Posts by Bullwinkle

    Quote

    Originally posted by SWAT_OP-R8R
    yes i know the creator and matt has left the FL community long time ago
    i know that crazy started working on the flmm and released a version 1.5 which was supposed to fix many issues but unfortunatly it never run well


    I think that I found Crazy's page at http://fllistserver.com/news/index.php/category/flmm/. In the Comments section he says that he took over the source from matt, which is good, but he reported last month that he had a drive crash and lost the source.


    (*groan*)


    Do you have any way to contact matt? I am thinking that it would not be a huge job to rewrite the backup and restore routines (I have support classes for those), and improve the error handling. However, it would be handy to have matt's source for the xml scripting and DLL-handling part, since that seems to be the best part of FLMM.

    "You too much TV", Arkane! :)


    Just kidding... (it is another favorite quote from Mr. Miyagi)


    I like the vectored thrust idea. I would have to change my keyboard layout to do it. In fact, I am not sure that I would want to try it on a keyboard... I have never really been comfortable with QWES and always wind up mapping to something else.


    I keep looking for a left-hand controller that would suit me better than a keyboard. No joy yet. :)


    I can usually outmaneuver the NPC's, even in a small freighter. A favorite evasion maneuver is to fly in a corkscrew pattern (did you ever play X-Wing)? Pick a fixed visual reference point in the distance, like a star, and fly generally toward it while swirling the mouse in a circle around the star.


    I know what you mean about those looooooong 10 seconds as your cruise engines wind up and accelerate to speed. You are a sitting duck for long enough to become "roast duck"!


    There are at least two common definitions for a barrel roll. Are you thinking about this one?:



    If so, I think that my corkscrew is easier to fly. It is basically a similar move, but without rolling.


    The NPCs can do things that you cannot, because they have 1000x faster reflexes and unlimited instrumentation. They know EXACTLY where they are in space at any moment.


    Again, an aircraft pilot does the roll because of the flight envelope of the plane. And, also, because airplanes don't have "inertial dampeners" yet, which means that the pilot is limited to something like 7 or 8 G's positive and 1.5 G's negative acceleration. In other words, THE PILOT HIMSELF needs to roll the plane in order to keep his G's positive. The plane performs better in that direction, too, but that is partially because airplanes are built for human pilots. :)


    As you probably know, too many positive G's cause "black out" (lack of blood to the brain) while too many negative G's cause "red out" (too much blood pressure to the brain). Of the two, red out is more dangerous, and comes on more quickly. So, when a pilot needs to turn, his best direction is "up". If he wants to go down, he flips the plane upside down then pulls back on the stick. Does that make sense?


    Luckily, the invention of inertial dampers fixed all of that baloney so that we starfighter jocks don't have to worry about it. We just point the "stick" and let R2D2 do the math!


    I am not sure why the NPC's roll... I think that some of them are just show-offs! Or maybe they were trained by (atmospheric) fighter jocks?


    Anyway, try the corkscrew and let me know what you think.


    Regarding a Beginner's Guide (or "Ground School"?), I think that there are a lot of people who would have some tips, and I would be happy to contribute as well. The easiest way to get it started would be to start a thread with a good name that people will recognize, if and when it ever becomes a "sticky".


    That way, everybody can collaborate and it would give newbies a single place to go for tips.


    PS: Try Ctrl-A, Ctrl-C to copy your message text to the clipboard before you press "Post" or "Submit". That way, if the page fails, you won't lose your work. Make sure the insertion point is inside the text box when you do it.

    Quote

    Originally posted by jimmyBB
    Fair point, but Freelancer has a kind of 2d concept to it where (usually) all the planets are on the same horizontal plain. ...


    I think that's what Bullwinkle was getting at?


    Yes. But it is not just Freelancer. Space itself is like that. Planetary orbits tend to flatten into a disk, much like planetary rings. Likewise, solar systems orbit around galactic cores, often in a flattened shape. The Milky Way, for example, is a spiral... sort of like a two-sided Frisbee shape, with a bulge in the middle.


    An alternative would be to indicate "level" as compared to whatever reference point we choose.


    But, yeah... it's a little different in space!

