r/freelancer • u/blondewalker • 10d ago
What happened to the Freelancer (2003) source code?
Has any Digital Anvil internal archive or similar ever surfaced? Let's open a search for it here. The code is over 20 years old, and some old DA devs are surely here on Reddit; we just need to get their attention.
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u/Hephaestus_I 10d ago edited 10d ago
Fwiw, I did spot someone over in gamingsuggestions a week ago who said that they worked on it (towards the end and from the Microsoft side however). Dunno if he frequents here tho.
Edit: Possibly make that two, as one of the responders also said they worked on it too.
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u/VaLightningThief 9d ago
Potentially silly and uninformed question: Why is it important to have the source code? Is it modding purposes, or conservation or something else?
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u/MemoryWinter 9d ago
itâs not a stupid question, the answer is both! games are (often) written in code that gets compiled into machine code designed to be executed by a computer. imagine in the original code a given variable was called âshipAcceleration,â which gets turned by the compiler into a byte address along with a list of instructions that happen to the data stored at that byte address. this can be reverse engineered, but itâs a tedious process of âsolving for xâ many times, looking at all the operations that happen to x to eventually infer what the original purpose of x was.
a lot of the authorsâ intention or meaning behind why things were made a certain way is lost as the compiler rewrites them for the same result using many more but much simpler instructions for a CPU to execute quickly (hence, âmachine codeâ). similarly, for performance, compilers will also choose to âoptimise awayâ branches of code, comments, names, and structure, that are otherwise useless in the compiled release. this process is similar to simplifying a math equation.
while reverse engineering tools continue to improve and make it easier to restore program code that can reliably produce the same machine code, for compiled programs it will always be a fundamentally âlossyâ process where itâs impossible to completely restore the original version; like a photograph of a painting. itâs genuinely interesting for the field of software design and research to know how and why things were built with different hardware constraints, it may resolve the remaining mysteries in the reverse engineered code, and might hold clues about experimental or canceled features of a game.
in the case of Freelancer, i donât think the GLS software that powered its multiplayer server browser was ever released to the public. though modders have made community reproductions of this software to allow people to play online and even to extend the experience for modding.
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u/blondewalker 8d ago
Or to put it simply: I want to see the comments of the devs and try to understand their thinking behind the game design.
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u/Nanosinx 8d ago
We can thank that missing spaghetti code to the one man building the never gonna release Star Citizen game...
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u/HeIIoween 4d ago
I think they lost the archive. It's no big deal, though, because LibreLancer wrote almost everything from scratch.
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u/Hjalfnar_HGV 10d ago
Apparently Microsoft says it is supposed to be in their archives but they can't find it.