The mod has been consistently going since 2005, so they’ve had a lot of time to build up assets! There’s a lot of snazzy new features, but everything still aims to integrate with Freelancer’s original setting and lore. Mixed success, but it works more often than not. There’s a community Discord if you wanted to take a look around or ask questions.
Do you know where that link happened to be? I’m wondering if it could be dredged up with the Wayback machine.
We’ve got a Discord server if you want to drop by and take a look around. :)
Yep! Discovery alone has been going since 2006, and has had a 24/7 multiplayer server running consistently that entire time (barring minor outages from faults and attacks). Pretty incredible really.
I also don’t like thinking about it because I first registered an account on their forum in 2007… really puts the inexorable march of time into perspective.
You can host your own server too, although there’s a few steps you need to follow to get FLServer working properly. There’s instructions on the Discovery forums for that.
Freelancer is 2003 Microsoft abandonware which still has an online mod community. Most prominent is probably the Discovery mod, which hosts a 24/7 RP server.
I’d just suggest that this is a defacto ban based on the current requirements.
If bots are going to be command triggered and require pre-approval by individual community moderators, I think it would be prudent to include an index of registered bots + commands in the community info pages.
Currently I can’t think of any reasonable way for a Beehaw user to know which bots are operational and what their commands are. If bots need to be command triggered but there’s no way to find out which ones are functional, why approve them to begin with?
The two YouTube links from Haelian in my summary set up the context for why this is really hard, and then commentary on the actual run itself.
Those last few seconds were absolutely hair-raising, even if we already knew how it was going to end!
Don’t know if you’ve tried this before, but there at a few guides for getting the mod working on Linux. This might help?
https://discoverygc.com/forums/showthread.php?tid=147190