    Quote

    Originally posted by SWAT_OP-R8R
    the last stable version of flmm was 1.31


    OP, I have always wondered why the author of FLMM did not make a version that is at least compatible with 1.31 mods?


    It looks to me as though the architecture of 1.31 is flawed, and he changed direction in order to make a better architecture. But the majority of published mods use 1.31, so it would have been helpful to make a version that is compatible with 1.31 sources.


    Do you know the author? Is there any chance that I could get a copy of the source and permission to "fix" 1.3x?


    It might be a way that I could contribute something of value back to the community.


    Hellraiser -- The way I would say it is that 1.4 is "irrelevant" because it is not backwards compatible with much of anything. Unfortunately. The author has heard this a million times. The only thing I have seen from him was that he didn't seem to mind. I'm not sure whether it is a language barrier or what.

    Nicely said, Harvey!


    We all love Crossfire... it really is an excellent work of art. And the worst thing that the dickheads did was to be dickheads. If they had built a "greatest hits of Freelancer" mod, with credit and permissions, then everybody would be happy about it rather than pissed off.


    In the past, sites like TheLancersReactor did a great job of learning how to mod and sharing the knowledge. Each new modder contributed to the pool of knowledge. We are all here, today, because of that openness. Without it, Freelancer would be remembered like Wing Commander -- a game that many of us played, but few have played it in this century.


    That openness helps the success of the mods, too. Some of these mods have 100 times the number of downloads as the number of Multi-Players on the servers. In other words, there are a significant number of SP players... maybe the MP folks are more vocal and know each other better, but there are a lot more silent single players out there.


    As one of those SP players, I can say that half of the fun of Single Player is in fiddling with our own mods ... often ON TOP OF A MAJOR MOD (such as Crossfire). Maybe not every SP player does that, but once a person begins to use mods, it is just a small step to creating them.


    Mind you, I am not talking about people creating mods on the scale of Crossfire. I just mean a little fine tuning, such as increasing the difficulty to 2.0 so that those lame-ass Dom K'Vash gunships will be a bit of challenge (just kidding!!). ;)


    The main reason that ANYBODY has any interest in this seven year old game is BECAUSE it is relatively easy to mod, and because people have had success in modding it, and because they have made their mods open.


    So I would love to see Crossfire and Swat evolve into the kind of open community that made them both possible.


    The great part is that OP would get a huge increase in exposure while giving up nothing. He owns non-exclusive intellectual property rights and he would continue to own those same rights if he were to use a Gnu-like open license. If anybody used any of his work, they would have to advertise OP and Swat in order to do it! You cannot buy advertising that is that good.


    More people would have more fun and OP would be better known. People playing other mods would see his name with Chris Roberts, Digital Anvil, and Microsoft... that is a powerful place to be.


    But it is not really any of my business.


    I can voice my opinion, and hope that some of it may someday influence Swat's growth for the better, but I am not a part of Swat, nobody asked for my opinion beyond creating an open opinion forum, and the only thing I own is the installation of Freelancer on my PC. So I can cast a vote, but it is not a large vote. And it is not even a democracy. :)


    I know that OP wants to protect his work and, dammit, people should not present artwork as their own without giving credit to the artists, ever. The level of effort in Crossfire is so extraordinary that it might be worth six figures... if only OP owned all of it. But, as you say, Microsoft owns the majority of it -- including part of his extensions to THEIR files. So it is not a matter of protecting something of monetary value -- it is more about protecting honor, integrity, and OP/Swat's reputations (things that are more important than money).


    The sad fact is that the Internet makes it all too easy to copy songs, videos, pictures, prose, and other kinds of artwork, including games. Many people have tried to stop copying -- and have invested huge amounts of money it the effort -- but nobody has ever had any significant success in "protecting" computer files that have been published somewhere. Most efforts to prevent copying just create bugs, incompatibilities, and hassles for users ... all of which we see here.


    These are some of the reasons that the open source movement is growing, rather than shrinking. There is room in the world for both proprietary work and open source, but an increasing number of projects are having tremendous success with openness. And, no matter what any of us might wish, there is no profit in making something proprietary if you do not own it completely (or, at least, have a resale license).


