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41
Gaming Discussion / Re: Sarkoth's recurring Steam Key giveaway (Humble Bundle leftovers)
« Last post by subli on December 15, 2025, 11:34:24 am »
Speaking of the Jingle Jam, here's a few keys to games I already had or weren't interested in. Let me know if you want one, I don't need them.

Dungeons of Hinterberg
Rusty's Retirement
Spiritfall
The Royal Writ
Train Sim World 6: Special Jingle Jam Edition
Warhammer 40,000: Chaos Gate - Daemonhunters

I would like Spiritfall if it is still on offer ;)
42
Solaris / Progress Summary for Solaris 4.0
« Last post by Darius on December 15, 2025, 10:21:40 am »
Even before the release of Solaris Act 3, I was debating which approach to take for the subsequent 4.0 version. Do I continue the fighter-centric, story focused gameplay of previous releases, or should I exercise my creative muscles on something new?

The choice became clear when I updated my eight-years-obsolete knowledge of FreeSpace Open and looked through what had been implemented over the last few years.

Animations!



Particles!



and curves! Even the tonemapping lighting system (including glowpoint lighting) implemented years ago had only been given a cursory glance.

I wanted to try a new mission design philosophy that moved away from the heavily curated set pieces of the previous releases, focusing on more dynamic, freeform gameplay - using systems, rather than events as the foundation. I figured modders now had enough tools at their disposal to build RTS-lite gameplay elements.

Besides, I had balanced ships and weapons in Solaris as though it was an RTS :P

So I'm planning for the next release to focus on new gameplay systems, such as implementing capital ship gameplay using a Lua script by (the absolute Chad Lad) Asteroth as a baseline. Embedded below are some very early WIP videos made soon after the release of Solaris 3.0, playing around with cruiser/large ship gameplay.



I've also been tweaking ground gameplay mechanics using another Lua script by Chadsteroth that lets you play missions in 2d, simulating vehicle travel. The glowpoint lighting and tonemapping systems can give some visually impressive results, and the smaller scale makes the world more intimate, more human.


The script can be used to simulate aerospace flight quite nicely, and the plan is to have these multiple gameplay types coexist seamlessly on the same map/level. The helicopter flight in these videos take place on the same map as the motorcycle scene, cruising high above the same roads that the player had been driving along previously.



Finally, I had been using Asteroth's capship command script for deeds not even he had expected: Tank Gameplay


It seems Lua scripting is a pathway to many abilities, some considered to be unnatural.


The other huge gameplay system that I've been implementing is courtesy of an amazing script by the inimitable CRZgatecrusher that lets you call in reinforcements using a "Command Point" resource system. Even more incredibly, he's implemented an AI system that uses the same callin system and commmand resources, with the ability to tweak various parameters of the AI.



The plan is to have this all taking place in one giant 64x64km level, but will require the use of the new Props system in post-FSO 25.2.0 builds. Without this feature, the limit of 500 ships in-mission at a time would be an insurmountable obstacle to making it work.

However, you don't have to wait until the next stable build to give this a try for yourself! I'm hoping to get a limited gameplay demo out soon, showcasing the unit call-in and command system for others to try out and tinker with, and hopefully see more systems like these in other FreeSpace mods!
43
Solaris / Re: Solaris (A FreeSpace Open Total Conversion)
« Last post by Darius on December 15, 2025, 05:11:39 am »
Thanks! I'm very happy you enjoyed the release and it was a huge milestone being able to finish that story arc in Act 3.
I've been hard at work over the past few months with regular updates on the Discord channel, but I've been neglecting the forums so apologies for that.

Here's a brief update of everything that's been going on for the next release of Solaris.



I'm planning for the next release to focus on new gameplay systems, such as building on the capital ship gameplay seen in the final couple of missions of act 3, using a LUA script by (the absolute Chad Lad) Asteroth as a baseline.



I've also been tweaking ground gameplay mechanics using another LUA script by Chadsteroth that lets you play missions in 2d. This lets you simulate vehicle travel and can have spectacular results.


The script also lets you simulate aerospace flight quite nicely, and the plan is to have these multiple gameplay types coexist seamlessly on the same map/level.


The other huge gameplay system that I've been implementing is courtesy of an amazing LUA script by the inimitable CRZgatecrusher that lets you  call in reinforcements using a "Command Point" resource system. Even more incredibly, he's implemented an AI system that uses the same callin system and commmand resources, with the ability to tweak various parameters of the AI.



The plan is to have this all taking place in one giant 64x64km level, but will require several upcoming engine features post-FSO 25.2.0 to implement properly.

However I am hoping to have a limited gameplay demo coming out soon, showcasing the unit call-in and command system for others to try out, and tinker with!
44
Solaris / Re: Solaris (A FreeSpace Open Total Conversion)
« Last post by coupster103 on December 14, 2025, 09:50:35 pm »
Amazing mod. Can't wait for the next act. I'm guessing we're looking a couple years out or so?
45
FreeSpace Discussion / Re: Enemies in a campaign
« Last post by BengalTiger on December 14, 2025, 05:16:13 pm »
Alpha 1 never really sees the whole GTVA in a broad perspective, it's mostly a focus on whatever the current battle is about.

I'll make a statement that the GTVA is not very strongly unified, and not very powerful or knowing what's going on in every corner of the colonized space.

