A giant shoe station.
Posts by Duplicate Louva-Deus
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I´m sorry but anyone who provided any information on this would be shot on sight.
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Another thing to keep in mind is that players hate mods that are unbalanced. When you have 30 factions, 200 ships, 90 systems.. and everyone is flying one ship with one set of equipment.. there is something wrong there. When a mod loses it´s balance it becomes boring and falls prey to a lot of troublemakers. Also with consideration towards the shrinking interest in the game we have to realize that Freelancer is not designed for Multiplayer. By that I post this question, how often do you see the majority of players concentrated in a few major systems? The reason is because players that actually try to play the game end up scattered all over the ´universe´ and rarely run into each other. This does not give a very good experience, especially not when this game is not aging so well. Some have tried to compensate by making a much smaller ´universe´ but that usually falls prey to boredom rather quickly. What is really needed are human organized activities. An interactive story (something like being an actor in a movie) where each person has a part to play. At that point mod construction is relegated to supplying the building blocks for this to take place. The RPG element is illusive but will be the deciding factor on how long this game lasts.
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A giant space towtruck?
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Hmm.. klingon language version.. fascinating..
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Not ready yet. Very interesting idea though, actually very similar to one I had in mind when we finished the SUR Exporter <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>
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Yes.. I vaguely recall that FLE will create files that are manipulated by the xml script if they don´t exist.
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You have a life? I go to school all day.. and when I´m not doing that I work.. and when I´m not doing that I do homework.. and when I´m not doing that my brain makes funny noises...
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I don´t think I have ever seen that happen.
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Welcome back! It´s been so long! <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>
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Tsk Tsk <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>
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Oh nothing... <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>
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No nano/bat/missiles/shields eh? Sounds interesting. I wonder how it will turn out though.
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Interesting... somehow I missed this thread. So is this project still going?
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So Anton.. when´s the next version of FL Model Resizer? <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>
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Alcander, depending on how you wanted to set it up this could completely replace FLMM, or could use it as a launcher/mod switcher. You would probably want to check out the source from our FLIA project for building the scanner to accurately detect all parts of a mod.
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See now if you two joined the EOA we could make a space balls mod <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>
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I would like to reserve 1.10 and 2.00 for a future game patch project.
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So has anyone found this to be useful?
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For those unfamiliar with hex editing this is what you change: 0024 7448 (this is the original code) overwrite with: 0024 7449 (this is the new code) I´m glad someone found some free time in order to look into this. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Argh - you should check your WOS mod with this.. you may be surprised about dissapearing surfaces.