    Nevertheless, this is not really any of our business! This thread is full of people voicing their opinions (including me). But OP, in his sometimes cryptically-brief way, said that "this is not a topic for discussion". If I understand him correctly, he means that he is NOT ASKING FOR ADVICE ABOUT WHAT HE SHOULD DO.


    It does not really matter who owns how much of what. It only matters that Crossfire exists because of OP. He built Crossfire, he lets people use it, so anybody that uses Crossfire ought to be happy that he made it, and STOP TELLING HIM WHAT TO DO.


    The rest of this thread is just all of us trying to support OP (and each other) while blowing off some steam.


    None of us want to see another Freelancer site explode like TLR. We all want Crossfire and OP to be healthy and to prosper.


    Beyond that, OP gets to choose how he wants to handle... well... pretty much everything! :)


    While I hope that OP will someday open up Crossfire (and I think that it will do him far more good than he realizes), I respect his right to do things as he sees fit.


    All things considered, OP has a pretty good track record for making sound decisions. Nobody is perfect, and I mean this as a compliment: Crossfire is as good as it is, in part, because OP is a bit of a stubborn hammerhead. And I mean that nicely... if he did everything that everybody told him to do, then Crossfire would be a mess! So let him choose his own path. He has good taste, and he has done a terrific job so far.








    Quote

    Originally posted by Ryleous Arkane
    [Use] left or right strafe to slow down quickly or using reverse thrust to stop instantly. ...


    Excellent suggestions, Arkane!


    What kind of a controller do you use? I like to keep combat buttons to a minimum, so I usually skip strafing during combat. Everybody has to find their own style.


    Quote

    Originally posted by Ryleous Arkane
    there really needs to be a good Freelancer Flying for Dummies guide ...


    There are approximately 16 zillion FAQs, Walkthroughs, and Tips pages -- each a little bit different from the other. If we really want to make a high quality and comprehensive guide, we're probably going to have to write it ourselves.


    On the other hand, many of these tips are in the Freelancer manual. Nobody reads that, so how are we going to get them to read our Beginner's Guide? ;)


    Now that you mention it, I am a little bit surprised that there is no sticky thread with tips for newbies. That would be a great place to answer a lot of the common questions that I see.



    Quote

    Originally posted by Ryleous Arkane
    Personally, I'm still trying to figure out how to best utilize the barrel roll ...


    Barrel Roll?! That's what airplane pilots have to do because they could not slide (until recent vectored thrust and rudderless-fly-by-wire aircraft), isn't it? If airplane pilots could slide, would they ever use a Barrel Roll?


    In any case, moves like that are only likely to fool a human pilot -- and only the first couple of times. The NPCs have inhuman reaction times (because, well, they're not human).


    Also, Freelancer does not have the instrumentation required to do really nice barrel rolls. A horizon indicator would make it easy.


    But you could practice and get close enough, I think. You would have to time your roll at specific speeds in specific ships, but I think that you could do it. It would probably be easier with engines than while sliding.


    An ideal practice setup would be two computers and two ships, so that you could watch yourself from an external perspective. Or practice with a flight instructor.


    But maybe an easier approach is to just fly in a circle when you need a couple of seconds to recharge. That makes you hard to hit, and is easier to perform than a real Barrel Roll.

    Quote

    Originally posted by Hellraiser
    oh thx i thought that there was a key for match speed.........cool op can put something like this right?


    > Forget that I said anything about "match speed".
    > (I never use it... obviously!)


    With a little more practice, you will never use it, either.


    By the way, I know that Mission 1 in Single Player is notoriously a long grind because the Starflier is ultra light and comes with those lame Liberty Lasers.


    However, it is worthwhile to slug your way through it a couple of times. It forces you to become a better pilot.


    And you WILL get better with practice. I play Crossfire (SP) with difficulty set to 2.0. But I have played more Freelancer than any other game -- mainly because there has not been a better game made.


    Which is why we all love Crossfire so much! It expands the Freelancer experience in almost every way (except one -- mod-ability). But I cannot complain... OP really has made the world a better place by investing an extraordinary effort into Crossfire.

    Quote

    Originally posted by AwesomeMan
    The guns are awesome.


    I can imagine that they are awesome -- which suits you, AwesomeMan! Is the effect of the PHASR something like a long-range taser? That you don't have to reload after each shot? Or like a long-range, single-target flash-bang?


