Get the freelancer mod studio, make a copy of the original universe and play around with the existing one. With a bit of creativity and time, you can create sick stuff. ;3
Yeah I just never felt comfortable with it or it's controls.
Also, disabling cloaks in some systems is possible I'd think. Otherwise, could have hostile npcs that uses cloak disruptors? Or maybe not, it'd be a bit weird with the cooldown times.
The more people learn to use Mod Studio, the better. We can have contests for content submissions and pick the best for the mod. Developer work should become a motivation in the community. Waiting around for someone else to do stuff is not productive.
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Using the Mod Studio is actually really easy, as it allows you to graphically show what you do with system inis. While I'm not able to create new models and texture them or do new effects, using what Freelancer and the mod already gave us is enough to create a neat array of new, unseen stuff. The nomad Azurite Reactor in Delta is one of the best examples, as it is not one model but a clustered bunch of models we know already from Singleplayer, like the giant rocks of Tohoku. Another example is this here, what I did test-wise:
I plan to do little secrets like this in many already existing systems, just to have people look for those things off the plane, and maybe there can be done more stuff with it later. If it's good, though.
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Most of the things I hate are the keybindings and the camera controls, which aren't similar to most modelling or other map creating programs. Or the lack of a grid for a plane reference.
The issue with such systems is that everything has to be done serverside so not to be spoiled by players who have knowledge on how to bypass certain ways of blocking third party programs such as FLcomp. Even if you place such countermeasures in place, people can still just open up an ini file and read it directly off there. One of the reasons for even bothering with such effort is to bring back the aspect of ''new stuff'' and unknown things into Disco. Due to these tools being advertised to the players, it makes things quite a bit more difficult.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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It should be sort of their choice to use them, though, right? I remember how I got horribly lost in Omicron Chi when I first joined the server. It was awesome witj the missing nav map and nomad NPCs milling about while not knowing how I could get out again. I only learned about FLCompanion afterwards and felt silly, but I wouldn't have been in that situation if I had used that program. I actually liked it when FLCompanion didn't work for a while some time ago. Oh well.
Not when their usage forbids us to actually put new things into these systems for players to obtain. Natural min-maxers will use any chance just to come out on top and would pretty much kill any point of exploring these systems other than for the sake of visuals. And sadly due to how little such people there are, catering for the ''give new and fun physical stuff to explore and use'' is the more valid option.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Well, if people desperately want to datastorm, let them do it. For all those who don't know how to do it, one of the easiest way to prevent people from doing it the easy way (Nav-Map) is, for example, have not every object sitting on the plane. It's space, after all, and the Omicrons should be something very untamed. No lanes, no planes. There is a somewhat hardcoded limitation for asteroid fields to be never bigger than 60k above or below the plane - they will just stop generate rocks beyond those values. However, that gives us 120k of just vertical space to use. It's different with the horizontal space, from what I've tested so far. My test map is using huge values of solar placement, making it bigger than Cayman, where you have four minutes of just cruising to reach one jump hole to the other.
While the Nav-Map deactivation is like in Chi is hardcoded by the game, placing stuff outside the Nav-Map is easy, and ingame-orientation becomes really hard once things are off the plane.
The issue is that INI files in freelancer are -very- easy to read. Anything that is new can be filtered out via Notepad++ and it will show you exactly which files were changed down to which line. For such systems to work, the only choice we have right now is to create everything serverside, but it has some severe limitations.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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