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 Post subject: Re: Genesis 1.0 OSP mod released!
 Post Posted: Sun Mar 10, 2013 7:16 pm 
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@HK
Included in the package is a link to my forum in the form of an internet shortcut. Click on that and you end up at Gizmos. Look in the bugs section and its all there. README clearly states all updates and fixes are there :)

Pachyderms, gotta love them lol

@Lone-Wolf
Didn't struggle with it myself, not heard other mentions of this :shock:

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 Post subject: Re: Genesis 1.0 OSP mod released!
 Post Posted: Mon Mar 11, 2013 7:07 am 
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Lone-Wolf wrote:
Blue Cursor, Blue Sky in most places...makes it hard to find when needed.


I like it. Reminds me of other games I play using the same type. I guess I'm used to it.

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 Post subject: Re: Genesis 1.0 OSP mod released!
 Post Posted: Sat Mar 16, 2013 1:38 pm 
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I had pachyderm too. but had hard time docking in Freeport in omicron theta, cant remember number, had to line it up outside virtually touching the entry before I could get in. I left it for an hour on autodock just circling. also had a few ctd, only happened in Kurile. OOH just got to Toledo. I have no mapping progs loaded so feeling chuffed. some great trade routes, love the look of the mod. much more to explore. barely mapped most of the systems. played about 12 hours hehe. fortunately I am unable to get online much so cant visit my usual haunts so this is a welcome refresher on freelancer :). must check out that error link. good job gibbon. (still hate asteroid fields0 seems shields are made of paper. best trade route I have found is well a bit arty, only clue there, could be over 7k profit per unit.


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 Post subject: Re: Genesis 1.0 OSP mod released!
 Post Posted: Sat Mar 16, 2013 7:21 pm 
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Ok i managed to download your Mod but not from the ModDB , Got it from an other link .

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 Post subject: Re: Genesis 1.0 OSP mod released!
 Post Posted: Sat Mar 16, 2013 11:55 pm 
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No problems at all here, yet. I do agree with sev about shields, they can't take any hits so to speak of and, there's a 4 second or so, wait before they regen. As for the Packa... it's certainly no fighter in defense for itself. Maneuverability is about nill in it. I'm going to sell it (after a save game) and work on reps then, buy it back. Pirates tear it up. It's that or, I just eat turds when playing games anymore, idk? :lol:

Looks systems look terrific though. Not had any problems with the patch, either. All is fine in that area even though, I hadn't noticed anything of an error prior to it. :P

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 Post subject: Re: Genesis 1.0 OSP mod released!
 Post Posted: Wed Mar 20, 2013 12:56 pm 
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I've been working on the multiplayer version of Genesis and I thought i wasn't going to add any more ships, but then I saw this. It's taken from an early Freelancer Beta from 2002 and converted by a clever chap called Skotty. This is a Nomad Elite fighter with working spike animation. It activates when you use the cargo bay...

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 Post subject: Re: Genesis 1.0 OSP mod released!
 Post Posted: Mon Mar 25, 2013 4:36 pm 
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WOW ! :shock:

This mod seem outstanding, I must try it !

Just one little question, NPC ship can use nanobot and shield generator ? Personnal and NPC ships can equip armor and shield booster as bigdaddy mod (for true challenge in combat) ?

Thank again for this work !
Joel

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 Post subject: Re: Genesis 1.0 OSP mod released!
 Post Posted: Tue Mar 26, 2013 5:40 am 
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I gave the npc's the same shields as players so they do regen. I did have them using bats and bots but found it took forever to kill them, especially with the really high paying nomad missions later in the game so i took that feature out. Got tired of doing missions which took 30 mins to complete, either that or i'm a crap shot lol.

I'm releasing an update hopefully at the weekend, so wait till then, as it fixes a number of errors that were in the first release.

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 Post subject: Re: Genesis 1.0 OSP mod released!
 Post Posted: Tue Mar 26, 2013 10:58 am 
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Hi,

Of course, 30mn is long and one mistake can be fatal, but with a big reward is so exiting :p
But I understand your point of view. Thx for reply !

