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Hosted Projects - Standalone => Wing Commander Saga => Topic started by: Tolwyn on December 31, 2006, 11:13:34 am

Title: Prologue Released!
Post by: Tolwyn on December 31, 2006, 11:13:34 am
Greetings, fellow Wing Commander fans!

You are about to download a true labor of love. Our team has poured countless hours of sweat into creating Wing Commander Saga, and we are all extremely pleased to share the first fruits of our labor with you. After all, without the support you have provided us, none of this would have been possible. For that, you have our deepest thanks.

Following in the footsteps of a game like Wing Commander 3 is an amazing challenge. We hope you will find a familar sense of space combat as you experience our vision of the Wing Commander universe and play your part in the incredible story that will unfold in the months and years to come.

The team is very proud of this game, and we look forward to hearing your reaction. And once again, on behalf of the entire team, let me thank you for standing by us. It means a lot.

Tolwyn & Starman
Producers Wing Commander Saga

Download (http://www.wcsaga.com/downloads/files/download/releases-prologue-setup-exe.html) (Windows Installer, 282 MB)

Title: Re: Prologue Released!
Post by: Tolwyn on December 31, 2006, 11:15:09 am
WING COMMANDER SAGA
PROLOGUE README



1   INTRODUCTION

In an interview with TCN News, Colonel Christopher “Maverick” Blair said, “I have never felt comfortable with people calling me ‘The Savior of the Confederation.’ Sure, I was the wing leader in the raid on Kilrah, and I was the one who dropped the Temblor bomb. But I don’t want people to forget that I only got that far because of the sacrifice of hundreds of thousands of others.

This is their story.

The conflict between Earth and Kilrah is drawing to a close, and the Terran Confederation is not winning. Humanity’s only hope lies in a desperate plan that will require even idealistic young fighter pilots to stretch themselves beyond all imagination. It’s the end of the world, and you have a front row seat.

Raw emotion, realistic characters, a hard look at the devastation of war, and intense large-scale space combat action await you as you assume the role of 2nd Lt. David “Sandman” Markham. Twists of fate will throw you out of your dull backwater assignment and right into the hottest spots of the most devastating war in history.

Wing Commander is back. You know Blair’s story, now experience the rest of the Saga.


1.1   ABOUT THE PROLOGUE
In the prologue missions you join Markham at the beginning of his career on the TCS Wellington. These missions are not part of the full game, which will be released in winter 2666. The upcoming full release contains more than 40 heart-pounding missions that will take your experience with the Wing Commander universe to the next level.

Game features:


The following features have been excluded from the prologue:



1.2   SYSTEM REQUIREMENTS

>   Minimum Specifications:

Computer: 100% DirectX 8.1 compatible computer
Operating System: Windows® 98SE/ME/2000/XP
CPU: Pentium® III 700 MHz or AMD Athlon 600 MHz processor
Memory: 256 MB RAM for Windows® 98, 384 MB RAM for Windows® ME/2000/XP
Graphics Card: 32 MB NVIDIA® or ATI Hardware T&L card
Sound Card: Windows® 98/2000/XP-compatible sound card
Imput Device: Windows® compatible mouse and keyboard
DirectX®: DirectX® version 8.1 or higher
OpenAL: OpenAL is a cross-platform 3D audio API appropriate for use with gaming applications and many other types of audio applications.
Installation: 600 MB free HD space

>   Recommended Specifications:

Operating System: Windows® 2000/XP
CPU: Pentium® 1.6 GHz or AMD Athlon 1.4 GHz processor
Memory: 512 MB RAM
Graphics Card: 64 MB NVIDIA® GeForce 4 or ATI Radeon Hardware T&L card
Input Device: Thrustmaster Afterburner or a similar input device


1.3   KNOWN ISSUES



1.4   INSTALLATION

The game needs at least 600 MB free memory on the hard drive. Initiate installation by running prologue_setup.exe. Follow the on-screen instructions. The setup will automatically enable the settings that should allow Saga to run well on your system.

> Click on the desktop icon labeled “Launch Prologue”:

The game is now ready to run. Double click on the desktop icon labeled “Launch Prologue” and you can enjoy the improved graphics and enthralling story.

