Posts by Forsaken

    @LordAdmiralDrake
    Not sure what class it is atm. The entire line was made up of modular pieces. Once we get the various combinations sorted we'll know for sure. Furthermore, the SWWT mod doesn't use Light, Heavy, Very Heavy fighter classes. We have 10 different fighter subclasses sheltered under 3 main classes (Scouts, Interceptors, and Fighters). This was done to ensure a selection base of ship classes suitable to a players flying preference instead of everyone in VHF's like in many other mods.


    The model maker requested I make a color change so it is in line with vanilla's liberty colors. I'm not sure this is an improvement, but what the man wants, he gets...


    Patriot Advanced Light Scout


    Oh, I agree. That's why having meetings to properly define goals and mod direction are important. From there, the team member pick the tasks which are most suitable to their skill set and available time. After all, modding is a hobby not a job. Operating a server on the other hand is a job. :(


    Anyways, back on topic - I just finished up another ship in this line...


    Oh ok. I figured I'd ask.


    TBH, we're not as huge as people might think - Now FW:TOW is a huge team!


    It's sad to say but it seems that the same few guys end up doing the lion's share of the work. Afterall, too many people with their hands in the pie at once can make a mess! Having said that, with numbers does come an advantage... specialists who are expert at one solo thing. Enigma for example is the most awesome pixel pimp (photoshop guy) and Eloco and Doc are modeling experts. I'm not super at any one skill but I can do almost all modding with the exception of C++ coding. But if there is something that is kicking my ass, somebody else on the team will help.


    Coordination of work used to be a HUGE problem. I used to be the gatekeeper/compiler. Everyone would send me their work and I'd compile it into the master mod - It was insane, considering we pretty much rewrote half of the inis. When we merged with the War-Torn team a few years ago, we had a brain storm session on how to improve our work flow and efficiency and eventually ended up using an SVN based system. This system stores all of the mod files on the server, which is the master copy. Everyone with access to the SVN has a copy of the mod files on their pc. Lets say, 2 guys on the team are modifying the loadouts.ini at the same time. Once they submit thier changes, the SVN will notify them of the changes made by the other guy and will merge their work (the person submitting the work can view the differences to ensure there is no conflict). The SVN also has a version history so we can revert to an older file at any point in the mod history. Also, everyone else can update their copies of the mod in 2 clicks and we all can jump back on the devserver within minutes of a major change being submitted.

    Thanks guys!


    Drake , you're more than welcome to join us if you are willing to work in a team environment and learn.


    Iron118 , yeah that was our intention. We're breaking away from the entire vanilla precedent - which means no more Bretonian fish like ship, Liberty eagle like ships, and whatever the hell Kusari/Rheinland are. Our ultimate goal is to make all of the ships ingame actually look like high tech spaceships. It's a long damn road... :(

    Total conversion from the Freelancer universe to a different universe?


    In that case I'd say Freeworlds:Tides of War. The things they've done and are doing simply amaze me. If you haven't heard of them, it is a Star Wars total conversion. Go to ModDB and take a look.

    Oh hey! There is a name I remember. Welcome back man. I know you've been gone forever, but don't worry... Freelancer is STILL alive and well.


    Want to see how far we came?
    <!-- m --><a class="postlink" href="http://www.freelancer-swwt.com/Mod/SWWT_Mod_Client_Version_1.4.msi">http://www.freelancer-swwt.com/Mod/SWWT ... on_1.4.msi</a><!-- m -->

    Go into the data\universe\system folder and edit the system ini file for the system you wish to change.


    It's pretty self explanitory what you need to change. If you mess something up, then it'll crash. The easiest way to eliminate encounters is to put a ; infront of the line you wish to remove. Make a backup to save yourself the headache of reinstalling.


    Quick Example:
    In the Li01.ini lets say I want to eliminate the rogues in the Pittisburgh Debris field. I open the Li01.ini and find the section that looks like this...


    [zone]
    nickname = Zone_Li01_Pittsburgh_debris_001
    ids_name = 261211
    pos = 47675, 0, -63380
    rotate = 0, 15, 0
    shape = ELLIPSOID
    size = 32500, 15000, 42000
    property_flags = 128
    Music = zone_field_debris
    spacedust = debrisdust
    spacedust_maxparticles = 50
    ids_info = 65999
    visit = 36
    comment = Pittsburg debris
    sort = 20
    toughness = 1
    density = 5
    repop_time = 20
    max_battle_size = 4
    pop_type = lootable_field
    relief_time = 35
    faction_weight = fc_j_grp, 5
    faction_weight = fc_lr_grp, 11
    faction_weight = gd_bh_grp, 2
    encounter = area_scout, 1, 0.410000
    faction = fc_lr_grp, 1.000000
    encounter = area_bh_assault, 1, 0.040000
    faction = gd_bh_grp, 1.000000
    encounter = area_scavenger, 1, 0.280000
    faction = fc_j_grp, 1.000000


    I know the fc_lr_grp are the Liberty Rogues. So I can comment those two lines out so it looks like this...


    [zone]
    nickname = Zone_Li01_Pittsburgh_debris_001
    ids_name = 261211
    pos = 47675, 0, -63380
    rotate = 0, 15, 0
    shape = ELLIPSOID
    size = 32500, 15000, 42000
    property_flags = 128
    Music = zone_field_debris
    spacedust = debrisdust
    spacedust_maxparticles = 50
    ids_info = 65999
    visit = 36
    comment = Pittsburg debris
    sort = 20
    toughness = 1
    density = 5
    repop_time = 20
    max_battle_size = 4
    pop_type = lootable_field
    relief_time = 35
    faction_weight = fc_j_grp, 5
    faction_weight = fc_lr_grp, 11
    faction_weight = gd_bh_grp, 2
    ;encounter = area_scout, 1, 0.410000
    ;faction = fc_lr_grp, 1.000000

    encounter = area_bh_assault, 1, 0.040000
    faction = gd_bh_grp, 1.000000
    encounter = area_scavenger, 1, 0.280000
    faction = fc_j_grp, 1.000000


    Ive just removed the Liberty Rogues from this encounter. All other modifications are pretty self explanitory with a bit of tinkering.

    The Shattered Worlds:War-Torn Version 1.3 DevTeam has released a Beta version of the mod. It features massive upgrades, new content to Freelancer and is fully compatible with single-player. Please note, all player characters created on the multi-player server WILL persist into the final release and later versions. Join us! See Freelancer like you have NEVER seen it before, trust me!


    Please go to the following link to download the mod:


    Click here for Download Link