r/freelancer • u/Jeider_PNZ • 1d ago
Nomad Legacy Engine showcase | Future of Freelancer game
youtube.comMeet the Nomad Legacy Engine. It's a new engine based on the disassembled Freelancer: the Freelancer-Decomp project. It's a cool project, though at its core it requires serious rework. And rest assured — in my mod I've already done that and will try to clean up all possible bugs. Remember — it's just a prototype! But I want to release it this year! The engine is mostly being reworked by Codex and Claude, but I'm very successful at this since I know how the engine itself works.
First, the bad news. I found a lot of bugs. For example, I didn't know that Backspace works a bit differently and hides part of my interface. And I found a lot of little things too. The game crashed once, again in Tau-29, due to an unreleased instance of Ipion Virtual Physics. We'll fix it. Also, I still have the cruise speed display limit. Need to remove it!
Now the good news.
- Reflections, shadows, various custom shaders, and light sources have been integrated into the game. All of it is maximally optimized to run on any potato. For example, normals on fighters only work on the player, while on other objects, like shadows, they're shown at close range and have dynamic rendering quality. So you seem to see shadows, but in fact they're intentionally shown right in front of you. At the same time, I want to make a dynamic configuration, so the option to warm up your RTX 5090 should also be there. But only with the corresponding visual changes!
- Additional effects for space. Volumetric nebulae with unique styles for edge, crow, etc. Improved atmospheres and planet shaders, animated gas giants, new effects for jump gates, trade lanes, and so on. The funniest part is that the original effects system lagged very badly, which is why the new effects actually run better than the original ones and put less load on the system.
- UI and UX improvements. The radar is back! It's a mix of the radars from the 2001 and 2002 alphas. Visuals from 2001, objects from 2002 (taken from FL Beta). It adds significantly to the atmosphere during exploration. And finally you can "turn your neck" in cockpit mode. It's not that easy to get used to, but if you manage it, the cockpit view becomes almost fully functional! All that's left is to add better reading of damage from the enemy on the ship status.
- Advanced Widescreen HUD 3.0. Fully customizable panels, auto-opening of the target window when selecting an enemy, auto-opening of the status window when taking serious damage, and the ability to block this. Choose any ship projection, and you can even enable auto-turrets! For now it's a prototype interface, I want to significantly simplify it. But it works. But it's just too cool to give away auto-aiming. Maybe make it through skill progression? Hmm!
- A more convenient interface for selecting cruiser components. Specifically for Nomad Legacy gameplay. Now you can immediately see how many lives a part has left. This can be disabled. Of course, a turret shouldn't have that many lives. I'll fix that, but still — its HP is visible right on screen and that's more convenient than staring at the bottom interface. By the way, what do you think — should I port the vanilla game to this engine? Unfortunately, I won't be able to transfer all of Nomad Legacy's gameplay. But the basic graphics, cruiser battles, and animations — I can. If you want, write in the comments. With neural networks it'll be easier to do.
- All improvements like FLSharp, FLPlusPLus are integrated, visual bugs of the old DirectX8 are fixed, plugins by Adoxa, Whiskas T-Mech, Motah, and others are implemented. The project doesn't try to "steal" these works, all authors are credited in the source code and will be presented in the credits. It's just that now their plugins will work more efficiently as parts of the engine, rather than just memory hacks.
And this is only the beginning. As said above — I want to assemble this this year. Clean up Nomad Legacy, fix the voiceover. Use Voice Clone so there's no difference in the new NPC voiceover. And so on. And if you want us to make something like TLOU 1 Remake, then write. We can think about it! To fly in vanilla with the radar and animations!















