Mostly Harmless
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Stormprooter
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RE: Mostly Harmless
Always happy to help
These kinds of issues are good to know - it helps towards making the next release more stable.
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Gunbladelad
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RE: Mostly Harmless
Agreed - I've put a review up for Mostly Harmless here now that it's been approved fro download (thanks Pinback). It does reflect the (currently) early nature of the mod but should hopefully encourage a few downloads.
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Stormprooter
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RE: Mostly Harmless
Cheers Gun, and you make a very good point about the witchspace systems & multiplayer - I will have to assign each of them some kind of ID (e.g. Witchspace #IS7F) or similar - they still need some element of anonymity (I think), but at least if they can do that and still have a unique name - it's helpful. The ID will also help identify the location, in the example I have just given, IS refers to 'Iron Stars', and 7F, means from the top left of the universe map (1, 1). 7 systems across, F (hex for 15) systems down - so ending at location (8, 16). I've been fiddling with 3DS Max trying to make some progress with retexturing a few things, but really getting nowhere with it at the moment, so I have decided to get back to what I do best - programming. List of items to do as follows: Changes1. Remove names & comms chatter from Thargoids2. Include HD textures with next release3. Sort out the 'bug' (really something annoying me) Each witchspace system has a colour, the colour of the nebula from which you get to that wichspace system should be the same colour as the witchspace system - it isn't at the moment, and my OCD is kicking off about it
New Stuff1. Asteroid/Debris/Mines/Explosive Gas Pockets/Radiation Zones Fields & Mineable areas - also make the existing nebulae & witchspace even more hazardous, but also more rewarding2. Pirate/Unlawful bases (depends on 1 for hidden locations)3. Pirate Patrol Paths, including tradelane attacks (depends on 2 as pirate patrols must start/end at a pirate base or jumphole)4. Lootable Wrecks full of goodies Up to this point, this will make the mod pretty much on a par with the original game as far as general content goes Beyond this point is where things start to get really deep into modding the more tricky stuff 5. Navy Battleship Stations - there'll be a few scattered around, here you will pick up large scale battle missions against the thargoids, and pirates - you will not 'Be alone out there', you will be part of a large fighter group, taking on a large group of enemies - this may take some time to do so. There's loads more to come as well, and that's before I get into the mysteries of leveraging FLHook events in multiplayer. Though I will look to integrate the anti-cheat and admin features of FLHook l when I get to item 4 on the list.
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Gunbladelad
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RE: Mostly Harmless
In an ideal world you'd have a larger team than just yourself working on this, but perhaps once word gets about you might get some people volunteering to help out. Just about the only thing that I know has been implemented in other Freelancer mods and was also in the original Elite is a cloaking device (although I think in the original Elite you could fire while cloaked and you can't in any of the Freelancer versions) - I'm sure that could be implemented through stashing it away as a lootable object somewhere in the galaxy - perhaps on a wreck deep in one of the witchspace regions. The same could be done for any additional ship upgrades you want to implement but don't want to be too well known.
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Stormprooter
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RE: Mostly Harmless
In an ideal world you'd have a larger team than just yourself working on this, but perhaps once word gets about you might get some people volunteering to help out. Just about the only thing that I know has been implemented in other Freelancer mods and was also in the original Elite is a cloaking device (although I think in the original Elite you could fire while cloaked and you can't in any of the Freelancer versions) - I'm sure that could be implemented through stashing it away as a lootable object somewhere in the galaxy - perhaps on a wreck deep in one of the witchspace regions. The same could be done for any additional ship upgrades you want to implement but don't want to be too well known. I definitely need help with modelling and texturing and so on, hopefully someone will offer to help out on that score, I'd really like to push the texturing detail up another level again.As for 'special' equipment - yes, I do have some ideas for these, but not going to say much at this point as it may be a spoiler
Cloaking Device could be one, prototype research energy unit (power plant) could be another, who knows?
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Gunbladelad
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RE: Mostly Harmless
Perhaps even have a flyable Thargoid ship tucked away (as in First Encounters) - Naturally such a thing should be limited to server admins and - logically speaking, should make all human forces & bases hostile to whoever is flying it. (Easily done in multiplayer with flhook as you can set faction reputations based on equipment). For single player it's trickier to keep the reputations fixed. Naturally to make things fair for anyone who got one there could be a little Thargoid installation tucked away somewhere they could repair at - perhaps a small staging post every few witchspace systems.
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Stormprooter
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RE: Mostly Harmless
Interesting - one to add to the list...
RE: Mostly Harmless
What about a flyable Thargoid ship too for an OSP game? A reward perhaps just like in FFE. I do like the idea of mods flying Thargoid ships in the MP game though. That would be cool.
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Stormprooter
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RE: Mostly Harmless
It could be possible for OSP - using scripting in FLMM, I can set up various starting scenarios - Standard, Pirate, Thargoid, whatever - you'd choose one of the options when applying the mod and that would set up the initial world and reputations. As for flying a Thargoid warship as a human - well that could be done, it would have to be very difficult to get though - probably by completing loads of missions for the Galactic Navy, and then only available to buy at a very high price from one of the Navy Battleship stations I want to set up. I will probably have to create a new faction specifically for this (not a problem) Galactic Navy Special Division or something like that.