>   Create a Pilot:

Once the game is running, you will need to create a pilot by entering a name and select the “Prologue” campaign in the “Campaigns” section. Then, click on Continue to begin playing Wing Commander Saga.


1.5   CUSTOMIZING LAUNCHER OPTIONS

The default settings that we have provided should allow most systems to run Wing Commander Saga well, and we recommend that you use them. However, you can customize your options by using the launcher program.

>   Run the launcher:

First, run the launcher. This can be accessed through the Start/Programs menu.

>   General Settings:


>   Configure the video options:

Click on the Video tab and select which mode you want to run the game in. You have two main choices at time of writing: OpenGL or Direct3D8. You may want to experiment to determine which one leads to better performance on your computer, but bear in mind that Direct3D is not supported by Wing Commander Saga.

>   Set the command line settings:

Click on the Flags tab. Flags tell the game which new features to activate. Because the flags change frequently, it is possible that the launcher will pop up an error stating that it doesn't recognize a flag. Most likely, the flag that has produced such an error has been replaced by another one or the feature has been turned on by default. Alternatively, if you have written a flag manually rather than selecting a box, you may have misspelled the flag.

Flags:


> Notes:


> Click Run:

After completing your custom setup, click the run button to launch the Prologue, or press the Okay button and launch the prologue from the desktop icon.

>Troubleshooting:

If you experience any difficulties, feel free to post questions.

Visit the Wing Commander Saga Website at:

http://www.wcsaga.com


1.6   MAIN MENU

The following options are available in the Main menu:


2   CONTROLS

The controls may seem complex at first, but will become familiar after a little practice. Each demo mission explains part of the game mechanics. You may access a list of controls through the “Options” menu in-game.

It should be noted that the Arrow features the same autoslide (or "Shelton Slide") feature that it had in Wing Commander III. Autoslide is toggled on and off by pressing Alt + G. When Autoslide is engaged, maneuvering the Arrow with the joystick or keyboard will make it pivot on its axis without changing its direction of flight, which has multiple tactical usages.
Title: Re: Prologue Released!
Post by: Herra Tohtori on December 31, 2006, 11:16:01 am
Hmm, I guess this is as good as any as a first contact to Wing Commander universe.

*downloads*

...oh, and congratulations to the team for a release. And a happy new year.
Title: Re: Prologue Released!
Post by: Dysko on December 31, 2006, 12:29:32 pm
Too bad tonight I can't download it! I'll have to wait tomorrow morning :(
Title: Re: Prologue Released!
Post by: MetalDestroyer on December 31, 2006, 12:31:53 pm
Great !! Finish downloading, now, I gonna play. For your hardwork, I put a news here (http://nebulastar.free.fr/index.php) (Sorry if you don't understand french :D ).
Title: Re: Prologue Released!
Post by: Starman01 on December 31, 2006, 12:38:00 pm
Great !! Finish downloading, now, I gonna play. For your hardwork, I put a news here (http://nebulastar.free.fr/index.php) (Sorry if you don't understand french :D ).

I really don't understand french (speaking  ;7), but thanks for posting this  :yes:
Title: Re: Prologue Released!
Post by: Tolwyn on December 31, 2006, 12:39:25 pm
Great !! Finish downloading, now, I gonna play. For your hardwork, I put a news here (http://nebulastar.free.fr/index.php) (Sorry if you don't understand french :D ).

Thanks!

As a matter of fact I do understand french - in a manner of speaking :)

Quote
   
The team in load of the development of the total Wing conversion To order SAGA and more particularly Tolwyn (the project leader) are pleased happy to offer to you the playable version of WC SAGA: Prologue. Prologue is only the beginning of this long series which is Wing Commander SAGA. You will begin on board the TCS Wellington as Markham. The complete version will include/understand a total of 40 missions with voice acting. The play includes/understands:
- the advanced engine of Freespace 2 SCP including the autopilot, the landing, of the graphics improvement and much more.
- a single Alone Stand (need for Freespace 2 has by no means)
- detailed models
- tens of characters
- voice acting (integration of the voices)

Unfortunately, Prologue includes/understands Multijoueur part, neither of missions in full nebula or minefields, nor of briefing.

