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  Discovery Gaming Community The Community Real Life Discussion
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POSSIBLE suggestion. FL2

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POSSIBLE suggestion. FL2
Offline ferongr
09-27-2008, 04:13 PM,
#21
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Posts: 139
Threads: 1
Joined: Jan 2008

' Wrote:stuff...

Somehow, I doubt these were from a possible freelancer 2 game... Looks more like some renders of some models, created as a bad joke.

It just seems to me that no project at that stage would be stopped (if those really are the renders from an FL2 engine), and it's kinda like a bad joke played on the community.

To be more exact, there is NOTHING about FL2 on the web, other than some random forum discussions. Not an official announcement, not an official developer statement... Nothing.

I assume someone with a very sick humor (or, a troll?) made these movies.

So, dont get your hopes up.

Also, Microsoft never releases IP rights and source to anyone. So I find all these petitions kinda moot.

[Image: sigsg8.gif]
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Offline FooFighter
09-27-2008, 08:02 PM,
#22
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Posts: 726
Threads: 32
Joined: Sep 2007

Well, there are some open source space sims out there though, some of them multiplayer as far I know. Wouldn't it be worth to try out modifying one of these so it would represent the FL lore? Sure, it would be very different from FL gameplay-wise, and it would be a extreme amount of work, but there would also be one extremely huge advantage: we could finally shape the game like we would like it to be. Everything (well, at least to some degree) would be possible, just think of it: a auto-updater, dockable player ships (and maybe even stations!), deactivating trade lines as a lawful without actually shooting it, no more polygon restrictions, [...].

But well, maybe I should just quit dreaming again. Frankly said, it's just far too much work. The Disco community will stay with Freelancer, and as long as it stays what it is at the moment - a very unique and great role playing game - players will accept the game's limited capabilities and stay with FL, not because it has such great gameplay, but because of it's community (which is one of the darn best gaming communities I've ever seen after all).
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Offline Linkus
09-28-2008, 03:01 PM,
#23
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Posts: 4,027
Threads: 155
Joined: Mar 2008

Quote: a auto-updater, dockable player ships (and maybe even stations!), deactivating trade lines as a lawful without actually shooting it, no more polygon restrictions,

All of those are easily done and are in use in other mods save the polygon restrictions, which is generally high enough anyway. People don't like texturing mildly detailed models, imagine going insane with detail..





Facilitating the rise of robotics since 0 A.D.
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Offline FooFighter
09-28-2008, 05:17 PM, (This post was last modified: 09-28-2008, 05:19 PM by FooFighter.)
#24
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Posts: 726
Threads: 32
Joined: Sep 2007

' Wrote:All of those are easily done and are in use in other mods save the polygon restrictions, which is generally high enough anyway. People don't like texturing mildly detailed models, imagine going insane with detail..

Easily? I know, I'm not very experienced with modding issues, but if these things were that easy, why don't we use them? I thought especially docking on player ships and things like that were extremely buggy, and that's why they aren't included in the Disco mod.
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Offline Linkus
09-28-2008, 09:47 PM,
#25
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Posts: 4,027
Threads: 155
Joined: Mar 2008

To be honest, those suggestions all seem to have been ignored by the Admins and Igiss. Could be a silent no but reasons are always nice to know.





Facilitating the rise of robotics since 0 A.D.
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