It took them 20 years to build a 6 km ship - which shows that the 2km normal destroyers are pushing the limits of what can be done.
Multiple of these existed per side during the GTA vs PVN days, so losing the home planets really pushed back the capability of the combined civilizations' to build capital ships.

There was also not one but two capital ships were built without Command knowing - Hades and Iceni - and these were built without multiple star systems cooperating.

So yeah, dividing the GTVA is very plausible and seems to happen multiple times.

Now regarding new enemies? Well, maybe the Ancients would come back from their other galaxies and demand their homelands back because they were here first.
They figured out how to deal with the Lucifer in exile and now they return.
That could be a cool campaign.
46
FreeSpace Discussion / Re: How do you feel about the Myrmidon?
« Last post by BengalTiger on December 14, 2025, 04:34:46 pm »
It does the job, but as soon as I can get to the Perseus, I do so for the general duties missions.

The maneuverability is just not good enough to keep up in high performance dogfights - especially its slow roll rate. In a straight line it's competitive and has 6 guns, so it's usable when attacking freighters and other light targets.
Then in the later stages of the campaign when the Erynies shows up, the Myrm becomes totally obsolete.

This is actually discussed in the lore, where the Myrm is the standard fighter, while the Perseus and Ery are brand new designs, so there is the generational gap between them.


Need to get the latest and greatest release and replay the whole FS 1 and FS 2. This has changed a lot from 3.6.10, the days when I started here.

It kind of got a joint Terran/Vasudan vibe in the current high res model - as if developed alongside the Bakha, which I do like.
47
FreeSpace Discussion / Re: 25 Years some odd years
« Last post by BengalTiger on December 14, 2025, 04:15:08 pm »
It does indeed work on Linux.  The engine works, Knossos works, and even FRED works under Wine.  And soon, QtFRED will work on Linux natively.

Glad to hear Teeth of the Tiger is still in progress.  I look forward to it. :yes:
I'll be experimenting with this then...

And TotT - I want to finish one mod for this game called OpenGeneral (a remake of Panzer General 2), and then I'll be back with the Tiigran-Merisst. I think I'll be dusting off my FS Open skills around the end of this year.

EDIT: Is there any effort to advertise that FS Open works on Linux?
48
FreeSpace Discussion / Re: Weird Freespace dreams
« Last post by Assassin714 on December 14, 2025, 03:36:36 pm »
I had a dream where I was playing some versions of levels from TIE Fighter, but remade in the Freespace 2 engine, using FS2 ships. I specifically remember playing the "Guard Resupply" mission in the Sepan Civil War campaign, where you have to escort the TIE Advanced prototypes from the escort carrier to your Star Destroyer. Except the Escort Carrier was replaced with a Deimos (even though it doesn't have a hangar bay), the TIE Advanced were replaced with Myrmidons, and the enemy ships were replaced with Shivans (I remember 2 Cains flying side by side). At one point the Deimos jumped out and jumped back in again, and at another point one of my wingmen complained about the tug pilots crashing one of the Myrmidons into his fighter.

49
Nightly Builds / Nightly: 14 December 2025 - Revision cb3819309
« Last post by SirKnightly on December 14, 2025, 12:49:07 am »
Here is the nightly for 14 December 2025 - Revision cb3819309



Group: Linux-arm64
nightly_20251214_cb3819309-builds-Linux-arm64.tar.gz (Mirror)


Group: Linux-x86_64
nightly_20251214_cb3819309-builds-Linux-x86_64.tar.gz (Mirror)


Group: MacOSX-arm64
nightly_20251214_cb3819309-builds-Mac-arm64.tar.gz (Mirror)


Group: MacOSX-x86_64
nightly_20251214_cb3819309-builds-Mac-x86_64.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20251214_cb3819309-builds-Win32-SSE2.zip (Mirror)


Group: Win64-SSE2
nightly_20251214_cb3819309-builds-x64-SSE2.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit cb3819309
Author: BMagnu
Commit: GitHub

    Make sunglows respect detail boxes (#7141)
 code/model/model.h          |  1 +
 code/model/modelcollide.cpp | 14 +++++++++++---
 code/ship/shipfx.cpp        |  6 +++---
 3 files changed, 15 insertions(+), 6 deletions(-)
50
Nightly Builds / Nightly: 13 December 2025 - Revision 8fb0cbe08
« Last post by SirKnightly on December 13, 2025, 12:49:23 am »
Here is the nightly for 13 December 2025 - Revision 8fb0cbe08



Group: Linux-arm64
nightly_20251213_8fb0cbe08-builds-Linux-arm64.tar.gz (Mirror)


Group: Linux-x86_64
nightly_20251213_8fb0cbe08-builds-Linux-x86_64.tar.gz (Mirror)


Group: MacOSX-arm64
nightly_20251213_8fb0cbe08-builds-Mac-arm64.tar.gz (Mirror)


Group: MacOSX-x86_64
nightly_20251213_8fb0cbe08-builds-Mac-x86_64.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20251213_8fb0cbe08-builds-Win32-SSE2.zip (Mirror)


Group: Win64-SSE2
nightly_20251213_8fb0cbe08-builds-x64-SSE2.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit 8fb0cbe08
Author: wookieejedi
Commit: GitHub

    Fix Message Line Positioning (#7144)
 code/hud/hudmessage.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)
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