To download WC SAGA: Prologue (282 Mo).

Configuration recommended:
Operating system: Windows® 2000/XP CPU: Pentium® 1.6 GHz or AMD Athlon 1.4 GHz
Memory: 512 Mo RAM Graphics board: 64 MB NVIDIA® GeForce 4 or compatible ATI Radeon T&L
Peripheral of play: Thrustmaster Afterburner or a similar peripheral
The Official Site: Wing To order SAGA
The Official Forum: http://www.hard-light.net/forums/
Title: Re: Prologue Released!
Post by: Starman01 on December 31, 2006, 12:44:19 pm
Is that translated by google or did you that ? :)
Title: Re: Prologue Released!
Post by: MetalDestroyer on December 31, 2006, 12:44:56 pm
... Translation

Great translation ^^ except "of the total Wing conversion To order SAGA " which would be "of the Wing Commander SAGA Total Conversion"
Title: Re: Prologue Released!
Post by: Tolwyn on December 31, 2006, 12:47:23 pm
Is that translated by google or did you that ? :)

Trust me, you really do not want to know this! :)
Title: Re: Prologue Released!
Post by: Starman01 on December 31, 2006, 12:49:17 pm
 :lol:  I thought so 
Title: Re: Prologue Released!
Post by: DrewToby on December 31, 2006, 12:55:47 pm
Woo~! Downloading now. I've never had any contact with WC (except the movie, but ...uh, yeah), but I do love me a good total conversion. =D Especially one that looks as cool as WCS.

Now, if only the download was faster. ;_;
Title: Re: Prologue Released!
Post by: Tolwyn on December 31, 2006, 01:00:30 pm
 
Now, if only the download was faster. ;_;

15 MBit/s is not enough? :) But, yeah, the download server is located in Germany.
Title: Re: Prologue Released!
Post by: Huggybaby on December 31, 2006, 02:23:11 pm
Fantastic! And the readme is so professionally done it really bodes well for the game!
(actually, the spell broke when I got to "unless you have a really crappy system." LOL)

I'm wondering if the keys are going to WC style or FS style, though they do have a few in common, backspace and tab IIRC.
Too bad DrewToby never got to enjoy the awesomeness of WC.


I'm downloading at 217 KB/Sec.
Title: Re: Prologue Released!
Post by: DrewToby on December 31, 2006, 03:30:47 pm
Yeah, but 217's so slow! =P

Right then, I just finished the mission where you do the torpedo run on the poor 'ittle Pirate cruiser. I'm lovin' the voice acting. The part where Alpha...3? read the pirates their rights was probably my favorite so far. =D

Also, I love the missiles. Too bad I carry so few of them. ;_; And the hulls of the fighters seem really vulnerable. I was caught rather off-guard on my first dog fight; first time around, I was taken out in the initial volley (>_<). I chopped the difficultly to Very Easy, and that time ...I survived with 26% hull. Yes, I know, I = suck.

I've got a question regarding the T-bolt. Is that a turret on the back? It ...didn't seem to help me that much on my first torpedo run. Um, let's not go into that. ...I have this unfortunate penchant for stupid and avoidable deaths.
Title: Re: Prologue Released!
Post by: Wanderer on December 31, 2006, 05:00:58 pm
Why are you saying its only for Windows?
Title: Re: Prologue Released!
Post by: IceFire on December 31, 2006, 06:18:01 pm
Congratulations guys!  Well done on putting this together.  I think everyone is going to enjoy this release immensely.  Have fun!
Title: Re: Prologue Released!
Post by: Starman01 on December 31, 2006, 06:20:30 pm
When I understand Tolwyn correctly, the special linux / crossplatform build will follow tomorrow :)

@Drewtoby :  It takes a short while to get familiar with the WC-System. Missiles are extremly deadly (they were much harder, but we decided to reduce their damage a little :) )  I always play with "easy", and it's well balanced then.