    Non-lethal weapons are cool. If people had those at home then there would be far fewer crimes of passion. Well, there might be MORE stunned spouses, but at least they would avoid all of the blood and paperwork that firearms create.


    But, wait... if the Air Force has Phasers, where did they get them? Maybe from that Stargate in Cheyenne Mountain?


    Hmmmm...


    But you probably cannot talk about classified projects, such as the Stargate, right?


    ;)

    Quote

    Originally posted by Hellraiser
    i just wanna know how to match speed


    Oops!


    Sorry, that's my bad. "Match Speed" is common in space sims... but it is not a normal Freelancer command. (I never use it... obviously!)


    Forget that I said anything about "match speed". Just slow down so that you don't over-shoot when they put on the brakes ("X" key) or when they do a sliding turn in front of you. Use the thrusters to fine-tune your distance to the target.


    I use the scroll wheel on my mouse to control engine speed (when I am not sliding).

    Quote

    Originally posted by Hellraiser
    bullwinkle what kind of gun is that? please tell me the name of the gun


    It's a PHASR . Seriously. :)


    It is a low-power laser used to temporarily blind and disorient personnel. (Guns that cause permanent blindness are banned by the UN.)


    But it is funnier to call it a "ray gun". :D

    Quote

    Originally posted by brouss
    hmm question there...


    I am a NoOb and i want to know what is that "sliding" technique you're talking about?


    if you'd please tell me... !


    Don't worry, you aren't the only one, brouss! You should give King a good kick in the pants for not teaching you to slide during Mission 1. I think there is a rumor that mentions it, but the game never really tells you how important the technique is.


    Press the "Z" key to kill your engines. Your ship will now continue to move due to inertia -- sliding. You can turn faster while sliding, then use your thrusters to accelerate without breaking the slide.


    Just use your engines or press "Z" again to stop sliding.


    I usually press "Z" before combat and slide through most battles. The exception is that, when chasing very quick light fighters, it is sometimes easier to use a slower engine speed (like 40-60 kph) and then use thrusters to close the gap to your target.


    Sliding is handy for many things (flying backwards, for example). It is really critical when attacking stationary or slow-moving targets (battleships or gunboats). By sliding in a circle around your target, you avoid taking much fire while keeping your guns mostly aimed at the target.


    Good luck!

    Quote

    Originally posted by jimmyBB
    I seem to get too easily flustered in combat these days, and end up boosting back through a pack of enemies..


    In vanilla Freelancer you can kill all of the enemies on every mission. In Crossfire, I am not sure that is possible... it certainly is not cost effective!



    "We aren't running away. We are evading!"


    Oh, wow. Sorry to hear about that! TLR was great in its day.

    Quote

    Originally posted by jimmyBB
    I'm struggling to get to Coalition space without getting lynched somewhere in Mandar. Every time I get close to the Gurm or Gladius jumpgates, a couple of squadrons of nomads CD me (seemingly immune to CM's) and proceed to kick the snot out of me. I'm sliding and boosting like a nutter, but them 'mad's (and the DK gunboats) hit hard. Can take 4-5 of them down before running totally out of NB/SB and being unwillingly humped to death.


    My question is :


    What kind of ship / shields / guns etc is required to make that trip? Im flying an 'Abraxis' with lv10 shield, 2xDIAMONDBACKS, 2xBLUE BLAZE(? I think - wreck guns from X) and some fairly naff lv8 outcast guns to fill the lv9 mounts. Is this enough? or should I scout around and trade a bit more before trying to get there?


    It sounds as though you have some experience... sliding, decent equipment, etc. Here are a couple more ideas to consider:


    • In Single Player (SP), a rugged ship is more important than a highly maneuverable ship, unless you plan to mostly avoid fights. Multi Player (MP) is completely different. There, the winners prize maneuverability highly.
    • I have been experimenting with three ships recently that are quite interesting: the Bullpup Mk3 "Assault Freighter", the APC Armored Transport, and the Serafina "Smuggler/Pirate Freighter". All have more guns than a fighter and huge cargo space.
    • The Bullpup Mk3 has two thrusters, which is awesome for running away. The tradeoff is that it turns slowly compared to the other two. But, who cares, if you can thrust faster than they can? The Bullpup Mk3 also has 9 guns, while the others have 8, and more armor than any VHF. You can get this ship very early in SP (from New York).
    • The APC has double the armor of most Very Heavy Fighters (VHFs), 8 guns, and maneuvers quickly for a freighter. It is what I am currently flying, and it rocks.
    • Tip: I think you know that running away is sometimes better than fighting. You don't need to cruise to get away... just use thrusters and drop mines behind you.
    • Sometimes sliding backwards while aiming your guns at pursuing enemies is enough to make them evade... which increases your chances of escape.
    • There are some upgrades that you may want to keep an eye open for: shield and armor upgrades, better guns, and thrusters that give you a few extra kph... all the better for running. Earth is a good place to shop for equipment, as is Planet Crossfire. Oh, and the Bundschuh usually have top gear, too (Bruchsal and Outpost Delta).
    Quote

    Originally posted by SWAT_OP-R8R


    the fl community not long ago made the same mistake to ignore trouble makers and hope for the best
    the fl community badly had to pay for it


    Are you talking about what happened to The Lancer's Reactor?


    What DID happen to TLR, anyway? I see that they have a new (unfinished) site and I have seen various threads making vague references, but I have not seen a clear description of what happened. That includes your TLR Newsflash thread here.


    I was away from Freelancer for a year or two. When I tried to RTB late last year, all that was left of TLR was an asteroid field and a few life pods. It was spooky... kinda like Freeport 7!


    Has it been discussed publicly? Can you give me a pointer?


    OP, I am certain that you have the influence to do the above, and I agree that Pastaspace and 4chan are unhealthy.


    But you cannot fight with a skunk without taking a lot of the stink on yourself.


    You can probably beat Pastaspace, but I don't think that 4chan can be beaten so easily. Like the Paparrazi, Al-Qaeda, and The Pirate Bay, there is no single vulnerability, and failed attempts to stop them only increase their determination and "public support" -- as fringe as that might be.


    Would 4chan hack your web site? I doubt it. There are more effective things that they could do (and I am not going to suggest them here). You might be able to beat one skunk, but taking on an entire community of them is going to be difficult, and you will certainly come out of it smelling as bad as the skunks.


    The most effective way of dealing with attention-seeking hecklers is to ignore them. Close this thread, stop talking about them in public, don't allow them the thrill of combat. Don't give them the satisfaction of a response of any kind. Without attention they will have no purpose, and their energy will fade.


    It's like trying to beat one of those sci-fi aliens that feeds off of your anger -- the only way to "win" is to refuse to fight.

    Quote

    Originally posted by The Chairman
    So if I understand right, these guys took stuff from Crossfire and dint ask or even give credit for it? Man, that's low! It really sucks when ppl don't give you credit for your hard work! As far as a copyright goes, tho, I'm not entirely crtain that you can copyright a mod for an allready established IP (tho I could be rong lol). Do you have any documentation or anything that you could use to prove a copyright claim? Or maybe you could find a loophol of some kind that would let you claim copyright. Othrwise I dun think you can do that. But I hope you can, because I'd hate to see content stolen from this awesome mod! Btw, what exactly did they take?


    Law, and the practice of law, are two entirely different things. No matter what the law might be, a company with a huge legal budget and lawyers on retainer is going to win the majority of cases. Judges are unpredictable, and juries more so. Going into court is never a sure thing, and the risk is too high here, IMHO (although IANAL).


    This is not a contest that can be won in a courtroom.


    OP is doing the right thing. No normal, decent, board will tolerate Pastaspace for long.


    PS: My grandfather used to say, "Never get into a pissing contest with a skunk." It was good advice! :)

    Quote

    Originally posted by SWAT_OP-R8R
    easy is very relative


    So very true!


    I said "easier" :), but I understand your point. You're trying to get things stable and updated, while other folks are sharing their dreams of the future.


    And I know how long the hours can be. Almost all projects take longer than originally planned, and you sounded tired yesterday.


    I was just thinking outside the box... that character manipulation does not need to be done in real time, therefore it does not need to be done inside the game engine, which has limited User Interface ability, and other limitations.


    But it's more of a theoretical idea than anything else, because you've already said "no" several times. Use it if it helps you in the future, or toss it.