Author Topic: Freespace 2 DVD  (Read 10469 times)

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 I have the FS1 DVD but I hadn't heard of FS2 on DVD. Were there any actual material improvements in that release?

 

Offline Solatar

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Maybe its not real, or somebody just put it on DVD. Anyway, I didn't know you could seel fs2 anymore? Or is that just code modifications? Somebody maybe just put it on a DVD. Anyway, I don't have a credit card, so I can't buy it.

 
Maybee is a 3 CD's in one,  those DVD disks can hold up to 7 gigs of memory.
:p :p  :p

 
I got FS2 DVD......
latest version (1.20)
Extra sounds (screwups etc)
some music
MTS Models
Desktops
Art stuff....
all the missions and such (multiplayer)

only downfall is everytime u insert CD it trys to install FS2 again...

 

Offline Solatar

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All that stuff you said you got with it, it all came with the Sci-Fi SIM of the year edition. MTS models, some .mp3's, desktops, Singleplayer Gauntlet missions, Singleplayer Templar campaign, fs2 demo missions, and some extra single missions. All on Disk three baby!!

EDIT: Oh yeah, and it was already patched. Dang am I spoiled!!!:D

 

Offline CP5670

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What are "MTS models?"

 

Offline Knight Templar

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my friend has sim of the year but ti won't instal on my comp
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Offline diamondgeezer

WareZ are bad, m'kay?

 

Offline vyper

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Originally posted by diamondgeezer
WareZ are bad, m'kay?


Warez? Where'd that come into it? No one mentioned that... :nervous:
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Offline BlackDove

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I liked this in the Description letter:

(FreeSpace2)
Quote
It wiped out Conflict: Freespace and Wing Commander everyway possible.


:rolleyes:

FS1 wiped WingCommander 5,however FS1 was/still is ulteriory superior to FS2...

 

Offline Stunaep

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Quote
Originally posted by BD

FS1 wiped WingCommander 5,however FS1 was/still is ulteriory superior to FS2...


no.
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Offline BlackDove

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Quote
Originally posted by Stunaep


no.


Might wanna put in some argument, there ain't much supporting that "no". Well, graphics maybe, that's about it...

 

Offline karajorma

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You must be joking The plotline for FS2 was at least as good as that for FS1 but got hamstringed by the fact that FS3 was never made.
 There is much more depth to the storyline in FS2. Look at the number of campaigns with different explainations for the shivans actions in Capella or for what Bosch was up to.

FS2 also allows you to play in a higher resolution and has nebulas which add a lot to the game.

I find I prefer to play in FS2 over FS1. A lot of people installed the port for exactly that reason. I don`t see any kind of huge effort to port FS2 to FS1 :D
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Offline BlackDove

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You must be joking The plotline for FS2 was at least as good as that for FS1 but got hamstringed by the fact that FS3 was never made.


Exactly, which makes the FS2 storyline half good, and FS1 storyline totally good...at least I could "get into" the fs1 storyline (FS1 had emotional involvement on plot levels, instead of FS2's de-personalisation of the plot, you seem simply a cog in a very large wheel, in FS1, you /CAN/ Change the world...), thus not having to fly systematically mission after mission so I would be able to see the Command Briefing (high point of the game), as I did in FS2.

Quote

There is much more depth to the storyline in FS2. Look at the number of campaigns with different explainations for the shivans actions in Capella or for what Bosch was up to.


What you call "depth" is the fact that the story after FS2 wasn't finished, so everyone can take their little nutty idea and make his/her own FreeSpace3...and there is nothing "depth"-ty concerning that. And uhh, there were a lot of campaigns after FS1, however since :v: actually managed to make fs1 in the gray area of finished/non-finished (great move in my opinion, for the time being in 1998), there weren't so many options to choose the next story from.

Quote
FS2 also allows you to play in a higher resolution and has nebulas which add a lot to the game.