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Gunbladelad
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RE: Mostly Harmless
On a side note, I'd like to confirm that the upload here seems to be working perfectly and hasn't produced an error message for me at all yet.EDIT : I'd like to add that doing things the "normal" way in FLMM by dragging the archive to the window comes up with the error message "Access to C:Program FilesFreelancer Mod ManagermodsMostlyHarmlessDATARANDOMISSIONSdiff2money.ini was denied" - the file's set to "Read only" for some reason and simply unchecking that under the file properties fixes that issue.
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Stormprooter
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RE: Mostly Harmless
On a side note, I'd like to confirm that the upload here seems to be working perfectly and hasn't produced an error message for me at all yet.EDIT : I'd like to add that doing things the "normal" way in FLMM by dragging the archive to the window comes up with the error message "Access to C:Program FilesFreelancer Mod ManagermodsMostlyHarmlessDATARANDOMISSIONSdiff2money.ini was denied" - the file's set to "Read only" for some reason and simply unchecking that under the file properties fixes that issue. Nice one for spotting that Gun! I have fixed for next release. The error came about because I accidentally deleted the development version of the file a while back, and copied an already 'deployed' version back (which had the read-only flag set).I will probably do another upload today, which will include the HD textures - though will increase the download size considerably. Also, in Vista/7/8, C:Program Files and C:Program Files (x86) are 'special' folders with very strict permissions on them, and getting the game to apply a mod can be tricky. IIRC I had to set folder & file permissions for my user account to "Full Control" on the Freelancer folder to get it to work.
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Gunbladelad
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RE: Mostly Harmless
No worries at all.Given the current lack of any servers at present I'm going to try hosting one myself and seeing if making it internet accessible will give people somewhere to test the multiplayer. The only downside is that I'm on a 3G connection and I know quite often servers hosted on mobile internet don't appear for anyone else, but it's worth a try. I'll have it running for most of today & tomorrow, then from 8pm to 5am for the coming week (essentially it'll be up whenever I'm at home so I can keep tabs on things)
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Stormprooter
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RE: Mostly Harmless
3G - eek! A good way to run it would be via Hamachi - but people would have to know the virtual network name you use for that. [url]https://secure.logmein.com/UK/products/hamachi/default.aspx[/url] It's a good way to run 'LAN' games over the internet - you can also password your virtual network - useful for other older games no longer supported with online servers. If I could get away with it, I'd set a FL server up on our office server, but I don't think the boss would be too happy about it 
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Gunbladelad
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RE: Mostly Harmless
It could be worse - if I lived just a few metres to the west it would be a GPRS connection - I'm literally at the edge of the 3G reception area, lol.
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Stormprooter
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RE: Mostly Harmless
The server is showing up fine, but it's got a ping that's off the scale - showing as ???? in the server list. Thought that may be down to a lack of an available echo service on your internet connection, but cannot connect anyway due to a timeout.
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Gunbladelad
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RE: Mostly Harmless
Ah well - It was worth a try anyway. Good to know it was showing up though.I'll keep it up & running in the hope it raises a little interest in the mod.
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Stormprooter
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RE: Mostly Harmless
Well, I've removed the Thargoid comms chatter, and replaced their rather human names with 'Pilot' & 'Warrior'.Also added location info to each of the witchspace system names (e.g. Witchspace #EF) to make each system have a unique name for multiplayer, and I've sorted out the nebula cloud colours so they now match up properly. Will be making a new video and uploading a new version, which includes the HD textures tomorrow morning. Then work on Asteroid fields & mineable bits will begin.
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Gunbladelad
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RE: Mostly Harmless
Sounds good.I've had the server running over all of last night and almost all of today - so far nobody but myself has connected, but I reckon that's due to the "unknown ping" caused by hosting over 3G. I've taken it down for now but I'll have it running again most of tomorrow as well - just in case.
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Stormprooter
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RE: Mostly Harmless
Of the very heavy fighter options available to commanders, the Krait seems somewhat less popular than the iconic Cobra Mk III, it is true is has a smaller cargo bay (20t as opposed to the 35t of the Cobra Mk III), but there are some advantages to commanders who tend to get themselves into stickier situations more often than not.The Krait offers the same shield capacity, power capacity and weapons options as the Cobra Mk III, it also has the same maximum top speed and thruster options.The Krait is 700,000 Cr cheaper than the Cobra Mk III, the only real downside being the hull capacity is only 2750u as opposed to the 3000u of the Cobra Mk III.The Krait is 15t lighter than the Cobra Mk III, and somewhat smaller in physical dimensions, this makes it nippier and more maneuverable in combat, and more difficult to hit.For commanders who like combat missions, or get themselves into trouble too often, I recommend to you; The Krait. Available at your local ship dealer.-= The Krait is Great =-FdL - Falcon de Lacy Shipbuilders
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Gunbladelad
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RE: Mostly Harmless
Strangely enough - that's what I'm using at present on my server, lol...