midnightjoker midnightjoker

[MOD] Sins: FreeSpace 1 (Updated July 18/09)

[MOD] Sins: FreeSpace 1 (Updated July 18/09)

Conversion Mod for Sins 1.17

Sins: FreeSpace 1 - A conversion project for Sins of a Solar Empire 1.17

This should be the final release for this FS1 era mod.  It contains the update and a couple more fixes.  The maps should also work with 1.17 now.  Install instructions included.  

 

There is a new mod in the works for the FS2 era and entrenchment.  When that is finished we will hopefully revist the FS1 era.

 

MOD DL link:

FreeSpace 1 for Sins 1.17

Forum Urls

 

https://forums.sinsofasolarempire.com/175716

http://www.moddb.com/mods/universe-at-war-freespace

 

http://fs2modproject.invisionplus.net/

 

389,823 views 157 replies
Reply #26 Top

Considering that there's an entire mod team working behind this mod, it's kind of funny how midnight seems to be the only one releasing anything. Could you try to share your work next time, so that we may help?

 

You touch on a good point here Rallis.  I believe i did share information, models, etc, others would have needed to start setting up the entity files. Besides the Boz's race write up there had been almost no traffic on the forum and definately no one had actually made something for the mod and posted it.  HoHo did make some models but seems to have disappeared so i had to take over his share aswell.

 

Heres a good one for you.  If the entire mod team was WORKING on this mod why is all the product, so far, mine?  Why have I, in 5 weeks done what the entire team couldn't do, or hasn't bothered to do, since the summer?

 

Add an art file, entity file, speech file, anything, please, anybody, i dont want to do it all myself, but so far i've had to.

 

Considering you would have nothing right now otherwise i would think you would be a bit more grateful and understanding.

 

I could go on but this is really something you should have contacted me with personally if it really bugged you.

 

Anyway, the whole point of this is to get people interested in the mod again and it seems to have done just that.

+1 Loading…
Reply #27 Top

midnight, get high-quality models up for FS2 with hardpoints and I will begin making the entity files for them.

-Ian

Reply #28 Top

Zhai_Morenn, thanks for the bug report

 

 

Future plans aren;t really made yet so cant tell you how we will structure the super beam although that sounds quite resonable.

 

Shileds on the lucy.  well i dont know.  im not much of a 3d modeller so what i can do is limited.  Maybe i could just strech a standard shield mesh to fit the lucy?  or maybe i can leave the mesh out?  i just havn't got around to it yet.  but future versions will get closer and closer to the freespace feel as much as possible.

 

Reply #29 Top

Ian, it will be a little while before i start on the FS2 models.  The FS1 models aren't really done yet and there are lots of other things to do to finish up the FS1 portion like techs and abilities and art work.  alot which can be reused for FS2.

 

Plus after i get the first update out i want to take a break. :)

Reply #30 Top

That's fine. I am quite busy with Sins Editor and work (Probably shouldn't be in that order of importance :P).

I don't know much about the FS1 backstory or craft as much as I do about FS2, so I will be waiting for people to begin on the FS2 models and such. When they are all ready, I will do what is required of me to help the mod.

Just let me know!

Reply #31 Top

Were the models ripped from FS1 Directly, if so, I would recoment setting the current High Def models on the cap ships and cruisers to med-high def and use the FS2 Open from here http://www.hard-light.net/ as the models for the High def cap ships.

I say this because they were really good and well done.

 

I would also like to point out that the Athena seems to be flying nose down, it kind of bugs me a little bit. The shivans are also way too powerful, It cost me 5 Fenrirs and 1 1/2 Leviathans to kill 3 of the Shivan Heavy Cruisers, and I almost lost the Orion that I had in that fight to.

 

Other than that, good job. The fights seem a little causter phobic, and you need to add more and smaller maps, but other than that, good job.

Reply #32 Top

The Shivans are supposed to be super-powerful.  They are the Shivans.  In FS2 things get evened out some when we bring in beam turrets of our own.  Damn Shivans have to one-up us though with their Sathanas Juggernauts.

 

*Regrets Volition went under and can't make Freespace 3.

Reply #33 Top

Yeah, Shivans should be hard. Trying to make a completely balanced game like the original Sins with compatible with FS2 makes no sense. Unbalancing stuff makes things more interesting, I've always thought.

