Posts by SWAT_OP-R8R

    The plan was to test the new update this week and release it on the weekend.

    Unfortunately initial tests showed some issues with a few of the ~200 reworked 3d models. I don't know how many of them are problematic yet (during the short test so far not all of them are messed up). I need to do further tests to figure out how big the problem is.

    Good part of that is that I know what went wrong and there are options. I can exclude the models from the update since the removal of the workaround is just optional (explained earlier on this thread) or try to fix in a different way which unfortunately will take time.

    No matter what... i need a fresh reinstall of the mod now... and will check each of these files individually now to figure out how deep this problem goes.


    For clarification. This issue only is related to the visual 3d models.

    The ~570 newly modeled hitboxes seem to work fine. Also the other updates to the game engine seem to be running stable.


    I'll need a few days to check the files and depending on the results will make a decision on how to preceed.

    all of them are rendering issues but none seem to be known so far


    Have you tried to play with openGL shader option? That one is using a different render pipeline. Maybe this resolves the issue.

    Other than that it might also be a driver issue (I can only guess here).

    Hard to tell without crashlogs.

    Certainly very unusual to happen during the vanilla campaign since it was not modified.

    Last crash I had was years ago, which makes it even harder to identify the issue.

    HD mod is 100% imcompatible with Crossfire (it overwrites essential files) and even can be considered a visual downgrade.

    I can only imagine that dx play components where not installed when you tried it first time and the hde mod has a feature to enable it on win11. (at the time of the cf installer release that issue did not exist, and to my knowledge recent win11 installations have this legacy component active by default).

    Last week I came to the conclusion that having a rough roadmap for the planned updates is a pretty good idea.

    I can not tell at which point which update is going to be released but it certainly helps to understand what future updates are being worked on. By default I do not manage to release updates in the originally estimated timeframe (RL always comes between) but eventually there will be progress.

    Open communication always has been key here if people know what to expect it will be beneficial for the community.

    The roadmap will be updated more frequently.


    Roadmap:


    • performance and gameplay update (rework of all 3d assets in the game to improve stability, performance and gameplay accuracy) - release TBA soon
    • streaming update (performance improvements related to server communication) - release TBA soon
    • minor feature update (detailed information about it soon)
    • Nomad Planet Killer event (performance improvement; 2nd event test planned for persisent reward drops)
    • activation of automatic server event (feature is in theory ready, but requires Nomad Planet Killer event and/or Blackstar Fleet event to be functional)
    • 2nd part of the Coalition update (first part -> station update was already released), 2nd part is going to redesign the Coalition systems to be more interesting
      • more tradelanes
      • more points of interest
      • combat zones between Coalition and Coalition Rogues
      • trade and mining opportunities
      • special loot
      • more lore
    • Blackstar Fleet
      • singleplay story update (Bonus mission)
      • new systems in Sol sector
      • Canis sector expansion
      • Black Star Fleet event
      • new equipment
      • high-risk loot
    • OpenGL update 2
      • update interior lightsources to compensate lighting issues
      • potential workaround to some objects not being rendered with the new lighting system
    • graphics improvements on the vanilla FL shader
    • new standalone installer release containing all updates (release CF version 2.0.2)
    • potential improvements of the launcher / server software - ???
    • display world state events from the server on the launcher (dynamic event system)
    • statistics update
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    I just wanted to share an issue I got aware of today.

    Another mod which blatantly stole content from CF and several other FL mods.


    Quote


    I dislike when people steal assets from my mod.

    There is a general rule in the modding community: ask for permission, and if granted, give proper credit to the original creator. You did not do any of that. You just took the content of my mod (and several other well-established mods) without asking for permission. You even removed the original copyright notices of the files. Fancy copy/paste job without any respect for the original work done.

    Ships, stations, interiors, character models, effects, planet surfaces, hundreds of textures unique to my mod, and much more. You did not even bother to ask if you are allowed to use any of that.


    https://www.moddb.com/mods/freelancer-lizerium


    I filed a copyright complaint against the mod and provided detailed evidence.

    Inside the mod I even found such wonderful code like:

    Code
    1.     [Head]
    2.     nickname = opr8r_head
    3.     mesh = characters\heads\opr8r_headcf.dfm

    Wonderful copy/paste job.

    Such situations just piss me off.

    I wanted to do something constructive this evening, but instead I have to deal with shit like that.

    short status update.

    I meanwhile managed to remodel about 350 hitboxes/surfaces... which is about 95% of the ships and 50% of the stations/solar objects.

    A release of the update in early/mid-August seems possible.


    In almost all cases the new surfaces are more accurate and also less demanding when it comes to performance. In a few cases however, the higher detail grade also will cost a bit performance. This will be the case for specific Inner Core stations. I expect the impact to be minimal since the amount of objects are sparse and certain vanilla 3d models are even more demanding.


    Also worth to mention might be that I might have found a way to reduce the performance issues we had, when doing the Nomad planet killer event test. So at least this part of the issue should be fixed. That means further tests can be done to get the event running with working rewards drops maybe.