Joel

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 Post subject: Re: Genesis 1.0 OSP mod released!
 Post Posted: Thu Mar 28, 2013 11:23 pm 
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Some things I like some things I don't. The space view is fantastic! Th large planets look great close up however they make the whole solar system look about the size of Mercurys orbit. everything looks jammed together in small space and the planets look like they are skirting the edge of the suns chromosphere. The whole effect looks too unrealistic to me. I don't care much for the new trade-lanes. They look a little cheesy. Trents new look is kind of cool. His hairline looks a little primitive though. I like the ten O'clock shadow though. I found the picture movement kind of jerky like there was lag. It hurt my eyes. Especially during combat. The planets rotate way too fast. They can make you dizzy. Besides planet don't really appear spin that fast. The circumference is tens of thousands of miles so even though they are moving at thousands of miles an hour at the surface it doesn't look that fast from a distance. Besides you have then rotating about 25 times a day. that's going to make for a short work day on any world.
I haven't gotten out of liberty yet, but I noticed that you can't buy a cruise-disrupter anywhere! I haven't tried Texas yet. That'll be my next stop when my eyes feel rested. Overall the program has some good features. But the spatial relationships are way off. That is probably a function of the basic program. Even in production version the spatial distances don't seem realistic. I mean solar systems are millions of miles across. You really can't see one planet from the orbit of another. If there was a way to make them shrink more with distance that would fix that. Then it would seem like your really traveling the distances between planets. As it is it's like the planets are no more than a few thousand miles apart. I haven't tried any of the new ships yet. I've only upgraded to the star-tracker so far. I remember playing Terminus. The distances were huge. it gave the game a sense of realism. I thought about buying the C.S.V. But I'm waiting to see what's available on Buffalo. Any way. I'll play the Mod some more. Maybe try to find some of those new systems. It is entertaining.
The ship skins don't appeal to me at all. The star-tracker looks like it was cammoflaged to look like scrap metal. I don't like flying scrap metal. Any-way I did enjoy playing it in spite of the visual lag. I think you have some good ideas but they need refining. Keep up the good work. I know it's not easy and I'm impressed with what you have done.
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 Post subject: Re: Genesis 1.0 OSP mod released!
 Post Posted: Mon Apr 01, 2013 5:39 am 
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Thx for the reply Daggit. Always good to hear an honest opinion :)

I think the scaling is a Freelancer thing tbh. It was never right to start with, think most of us would agree there and the fact i have the planets larger simply highlights that. The lag you are reporting i've not noticed. I run the game on my laptop which i admit is new but don't get it on there, so that might be a video driver issue on your end.

As to the planet rotation, yes they spin a bit fast but it's the slowest speed i tried where they didn't stop spinning. Yes it's not realistic but then neither is FL, it is after all a game and not a sim ;)

The civilian ship skins were something i found lying around from some ancient mod and just fancied a change from the crappy brown colour on offer with the standard release.

At the end of the day i was after a graphical hd update which from my perspective has worked, as all the starspheres are new, planet textures, even the station textures were redone. There's plenty of things to ogle at and discover later as you progress. I'm doing an update which i will release in the next few days which fixes a number of small issues and adds a couple of new ships :)

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 Post subject: Re: Genesis 1.0 OSP mod released!
 Post Posted: Mon Apr 01, 2013 6:41 am 
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Lag, in a SP game? I must have missed reading that in his post.

I think the mod is ok for the most. It sets a new ability for the game and continues to prove just what Freelancer could have been if, MS had not been so ignorant as to shutting down the progress for the game. With the technology we have today, Freelancer would have been top on the list of any Space Simulation there is now. MS is so greedy and ignorant to those that are doing their best to keep the game alive. They should have released the codes and let others push this game forward since they don't give a shit about it. I've not played a game like this, today, that has, even come close to playing as fluid as Freelancer. I have found a few fair copycats though but, the real feeling of play this type of game, is just not there. Even the servers suck.

Chris had the right idea and hopefully, his new endeavors, prove to be worth it to us all. He's got the backing and hopefully, the staff to see it through, this time?

Good job on this mod, Gibbon.

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 Post subject: Re: Genesis 1.0 OSP mod released!
 Post Posted: Mon Apr 01, 2013 11:08 am 
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I like the mod graphics are great i have it running in High Definition so cool but the thing i don't like are the shields they go down so quick , Also the mass for some of the small transports does not match there size , I like the system you have that links to some of the major systems as a good idea , i have seen this before in other mods and i think it works well .

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 Post subject: Re: Genesis 1.0 OSP mod released!
 Post Posted: Mon Apr 01, 2013 12:59 pm 
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Thanks for the comments guys. Overall i'm happy with my last effort for FL. It is after all only v.1 plus i'm already beta testing the 1.1 versions with fixes and other stuff and trying to sort out MP stability for the server that will host Genesis in the US, oh the joys of remote access.

With any mod, mine included there are pluses and minuses and what works for one may not work for another, just how it is. We all have opinions and they are always welcome as it can only improve the end product which is why these days, i actually listen lol.

Think how we're all going to be once CR releases Star Citizen, more views there than on top of the tallest mountain. I'll try and keep Genesis updated, as i've said before i'm not doing any more mods after this one, but i will try to keep the mod going with some updates etc, a lot will depend on player numbers, as if there are only 3 or 4 on the server, there won't be much input from me lol

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 Post subject: Re: Genesis 1.0 OSP mod released!
 Post Posted: Wed Apr 03, 2013 4:35 pm 
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Query about the mod. I noticed two systems that appear to have no access, heaven and alcatraz, i guess alcatraz is a prison system for the MP version, what about heaven? I believe it is also possible to get friendly with fugitives and get some of those cool electro guns. What about nomads on this mod are they always red, can you dock on their bases?
I love the razor back but would love it even more if i could mount more gatling guns they are the biz.
A minor complaint about losing kit in fights. I hate that its time you upgraded to superglue or even weld the dam things on so they don't get blown off every few hard fights grr. Still lots to find and search. I went to nomad homeworld and even shot the generators and triggered part of the vanilla endscene where the nomads are drawn into the gate. In fact did it a few times as i though there would be a super nomad stash but no luck:).


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