Ladies and gentlemen. I'm pretty sure you all know (if not, im telling you now), that I'm a big fan of EVE Online. I love the game play, the mechanics, the logistics, the number crunching, the sheer complexity of the game, the models, the lore- pretty much every aspect of the game, I enjoy. But, at the same time I also understand and appreciate, that EVE online in its current form is appealing to only a specific type of player, and as such, I would deem it.. "Elitist" to an extent.
Now, putting all of that aside, you all know that i enjoy EVE Online, and I love modding for Freelancer (hence me being on Discovery's dev team). So, I had the idea- Why not make an EVE mod. For Freelancer. Combine the best of both worlds (as best as possible.:P). Due to this idea sticking in my head, I made a decision.
I'm Proud to announce, that I'm working on an EVE mod for freelancer. The mod is currently being worked on solely by me, and as such, FOR NOW, there is not a release date. Furthermore, since its alot of work being done by my lonesome alongside Uni and Discovery work, progress is slow (not TOO slow either though), and under these circumstances, I might just opt for INITIALLY, releasing just a ship pack, containing all the Tier 1 ships for the four houses, some pirate factions, and the Law enforcement agency, CONCORD.
As time progresses, and depending on if others become interested and decide to join the dev team and get the work flowing faster, I will start converting over stations, jumpgates, and other such solar objects for use by system modders to create systems with realistic scale. Due to the complexity of EVE Online, there may or may not be certain features available. Ideally though, in time I'd like to believe ill be able to make certain features working as intended to (I wont ruin the surprise for now).
It should be noted, that the reason why it's taking alot of time to convert models over is because EVE Online and Freelancer are two, completely different games with different engines, and as such, I have to MANUALLY edit everything to make it fit into freelancer. This includes textures, illumination, glowing textures, hitboxes, hardpoints, INI work, etc.
Work on the mod was started 1 week ago, and i started off with the Caldari tier 1 shipline. So far, the models converted over are all the battleships (Raven, Rokh, Scorpion), the two battlecruisers (Ferox and Drake), the destroyer (Cormorant), the freighter (Charon), the starter ship and shuttle (Ibis, Caldari shuttle), and 2 cruisers (Caracal and Osprey). The frigates, and the other half of the battleships remain.
The next post will see images of progress. (in other words, next post reserved, dont post until i have please.).
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Furthermore, While this is a single person project (a huge one at that), If people are keen to do modding in favour of this mod, I'd definitely be willing to take you up on your offer, AFTER i have everything ready for you to use (for example, system modders will need the station models, JG models, etc.) There was a draft of a weapon system design document, but again, because im working alone, the weapons for this mod have not been finalized, same for stats. if people feel comfortable doing such number crunching, give me a message either via pm or via skype).
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.