobots should be more in line in price - x10 price for x2 heal seems way too overkill
- Hornviper MK III has the same energy usage as MK II, at the very least in the tooltip.
Also, please contact me if you need any testers, or if I can help you getting some English VAs.
I will add a few paragraphs for FLHack and the generic base missions for the readme which you can copy.
So….aside of further focusing on new missions, I consider these stuff priorities to be done, either because of the impact and/or the low opportunity cost (time to work on it). In no specific order.
- Price fix advanced nanobots. I’d advocate for 2x the heal -> ~250% price of the previous
- Hornviper #3 energy usage fix
- FLHack inclusion, simply add the tool/files and leave everything in the doc else. Not coding or anything, just delivering along the mod.
- Inclusion of sold shield batts (if the work is not too much to do)
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I have updated the readme file, included a short guide for FLHack and the generic destroy base missions. I also fixed some grammar and spelling errors from other sections. (attached on the post)
I also have a suggestion to make:
You focus on storyline missions and the like. There are likely only some very few people who can do some.Meanwhile, get some other modders on-board. For good resource usage, it is best if others do the more routine and common modding and fixing; such as adding, fixing or balancing equipment, systems and the like. Of course, you are fully encouraged to communicate your visions and wishes.
For the same reason, I don’t think you need to be the one needing to translate. I bet there are tons of other people who could do such a thing. Same for spelling errors and maybe dialogues.
For getting modders, one place would be right here, others would be like the Global FL discord server (I can ask and redirect them if you allow me to).
Edit: http://s000.tinyupload.com/index.php?file_id=00237162831566835514
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After story mission 3, yes, because the readme says that anything further in story won’t work. There is still that one side mission though.
Everything after mission 3 is only with russian version and without dialogs. Mission 4 now in progress.
If you are short on time…have you tried recruiting modders, maybe here or at the global FL discord server?
In development of my mod I has one problem… no one can help me. Yes, I have support in hacks (thanks for everyone, who helped with it), but no one can help me create my sirius, create new cutscenes and complete my story mission. And I don’t want cooperate with foreign people, because it cause many problems with language. Sorry, talking on english already burns my brain. Development will destroy it… Only one way is possible - help me with translation. And implement sounds without me - this is IMPORTANT. Implementing of english sounds required too many time from me, but this is really usual work.
Nanobots should be more in line in price
Secret: in first version I wanted to remove nanobots.
- Hornviper MK III has the same energy usage as MK II, at the very least in the tooltip.
This is FEATURE. Sorry, but game balance - this is my job. You tried only demo version of my mod and don’t know about all planned and partially IMPLEMENTED features.
So. My guns system. This is not just “level 1 > level 2 > level 3”.
We have a Horviper. This gun has a 4 version:
Hornviper Mk.I - basic gun
Hornviper Mk.II - standart gun, 2x damage, 2x power
Hornviper Mk.III - advanced gun, 3x damage, 2x power, SELF-DESTRUCTION
Hornviper [Nomad] - advanced gun, 2x damage, 0.5x powerMk.III gun has enabled “damage per fire” feature. You’ll lost percent of gun hull after each fire. But you can avoid this feature. Find - you can’t BUY, you need FIND it - special rheinland weapon cooler. This cooler will disable overheat on all your Hornvipers and Flamecurses. But you can mount cooler only for ONE faction. You need to choose faction and find required cooler for your guns.
This feature already implemented and working.Nomad-edition of guns. You can craft “nomad-edition” of HornViper. This gun will have purple fx and minimal power requirements. For craft of this gun you need:
- buy blueprints
- buy gun components
- find and get nomad energy
- buy special craft gun for selected weapon
- fire on special factory for this gun
Feature working, we did plugin, but feature still not implemented in game world.
This my weapon system. Craft energy-efficient guns or get maximum power for guns of ONE selected faction.
About everything else. Thank you for interest in my project. Thank you for founded bugs. I’ll try fix something of that. But you need to have limits in your interest. I don’t want to change balance. Thank you for readme, but I`ll decide myself, what I want to write in my readme. For example - bases in random mission. Descriptions will come in mission 5. You can learn everything already in game. This better. And I don’t want to allow players to use FL Hack. Mod already have console. May be I need to create some descriptions for this console.
Just a joke: I am the boss here
I hope you are not upset by these words. Sorry. You too motivated to change everything. And don’t know, how this system works.
For example. Look at this video: https://www.youtube.com/watch?v=eWuCPik4EuM
You can find this something, what you can skip without properly translation. And this is about trading missions too. -
velopment will destroy it… Only one way is possible - help me with translation.
Do you got the texts ready? I can see if I can find someone online for this.
And implement sounds without me - this is IMPORTANT. Implementing of english sounds required too many time from me, but this is really usual work
Do you mean recording or also included them ingame, aka coding them into files?
This is FEATURE. Sorry, but game balance - this is my job. You tried only demo version of my mod and don’t know about all planned and partially IMPLEMENTED features. So. My guns system. This is not just “level 1 > level 2 > level 3”. We have a Horviper. This gun has a 4 version: Hornviper Mk.I - basic gun Hornviper Mk.II - standart gun, 2x damage, 2x power Hornviper Mk.III - advanced gun, 3x damage, 2x power, SELF-DESTRUCTION Hornviper [Nomad] - advanced gun, 2x damage, 0.5x power
At the very least, this explains why they were like getting down so fast and over and over again! ._.
But you need to have limits in your interest. I don’t want to change balance.
Hm, I see. I would like to still give feedback on stuff like this, however. I think giving feedback is important, it is your choice what you do with it, and maybe you get some cool ideas by it or you develop a concern for something you didn’t think about before.
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Jeider wrote:
The question I still have is how did you keep the strafe feature with the roll feature? I
Oh, sorry, forgot about it.
That’s easy. But only by ini edition. This is content from my initial keymap.ini:
[KeyCmd] nickname = USER_MANEUVER_SLIDE_EVADE_LEFT ids_name = 1956 ids_info = 3228 state = keydown, keyup key = "A" [KeyCmd] nickname = USER_MANEUVER_SLIDE_EVADE_RIGHT ids_name = 1957 ids_info = 3229 state = keydown, keyup key = "D" [KeyCmd] nickname = USER_Z_ROTATE ids_name = 1463 ids_info = 3300 state = keydown, keyup key = "A" [KeyCmd] nickname = USER_Z_UNROTATE ids_name = 1464 ids_info = 3301 state = keydown, keyup key = "D"
Just 2 keys with same default keyboard buttons.
Yup, that’s exactly what I have but I only rotate, no slide left/right. Verified against a fixed object in space.
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Yup, that’s exactly what I have but I only rotate, no slide left/right. Verified against a fixed object in space.
Don’t forget. This is DEFAULT keymap. Real keymap always overrided in your “My Documents” folder. For take changes you need to remove overrided file or make changes inside it.
Do you got the texts ready? I can see if I can find someone online for this.
Not all texts allowable to edit. But I can improve this work. This discussion already completed in discord.
About feedback. Don’t worry about feedback as is. Main problem - this is really “demo”. And you can’t see full picture. And we already find my mistake - I forget to reupload the mod with actual edition.
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Jeider wrote:
Yup, that’s exactly what I have but I only rotate, no slide left/right. Verified against a fixed object in space.
Don’t forget. This is DEFAULT keymap. Real keymap always overrided in your “My Documents” folder. For take changes you need to remove overrided file or make changes inside it.
Tried it in both the keymap in the INTERFACE folder and in the keymap in the My Games/Freelancer folder.
Only the roll works.