Freespace: The Great War

Since I've made RaceLogos for all the FreeSpace factions, I figured I'd try and throw together a quick 'Great War' scenario. The plan is to throw in some models, disable the ship designer and start the tech in the middle somewhere.

The first version will be a quick and nasty proof-of-concept, but later I plan on adding things like 'huge' versions of different weapons, and changing the tech tree slightly to reflect the armour-heavy, bomber-happy universe of FS.

Obviously, the game starts around the time of Operation Thresher. It's going to be much less epic-roleplay and more tactical - there are no colony ships, all planets are predefined by the scenario, and replacing a lost Orion is going to take a very, very long time. I have no idea if the 'jumpgate' concept is implementable in GC2, however. In a later version I'll implement the Shivans as a Dreadlord-esque common enemy, and I've got plans for 'block' upgrades to classes based on tech - for example, getting better 'huge Terran' guns would unlock GTD Orion Block 15, with better firepower.

At first I'll only need to add Orions/Typhons, Atens/Leviathans, and Apollos/Anubii. I'd like to find out what the consenus is on model coversion, since EJ has had some success but many others have had problems. Actually, I'll probably need to pick EJs brain about the textures as well!
10,108 views 6 replies
Reply #1 Top
a freespace mod for this game sounds like a great idea. that game was one of my favorite space sims. i still load up number 2 sometimes (one's graphics and game play feel a little too dated nowadays)

it's a shame the company went under and the story line will never be completed.
Reply #2 Top
There is a Source Code Project that has improved FS1/2 a great deal - to save time, I'll be contacting contributors to use their models. Original, retail FS2 looks horrible, but SCP looks pretty flash for a game developed for free in everyone's spare time. I'm waiting on the nBSG mod for SCP - a 60,000 poly BSG with hundreds of guns looks incredible.
Reply #3 Top
lol this gave me an idea for a starcontrol 2 scenario mod.

you start in a precursor ship and have a survey module and a few primitive wpns/armor/engine, later on you do objectives and return to the starbase and based on what you did, you can get

anomoly that adds new tech.
anomoly that adds more bc.

the only way to design a better ship is via getting new upgrades and the only one to upgrade your ship is to use the bc you aquire and click on upgrade.

well something like that.
Reply #4 Top
There is a Source Code Project that has improved FS1/2 a great deal - to save time, I'll be contacting contributors to use their models. Original, retail FS2 looks horrible, but SCP looks pretty flash for a game developed for free in everyone's spare time. I'm waiting on the nBSG mod for SCP - a 60,000 poly BSG with hundreds of guns looks incredible.


Are most of the SCP models not a tad detailed, though? Offhand, I think the new Orion is in the 5-10000 poly range for the hull, which is a fair bit more than the default GC2 hull models. Not sure about the textures, actually; there should be spec (which could be used as crude normal) maps and glowmaps, but I don't know how well GC2 would support the current multiple map setup (using tiles) for the destroyers; might have to bake off a template for that lot.

I'm probably going to try and quick-convert some of my old FS2 models if I can, albeit not sure how to translate the likes of turrets onto something suitable for the ship editor hardpoints. Might be worth taking a peek at HLP (specifically http://www.hard-light.net/forums/index.php/topic,38753.0.html), which is the largest FS2 community/forum left. someone's already suggested/requested a Vasudan mod as you can see
Reply #6 Top
ZOMG Aldo! I was going to end up posting on HLP about this! I'm glad you found your way here. I haven't posted on HLP in some time, but I certainly keep one eye on it.

I'm not sure if there are hard poly-limits for GC2, but I guess I just took the 'very scalable' claims of the developers to heart. SInce the designer isn't an issue, I wonder how important it is? I certainly don't want to be choking up the engine with detail you'll never see, as on many of the HTL models.