As for the backturret of the thunderbolt, in Original WC you could enter that turret yourself and fire at the enemies on your back, but this is not possible in Freespace. Therefore the turret is just a pain in the ass on enemy bombers when you try shooting at them yourself (you will see for yourself what I mean  ;7)

Quote
The part where Alpha...3? read the pirates their rights was probably my favorite so far. =D

I also always liked that part.. "Damn, I was hoping for an Arrrrrh  Matey "  :p   It gave me a good laugh when I read it the first time in the script.

Glad you guys like it sofar, this makes all the work worth it. Keep playing, there is much more to see. And don't forget the additional simulator missions placed in the techroom.

Title: Re: Prologue Released!
Post by: DrewToby on December 31, 2006, 06:27:49 pm
o__o;

There's MORE?!

I haven't finished the Prologue yet (just finished the mission where you land on the Kennedy; stupid having-to-do-homework), but I'm already worried that I'm almost done with it. ;_; It's much cooler than I thought it would be, and I thought a Total Conversion would be pretty neat to begin with.

I can't wait to try out the sims. =D

Just so I can save time, are there any cap ship fights in any of them? Like, large engagements? Or at least, an attack (or defence) of a formation?
Title: Re: Prologue Released!
Post by: Col. Fishguts on December 31, 2006, 06:29:38 pm
Sneaky bastards ! Releasing it when everbody is out getting drunk ;)
Title: Re: Prologue Released!
Post by: MetalDestroyer on December 31, 2006, 06:33:35 pm
o__o;

There's MORE?!

I haven't finished the Prologue yet (just finished the mission where you land on the Kennedy; stupid having-to-do-homework), but I'm already worried that I'm almost done with it. ;_; It's much cooler than I thought it would be, and I thought a Total Conversion would be pretty neat to begin with.

I can't wait to try out the sims. =D

Just so I can save time, are there any cap ship fights in any of them? Like, large engagements? Or at least, an attack (or defence) of a formation?

You are lucky. I'm just in the next mission but unfortunately my computer doesn't work now >_<. So, I play WC:SAGA into my laptop and replay all the missions. However, I didn't notice that missiles are very deadly. I thought our shield could handle easily one or two missiles before the shield go down. It was an horriblemistake to be confident to our shield. >_<
Title: Re: Prologue Released!
Post by: DrewToby on December 31, 2006, 06:41:15 pm
Yeah, shields seem much weaker than I'm used to (which results in many, many explosions). I was testing out my Ion/Laser duo on Ninja (>_>), and was rather pleased with the amount of damage I could dish out, especially when I accidentally hit a weak shield quadrant and went straight to the hull.

Then, figuring that big ship = more shields, I fired on the Aurora a few times. My shots cut through the shields like paper.

A minute later, pirates appeared, and I was warned about Demon-class fighters with many missiles going for the Aurora.

Me: ...wait, that thing had really weak shield---oh, hell. ;_;

That was not a happy escort mission. >_<

Quick query: I can't seem to find a difference, damage wise, between the IR and the HS missiles you're given on said escort mission. Is there? I wanna get a feeling for what weapons to take when, and as yet ...I haven't been able to. >.>;
Title: Re: Prologue Released!
Post by: Polpolion on January 01, 2007, 12:26:42 am
Curse South Park and Operation Flashpoint!!! (don't ask) :mad:


 If it wasn't for them, I would have an entire twelve more hours to play this!!

Wait... what happend to RC 3.6.9?

was that released too?
Title: Re: Prologue Released!
Post by: Starman01 on January 01, 2007, 02:30:04 am

Just so I can save time, are there any cap ship fights in any of them? Like, large engagements? Or at least, an attack (or defence) of a formation?


Yep :)

Quick query: I can't seem to find a difference, damage wise, between the IR and the HS missiles you're given on said escort mission.

The HS has a little more damage potential, a little less lifetime and is 50% faster as an IR to make a difference. But in original Wing Commander the HS Missile was not only stronger, but it was also only able to lock on the back of an enemy fighter (it's engine part, that's why its called "Heat Seaking" :) ). Unfortunately we aren't able to create that (yet) in the freespace engine. But for continuity and completement we built it in.



Wait... what happend to RC 3.6.9?

was that released too?