Reply #34 Top

while I admit, I apreciated the FS nerdgasm when 3 cains were able to blow my Orion to bits, but I still felt a litte "Hey, I spent more money on that thing than those 3 ships put together, I don't apreciate that very much."

 

Perhaps you could make the Shivan ships lots more expensive. That would also do a Good job of sticking with what we knew as well. They celebrated the Destruction of a Deamon cruiser because there were only so many that they had to destroy, right.

Reply #35 Top

I am a huge fan of the Freespace games so this is a real treat :D  

I'm downloading the mod now can't wait to try it out and I'll be sure to let you know of any bugs i might find

 

Filedropper broke is there anyplace else i can download this?

Reply #36 Top

 

vp21ct, i actually ripped all the models from the open source project.  if you can find better quality ones and give me file paths to them them i will have a look but i think i have em already.  I also used the Hig Res Textures that come with the FS1Port.  They helped for sure.

 

yeah 3 cains should not be able to take down an orion.  3 lilith maybe but not cains.  like sparda said, shivans should own your a$$ but yeah they may be a bit too powerful.

 

And that athena will be fixed in the first update, along with the ursa and amun.  should be in a couple days.  

 

2nd DL link is up now

 

Reply #37 Top

Hey, love the mod, makes me want to install Freespace again just so I can blow up the Lucifer all over lol. The only bug I noticed is the game crashes everytime I mouse over the Shivan cruiser in the build cue. Haven't played as terrans or vasudans. Wanted to play as shivans first because I still remember my first time through FS1 having the shivans come out of nowhere and watching them claim cap after cap, then getting into a dogfight with them only to find targetting sensors can't lock onto them and then "What?! they got shields?!". Lol, good times, anyway once again, love the mod, thanks for this, and I'm off to watch more enemy caps fall before my Lucifer class.

Reply #38 Top

I'm FS1/2 fan so I want to say:

 

"Lilith imba" - if you think it's imba, then you don't wanna know about FS2 Lilith :)

 

"Few Cruisers eat my destroyer" - spam them with fighters/bombers cruisers are very vunerable to them...at least in FS

 

I'm unable to test this mod till new year so I might be wrong.

 

Anyway how did you mannaged to solve the Fighters/bombers hardcode on capships? Fighters/bombers are in Frigate/cruisers slot and are independent from Capships (can jump via phase lanes) or there is only one type of fighter and bomber per capships ?

Reply #39 Top

Quoting mr.WHO, reply 13

Anyway how did you mannaged to solve the Fighters/bombers hardcode on capships? Fighters/bombers are in Frigate/cruisers slot and are independent from Capships (can jump via phase lanes) or there is only one type of fighter and bomber per capships ?

 

Looks like he made it that Figter/bomber is determined by what mother ship they are attached too, and they can't jump through phase lanes. Otherwise, he did a fantastic job. From what I can tell, there is a difference between a Herc, a Valc, and and Apollo.

 

Also, @ Midnightjoker. Yeah, there was a Lillith in the group. Still doesn't seem right, If people start MPing this, They'll either never play shivans, or always play shivans, or get ganged up on if they play shivans. My point is, that wouldn't be very fun. Maybe you should increase some manner of cost on the shivan ships. Maybe make it so they have no non-cap destroyers, or their frigates are half the price of a destroyer. I like how they are tougher and more powerful than shit, keep that, but balance it in another way. I always liked games that did their balancing like that anyway.

 

EDIT: Also, would you be kind enough to lend out the Jump Node mod for Galaxy Forge. I like your concept for it, but the Maps you have are a bit Big for my computer to handle, Though I did get some pretty screenshots when the game itself froze and I was still able to take pictures.

 

Sorry for the constand edditing, these Ideas just kept coming.

You should totally add the FS1 Opening cinematic as the opening cinematic. y'know, for all those people who don't get just how scar the krap out of you the shivans are. (still remember the first time I ran into the Ravana, Just seeing that blood red spike slowly materialize out of the mist, moving to dodge it, and then spending a whole 30 seconds dodging parts of teh ship before ending up behind it. Won't ever forget that.)

