Star Trek : Freelance is a non-commercial game development project originaly designed as a modification for Raven Software's, Star Trek : Voyager – Elite Force. Freelance takes place approximately nine years after the tenth Star Trek film Nemesis. The player takes on the roll of Commander Peter Callum, an experienced first officer who is about to receive command of his own

The Player will have to use a combination of tactical, investigation and diplomatic skills to progress through a highly interactive and non-linear gaming experience. The player will be able to traverse a large region of space, interact with their crew and alien cultures, explore and fly their own ship and collect new weapons and items to assist them on their mission.

Freelance will include:

A massive non-linear story reaching across the galaxy.
A fully interactive NPC set that you can converse and form a relationship with.
A fully functional flight system allowing you to fly your ship from system to system.
A comprehensive interface allowing you to go from Bridge Commander to Away Team leader in a manner of seconds.
A fully branching skill tree allowing you to specialize your character in Combat, and non-combat skills.

Freelance allows you to to enter the shoes of a Federation Captain. Where will you go? What will you do? You are in command!

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Edison Class Bridge (Based on Equinox) Edison Class Engineering (Based on Equinox) U.S.S Archer Stellar Cartography Lab
Blog RSS Feed Report abuse Latest News: Star Trek : Freelance - Engine Change/Dialogue Screen

9 comments by GriffinEndurance on Aug 1st, 2010

Freelance to go stand alone.

After careful thought from all of us here at Star Trek : Freelance, we have decided to create an engine specifically for the game. As a result it will no llonger be a modification for the original Elite Force game created by Raven Software. Below are some images of the Archer Class Bridge that have been successfully ported over to our new graphics engine IrrLicht.

IrrLicht is an open source graphics engine which supports DX9, "insted of EF's original DX7" and some advanced features such as dynamic lighting, bump mapping and higher model complexity. It might take some time before we are able to fully integrate what we have in EF into the new engine, and we will need to code all of the existing features and gameplay from the original game into IrrLicht.

We will be attempting to bring in some more people to help with this transference. This creates an exciting opportunity for Freelance and the future players. We will if course keep everyone informed of our progress, but expect a drop in visual media over the next few months while we focus on the code.

Bridge Shot 1:

Bridge Shot 2:

Ready Room Shot:

Conference Room Shot:

Please note: The weapon on screen is from a test project that comes with IrrLicht, and will not be featured in the final game. Also these image only express the graphics engines support of Freelance materals and not the advanced features that are yet to be implemented.

Dialogue Screen Implemented

After several days of tinkering we finally have a working version of the multiple choice dialogue screen. This screen will be used during conversations with in game characters to select what you want to say. How it will be worded is as of yet undecided. We are currently thinking of having a summarised line to express roughly what your character will be saying for each choice and have already implemented a 'Intimidate' and 'Persuade' feature that will appear in green and red, similar to Mass Effects 'Paragon' and 'Renegade' Choices. Below is a test image of the implemented screen. We are also in the process of replacing the font as the original EF font looks a little out of place.

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Star Trek : Freelance - Callums Dream

Star Trek : Freelance - Callums Dream

Apr 7, 2010 Demo 2 comments

This is the Freelance spin off mod, Callum's Dream. It is based around Freelance's storyline, however it does not contain any of the new features of Freelance...

Post comment Comments  (10 - 19 of 19)
Gen.Kenobi
Gen.Kenobi May 28 2010, 10:42pm says:

Amazing!

Just a question...isn't that ship the NX-01 in the video?? Sounds a little bit weird, considering the mod's timeline...

+2 votes     reply to comment
GriffinEndurance
GriffinEndurance May 29 2010, 12:25am replied:

Its an old model and is currently getting a revamp, but the nacelles are sovereign class style. The Archer was built in 2384 for the two hundred year anniversary of when Jonathan Archer first entered office as Federation president (See in a mirror darkly). This ship was designed based on the original NX01 blueprints in honour of this occasion. It had one mission, to deliver various diplomats and historians to Andoria, where Archer had once been an Ambassador. Once this mission was over it was commissioned as a small corvette for short range scouting missions, and towing missions around earth and utopia planitia.

+1 vote     reply to comment
ryanfarshot
ryanfarshot Jun 7 2010, 12:02am replied:

Yes, this is Ryan aka FarShot, I'm currently the modeler assigned the Archer. For a bit of background,
Stfreelance.com

In short, I'm remaking the model, bringing it closer to the NX-01 while also giving it a distinctive feel, after all, this is the 24th century we're (gaming) in. None of the WIP images have yet to be released officially, but stay tuned, as it is almost finished...

+1 vote     reply to comment
Frankenleigen
Frankenleigen May 28 2010, 1:31am says:

Looks absolutely amazing! This will be the Star Trek game we always wanted!

+1 vote     reply to comment
falloutwho
falloutwho Apr 16 2010, 9:01am says:

keep up the good work!

+1 vote     reply to comment
booman
booman Apr 8 2010, 6:12pm says:

Awesome! I'm going to check this out. Star Trek Voyage Role Playing Game? I'm in

+1 vote     reply to comment
Kalenov
Kalenov Apr 8 2010, 6:31am says:

Why the heck didn't I see this before...Bloody Amazing job everybody, +tracking ftw

Gotta ask though, why EF1, not EF2? Better graphics, and as far as my understanding goes, just as 'easy' (if you can call it that) to mod.

+1 vote     reply to comment
GriffinEndurance
GriffinEndurance Apr 8 2010, 6:59am replied:

Believe it or not, in my honest opinion, EF2 does not have the engine requirements for it. EF1 has a strong engine, with partial source code available. That means we can do almost anything to the original game with the exception of graphics upgrades. Although we have made some minor improvements. Plus as it is older, and "more dated" it also makes it easyer to mod as there are more developers for it.

+1 vote     reply to comment
Kalenov
Kalenov Apr 8 2010, 7:00pm replied:

yeah I suppose your right, I mean its basically the Quake 3 Engine right? (in reference to EF1) From what I've seen, its spawned a plethora of other engines/modifications to the engine, and still has large base community of both gamers and modders.

Again though, great job guys, can't wait to see the mod in full :D

+1 vote     reply to comment
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GriffinEndurance
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