Freespace mod?

Some of you might totally get what I'm suggesting from the get go.  If not let me explain.  Simply put this game was amazing.  If was a 'space sim' dogfighting joysticker made my Volition and published by Interplay.  The three games were Descent: Freespace, Descent Freespace: Silent Threat (expansion) and Freespace 2.  They all had excellend sound, voice acting, and a killer story that took very traditional Sci-Fi elements but made them feel snappy all over with creative mission design and realistic political writing.

While Playing with Uzi's mod I couldn't help but feel that the beam weapons felt like the beam weapons from these games.  And that's when it hit me.  The last Freespace game totally ended on a cliff hanger with the Shivans detonating a star for some unexplained reason.  The Shivans themselves were a fascinating threat in that there were a species that had been space faring for so long that their genetic eveolution had addapted to it almost exclusively.

Could it be possible to make a mod that might address some of these mysteries?  Maybe recapture some of the truly creepy missions?  Would we want to see a Freespace 3, but at a Sins mod?  What do you guys think?

 

 

23,682 views 31 replies
Reply #1 Top
This would be so unbelievably awesome! The Freespace series was pretty much the last of its kind, back when space shooters were everywhere. It was absolutely amazing. It's funny though, since the Freespace engine is now fully public domain, it serves as the base for many mods (most notable one recently is probably Beyond the Red Line {nBSG}), and I'd actually find it entertaining to play a Sins mod in the Freespace engine :p

Seriously, the capital to capital battles were epic, and I too was immediately reminded of Freespace's beams in this game (I mostly play Advent). The only major differences would be the emphasis and variety of strike craft, which were exclusive to capital ships and could individually jump themselves (Freespace DID play from the lil flyboy's perspective, after all), and the lack of dedicated long range frigates. I suppose the closest thing would be Illuminator-esque beam corvettes like the Rakshasa and Sobek (although I feel the equivalent Deimos was more of a brawler). They might fit the heavy cruiser role better here... Maybe beam updated light cruisers would be more accurate for the LRM role. Really, I guess the parallels aren't necessary. Freespace had its own fleet composition, which seems balanced and flexible enough to work well in a strategy game.

Coming from someone who is completely computer illiterate beyond playing games, I'm not sure how valuable my suggestions are, but I'm just throwing up ideas.


I read somewhere that capital ships can have only 6 abilities or something like that. Does this apply to its "build strike craft" buttons? Would it be possible to add more types? Would it be possible to change those types as the cap ship leveled up?

I think the best layout for strike craft would be the following, if possible. There would be only two capital ships for each faction (the destroyers, Typhoon/Hathesput, Demon/Ravana, Orion/Hecate, maybe the Iceni for the pirates/NTF?), and the super weapon would be replaced with the super ships for the Shivans and Terrans (Lucifer/Sathanas, Colossus). Each capship should have the ability to contruct 6 different ships, or possibly reduced to 3 spread among the different capships (although this makes less sense Freespace wise). So is it possible to change normal abilities into produce strike craft abilities? You would need each of your basic strike craft archetypes in Freespace, the interceptor, space superiority, heavy/fighter-bomber, light bomber, heavy bomber, recon. From there, I think that the type of each archetype you build is based on your capship's level, determining which technological level of strike craft you can build. ie, level 1-3 Apollo, level 4-6 Ulysses, lvl 7-10 Myrmidon for the superiority fighters.

Strike craft would need to be given the ability to jump, and serve as the primary harraser/recon unit without its host being in system. More nebulas/storms need to be present, and the AWACS ships are needed to see in there (they should be very tactically significant locations, expecially regarding the Shivans. Nebulas are also the primary resource locations (it's a gas in Freespace) which has to be harvested with collection/refinery ships. Metal can work like it does now, but I guess you would replace crystal with gas? Perhaps a neat little thing for AWACS, you could have AI ALWAYS be on combat auto-pilot, unless you had an AWACS, and you could only micromanage strike craft within AWACS range.

