L.I.F.
Vice Admiral
CURRENT DOWNLOAD LINK (October 11th, 2019): https://www.dropbox.com/s/z3xd8tc3yo70o6n/Mod Wing Commander.zip?dl=0
Beta version link: https://www.dropbox.com/s/xv5rdmci27kezyu/Freelancer WC Mod v2.zip?dl=0
The Beta version includes a complete replacement of weapons with a new balance system making all fighters capable of using any kind of gun - which are now redefined around the type of shop, civilian, police, corporation, bounty hunter, pirate or military - as well as customizable powerplants, engines and shields consuming power and hold volume and sold according to the same principles. Missiles have been reworked in a similar way, with different missiles being used for different purposes (pursuit, snipe, melee, anti-shield, bombardment). NPC crafts use the new equipment, of course. The values may lead to gamebreaking equipment setups and combinations, so values are not definitive. Thrusters are kinda broken as well at the moment, will be fixed later.
HOTFIX link (for the Beta): https://www.dropbox.com/s/ze97nl1defma0j8/Freelancer.rar?dl=0
Whenever I solve a bug, I update the main mod and the hotfix folders, so if you DL the main mod a week or two ago, just DL and extract the hotfix folder over it rather than redownload the entire mod again. But if this is your first DL, the mod folder will be up to date as well, no need for the hotfix then.
KNOWN BUGS AND SOLUTIONS:
* The take-off sequence in run-through carriers makes you go reverse, can't be fixed AFAIK.
* Setpiece battles involving a battleship, in Mission 10 and 11, can lead to game-freezing collision issues that make the battleship spin like crazy, but if the BB are avoided, the bug is avoidable. I will get on it and try to improve the collision meshes.
The campaign test run was done successfully, so you can play the whole game now with a Wing Commander feel to it.
NOTE: if you had a pre October 11th version and download this one now, you can save up a good GB by deleting the \DATA\SHIPS\Wing_Commander\ folder which is now redundant.
@DefianceIndustries
So, after a Discord discussion that involved talking about Privateer, I kinda got the modding itch once again for Freelancer, but this time, I managed to get in touch with FL modders, who were nice enough to share with me their wonderful, wonderful tools (the kind of which I'm jealous as a HW modder). Long story short, I got told that the models designed by DI, Klavs and others are way too detailed for the game engine, which is probably a wise conclusion, but since I'm very unwise, I tinkered a bit and managed to achieve a pretty nice proof of concept with DI's F-107 Dragon/Lance:
Now, I'm making no promises, but it's something I've wanted to do for a very long time, and I'm probably going to get busy porting most of the ships I have into the game, at least for a ship replacement (I can't guarantee going all the way and making Freelancer under a Privateer appearance like a mod started doing a decade ago).
The tech demo is available upon request on Discord (keep in mind it's really limited, just a replacement of one of the game's fighters with the F-107, without a dedicated collision box, for example). Don't hesitate to ask for specific fighters that you'd like to see receiving this treatment if you wanna go for a run of this great old game with a specific craft.
EDIT:
The rough outline of what I'd intend to do is the following replacement grid for the game's fighters (capships are likely going to be another matter entirely), if DI and the Saga team see no issue with it:
Is this a gorgeous game or is this a gorgeous game?
Beta version link: https://www.dropbox.com/s/xv5rdmci27kezyu/Freelancer WC Mod v2.zip?dl=0
The Beta version includes a complete replacement of weapons with a new balance system making all fighters capable of using any kind of gun - which are now redefined around the type of shop, civilian, police, corporation, bounty hunter, pirate or military - as well as customizable powerplants, engines and shields consuming power and hold volume and sold according to the same principles. Missiles have been reworked in a similar way, with different missiles being used for different purposes (pursuit, snipe, melee, anti-shield, bombardment). NPC crafts use the new equipment, of course. The values may lead to gamebreaking equipment setups and combinations, so values are not definitive. Thrusters are kinda broken as well at the moment, will be fixed later.
HOTFIX link (for the Beta): https://www.dropbox.com/s/ze97nl1defma0j8/Freelancer.rar?dl=0
Whenever I solve a bug, I update the main mod and the hotfix folders, so if you DL the main mod a week or two ago, just DL and extract the hotfix folder over it rather than redownload the entire mod again. But if this is your first DL, the mod folder will be up to date as well, no need for the hotfix then.
KNOWN BUGS AND SOLUTIONS:
* The take-off sequence in run-through carriers makes you go reverse, can't be fixed AFAIK.
* Setpiece battles involving a battleship, in Mission 10 and 11, can lead to game-freezing collision issues that make the battleship spin like crazy, but if the BB are avoided, the bug is avoidable. I will get on it and try to improve the collision meshes.
The campaign test run was done successfully, so you can play the whole game now with a Wing Commander feel to it.
NOTE: if you had a pre October 11th version and download this one now, you can save up a good GB by deleting the \DATA\SHIPS\Wing_Commander\ folder which is now redundant.
@DefianceIndustries
So, after a Discord discussion that involved talking about Privateer, I kinda got the modding itch once again for Freelancer, but this time, I managed to get in touch with FL modders, who were nice enough to share with me their wonderful, wonderful tools (the kind of which I'm jealous as a HW modder). Long story short, I got told that the models designed by DI, Klavs and others are way too detailed for the game engine, which is probably a wise conclusion, but since I'm very unwise, I tinkered a bit and managed to achieve a pretty nice proof of concept with DI's F-107 Dragon/Lance:
Now, I'm making no promises, but it's something I've wanted to do for a very long time, and I'm probably going to get busy porting most of the ships I have into the game, at least for a ship replacement (I can't guarantee going all the way and making Freelancer under a Privateer appearance like a mod started doing a decade ago).
The tech demo is available upon request on Discord (keep in mind it's really limited, just a replacement of one of the game's fighters with the F-107, without a dedicated collision box, for example). Don't hesitate to ask for specific fighters that you'd like to see receiving this treatment if you wanna go for a run of this great old game with a specific craft.

EDIT:
The rough outline of what I'd intend to do is the following replacement grid for the game's fighters (capships are likely going to be another matter entirely), if DI and the Saga team see no issue with it:
Light Fighters | |||
0 | Civilian | Starflier | Ferret |
1 | Liberty | Patriot | Arrow |
2 | Pirate | Bloodhound | Razor |
4 | Civilian | Startracker | Epee |
4 | Hunters | Pirahna | Rapier A |
4 | Border | Dagger | Hornet |
6 | Bretonia | Cavalier | Scimitar |
8 | Corsairs | Legionnaire | Rapier C |
10 | Kusari | Drake | Banshee |
13 | Civilian | Hawk | Rapier G |
20 | Rheinland | Banshee | Bearcat |
Medium Fighters | |||
2 | Liberty | Defender | Hellcat |
8 | Bretonia | Crusader | Thunderbolt |
13 | Pirate | Wolfhound | Thunderbolt Pirate |
13 | Kusari | Dragon | Morningstar |
13 | Hunters | Barracuda | Sabre |
20 | Border | Stiletto | Vindicator |
22 | Rheinland | Valkyrie | Excalibur |
24 | Civilian | Falcon | Rapier J |
28 | Corsairs | Centurion | Wasp |
Heavy Fighters | |||
16 | Order | Anubis | Dragon |
26 | Hunters | Hammerhead | Avenger |
30 | Civilian | Eagle | Rapier X |
30 | Border | Sabre | Crossbow |
32 | Corsairs | Titan | Bloodfang |
Is this a gorgeous game or is this a gorgeous game?
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