And what exactly do they add, except them being the core for the FS2 story :wtf: The useless tag missions? Lack of sensors? Escort missions that somehow manage to repeat themselves over and over? (not counting the copies of fs1 missions)

Quote
I find I prefer to play in FS2 over FS1. A lot of people installed the port for exactly that reason. I don`t see any kind of huge effort to port FS2 to FS1 :D


...because fs1 was SO DAMN GOOD that it just HAD to be put in a better graphic environment? FS2 is about graphics, that's the only big improvment you get.

The only three things good about FS2 are:

  • It continues the story where FS1 left it (D'OH)
  • It has better graphics(probably the biggest factor why people percieve it as "better")
  • By :v: and Interplay parting ways, it gave everyone the time to think up their own FS3, so those people were able to waste additional 2-3 years (well not waste, I mean it is fun for the people doing it, as much fun as it is for me playing it, however if fs3 was released 2-3 years ago [as it should have been, {there was only a one year difference between fs1 and fs2}] then none of this would ever exist) in making their own campaigns.


...and that's it...while FS1 still heavily dominates the mission quality/sounds/animations/story (and not only because it managed to finish, but because it wasn't stretching out into oblivion, and trying to leave the important bits for its successor), not to mention its content/originality.

What was so great about fs2? Beams? Flaks? I'd take a 100 of those rupturing lasers - aka 3_direct_hits_and_you_=_dead (with sheilds of course :wtf: ), than any of the beams from FS2.

FS1 was balanced too, the ships were all equalistic, and the weapons were severely limited by energy intake if they were good (banshee), also flail was tactical, not like in FS2 (morning star) where it can actually be used to kill if you're good enough, in fs1 you would take a very very long time to do that....in fs2 shields have no real effect, in fs1 you could actually take the energy in your shields to hold off a few missiles and such.
« Last Edit: October 01, 2002, 12:59:52 pm by 461 »

 
the only way FS2 was superior  to FS1 (excluding gfx/specialeffects) imho, is the net code, and even that's debatable....because in FS1 the net code didn't smooth out... but it also didn't register hits on your own computer if no impact was placed (something which leads to FS2 pilots claiming "I hit you but no effect!!!" -- which shows a total lack of understanding of lag).

FS2's storyline was less well thought out, less complete (even if you disreguard the lack of FS3)...
The other is a technical thing....FS2 is slightly less hackable...
Other then that, ermmmmmmmmmm......
FS1 is FAR better then FS2...
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Offline CP5670

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I actually like FS2 much better; just about every aspect is better for me. :D Probably the only exceptions are that some of the missions were played without shields, which raised the intensity quite a bit, and that the default multiplayer missions were better though out, gameplay-wise. (no RI-type missions and so on)

Quote
Exactly, which makes the FS2 storyline half good, and FS1 storyline totally good...at least I could "get into" the fs1 storyline (FS1 had emotional involvement on plot levels, instead of FS2's de-personalisation of the plot, you seem simply a cog in a very large wheel, in FS1, you /CAN/ Change the world...), thus not having to fly systematically mission after mission so I would be able to see the Command Briefing (high point of the game), as I did in FS2.


This is actually much more realistic though; this in my opinion was one of the best things about FS2's story structure, and which is absent in most other space sims. (FS1 did very well, but FS2 was even better in this respect) You are not a super-hotshot fighter ace that can take on entire armies alone, but you are simply a very small and insignificant part of a large whole.

Quote
What you call "depth" is the fact that the story after FS2 wasn't finished, so everyone can take their little nutty idea and make his/her own FreeSpace3...and there is nothing "depth"-ty concerning that. And uhh, there were a lot of campaigns after FS1, however since  actually managed to make fs1 in the gray area of finished/non-finished (great move in my opinion, for the time being in 1998), there weren't so many options to choose the next story from.


Well, it certainly was more detailed than that of FS1. Lots of sub-plots within the main one, and there was much information in the command briefings about other battles going on simultaneously alongside the ones you are involved in. Also, notice all the errors and stuff in the command briefings in FS1 (nodemap, ship movements, etc.); FS2 didn't have any of that. Originality is not a big factor for me, but FS1 was basically a fairly standard, save-the-earth-from-aliens type story, although with a lot more detail, while I have not seen anything else even remotely like FS2 out there. Then FS2 had a general feeling of mystery to it that was not there at all in FS1; it kept you thinking and theorizing about the enemy. Silent Threat also did this quite well but was hampered by poor mission design.