Lastly, since the Shivans are not thoroughly described at all, some assumptions/adaptations have to be made. They would not colonize, all of their infrastructure should be orbital or ship based. I'm not sure how this would work in Sins.

Ramble ramble. I have no idea if this is technically feasible or not, but oh man, it would be sooooo awesome!
Reply #2 Top
I was thinking about the same thing a few days ago. This WOULD be awesome, and the in-game models should be available to everyone since Freespace 2 had its source code opened up a few years ago, which also allowed for awesomeness like Beyond the Red Line.
Reply #3 Top
Here's the first game's intro as well:
http://www.youtube.com/watch?v=NJ-xcgBL1mY
Reply #4 Top
models shouldnt be a problem to get, im sure the FS community(which is still up and running) will be happy to help, but coding it might be difficult imo
Reply #5 Top
I totally agree that this story was awesome. i am making my own models in the hopes of getting my own mod of freespace going. I dont know, maybe taking the original models and figuring out how to convert them would be easier but im enjoying this modelling stuff. I have no idea how to do texturing or anything else so im kinda worried about how much more work is involved after making the model. I find the textures on the originals are kinda hard to look at so if anyone is willing to redo them, i hope to have some models finished soon that will be in need of textures.

I will post a screen of my first attempt, the gtd orion, later tonight after the work thing is done.
Reply #6 Top
Yes! Post what you have!

I think a Freepsace mod might need to be a story driven campaign. Maybe Co-op? And it would serve the atmosphere well if you had minimal forces just like in the other gamnes. In both Freespace games you always felt you were fighting a loosing battle and getting by just barely. We gotta keep that same theme.

Maybe the Shivans don't have a homeworld? Maybe the jump in from somewhere you can't find? Maybe it's a race for technology from the ancients so you can reconnect with Earth?

I always felt the Shivans were kinda of a galactic antibody that snuffed out any other civilizations the moment they became space able.

It would be great if we could rip the music from the old game too.
Reply #7 Top
Hay, I have both Freespace, Silent threat and freespace2, But that is for freespace we need if anything to get someone like ironclad to continue the story of the current game not add to this one. Freespace is still a blast and I still write missions but I dont want them to be added here. This is "Sins of Solar" not freespace.

I am a Freespace purist. We live to keep freespace pure!!! :CONGRAT:
Reply #8 Top
Actually, this clip captures the game's atmosphere perhaps better than even the intro.

Recognize the voice? Interplay did the best voice work for all their games.


The clip is here.

WWW Link

Sorry, couldn't embed it for some reason.
Reply #9 Top
This is off-topic, but if anybody here who's played Freespace 2 HASN'T played the SCP (Source Code Project) version of Freespace 2, please do.

http://www.hard-light.net/wiki/index.php/Getting_Started%28Main%29

On-topic, how big is, say, the Colossus compared to a Kol? I can see a mod running into problems of scale if things aren't modeled correctly. If a Fenris is roughly the size of a Cobalt, the Colossus is going to be one massive ship in one relatively small gravity well.
Reply #10 Top
the colossus was supposed to be 6 km long while the orion was suppoed to be 2 km. no idea what the Kol is supposed to be in length but i see the orion being pretty close to the same length (in my mind).

as for the purists, i'm all for purity in a scifi series but i (personally) want freespace fleet combat and i think this is the best platform to do it on.

I created a map based off the original FS2 map from volition. My trick for the shivans was put them in their own system off to the side with a wormhole to gamma draconis. Terrans(tec) and vasudans(advent) start of with most of the galaxy colonised and get to warring right away. Then when the shivans(vasari) pop out all hell breaks lose as i have given them crazy high ship stats. Your really F't if the vasudans wont declare a ceasefire with you.

I find that this gives a pretty good sense of the original game story.

