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Indeed, but cinco has a point. The textures don't look improved at all. Everything looks good from a distance (as they have always), even more so with the bump maps, but its still the same old ugly textures close up. Unfortunately, this also clashes with the sharper image you get from the mapping.
Do you have any plans to retexture any of the models?
Somebody has got to mirror this somewhere else, that Uloz website is the worst thing I have ever seen.
If you want this to work you're going to need a lot more enter-able buildings. Sahrani has hardly any on its own.
Thank sweet ****, I love this mod but man is OFP clunky compared to later BI titles.
Unless you're making this a Crysis or UE mod or something, which would be even better.
Discovery had me quite disenfranchised with the extensive list of RP rules. I'm glad you guys are keeping it simple - downloading for my community's "Space Thursday" as we speak.
(seriously even the "relaxed rp" server had like 5 pages of rules wtf)
I hope this mod sees the light of day. I look forward to visiting City 23.
As if ISD's didn't look scary enough, now you've gone and added fancy lighting and texturing to it. I need a new pair of pants.
I rather like the blue ones myself, but I think I'm probably alone there.
I've never seen a K-Wing in any of the games or movies that I've seen but god damn is it cool. Who's idea was it to throw a quadruple TURBOLASER battery on a FIGHTER anyway?
My only issue is that its a quarter of the price of comparable ships. As much as I love things that are deliciously overpowered you may want to give that a little attention.
WE'RE SO CLOSE AAAAAAAAAAAGGGGGGGGHHHHHHHHHHH
Reading about the German dub made me a little nervous too, but to a non-speaker like myself the voices seem to be done very naturally and its not so bad on the ears. I might just go give it a try C:
You guys have no idea how wet you make me.
You guys putting bigger maps back in yet? The miniature scale of maps in this sequel are why I still play Forged Alliance and not this.
Very nice effects. I'd recommend making your custom systems much, much larger (1000km+) if you're going to set the cruise speed that high, either that or make their charge time 5-6 seconds to give some delay.
My erection is rising.
Frigates ought to behave similar to how fighters do in the original HW2, or at least the corvettes. Its great to see that CCP has loosened up on where their content gets used, though - I remember once-upon-a-time they didn't let anybody do anything with their artwork.
That tactical overview made my jaw drop. How did you manage to implement THAT?
And for the love of god don't enforce silly RP rules on any of your official servers. Sometimes I just want to **** around and kill people without having to have some stupid "I AM A BIG FAT PIRATE" item in my cargohold that costs 40,000,000 and restricts what ships I can fly.
I'm loving the concept art you've put out so far, but I have one simple request. It isn't hard to fill, yet somehow nearly every Freelancer mod has missed the mark:
BALANCE. CONSISTENCY. These two things are missing from every major Freelancer mod that I've ever played. Discovery performs well, 88 Flak's combat overhaul can't really be applied to this criticism, but:
-NSU has inconsistent pricing and stats on all ships in the game - some ships/factions are useless, some are entirely overpowered, capital ships are done all wrong and most ships don't fill the roles they did from their game of birth.
-Crossfire, while I admittedly have not played in a long time (installing 1.9 atm to see if its any better) suffers the same issue: inconsistent pricing on ships as well as ship stats making no sense in many cases. On top of that, the horrible UI changes make it an unpleasant experience.
-Discovery is well done, but paced very slowly, and heavy RP enforcement on their server means that the atmosphere they provide isn't very welcoming for their base, and oftentimes is just an invitation for kids and neck-beards to play pretend power games.
Please, don't make the same pitfalls as every other Freelancer mod out there. I sometimes wonder why I bother coming back to the game to see the same old nonsense coming out of ModDB.
Are we going to see a custom universe map?
Need Mission Makers, eh?
I don't have any released work, but that doesn't mean that I don't know my way around the editor and scripting. This is just the kind of project I'd like to start my portfolio with.
Get in touch with me at firstname.lastname@example.org if you want to know more. Give me a test assignment or something like that if you feel it is necessary.
ima download this **** REAL HARD son
I'm going to put in my two cents and say capital ships should be a definite add, if not in this game then in the future (since you pump these out like mad, I'm willing to bet there's going to be another one sometime). As mentioned before, it gives a group of players a goal to work toward in order to gain power, and allows for a real escalation of the game if two opposing factions gain real warships.
What I think this guy is trying to say is to make it so in components.txt all of the cockpit positions are moved outside of the ship to give a third-person style hack. I rather like the idea (and I do believe I saw a screenshot of that in the gold hud thread) - do you know if there would be any potential issues from that?
I'm no good at 3D art but I can work my way around configs just fine. Like Jeffman, I'm curious to see how you handle lasers. If traceline-style weapons haven't already been made, I think it very much likely that its for a good reason (IE: no room for it in the engine).
Should try some effects from FSO. ****'s tight daweg
Damn, where did this come from? Very nice. You pump these out like no tomorrow.
The Automatic Updater refuses to connect to your servers. This is _EXTREMELY_ disappointing, as a simple torrent host would have fixed this.
This is why pushing software of any kind on your user is a bad idea - it will not work with everybody.
Damn, this came out of nowhere. Has my track.