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Freelancer mods for ships battleships
Freelancer mods for ships battleships





freelancer mods for ships battleships
  1. #Freelancer mods for ships battleships mod#
  2. #Freelancer mods for ships battleships software#
  3. #Freelancer mods for ships battleships code#
  4. #Freelancer mods for ships battleships professional#

Never mind that the software hasn't even the slightest clue what a multi-core processor is. We're grateful as ever for the size of the playerbase, but when they start all grouping up, it puts a lot of strain on things, and that's provided some interesting puzzles for our development team to sort through.Īs far as what we can do, I imagine that'll be dictated by what sort of triggers we can pull from the game and what we can do with Hook in so much as communicating between it and the server.

freelancer mods for ships battleships

While it's nice to see people working together, you get more than ten or twelve battleships in the same system firing at the same base, and the single-thread nature of the game becomes readily apparent - so much happens at once that FLServer just can't keep up. Cannon's been a wizard with his player base Hook plugin, but as an unintended side effect, it's caused players to group up and start sieging bases. Peak server pop is about 225, and that's a limitation placed on the system via stability - more and we start crashing.

freelancer mods for ships battleships

Population has become somewhat of an issue, unfortunately. M: Speaking of how things operate, what are your limitations without the source code? Have you ever "hit a wall" so to speak? After six years how much else is there you can still do to Freelancer?Ĭ: Yep, we're having to fight the engine sometimes. Discussion, balance, implementation, and we're still figuring things out about the way Freelancer operates. It might as well be a part-time job for some of us. Right now we've got eight active admins and a couple dozen developers, each who put in a dozen hours a week at the very least. I've only been involved for a little over two years as a player, less as staff, but the dev and administration teams have been constantly evolving. Igiss was the original lead, and he and his team kept things moving and growing. M: Discovery is completley player-made and you've had no help from Microsoft correct? Can you give us an idea of just how many people have worked on this and the sort of hours they've put in?Ĭ: That's correct, it's an independent player mod, as are most, if not all the Freelancer Mods that have been made available. Discovery's been around since sometime in 2006. The entire Freelancer community, not just Discovery, has really done some innovative things. DiscoveryGC itself likely maintains its momentum from its community interaction and the ever-evolving shape of the mod, and it's been that way for half a dozen years now.

#Freelancer mods for ships battleships code#

Even without the source, our code wizards have been able to do pretty amazing things with a game that's nearing a decade old. Can you tell our readers a bit more about Discovery Freelancer and has let it stand the test of time?Ĭorey (Gheis): Really, it's a testament to the engine Digital Anvil and Microsoft built for the game. Discovery seems to be a relic of sorts that still has a strong community. Miranda: Thank you for taking the time to sit down and chat with me.

freelancer mods for ships battleships

#Freelancer mods for ships battleships professional#

With games like these do we even need professional developers? Yes, but it's still amazing what a bunch of unpaid fans can put together. I found it to be well organized with player running every facet of the game from story line development to guild/faction management and modelling. To talk about the community, I sat down with a member of the community's admin team, Corey Williams, aka Gheis. That's of course not to mention they gave players the ability to fly capital ships as well as fighters, added a bomber class, and dozens upon dozens of new ships.

#Freelancer mods for ships battleships mod#

With a main server that averages 200 players during peak time and several smaller spin-offs, it's far more alive then one would expect, and easily one of the larger mod communities out there. Ten years after Freelancer's release the Discovery Freelancer Gaming Community or Disco as it's known to players has kept the story alive and still progressing for the six years or so it's been around. Right away the game developed a modding community, and while there's always your Star Trek and Star Wars conversions in any Sci-Fi title, one modding community evolved beyond a ship pack and kept the story alive, and moving forward. In this case we have a game that is rapidly approaching it's tenth anniversary, and yet maintains a vibrant community.įreelancer was released by Microsoft and the now-defunct Digital Anvil as a sequel to Starlancer, and vaguely similar to Wing Commander, which the studio had also worked on. Even with no hope of a sequel to look forward, they keep on trucking. So often these days we only look towards the newest of games, but what about those that are back in the past? Sometimes games don't really die out, hardcore fans keep them alive through modding and tight-knit communities.







Freelancer mods for ships battleships