• Since we're having an issue with spam and very few people use this website, I've closed Game-Warden to new user registrations. Any FS2, BtRL, SoL, etc questions can be directed to HLP instead.

SoL needs YOUR help!

3) How long has The SoL Team been working on this project?
3b) Staff of the project and their current contribution on the game (ei. Graphic-StaffName, Music-StaffName)

I was actually thinking about adding a separate page called History. I myself am not of the team originally and don't know the history of how it all started.

As for the Staff there is a page called Team which is what you describe. As you can see some of us wear multiple hats and the page needs to be updated as I believe we have some new members and hopefully my current project will add to the team (beyond website work).

Hey I'm just thinking up questions. That's what this thread is about.

Yes! good job, keep it up guys!

Some of the questions I know sadly aren't ready to be answered yet but many of these are good questions. Even the ones that can't be answered yet are good questions.

I am very happy to see that the community is more interested in the development of the website than in July when we opened the site up to the public and I asked for people to send me their ideas in PM form to me.
 
I have a few questions to add about Freespace 2 and SOL

I played the Descent games which are made by the same company as Freespace 2. I know that the two are different but I wanted to see if Freespace 2 had a few features that Descent had.

1. Does it have a FPS mode? I found playing Starfox 2 in the TPS mode was very detrimental to the gameplay, but suited the rest of the series. If their is an FPS mode I would like it to look like you are in the cockpit looking through the wind/space shield just like in Descent.

2. Does the game have the six axises of movement that was present in Descent, but not in any Starfox game? Basically you could go in every direction possible just like the six axis controller for the PS3.

3. Does Freespace 2 support both the PS3 and XBOX 360 controller? I'm not concerned about the Wii controller since you can make it work as the mouse.

4. Will their be any difficulty settings for the single player missions?
 
Will the single player mode be linear, or will we have the choice to choose the next mission like in SF64 or Command?

What about the free roaming?
 
which minimum systems requirements will there be?

which optimal system requirements will there be?
(same fox high definition pack)

will there be an online mode?

what about LAN support?

are we able to change the character?

do they have their own stats? (like it is in starfox assault)

will there be a benchmark test?


just some questions which would interest me...
 
I have a few questions to add about Freespace 2 and SOL
I played the Descent games which are made by the same company as Freespace 2. I know that the two are different but I wanted to see if Freespace 2 had a few features that Descent had.
1. Does it have a FPS mode? I found playing Starfox 2 in the TPS mode was very detrimental to the gameplay, but suited the rest of the series. If their is an FPS mode I would like it to look like you are in the cockpit looking through the wind/space shield just like in Descent.
2. Does the game have the six axises of movement that was present in Descent, but not in any Starfox game? Basically you could go in every direction possible just like the six axis controller for the PS3.
3. Does Freespace 2 support both the PS3 and XBOX 360 controller? I'm not concerned about the Wii controller since you can make it work as the mouse.
4. Will their be any difficulty settings for the single player missions?
Really good questions! We need to remember that most people reading the FAQ from elsewhere wouldn't be familiar with FSO at all.

I can answer at least 3 of those questions right now, mostly. Though these are based only on my current knowledge and I could be wrong.

1. Yes, it should have both and be switchable between the two at any point, unless the team decides to lock out one or the other view.
2. There are really only three axes to move in: X, Y, and Z (like the sectors). Speed control is also there. And yes they should all be available, like in Star Fox: Assault space missions.
4. Difficulty just controls the A.I. and strengths of things (and some other stuff) in FreeSpace2, so again, you should be able to set it at any time, unless the team locks it out or can't figure out how to make it work.
 
1. How many ships can you choose from in multiplayer?

2.Are there going to be many "tracked" levels?

3.Are Foxe's eyes green or blue? lol jk (old debate :D)
 
1. How many ships can you choose from in multiplayer?
3.Are Foxe's eyes green or blue? lol jk (old debate :D)

is his nose going to be brown or black:lol:
starfoxnosemondai.jpg
 
Guys, we're not supposed to post BS on this thread.

How big will downloads be?

When you say 'space and ground based missions'' do you mean ground attack? Or like landmaster stuff?
 
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Thank you Scourge of Ages.
I'm an avid fan of Starfox, and this news really makes me think that SOL will definitely be a good fan game for the series.
Also about the six axis thing. I'm a little confused on the subject since it was introduced. I just remember Descent utilized the setup. Basically I wanted to know if you could go in every direction unlike in the starfox games all range mode. In that setup you could only go 360 degrees horizontally and only 60 or so degrees up or down. I believe you have confirmed that it will be able to go 360 vertically.
This setup sometimes requires 3 hands to control the direction, pitch, and strafing.:confused1

Here's another question
Will there be different speeds to the different kinds of arwings according to their size and shape? Starfox 2 is a great example as the bigger arwings (Slippy and Peppy) were slower and the smaller ones (Miyu and Fay) were much faster.
 
