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 Post subject: Crossfire Mod 1.8
 Post Posted: Thu Jul 17, 2008 3:31 am 
 
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It has been more than 1 1/2 years now since the Crossfire 1.7 has been released. Surprisingly this mod still belongs to the most favorite Freelancer mods with a very large fan community. Since the release of Crossfire 1.7 I have spent very much time developing new concepts and finding out how the Freelancer engine can be "manipulated" to create new stuff. The results are pretty interesting.

Since its first release Crossfire was known to be one of the most complex mods available introducing many new features to the Freelancer community. It was designed to show what possibilities and features are still possible in Freelancer and to push the game to a higher quality.
Crossfire has very advanced graphic & sound settings which will make the gameplay much more interesting. The gameplay is very balanced and challenging.
You will able to explore hundreds of systems with more than 400 new dockable stations and planets. Clans are able to buy their own clansystems and manage those like they want.
There are high profitable traderoutes which change due a dynamic economy. Also the world of Crossfire is changing alot since the mod is build to create random events such as invading Nomads and Dom'kavash or solar interferences which disturb the travel in some systems. Crossfire is an expanding world that is always in development. To a limited amount the player has real influence on the Crossfire Universe. New systems appear and can get explored. New ships are build. New equipment is going to be developed by the companies in Sirius. Everything is changing to guarantee a long time of pleasure and action.
The Crossfire mod comes along with very special features which enhance the gameplay and make this mod very special.


With Crossfire 1.8 we have improved our already very successful working cheat protection system. Also our serversided tools get a heavy update which will lead to many more interesting online features.

When I started working on Crossfire 1.8 I decided that quality has the highest priority. So I started to rebuild a large part of the vanilla content in order to show much higher details and pure eye candy. We have rebuild big parts of the Crossfire 1.7 mod (the old content) and we put much energy into building high standard models and content for Crossfire 1.8. Hundreds of objects will get a new scale of detail... most of the effects will get improved and about 1000 infocards are getting reworked in order to raise the details and the depth of gameplay (showing fantastic details about the life in Sirius).
Unlike other mods we try not to exchange textures or effects "en masse" to change the look without checking for possible side effects. Every change has been checked several times to avoid such side effects and to make sure that the original Freelancer feeling remains intact.
Same can be said about the game balance and the gameplay.
The results are incredible good looking graphics, good sounds and music samples, challenging quests and a great gameplay experience. Crossfire extends the Freelancer world with a new interesting story based on what is already known about Freelancer and Starlancer.
To sum up the task was to create the most detailed mod that has ever been build for Freelancer and we are on very good way to create something outstanding.

The release of Crossfire 1.8 is planned to be in late august 2008. You can expect to get the most detailed, most complex, most innovative and of course the most bugfree Freelancer mod that ever has been created.
You can find more information about the features and many screenshots at:
http://www.swat-portal.com/php/wbdmoddb ... oardid=162
http://www.swat-portal.com/php/wbboard/ ... oardid=106
http://www.swat-portal.com/php/wbboard/ ... oardid=106
http://www.swat-portal.com/php/wbboard/ ... module=339
http://www.crossfire.swat-portal.com

SWAT_OP-R8R
SWAT Portal Administrator
[www.swat-portal.com]


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 Post subject:
 Post Posted: Thu Jul 17, 2008 4:38 pm 
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Nice Work Swat

Now Go Enjoy a little Summer...before winter comes back lol :D

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 Post subject:
 Post Posted: Fri Jul 18, 2008 4:18 am 
 
no time for that


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 Post subject:
 Post Posted: Wed Mar 25, 2009 12:48 pm 
 
[align=center]<IMG SRC="http://www.swat-portal.com/portal/images/cf18/Proposals/Crossfire%201.jpg" WIDTH="547" HEIGHT="102" BORDER="0">[/align]




About one year ago I decided to create a new version of the Crossfire mod with the basic idea just to extend the universe a bit. Now, one year later Crossfire 1.8 has been developed to something extremly BIG.

I don't want to publish a full list of features now since we still do some final changes atm and will release the final mod in a few weeks. But id like to take the opportunity to introduce some key elements of the new mod.

We intended to build the most detailed FL mod and when i look at the current version I can clearly say we have reached this goal.

Graphics:
Meanwhile there are about 2-3 mods out there trying to improve the graphics of FL. What always bothered me was that these graphics always looked "half-finished". The used textures were placed over the meshes without taking care of the details and borders. Effects were changed on those mods but nobody really took the time to check if the changed cause bad looking side effects (and there were many of those).
In Crossfire we tested everything over and over again - until it did fit perfect. If something did not look right we started from the scratch. The outcome are high res graphics which fit perfect into the FL world.
We have created amazing looking systems with unique atmospheres, more than 40 custom planets, more than 100 new effects, more than 120 new high quality ships and more than 40 cool stations. To make everything perfect we even designed +50 custom cockpits.
Whats with the old crossfire content?
We decided to retexture many ships and stations in order to adjust the old content on our new high quality models.
Additionally almost every vanilla solar model has been retextured (the textures still have the old look but are more detailed).
Many of the standard FL effects have been edited to show up in a higher quality and finally we integrated new shaders allowing the usage of a smooth bloom (not overpowered), motion blur, reflections and bump mapping(experimental).

Gameplay:
One of the biggest problems with the old Crossfire versions was the balance. Crossfire always was intended to be a mod for experienced players so the gameplay was very challenging. With Crossfire 1.8 we wont change this... no we make it even more challenging but also decided to take care about the new players so we reduced the low lvl difficulty.
Balancing was one of most important tasks for us and we took care that nothing gets overpowered, too hard or too easy.