Quote
What was so great about fs2? Beams? Flaks? I'd take a 100 of those rupturing lasers - aka 3_direct_hits_and_you_=_dead (with sheilds of course  ), than any of the beams from FS2.


They never, ever hit you, though; way too slow. :p

By the way, how are things over at the SSC forums? I have not been there for months now; been somewhat busy with other things and just keep forgetting to stop by. :p I'll start coming over there regularly again sometime. :)
« Last Edit: October 01, 2002, 01:41:59 pm by 296 »

 

Offline karajorma

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Quote
Originally posted by BD
Exactly, which makes the FS2 storyline half good, and FS1 storyline totally good...at least I could "get into" the fs1 storyline (FS1 had emotional involvement on plot levels, instead of FS2's de-personalisation of the plot, you seem simply a cog in a very large wheel, in FS1, you /CAN/ Change the world...), thus not having to fly systematically mission after mission so I would be able to see the Command Briefing (high point of the game), as I did in FS2.


Sorry but I prefer the FS2 approach. You aren`t a superhuman. Just a pilot who is recognised as being better than average. No "Alpha 1 you and you alone can save the day!"

Quote
Originally posted by BD

What you call "depth" is the fact that the story after FS2 wasn't finished, so everyone can take their little nutty idea and make his/her own FreeSpace3...and there is nothing "depth"-ty concerning that. And uhh, there were a lot of campaigns after FS1, however since :v: actually managed to make fs1 in the gray area of finished/non-finished (great move in my opinion, for the time being in 1998), there weren't so many options to choose the next story from.


Nope. I disagree there too. FS2 had a lot going on. In FS1 the entire plotline is a standard Alien invasion - old enemies must join together or be defeated style plotline. At the end the good guys find a chink in the enemies otherwise impenatrable armour and use that to destroy the death star... Sorry typo, I mean Lucifer.
 Admittedly FS1 did it brilliantly but that's all there was to it.
 FS2 has so much going on that FS1 seems very linear in comparison. First the shivans appear to be up to something completely different from any other sci-fi game I`ve seen. They have the forces to wipe out the GTVA and yet stay their hand and choose to blow up capella instead.
 Then we have Bosch's insistance that the Terrans need to join up with the shivans rather than fighting them. What's all that about?
 Even if these questions would have been answered by FS3 they were still presented first in FS2 so it has much more depth in my opinion.


Quote
Originally posted by BD
And what exactly do they add, except them being the core for the FS2 story :wtf: The useless tag missions? Lack of sensors? Escort missions that somehow manage to repeat themselves over and over? (not counting the copies of fs1 missions) [Snip]
...while FS1 still heavily dominates the mission quality/sounds/animations/story (and not only because it managed to finish, but because it wasn't stretching out into oblivion, and trying to leave the important bits for its successor), not to mention its content/originality.


I LIKE nebula missions. Not being able to see your enemy clearly makes a lot of missions more interesting. Yeah FS2 had a few weak missions but it had plenty of strong and original ones.
 I can name similarly useless missions in FS1. What about the first one with a shivan Cain in it? Where you are ordered not to attack it for no good reason until it blows up the ship you were supposed to be captuing? Why not at least design the mission so that you were told to disarm the ship?

I like the vasudan exchange missions. The SOC ones are also fun as they don`t have you doing the same old things over and over again and the final mission has a far more unexpected end than anything in the heavily predictable final mission of FS1. Overall I`d say that the mission design of FS2 was better than that for FS1.
 And as for the music. I prefer the music from FS2 anyway. I`ll quite happily sit and listen to Brief 4 or Brief 1 on repeat while FREDding

Quote
Originally posted by BD
What was so great about fs2? Beams? Flaks? I'd take a 100 of those rupturing lasers - aka 3_direct_hits_and_you_=_dead (with sheilds of course :wtf: ), than any of the beams from FS2.


