Very BIG system/planets MODS ???

There are 11 replies in this Thread. The last Post () by X-Ray.

  • sorry to start a new thread only for this but it is a very specific question


    I'm one of those (few?) Freelancer players that love it but hate only the too arcade style that spoils all immersion (for me..)


    I know how to change the physics into semi-newtonian kind, so that problem is solved (even if you must carefully avoid too much inertia otherwise the NPC AI goes crazy... [10] )


    I also learnt (some 1 year ago) to modify planets, so much bigger and better textures.


    What I'm missing is a larger system layout, since the original one is ridiculous !!!


    >>>> Can someone point me to a MOD where systems are really huge ????


    I don't mean those having 500 km diameter, I mean really huge just like 1/10 1/100 real scale (such as 999,999 km)
    I know it can be done even if there's a visibility issue but it is resoved by exe editing, so this kind of mod has probably got rid of it..


    I've been serching for such a mod for alooot of time but no success, now returning to Freelancer after 1 year I was hoping maybe someone did it[B]


    Thans alot for all the help :)) ... hope to be usefull just after starting to dig into the game' files again ;)

  • I would suggest you to check Crossfire mod here in SWAT, there are some systems in the Hyperspace that are really big, specially sol system in wich you have to travel by warp gates instead of tradelanes...(yep its like jumpholes working to travel inside one system). There you have the entire solar system with all the planets, earth included¡¡


    OP can give you more info about it¡¡

  • big scales like in FLCE and Crossfire are possible
    but FL has limits
    In very big systems ships start to shake in outer regions and somewhen they simply explode for no reason

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
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  • Thanks people. :):)


    Yes I remember a long thread on this in Lancersreactor, it went very deep into EXE editing and was really usefull for achieveing big modifications.


    I remember that when "messing" with huge systems I created there was at least a problem with light getting crazy when ship si very far away...not sure about ship esploding but I seem to remember there was a solution changing values in the EXE... Unfortunally Lancersreactor is not on server now...


    I'm defintelly going to test the Crossfire.


    Must say that the download links don't work for me, after accepting the download I'm automatically tranferred to the 1st page and no file is downloaded...don't know if it's only on my PC..

  • EXE editing - its forbidden - unless you have special right... never mind ;D


    Its more usual that if you are more distant to a light source its getting darker than if you are near the light source. If you need to have it lighter dunno maybe increase the ambient light or smth.


    BTW ship exploding seems useless if the system is too big. There will always be some limits - also memory management is point here, so if you exceed the maximum universe size its would be useful to destroy ship that are out of range...


    i dunno if it works that way in freelancer, but i can imagine some kind of memory usage protection system ^^


    Good to know that you will check out the crossfire mod - welcome to our home ;D


    BTW can we provide a alternative download link... have read about some problems on the moddb page too

  • use the SWAT download section

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!


  • The problem with light is the shaking OP said above. Indeed the ambient light gives no problem after adjusting the general visibility by exe-editing, I never experimented explosion thou.


    Curiosly (but to be xpected) also Spaceforce has the same problem, when creating big systems, even after improving the general LOD-range, when the ship is too far away from center the sun flare begins to shake and the ship gets all dark


    About FL, I suggest to use Nvidia nTUNE to have even less gamma (then the light is very contrasted, as in real space...)


    Anyway, I suppose that what we can do with FL it is enough... the systems can be made realy huge, expecially in comparison with other games. think that X3 has a limit o 4000 km, what is really weird!! [12]


    The other question was to adjust the distance measurement and scale in map, it simply got crazy after a certain distance. this was also solvable by exe-edit.


    It's a peatty I didn't save that thread, but I suppose the old articles will be put again online when the Lancersreactor is back.


    ok, stop chatting, I go to load the Crossfire and surelly enjoy FL again...finally :D


    p.s. the download issue IS with the download section of swat...anyway I downloaded the CF-mod from ModDB so no problem for me..

  • hmm - dunno i tested the download last night and it worked fine

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • idea: instead of making planets and systems big, make the ships small. with proper camera placement and much less effort the same effect.

    <table border="0" align="center" width="75%" height="40px" cellspacing="0"><tr>
    <td align="left" background="http://img217.imageshack.us/img217/9442/swatwj7.png" width="2px"></td>
    <td valign="top" align="center" width="100%" background="http://img182.imageshack.us/img182/401/swatya1.gif"><font face="serif" color="white" size="5">&#191;&#647;&#592;&#653;&#387;&#592;&#623; - magwat?</font></td>
    <td align="right" background="http://img27.imageshack.us/img27/6025/swatright.png" width="2px"></td>
    </tr></table>
    <!--<hr width="85%" />

    Fix'd.

    -->

  • Quote

    >>>> Can someone point me to a MOD where systems are really huge ????


    Blackstar: when you finally get into Crossfire, you will discover that the Sol system is approx. 1400k across, which is why it needs warp gates; Sovetskaya is about 1000k across, and uses warp buoy tradelanes. Sol has several "death zones", as discussed above, and both these systems are so large as to make a complete, detailed, system scan nearly impossible.


    Another approach to enlarging systems is to remove trade lanes altogether, forcing ships to use free flight & waypoints for navigation. I believe the Olympus mod makes use of this idea, but I have no idea about the system sizes... :baby:

    My rig: i3-4130 Core Duo (3.4Ghz), Gigabit GA-B85-HD3 mobo, 8Gb PC1600ram, Samsung 2x 80Gb SATA RAID, Intel Integrated graphics, 3 optical drives, 23" Asus HD monitor + peripherals


    Character names: Centaurian_Alpha & CA derivatives
    Founder: Independent Operators' Consortium (established 2006)

  • instead of makeing systems big why dont take a real 3rd dinmension in. To be a secret wreck 20k high or a jh 30k down. This was done already in other mods.


    -------------(IOC)X-Ray---------------(IOC)Anubis--------------