The Freelancer Thread

That looks like Griff's ship set from Oolite that Gibbon converted. Gibbon himself started an Elite mod but has since stopped developing it. Details here, looked really cool too. :)
 
From what I can see, it's still in the very early stages, but it'll certainly be interesting to see how it develops.

It's a kind of pre-beta at the moment, a proof of concept that it can be done and made into an enjoyable, playable game. The idea is to get some feedback from freelancer and elite fans that it's on the right track, and to get suggestions for improvements and then create a full version. I expect to have a more complete game released September/October this year - with far more features, a better and more varied experience with NPCs, and perhaps even multiplayer (depending on demand for it and server costs). I am currently working on new station models that will rotate and still allow docking in the freelancer game engine.
 
Well, I've spent a little time on it so far, and aside from the Freelancer mechanics feeling a little odd in an Elite game, I did notice one issue.

It seems to be stuck on "widescreen" mode, with the image being far too large for the screen on my old hardware. 90% of the scanner & weapons tabs on the bottom left & right of the screen are completely cut off, and - even using Discovery Launchpad to fix the resolution - still appears to be stuck at too wide for the screen. I'll PM you the screenshots to keep the topic clear.
 
Not using widescreen?

The issue is in one of the config files - you're not the first to have the problem - the fix is as follows:

It's in the file DATA\INTERFACE\HudShift.ini under your installation folder. You need to un comment the first line (by removing the semi colon ; changing it to [HUDShift]) and adding a semi colon to line 8 changing it to [;HUDShift]. Hope this helps.
 
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On a side-note, those of you unfamiliar with Freelancer mods, make sure that the savegame folder is empty before launching this mod for the first time (It'll help to have folders set up for savegames corresponding to any mods you play, as well as one for Vanilla Freelancer - that way you just move them around as needed).

If the game detects any saves in the default save folder (including the "restart.fl" file) that contains information that doesn't match the ingame universe, it'll crash to the desktop.
 
I don't know if anyone's been following this on their Facebook page, but I understand that Stormprooter's got multiplayer currently as a work in progress, and I know one or two server hosts that have showed an interest in this.
 
@ Stormprooter
Thought this would be interesting for the folks over on the SC forums to know about your mod, so I've started a thread for it over there. :)

Thread here.
 
Latest version has been submitted to MODDB and is awaiting authorisation - dunno if it can be downloaded yet, but should be fully available in the next 24 hours.

This is an update to Open SP, and has also been tested with MP if anyone wants to host it. Just let me know so I can join in :D

Mostly Harmless on MODDB
 
Just as a small update, as of this morning a revised version of the mod has been uploaded with an adjusted version of flserver to work correctly with it.

Now those who don't know how to edit their flserver version can run their own multiplayer servers.

On a side note, I've come across several missions against the Thargoids - including the warships. Here's some pics of one mission.

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The only downside is that the Thargoids have human names and communications (particularly in the missions), but it would probably be tricky to filter that out just for the Thargoids.
 
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