Posts by Blackhole2001

    We made a suicide longsword shiva bomb. The problem being that it takes out your shields, and your still alive. So its not really a &quot;suicide&quot; bomb, because your still alive ^^ All those blue suns get kind of annoying, too <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>

    It is not a sequal, people. It is in the liking of one. It is the continuation of the idea that spawned FL. The free world, space sim, i mean, jeez, theres tons of stuff i can see they took from FL. It may not be the sequal in terms of storyline, development, or anything like that, but it is the continuation of the FL idea nevertheless. I still hate its guts, though.

    Players hate unbalenced mods with tons of ships? Sweet. FL:CE will have a mere 30 or so pilotable ships. only about 25 weapons, and everything is perfectly balanced. Once we are in the later stages, of course. The mod is still very, very early.

    Well, be my guest. The problem is that there are severe limitations on FL´s game engine and that upgrading to a better one would yeild more results. I´m not taking part in a mod like that, because your pushing freelancer to its limits. Freelancer has limits, people, you can´t just &quot;upgrade&quot; every single aspect. Have we unlocked ALE files? No. Have we unlocked SUR files? Not fully, we´re close, but not yet. What you are creating is an upgrade. I hardly call it freelancer 2, because it isn´t. Its just another mod that upgrades freelancer. And need i mention that almost all the ideas in the FL2 thread are absolutly impossible with the current game engine? Edited by - Blackhole2001 on 10/24/2005 10:20:55 PM

    Zophar, what you must understand is that your asking for freelancer source code is viewed as pirating, because Microsoft has not released the source code. Next time, before you ask for the source code, 1. Buy the game, and 2. Actually find out if the source code is availible. If MS hasn´t released the source code, its illegal and counted as pirating. Thus, i don´t see why he should have to take that back. You say you don´t play games illegally? You just asked for something that is highly illegal. <A href=´´ Target=_Blank><img src=´ ´></a> <A href=´´ Target=_Blank>FL:CE Mod Team Leader</a>

    I have completely lost contact with psycadlik and have not seen him anywhere. I´m afraid this poor system editor is dead <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> If only this system editor kept going. or maybe if FLE WOULD BLOODY PUT IN EXACT POSITIONING FOR OBJECTS! *grumbles* If anyone can reach psycadlik, try to either convince him to keep going with the editor, or have him e-mail me his source code so i can finish it (we both program in VB6).

    Hello. Yes, i proposed the idea and have been waiting on a graphics engine to make the game engine around. The big fat problem? I still don´t have the graphics engine, and it would take bleeping forever to make a graphics engine. Keep in mind i´m not doing this alone, and if you guys really wanted to make FL2, you´d have to help me. And theres a buncha copyright stuff we need to get around. I´ve thought through most of it through, and as long as we don´t use the name &quot;Freelancer&quot; or any other name thats used for that matter, and we don´t give any hint to the original FL storyline, nomads, new york, we can´t even hint at the huge battle of sol or the coalition. If we take all those precautions then we could make FL2 (or again, whatever it ends up being called) with no copyright infringements. But i´m not going to do it alone. EDIT: Read the sticky that says FL2 ideas, i posted around the 13th page, telling you guys what was planned and possible with what i was planning for. and this is a COMPLETELY NEW GAME. <b>NOT </b> a mod. The reason is that a whole bunch of the really good ideas require a new game engine. <A href=´´ Target=_Blank><img src=´ ´></a> <A href=´´ Target=_Blank>FL:CE Mod Team Leader</a> Edited by - Blackhole2001 on 10/23/2005 10:31:34 AM

    Again, because of ship, equipment, and commodity selling locations; conflicting base names, system names, modifications, amoung a huge assortment of other conflicts, not to mention version number and a huge freaking boatload of conflicting IDS names and infos, no, it would not be pretty. If someone gets permission from both the maker of Crossfire and Evolutions 1.30, somebody, possibly me, could combine them. But we´d need permission first...

    *sigh* A SUR file is a triangulated model that serves as collision detection, along with determining the model´s center, radius, and a few other misc. things. If your ship, base, or other CMP file (for some odd reason, 3db files don´t use SUR files...) you will need one of these, or you will be able to fly through the model, and the model will dissappear when its center is offscreen. FLmodelTool is a good way to generate SUR files, at least right now. They have a revolutionary new program in the works though.

    Well who knows, i mean, maybe its the fact that my computer is on crack <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Meh, wish i could run a debug version of your program to look for errors. Oh wait, i only know VB and <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> But it DID happen with my mod. The thing is that my mod modified resources.dll. So i deactivated, and it deleted resouces.dll, and you can imagine how odd that was. (Instead of, &quot;do you want to quit? yes/no&quot; it was &quot;IDS? IDS?/IDS?&quot; <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> friggin hilarious <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> I don´t want to test it again because i don´t like having my FL ****ed up..... Maybe once i make a backup. I´ll test it soon and let you know. And i still want to know what language it was programmed in <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>

    Hmmm, well, i´ve had to revert back to the stable version, because if i activate a mod, it works fine... Until you deactivate it. At that point your freelancer is screwed beyond reconition, depending on how much that mod modified. And also, the activate symbol on the control button does not change to an ´X´ when a mod is activated. Keep it up my man! And out of curiousity, what did you program this in?