So all you care about is the damage they cause to you? Nevermind that beams make missions look better and also give you something to do even in the missions with the big capships (such as High Noon and Bearbaiting) instead of just making you have to fly about attacking fighters which are little more than a nuisence to ships that size anyway.

Quote
Originally posted by BD
FS1 was balanced too, the ships were all equalistic....


I`ll give you that. They were all ridiculously powerful once the GTA had shields. A fighter shouldn`t be able to singlehandedly take down any craft in the game
« Last Edit: October 01, 2002, 03:03:06 pm by 340 »
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Offline BlackDove

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Quote
Originally posted by CP5670
This is actually much more realistic though; this in my opinion was one of the best things about FS2's story structure, and which is absent in most other space sims. (FS1 did very well, but FS2 was even better in this respect) You are not a super-hotshot fighter ace that can take on entire armies alone, but you are simply a very small and insignificant part of a large whole.


Yes, and as we all know, FS2 is based on a real life story :wtf:...I'm not there to be a part of a whole with the AI that gets torn in 20 seconds, I'm there to be the best, and actually do something thats more important than nuke a sitting Orion...

Quote
Well, it certainly was more detailed than that of FS1. Lots of sub-plots within the main one, and there was much information in the command briefings about other battles going on simultaneously alongside the ones you are involved in. Also, notice all the errors and stuff in the command briefings in FS1 (nodemap, ship movements, etc.); FS2 didn't have any of that. Originality is not a big factor for me, but FS1 was basically a fairly standard, save-the-earth-from-aliens type story, although with a lot more detail, while I have not seen anything else even remotely like FS2 out there. Then FS2 had a general feeling of mystery to it that was not there at all in FS1; it kept you thinking and theorizing about the enemy. Silent Threat also did this quite well but was hampered by poor mission design.
[/b]

Yeah Silent Threat had poor but moreover pointless missions. The thing in FS2 with the mystery doesn't rock my socks, no matter how many sub-stories there are. Sure it's all nice and getting you into the story, but I was more excited (read: still am) when I see that animation where a couple of terrans get devoured by the big nasty shivans, than all of the ani's put together in fs2. The "where did Bosch go" and "oh NTF, and oh ETAK" etc. doesn't really compensate for, let's say, the missions that are horridly wasting my time. Comparing to the capture of Alexandar McCarthy, that mission was much more worth, fun and thrilling than the 100 missions trying to capture Bosch, but then he somehow escapes in the end, and oh wait, I JUST WAISTED ABOUT 3 HOURS!!! I'm not saying that the story of fs2 sucks...it was really good...just not THAT good...also fs1 went on a much larger scale...fs2 just kept to capella and gamma draconis, and some binary node where the main thing went on...the NTF parts were just choking some insignificant rebellion, which I knew will be beaten during the middle (or at the end) since I began playing the game for the first time...

Quote
They never, ever hit you, though; way too slow. :p


Keeps you on your toes, not to stop too much, and they do hit you sometimes...even I can't evade the fast ones all the time if I'm doing something else (well maybe if I were paying FULL attention, then I'd evade em). Whats the point with fighter beams? They are gonna hit you, you know it, the beam knows it, you can't escape other than going blindly for the turret thinking "will it shread me, how much will it shread me?"


Quote
By the way, how are things over at the SSC forums? I have not been there for months now; been somewhat busy with other things and just keep forgetting to stop by. :p I'll start coming over there regularly again sometime. :)


Check your E-mail and ICQ sometimes...I send you an e-mail not so long ago...

 

Offline BlackDove

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Quote
Originally posted by karajorma


Sorry but I prefer the FS2 approach. You aren`t a superhuman. Just a pilot who is recognised as being better than average. No "Alpha 1 you and you alone can save the day!"


Yes and I come here and play games because I just want to be another ant in the colony. Usually my real life is filled with adventures that include saving the Earth/Universe, so I need to come here and relieve the stress by being put just a bit above the average :wtf:.