And the (Source Code Project) version of Freespace 2 is a thing of beauty.
Reply #11 Top
I created a map based off the original FS2 map from volition. My trick for the shivans was put them in their own system off to the side with a wormhole to gamma draconis. Terrans(tec) and vasudans(advent) start of with most of the galaxy colonised and get to warring right away. Then when the shivans(vasari) pop out all hell breaks lose as i have given them crazy high ship stats. Your really F't if the vasudans wont declare a ceasefire with you.
End of quote


You wouldn't happen to be willing to share this map, would you?
Reply #12 Top
Search before you post! Seriously! Now we have two Freespace mod threads, both with replies...

P.S.
I still have those ideas bouncing around the inside of my head, if someone wants to start making a mod, call me up, ok?
Reply #13 Top
OK here are links to some shots of my first modelling attempt. the GTD Orion Class. Its not exact but good enough for me. Maybe i should have picked an easier one to start?

Next im planning to do the Triton (cause it looks easy), the Cain/Lilith cruisers then the Lucifer. After that i may look into doing more FS2 ships but i have plenty of work ahead of me already.

http://img508.imageshack.us/my.php?image=orion1st2.jpg
http://img255.imageshack.us/my.php?image=orion2dl5.jpg

As for the maps i made, i will get them up shortly.

The_Regicide, i think i would be willing to waste some of my life to get a wicked freespace mod out.
Reply #14 Top
Here's the link to the FreeSpace Maps I made and some info about the maps. There is more info on the maps in the file and notes on getting the races in the right starting positions, etc. You should probably read it to make sense of certain things. It was a bit much for here. I also tried a map out with a 4th player, the NTF starting with Regulus, Sirius and Polaris but they got swallowed fast.

http://rapidshare.com/files/107561155/midnightJ_FreeSpaceMaps.rar.html

- 1.03 compliant, probably work on 1.04, havn't tried yet.
- There are a couple references to Uzi’s planets from his mod. Just Rock I think.
- Maps are ‘flipped on the z axis’ in galaxy forge so it shows up properly in-game.
- No jump lanes to stars, only interstellar lanes, wormholes
- Added 3 extra jump lanes on the edges of the maps systems to give it more paths for conquest: Ross 128 to Ikeya, Regulus to Altair, Sol to Wolf 359.
- The Tec(GTA) are Player 0, Advent (Vasudan) 1, Vasari (Shivan) 2
- The races have higher than normal starting credits n resources.
- The GTA basically own the bottom half of the map and the Vasudans own top (= # of planets) while the Shivans have one system off to the right (left in GF). They are trapped until they discover wormholes.

FreeSpace1FinalSmall.galaxy is the FS2 map from volition with one planet per system (except home systems). 31 stars and 35 – 40 planets. I prefer this one.
The shivans have 2 wormholes. One to Ikeya and another to Gamma Draconis.

FreeSpace2Final.galaxy is the same map but with one planet per jump node to another system. ~90 planets
The Shivans only have one wormhole to Gamma Draconis


Now i know its not exactly perfectly canon but it suites my needs. Now i just need to figure out the rest of this whole 'adding new ships to the game' shtuff and we're laughin. Hope you enjoy.
Reply #15 Top
@midnightjoker, you have my nearly eternal thanks and gratitude. I only say nearly because I don't want to commit to completely eternal.
Reply #16 Top
im useless at coding for the moment, but if i can get the models(not mine, ill get it from HLP) will someone be able to code them in game?
Reply #17 Top
Search before you post! Seriously! Now we have two Freespace mod threads, both with replies...P.S.I still have those ideas bouncing around the inside of my head, if someone wants to start making a mod, call me up, ok?
End of quote



Ack! Sorry sir. I searched but I didn't find a thread dedicated to it. I must lrn2search.

Well, the technology upgrades for the Terrans and the Vasudan wouldn't be too difficult. Prometheus cannons and shields and such (first mission first game shields weren't invented if I recall). You could also unlock fighter types with tech upgrades like the Herc Mk II.