Reply #40 Top

http://www.hard-light.net/wiki/index.php/Mediavps

 

Sorry if these are the ones your already using. But I couldn't tell from in game. If not, the Mediavps files should be in the most recent FSopen release. I wouldn't recoment them on fighters, that may be a little much, but they should definetly go on cap ships, and maybee frigats.

Reply #41 Top

Not sure if you are aware of this but with the Orion I noticed when it first tries to launch its fighters they come out almost as if they are about to launch then get jerked back into its fighter launch bay which in turn makes the ship pause its movment for a second. It continues this until there is an enemy to fight or you dock them.

So far though it is a really fun mod I hope you continue your work on it

Reply #42 Top

thanks for the feedback all.  im glad you like it.  Note that this mod will probably change quit a bit during its development, hopefully for the better.  Right now its more of a teaser package to try some things out.

 

mr. who - i set up the strike craft so each ship has access to a fighter and bomber squad, different ones for different ships.  the limit is that you can only have 2 per shp but they can differ ship to ship.  so for now atleast they are tied to a big ship or hangar defense to jump around for now.

 

dragoon4ever - that bug will be fixed in the first update.  soon.

 

vp21ct - i did actually add the opening cinematic from FS1 to the mod so you should be able to view it if that option is set in sins.  and yes the strike craft do have differing values, used as much from FS as i could.  there is more that can be done though.  and dammit where were you 5 months ago when i starting converting these models?  how did i miss those?  thanks for the location.  ok well now that i know where those HQ models are i guess i will have to start on them next.  i dont know if i should be happy or sad. 

 

tommy3hecat - so the strike craft actually stops the orion from moving for a second?  hmm ok, i may have to move that hangar point forward er something.  those things are slow enough.  have you noticed it with the leviathan?  Thanks for the info.

 

and if anyone wants to use or improve the jump node, feel free.  its too bad you cant have a jump effect or sound effect with them.  oh well.  You will need the PlanetJumpNode.entity, PlanetJumpNode.particle files and have to put 2 entires into your GalaxyScenarioDef.  I hope to use some other modders new planet types eventually as well if they dont mind.  not there yet though.

EDIT - forgot.  there are also 2 entries in the English.str file, right at the end, that you would need to copy over as well for the JN.

Reply #43 Top

Could you make the Jump Node planet type available. I would like to make some maps with it, but I can't get it to work right. Thnx.

Reply #44 Top

I may have missed this but I was playing a modified version of Doppelgangers with a friend using this mod earlier when we came to the realization that the races (at least the Vasudans) need some kind of research to unlock inter-system travel.  It was kinda funny actually.

Reply #45 Top

yeah, there is no star based jumps. I found that adding wormholes solved this problem very easily (I added 3 wormholes beyond the pirate base, and then connected each of the systems together.)

The problem I have found, is that I can seldom modify a map that ends up very balanced with the wormholes, not very many of the multi system maps were made for Wormhole travel.

Thats why I have been trying to get the Jump Node planet type, I have been trying to make maps that would work with this game.

On A side note. I made some modifications to TGW map that had everyone starting on one or two planets, then expanding from there, so far, everyone expands at the proper rate. I also added several wormholes for the shivans to use, but only one of them is a two way. I found this made play much more interesting.

Reply #46 Top

Is it possible to make wormhole to connect only with other specific wormhole (not like in vanilla sins where all wormhole connenct to all others) ?

 

It would be very like FS if phase lanes would connect insystem sectors, while wormholes would simulate jump nodes that connect solar system.

Reply #47 Top

Currently wormholes are forced to connect to one thing only in Sins.  I'm guessing you mean that its stars that can't have forced phase lines?  But don't worry, there are some maps in this mod that use wormholes for interstellar travel exclusively.

Reply #48 Top

Nope, I ment wormholes - but I can be wrong as I rarely play on maps that have more than two wormholes.

 

Star to Star phase travel can be unlocked by research tech. If it can be unlocked, then it can remain locked for FS mod so it's not a problem.

Reply #49 Top

Well, in Sins you can't have star-to-star phase lines.  You can go from any star to any star.  Its wormholes that have fixed destinations.

Reply #50 Top

All of you people watching the mod, don't forget that we still are accepting new members. We need modelers and texturers in specific. Check out our forums at http://fs2modproject.invisionplus.net/ for more information and to sign up for the team.