Besides, it took 4 wings to get those reactors, not only myself (although that's doable if you play on very easy......). There wasn't anything superhuman about that...


Quote
FS2 had a lot going on. In FS1 the entire plotline is a standard Alien invasion - old enemies must join together or be defeated style plotline. At the end the good guys find a chink in the enemies otherwise impenatrable armour and use that to destroy the death star... Sorry typo, I mean Lucifer.  


Yeah it's so much better to lose how much...millions upon millions of people and not being able to win in the end? The only releif I had was to stay behind and have myself killed too with the others, just because it was the best option to take. I only left Capella once just to see what the briefing gave afterwards, each and every time I would just shut my engines and look at the sun getting bigger... at least in FS1 you survive and get the bad guys...

Quote
Admittedly FS1 did it brilliantly but that's all there was to it.
 FS2 has so much going on that FS1 seems very linear in comparison. First the shivans appear to be up to something completely different from any other sci-fi game I`ve seen. They have the forces to wipe out the GTVA and yet stay their hand and choose to blow up capella instead.
 Then we have Bosch's insistance that the Terrans need to join up with the shivans rather than fighting them. What's all that about?
 Even if these questions would have been answered by FS3 they were still presented first in FS2 so it has much more depth in my opinion.


a) Bosch pretty much explains that question
b) Petrarch told you (in a suptle way) a reason why they blew up Capella :wtf:


Quote
I LIKE nebula missions. Not being able to see your enemy clearly makes a lot of missions more interesting. Yeah FS2 had a few weak missions but it had plenty of strong and original ones.
 I can name similarly useless missions in FS1. What about the first one with a shivan Cain in it? Where you are ordered not to attack it for no good reason until it blows up the ship you were supposed to be captuing? Why not at least design the mission so that you were told to disarm the ship?


Is that the only one you can think of?

Not to mention that it wasn't useless at all. It was a nice way of showing how priorities change, what's expendable and what isn't. When Taranis jumped in it suddenly became more important to the intelligence and the Vasudans were worthless - "Alpha, DO NOT engage the Taranis", so they let it go to capture it later, tow it to Tombaugh, etc. etc.

Quote
I like the vasudan exchange missions. The SOC ones are also fun as they don`t have you doing the same old things over and over again and the final mission has a far more unexpected end than anything in the heavily predictable final mission of FS1. Overall I`d say that the mission design of FS2 was better than that for FS1.
 And as for the music. I prefer the music from FS2 anyway. I`ll quite happily sit and listen to Brief 4 or Brief 1 on repeat while FREDding


I'll give you that, the SOC missions and the Exchange Programme were the original things in the mission. It's just that after playing the 20 missions in the Vasudan outfit, 12 of them are boring garbage, makes me wanna quit the game for awhile because I can't stand it anymore. SOC missions were cool...no real objections on them...they were one of the only ones that were actually good...in fact "into the lions den" was the best mission in fs2 for me...but a hefty amount of missions were "copied" from fs1...re-runs...werther it had a reason or not (past repeats itself, stuff like that), I don't care, it was BORING.

Quote
So all you care about is the damage they cause to you? Nevermind that beams make missions look better and also give you something to do even in the missions with the big capships (such as High Noon and Bearbaiting) instead of just making you have to fly about attacking fighters which are little more than a nuisence to ships that size anyway.


And how they cause it...read the reply I gave to CP.

Fighter beams at least...the cap beams I can understand, Lucy used them in FS1, there needs to be a counter on Terran/Vasudan part...but fighter beams...Lucy how advanced it was, didn't have fighter beams...flak i can understand, but fighter beams are just added annoyance to extend the mission for about 3 seconds each time it hits you...

Quote
A fighter shouldn`t be able to singlehandedly take down any craft in the game


And you base that conclusion on?

 

Offline Solatar

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Nowdays, a single F/A-18 Super Hornet can take out a very large ship, if it doesn't get hit with an AA missile.