Thank you Scourge of Ages.
I'm an avid fan of Starfox, and this news really makes me think that SOL will definitely be a good fan game for the series.
Also about the six axis thing. I'm a little confused on the subject since it was introduced. I just remember Descent utilized the setup. Basically I wanted to know if you could go in every direction unlike in the starfox games all range mode. In that setup you could only go 360 degrees horizontally and only 60 or so degrees up or down. I believe you have confirmed that it will be able to go 360 vertically.
This setup sometimes requires 3 hands to control the direction, pitch, and strafing.:confused1

Here's another question
Will there be different speeds to the different kinds of arwings according to their size and shape? Starfox 2 is a great example as the bigger arwings (Slippy and Peppy) were slower and the smaller ones (Miyu and Fay) were much faster.

At any given moment, just like a ball being swung around by an arm, centripetal force creates constantly overlapping "stagnant" XYZ setups.

Having full 360 degree control of all three doesn't change what you need. You're essentially just going from point A to point B, with the freedom to do so in whatever manner you choose. Whether this means doing spins, looping or simply turning, the FSO engine provides for that kind of free movement.

I'm not sure if it was specified if things like the Loop and U-Turn would be in this game, as it would require detailed scripting.

Oh, there's an F&Q question for you! ^^

EDIT: To specify, in an "All Range Mode" setting like FSO operates under (normally), you are really only using complete 4-axis control of the X and Z axis. You can move left and right or up and down, but you move forward automatically. You can control the rate of speed at which you move forward, but you can't exactly "back up" or reverse forward movement, as true 6-axis control would let you do (fix me if I'm wrong here).
 
I wonder if you have to input commands to move forward. As I said before I don't know what Freespace does, but I have played Descent and in Descent you had to input the commands to move forward, backward, strafe left and right, and control the pitch. This required more keys than my two hands had hence the three hands joke. Though in Descent you were in a mine and inputting the commands would have been more beneficial because you did not want to continuously run into the mine walls because the ship was continuously going forward.

Also what I have seen in Starfox in terms of All range mode was that you had absolute 360 control on the horizontal, but you could not look straight up or down because of the limitations they put into the All range mode setup. Even in Assault with the Sargasso space colony level the all range mode limited you from going straight up or down even though it seemed at time necessary since the ships could go underneath you this was very frustrating. I believe SOL or the Freespace 2 engine does not have this limitation. So I don't know if I would call it the traditional all range mode introduce in Starfox 2, but it definitely is better than the traditional All range mode in that it has no limitations.
 
In FS2, you press a key and you will be propelled to max velocity until you either choose to decelerate or hit something. As far as I know, there are no strafing controls and no way to go backwards without turning around first. Whereas Assault has a more two dimensional axis where enemies typically come from left or right and you are autocorrected to face the center when you release the stick, FS2 will let you move in any direction you choose relative to the starting angle. If you wish to go straight up or straight down, the FS2 engine will let you do that. It also means that enemies can do this, too, allowing them to come from any direction in SoL.

With further thought, though, if you fully stop and hit the afterburner key, you have to hold it or you will stop again immediately. You could use either scheme, depending on your preferences in most situations.

Back on topic:
The videos that I have seen look very smooth at reasonably high resolutions. What kind of hardware are you running SoL on now?
Will there be a separate installer for each platform, a universal installer, or a drag-and-drop install compatible with FSO through a set of VPs? (Already partially covered)
How complete is the project? As a percentage?
Will there be an addon system for user-made campaigns? Through FRED2? For Mac users left out in the cold without access to FRED?
How difficult will SoL be compared to the main FS2 campaign at the same difficulty level? (Disarming the Sathanas comes readily to mind...)
Will we be able to customize our weapons load or will it be locked to defaults?
Will we be able to pick up bombs, guns and shields/armor floating in space?
Will the Energy Transfer System be utilized at all? It's a massive help in FS.
Will there be ground missions, or just space/air missions?
Some campaigns drastically change the speed at which ships move, such as BtRL which changed the average top speed from about 75 to 300, while a few FS1 campaigns poke along at 50-60. What is the pace and focus of SoL? On soaking up damage or dodging it? On outflying, outgunning or outthinking your foes?
 
If I may throw in my 2 cents.

1. I hope you have a good video card.

2. No comment.

3. They'll never tell.

4. There might be an add-on system like FRED for SoL, but I that hope seems pretty Farfetch'd.

5. I hope SoL will be pretty fuckin hard because I want a challenge (though Star Fox 64 on Expert IS a challenge)

6. If SoL is anything like all the other Star Fox games, weapons load will be locked to defaults.

7. I know this was talked about somewhere else but I don't remember where. Let's hope they're working on it.

8. I sure hope the energy management system will be in SoL.

9. I am almost positive that ground missions would be impossible with the FS engine.

10. I hope it's
outflying, outgunning or outthinking your foes
 
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I've seen some screen shots that look like digi specs for a weapon pod, which I think is like a customization screen for your aircraft.
 
Could we please stick with questions you'd like to see in the FAQ and not answers you guess you know?
Some are corrects, some aren't, but the point is that we want to know what your questions are, not who knows best... :P
 
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