ROFL ...
Posts by Martind Forlon
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Tables are back on Sheffield station ... and I see some more changes in direct comparison included there (colours are less vibrant because I used today different shader preset).
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Maybe my idea to create high quality intro video could be nice stuff for such occasion. I will work on it anyway, I just started playing SP Campaign again and I'm taking source videos along the way ... will take some (longer) time, but if there will be some english speaking player volunteering for representing CF mod in above mentioned stream project, he can use it.
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Just few seconds taken from initial movie of the SP campaign with a Freeport 7 station before attack ... Davinici installed, few fast cuts, fading added, export was working smoothly.
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Planet Manhattan bar seems got update too, I ... sigh, I only really regret that old images which I had tons were lost somehow ... I only found few old images from Manhattan bar and there are clearly visual differences .. walls stones looks improved, floor, tables, seats on bar too.
Note: installing Davinci Resolve, I will need littlebit relearn how to edit stuff there, but it should work nicely on my PC.
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Most detail improvements can be seen from closer distance.
I definitely will replay SP campaign again when will be most of improvements released. I thought even about reworking mod intro with updated graphics and using new HW which gives me much better possibilities like using full screen videos in 16:9 and new shaders. Is possible to think about making new mod installer once you will have all improvements released? …. I think there isn’t any other old game which still keep me interested like FL+CF
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Well, there is few hundreds of stations in CF mod if my memory serves me well and using different shader makes look of things different too (not mentioning such small detail that now I play on new 24" 144Hz monitor vs previously on small laptop screen).
However now I have much better idea what to look at, nothing better as to make direct comparison . Below on the left side is image posted few days ago (old), to the right is first updated with vanilla shader and second is updated with dx10/12 recommended option shader. New look especially for dx10-12 recommended shader is really nice, materials of things look much more natural. It's really a big difference!
Btw, I yesterday visited also Sovetskaya system as there was mentioned updated skybox and this new one is very nice too.
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this time using reshade setting. Looks tempting to make one new journey through CF space
Snímek obrazovky (13).pngSnímek obrazovky (14).pngSnímek obrazovky (15).png
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Have Planet Crete new textures? ... (that docking cross not looks familiar and some other details too )
Snímek obrazovky (6).pngSnímek obrazovky (7).pngSnímek obrazovky (8).pngSnímek obrazovky (9).png
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Should Sidewinder station interior looks so? (vanilla setting). Ive installed fresh FL and CF mod new (including download from portal filebase) on my PC today. .. Installation went smooth with very few issues after I started game like were huge menu's fonts (downloaded font file from filebase solwed it) and mouse behaviour where my new modern mice have weird imput lag , ghostly moves or something like this .. but old logitech is working still well.
That green space visible from station windows is not exactly fitting Alaska environment, reminds me another system linked with X-3043 ... is that correct??
Not sure about Juneau Shipyard which do not have bar at all, I've docked there now ... it's loong time since I played last FL/CF so maybe there was not bar before too.
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Custodian lexicon entry was updated with Note related to SP Campaign.
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I've added advice into Starter guide in CF mod wiki: Starter Guide - SWAT Portal
QuoteAccess to newly added systems in Crossfire mod have RESTRICTIONS in the SP Campaign. Main reason for put those restricitions in place is in big expansion to the storyline which reveals newly added areas in appropriate time. And numerous those areas have also very different look depending about storyline phase. This above in practice means that access points (gates, jump holes) to most of newly added systems were INTETIONALLY removed during ACTIVE early campaing phases. Player still can visit these areas earlier, during campaing inactive states (due hard coded Freelancer engine part which cannot be changed by the mod), but once is campaign automatically reactivated (it's usually tied with increase of level), then player can easily get stuck and will be unable to return to the campaign area. Is good to keep in mind, that making an expansion for SP campaign have hard technical limitations and there is no way how mod creator can avoid all player efforts to trick applied restrictions. Therefore here is just a suggestion, or call it an advice from experienced Crossfire mod player: follow the story path and wait for access to new systems as to when story evolves enough. You will be gradually introduced to the new areas which have its own history and evolves consistently with principal narrative of the Freelancer game and the Crossfire mod. You will have many hours of fun ahead while play expanded Freelancer story, enjoy!
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Just few notes:
- DURING active SP Campaign are some of gates purposely removed because access there violates campaign storyline
- Hard coded vanilla Freelancer part have passages where is campaign temporary inactive and is reactivated usually when player reach next lvl (will sell pods, buy ship etc.)
- Trying visit newly addes systems during SP campaign and especially while playing early stages of story is not recommended (especially when player do not have clues about technical limitations of mods codding for Freelancer game.
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... either playing SP campaign mode (where some gates are purposely removed during active campaign phases), or something on user PC is messing with game files. SP campaign have its story line where most of newly added systems (including Custodian) are revealed later after is vanilla part finished. Trying to visit these systems earlier while playing SP campaign may have for player undesired outcomes.
off to find another mod
good luck with that, have fun!
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And ... are you using freshly downloaded mod version?, latest version should have no such issues under normal circumstances.
.. latest mod installer from 05/2021 (ignore shown old date, it is related to time when was entry in portal database created, content is new). Plus look our FAQ: Frequently Asked Questions - SWAT Portal
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Can you please try to replay this SP campaign part using your latest MISSION save? Fight with Nomads should be not a problem (unless you kill too much of them which may make Dom'Kavash hostile), more likely you missed some of mission triggers like reaching some of ends of trade lane etc. In case of issues I strongly advice to precisely follow given instruction and follow generated mission points including docking with trade lanes etc. using autopilot ... and in any case, please do not use autosave for "replays", this is assured way to have problems in SP campaign sooner or later.
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Hi, it is just general advice but most of issues can be resolved with reloading of latest mission save. My best guess is that the highest threat for SP campaign is use of autosave (is confirmed that it can in some case unreversible corrupt campaing progress), and then not following of given mission path where is not reached some of mission triggers and it results in various issues like closed gates, unfinished jumps, hostile npcs (which should be not) etc.