As usual Crossfire comes with a dynamic universe and dynamic economy. New is that we decided to seperate the sinleplayer mode from the multiplayer mod. That means you will be able to play the usual Singleplayer, OpenSP and MP... but the FL universe is "different" in these modes.

Crossfire Story/Universe:
With Crossfire 1.8 we again tell a part of the Crossfire story line based on quests. This story line is purely based on Freelancer and its prequel Starlancer and does start a few years after the nomad war.
With Crossfire 1.8 we will add about 10 new quests starting where Crossfire 1.7 did stop.
One of our priorities while creating this mod is the realistic atmosphere so Crossfire 1.8 will contain thousands of new very detailed infocards(eg. every planet has its own story and like the vanilla planets the new ones have all stats such as diameters based on vanilla references). All this together in combination with the other content and the graphical changes will ensure an extremly detailed FL world.


Server software:
For the new Crossfire mod we had the choice to either use FLAC or the new FLhook plugin version. In the end we decided against both since they were not able to offer what we were looking for. We decided to continue to use the old FLhook version 1.5.5 with our custom changes and add what we need.
Biggest problem going this way was the lack of anticheat in that FLhook version so we decided to develop a new anticheat (and will for sure be able to test it soon).
Most of the other server software we use also got reworked and many new features got added.


Customization:
Like Crossfire 1.7 the new version will be high customizable. There are hundreds of options that you can use to choose how your Crossfire mod should look like.


And now to the bad news:
To play this mod with full details you need a halfway good PC. Dont worry... you also will be able to play Crossfire with an old machine but you might turn off some effects and play with normal shaders.
Considering the need of a FLMM activation you also will be in the need of about 5-6Gb free hdd space since the mod is somewhat big. (and no we dont use oversized tga textures or other uncompressed stuff - everything we have build so far was done under the premise not to waste disc space)

By request a few choosen screenshots:

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Ingame movies:

Classic Crossfire 1.7 movie:
http://www.moddb.com/mods/crossfire/vid ... fire-video

Dynamic Nebula Concept:
http://www.moddb.com/mods/crossfire/vid ... ugh-nebula

Destructable Universe Concept:
http://www.moddb.com/mods/crossfire/vid ... estruction

Crossfire 1.8 RP battle:
http://www.moddb.com/mods/crossfire/vid ... -in-action



Image

Admin Edit:: image Links lined up ..


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 Post subject:
 Post Posted: Wed Mar 25, 2009 2:01 pm 
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Nice stuff OP-R8R!

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 Post subject:
 Post Posted: Wed Mar 25, 2009 7:30 pm 
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Looks Great OP and I am sure it will be bigger then expected :wink:


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 Post subject:
 Post Posted: Sat Mar 28, 2009 10:45 am 
 
<a href="http://www.swat-portal.com/portal/images/cf18/utopiastation.jpg" target="_blank"><img src="http://www.swat-portal.com/portal/images/cf18/utopiastation.jpg" width="512" height="334" alt="Click to see the full size image" border="0" align="bottom"></a>


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 Post subject:
 Post Posted: Sat Mar 28, 2009 11:36 am 
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WOW!!! That is real nice OP :D


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 Post subject:
 Post Posted: Sat Mar 28, 2009 1:07 pm 
 
did somebody edit that post?
i didnt use html code (coz it doesnt work here)


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 Post subject:
 Post Posted: Sat Mar 28, 2009 1:16 pm 
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i Edited it To a Thumbnail w/full size link using HTMl

HTML code is enabled for posts here

just make sure in the Reply box Disable HTML in this post is not checked and make sure you have Allow HTML checked in your Profile..

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 Post subject:
 Post Posted: Sat Mar 28, 2009 2:33 pm 
 
hmm k

Edit: ok working now - thx


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 Post subject:
 Post Posted: Sun Mar 29, 2009 10:43 am 
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All I see now is code guys I'm using Safari.


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 Post subject:
 Post Posted: Tue Mar 31, 2009 11:13 pm 
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I see it ok and that's so full of detail. I can't see it in me doing something like that with any patience. That's why I just play them and not create them. :D

Great work, OP

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 Post subject:
 Post Posted: Wed Jul 08, 2009 6:35 am 
 
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A few of the improved FL planets (56 in total):

Planet 1 old
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Planet 1 new
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Planet 2 old
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Planet 2 new
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Planet 3 old
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Planet 3 new
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Planet 4 old
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Planet 4 new
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Planet 5 old
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Planet 5 new
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Planet 6 old:
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Planet 6 new:
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Planet 7 old:
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Planet 7 new:
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Planet 8 old:
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Planet 8 new:
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Planet 9 old:
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Planet 9 new:
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Planet 10 old:
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Planet 10 new:
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Planet 11 old:
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Planet 11 new:
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Planet 12 old:
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Planet 12 new:
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Planet 13 old:
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Planet 13 new:
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Planet 14 old:
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Planet 14 new:
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Planet 15 old:
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Planet 15 new:
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Planet 16 old:
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Planet 16 new:
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Planet 17 old:
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Planet 17 new:
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Planet 18 old:
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Planet 18 new:
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Planet 19 old:
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Planet 19 new:
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and now the new custom planets for CF1.8...

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A few of the new and improved planetary rings with asteroids (actually more than 20):

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 Post subject:
 Post Posted: Wed Jul 15, 2009 4:43 am 
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Excellent screenies OP, very fine work indeed :)

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