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Open-ended mod.

Posted: Thu Apr 23, 2009 7:41 am
by POINGjam
Is there a mod for Freespace 2 which makes it an open-ended, free-roaming game along the lines of Freelancer?

Posted: Thu Apr 23, 2009 8:31 am
by Top Gun
In a word, nope.

Posted: Thu Apr 23, 2009 8:41 am
by aldo
I don't think it's even possible to do such a thing within the constraints of the game engine. (maybe to do a really incomplete half-arsed version with a fraction of the features, perhaps)

Posted: Thu Apr 23, 2009 6:50 pm
by POINGjam
Alright, thanks.

Posted: Thu Apr 23, 2009 11:12 pm
by Top Gun
aldo wrote:I don't think it's even possible to do such a thing within the constraints of the game engine. (maybe to do a really incomplete half-arsed version with a fraction of the features, perhaps)
I know someone once came up with a bare-bones proof-of-concept campaign that demonstrated something resembling Freelancer; you could select which corporation you wanted to work for and switch between a few mission areas. With enough work and fiddling around, I feel like one would probably be able to craft something at least remotely resembling Freelancer, through the use of persistent variables and one heck of a complex campaign file. You'd probably need some sort of interface additions, or at least scripting, to give it a reasonable level of polish.

Posted: Fri Apr 24, 2009 9:10 am
by Starwolf1991
I've been looking into this kind of thing myself. I must say, it is not as easy as it looks. Of course, it depends what angle you look at it and how exactly you're trying to construct it.

Me? Here's what I've done.

1. Created three mission templates of random "systems, each with a jump node. Third is the same as number one but with my craft of choice in the direction of exiting the node
2. Created triggers for the nodes that allows jump travel when within range and transferring to the next area.

So basically, in other words, here is how I had it laid out.

System A1, jump out, enter System B.
System B, jump out, enter system A2.

A1 is my start position and A2 is my re-entry from B.

There are many ways you could go about it. What would have made it more of an experiment is if there was a trigger to randomly create a ship of a specific or random type every now and again and have it doing something on its own.

Posted: Sun Apr 26, 2009 5:36 pm
by Matthew
At that point, why not just get freelancer?

Posted: Mon May 04, 2009 9:50 pm
by Topgun
The freelancer engine is very limited. if it were open source, it would be sooo awesome.

Posted: Thu May 14, 2009 11:01 pm
by starlord
Starwolf, Are you referring to the cryogenised "mercenary" campaign MOD in the archived section of game warden?

Posted: Thu May 14, 2009 11:24 pm
by Snail
Goober made something similar I believe, but I haven't gotten hold of it.

Posted: Fri May 15, 2009 5:08 am
by Starwolf1991
Nope. Not referring to any mod.

Posted: Sun Aug 09, 2009 11:09 pm
by Goober5000

Posted: Mon Aug 10, 2009 12:30 am
by MatthewPapa
I remember that
was going to be used for the mercenaries project, that is until shadowwolf disappeared...
http://game-warden.com/forum/forumdisplay.php?f=29

Posted: Mon Aug 10, 2009 12:36 am
by Snail
ShadowWolf. :(

Posted: Mon Aug 10, 2009 12:42 am
by MatthewPapa
yea. i am greatly saddened by his disappearance, even years later.

He was so pumped up about all of his projects and was making great progress on them. He also was doing some really cool things as GW admin. Then boom. he just disappeared.