The Shivan ship designs and models will be wild though. Wild! Also, we'd have to do the voice work for the Vasudan in a similar fashion, where you'd hear them speak their alien language with a digital translator speaking over them. Would it also be difficult to use the same music?
Reply #18 Top
Hay what about the game it self? We can just asked ironclad take over the development any ideas? :HOT:
Reply #19 Top
I don't know if many lawyers hate themselves enough to navigate the horror that is Interplay's liscence property. I was a HUGE Black Isle fan and witnessed as much as I could of Interplay's demise.

But they did make the code public . . . would that mean the property is also public? Does that even happen?
Reply #20 Top
The game can be legally downloaded and played, but it can not be distributed, and it's IP can not be used to build anything that is capable of making money.
So no, noone can make a sequel, or feature it on the gamer's monthly DVD. I tried to hunt down the license, but came up to several dead ends. One of the dead ends suggests that some dude whose name I forgot who lorded over all of Volition holds the IP. Another path lead to Interplay being the owner. This path now separates into one that suggests the IP is a closely guarded treasure, and another path suggests that they're talking to various developers to sell the license. And yet another path seems to indicate that THQ holds the IP now...
I gave up.

P.S.
That's a nice try at modelling. Not accurate, but it has much of the basics down pat.
Reply #21 Top
Yeah the IP has been buried ever since Interplay folded, which is a huge bummer. Nice one on trying to figure out where it led Regicide. I think the guys from BSG (ron moore) could do some spectular things with this story. Make it a good 4-5 year show dealing with the 2 Shivan incursions. Anyway...

Yeah first model so it aint perfect but it was fun, and SketchUp makes it sooooo easy.

I can work on game entity files and the like and am willing to try working with models. Not really into texturing or any photoshopping, im a c# coder by day.

My idea for this mod was only to change out the ships and races to start. Then maybe look at tech tree's and other 'extras' that could be added later (if we're still interested, this is already alot of work).

The new campaign feature may add a whole new level to all this as well.

I gleaned some info from this page that says FreeSpace Models are built in/compatible with 3dsmax so ideally we should be able to re-import them, mod them to work with Sins and re-export them into what ever format. yeah, thats all....

I'll try to look into this tonight.WWW Link
Reply #22 Top
In my head(and the various bits of paper that are meandering about my desk) I have fleshed out the GTA and PVN factions, complete with ships, strikecraft(and roles), abilities, mechanics, buildings and technologies, even superweapons. I even added a few ships to the Vasudans, and sketched out buildings for them. Shivans, well, they're more difficult. I have a superweapon, three buildings(one of my own design plus the Comm Node and a Shivan Knossos) and that's about it...
There's also a few questions that will decide on a few of the designs. For example, can we have rotating bits? Phase-jump deployed strikecraft?
I'm doodling some technology tree ideas now. I was thinking of actually starting work on the mod on the summer, when my college and both jobs ease off with the activity.
Reply #23 Top
Sounds deep. I was going to re-use as much as possible from the current game. I hadn't even thought about doing the buildings(except a knossos portal) but its a good idea. For Shipss I figured some of the current advent and vasari cap shps looked good enough to be Vasudan ships (maybe with some new textures n weapons) and a couple others could be little shivan ships and i wanted to keep all the Tec cap ships, even if some became cruisers/frigates.

But im down man, let me know where you need help and i'll do what i can.

Reply #24 Top
Well i have been trying but i cant find a way to get the FreeSpace models into something like 3dsmax, Truespace or XSImodtool. I can view the models and edit them but only to use them in FreeSpace 2. You can also add new models to FreeSpace 2 but you cant take them out. basically we need something to view or extract .pof or .cob files.

Anyone else know of a way to get the freespace models into a nice format? It would save sooooo much time.
Reply #25 Top
i lied. I guess Truespace can import the freespace models and from there we cna go to 3ds max! we have access to all the FS2 models and textures. This is gonna be sweeeet.