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General FreeSpace => FreeSpace Discussion => Topic started by: TwoCables on December 16, 2014, 01:14:50 pm

Title: Retail FS1 vs. FSPort v3.4?
Post by: TwoCables on December 16, 2014, 01:14:50 pm
I don't have retail FS1. All I have is FSPort and FSPort MediaVPs. So, I'm curious: visually and graphically speaking, is FSPort v3.4 identical to retail FS1? Or, is it superior to retail FS1 due to the fact that it's a FreeSpace 2 mod?

Are there any other noticeable differences?
Title: Re: Retail FS1 vs. FSPort v3.4?
Post by: niffiwan on December 16, 2014, 03:16:53 pm
It won't be identical because (if nothing else) the code is different. e.g. I believe that retail FS1 had a bug that meant Interceptors would miss most of the time, and that was fixed in FS2 & therefore FSO. As far as visuals go, I'm not sure because I haven't played retail FS1 in probably 10+ years and my memory isn't *that* good. I don't feel the nostalgia so much that I want to find a 15-inch "fisheye" CRT and run an old game at 640x480 to get the authentic feel ;)
Title: Re: Retail FS1 vs. FSPort v3.4?
Post by: Rhys on December 16, 2014, 03:23:16 pm
Well, FS1 had blob beam cannons with trails for the Lucifer. I'm glad that's no longer a thing.
Title: Re: Retail FS1 vs. FSPort v3.4?
Post by: Yarn on December 16, 2014, 07:25:39 pm
FS1 uses gradients instead of bitmaps for nebulae, supports only one white sun, and has no planet bitmaps.
Title: Re: Retail FS1 vs. FSPort v3.4?
Post by: NGTM-1R on December 16, 2014, 08:21:08 pm
The only functional gameplay difference, and as far as I know nobody knows why, is that the FighterKiller missile in FS1 had a significant knock effect, but it doesn't in the Port. It's not any more lethal or anything. At this point I kind of suspect it was a bug in FS1.
Title: Re: Retail FS1 vs. FSPort v3.4?
Post by: TwoCables on December 16, 2014, 09:00:04 pm
The only functional gameplay difference, and as far as I know nobody knows why, is that the FighterKiller missile in FS1 had a significant knock effect, but it doesn't in the Port. It's not any more lethal or anything. At this point I kind of suspect it was a bug in FS1.

Do you mean that it had a kinetic effect, like the Morning Star?
Title: Re: Retail FS1 vs. FSPort v3.4?
Post by: NGTM-1R on December 16, 2014, 09:35:53 pm
Yes. I have very distinct memories of Evangelist being annoying, though not difficult, because I'd lose lock when I took a hit.
Title: Re: Retail FS1 vs. FSPort v3.4?
Post by: Goober5000 on December 16, 2014, 10:58:50 pm
FS1 uses gradients instead of bitmaps for nebulae, supports only one white sun, and has no planet bitmaps.

The DVD version of FS1 has planet bitmaps (and afterburner trails too).  They were probably added after the main release (on CDs) had already shipped.
Title: Re: Retail FS1 vs. FSPort v3.4?
Post by: Mars on December 17, 2014, 01:22:18 am
I find that there is a bit of difference in that its easier to see things. The bonus objective in the Shivan's introductory mission was really hard for me when I played it back then. Now its pretty damn easy.
Title: Re: Retail FS1 vs. FSPort v3.4?
Post by: TwoCables on December 17, 2014, 01:51:33 am
I find that there is a bit of difference in that its easier to see things. The bonus objective in the Shivan's introductory mission was really hard for me when I played it back then. Now its pretty damn easy.

I have to say, I was noticing the same thing about MediaVPs 2014 for FS2: without the mod and with no features on and no custom flags, I was getting my ass handed to me. When I went back to MediaVPs 2014, all features on and my preferred additional custom flags, I felt that my difficulty level was set too low!
Title: Re: Retail FS1 vs. FSPort v3.4?
Post by: Droid803 on December 17, 2014, 02:05:28 am
Well, if it was hard because you were fighting the interface/camera then that's just artificial difficulty that's been removed. A good thing, really.
Title: Re: Retail FS1 vs. FSPort v3.4?
Post by: TwoCables on December 17, 2014, 02:23:08 am
Well, if it was hard because you were fighting the interface/camera then that's just artificial difficulty that's been removed. A good thing, really.

Amen to that. For a while there, I was wondering if the mod also changed the AI or something, but then I realized later that it's just because it's easier to see. lol
Title: Re: Retail FS1 vs. FSPort v3.4?
Post by: fightermedic on December 17, 2014, 06:33:14 am
FS1 uses gradients instead of bitmaps for nebulae, supports only one white sun, and has no planet bitmaps.

The DVD version of FS1 has planet bitmaps (and afterburner trails too).  They were probably added after the main release (on CDs) had already shipped.

i didn't even know such a version existed until now.. wow, the things you learn every day
Title: Re: Retail FS1 vs. FSPort v3.4?
Post by: Mongoose on December 17, 2014, 05:45:45 pm
FS2's improved missile code does wind up making a handful of missions be more difficult in the Port than they were in retail FS1.  A prime example is The Hammer and the Anvil: I never had any difficulty saving al three shield prototype cargo containers in retail, but even on Easy, it's an absolute nightmare doing so in the Port.  There are also minor quirks like the Plato never seeming to get properly destroyed on Out of the Dark, Into the Night; because :v: never set a warp-out condition for it in the retail mission, it'll just chill in the node doing absolutely nothing unless you can almost coax the Shivans to go after it.  There's probably some degree of FRED trickery that could be employed to get these missions playing much more like their retail selves.