Not yet, but RC8 is quite close to it and we didn't wanted to delay the release any longer, so we used that build. :)


Sneaky bastards ! Releasing it when everbody is out getting drunk ;)

 :D hehe
Title: Re: Prologue Released!
Post by: Javito1986 on January 01, 2007, 03:22:11 am
Yea that was no fair guys. I was on XBox Live when my friend logged on and said "The prologue was just released." And I blinked, pondered, thought 'what the hell is he talking about? Prologue???' and then it hit me and I was like "SAGA?!?!?!". I was just stunned. Four years of waiting, one begins to just expect to keep waiting :-). Anyway, I had to go to a party right afterwards and wasn't able to download it until about an hour ago.


And oh dear god, I freaking love it. I had no idea you guys were making something so fantastic. I didn't even realize you had cutscenes! And the flight physics... man, you guys really captured the essence of Wing Commander with this. And using the WC1 briefing and debriefing themes is a great touch for us old school WC fans. I only ask that you don't make me wait another four years for the full campaign.  :yes:
Title: Re: Prologue Released!
Post by: Lt.Cannonfodder on January 01, 2007, 05:10:21 am
Fraking A+ work guys. The quality of your release just set the bar for BtRL really, really high.

I hope you don't mind that I took the liberty of pimping this in a few places :)
Title: Re: Prologue Released!
Post by: Starman01 on January 01, 2007, 07:00:21 am
Sure, go ahead :) Our projects can always benefit from a healthy (and friendly) competition :) 
Title: Re: Prologue Released!
Post by: karajorma on January 01, 2007, 07:26:03 am
No multiplayer though. Any major reason why? Too much hassle to support it?
Title: Re: Prologue Released!
Post by: Tolwyn on January 01, 2007, 07:55:47 am
No multiplayer though. Any major reason why? Too much hassle to support it?

Simple. We did not have time to finish UI backgrounds for the particular section. And, of course, we need to rebalance missile weaponry. At any rate, we have plans on releasing a multiplayer patch, but it will take a couple of months to create hough.
Title: Re: Prologue Released!
Post by: gevatter Lars on January 01, 2007, 08:12:35 am
Could be faster when I get more time or someone else who can create them with me. ^_^
Title: Re: Prologue Released!
Post by: Lt.Cannonfodder on January 01, 2007, 08:42:11 am
A few initial comments from a fellow modder.

1)Installer was really nice, makes things so much easier for all FS_Open newbies. I assume it's not working in Linux/Mac enviroments?
2)Nice and clean main game folder, and really nice custom icons too
3)Very nice manual
4)Ambient light intensity at 100 by default? Blah!
5)Cool intro animation
6)Excellent new mainhall
7)Rest of the interface graphics are not quite as good as the mainhall, but they get the job done
8)Rendered cutscene... nice
9)Really good background graphics, the starfield look colorful and pretty
10)The ships, while a bit undetailed, still look great
11)Changes to the hud make it feel a bit more crowded, but it's still very cool
12)Voice acting is pretty good, thumbs up for that

Overall, excellent work. The effort you guys have put into this really shines through.
Title: Re: Prologue Released!
Post by: Starman01 on January 01, 2007, 09:03:00 am
4)Ambient light intensity at 100 by default? Blah!

 :lol:  You wouldn't believe how many times Tolwyn and I argued about that :) I know that Freespace people like it more dark, but WingCommander people like it more bright so you can see the shipmodels. While I don't count myself to any group alone, I also prefer the stuff being more visible.

For the rest, glad you like it :)
Title: Re: Prologue Released!
Post by: Tolwyn on January 01, 2007, 09:19:43 am
1)Installer was really nice, makes things so much easier for all FS_Open newbies. I assume it's not working in Linux/Mac enviroments?

only through an emulator. Linux/MacOS version will follow. Linux installer might be available later today.
Title: Re: Prologue Released!
Post by: Lt.Cannonfodder on January 01, 2007, 09:31:39 am
Installer is something we'd love to have with BtRL, but as there are no (free) multi-platform installers we've decided not to use one, at least for now.

Another thing... no fred or debug build provided with the game? Dropping out the debug I can understand, but leaving fred out is almost like shooting yourself in the foot. Any particular reason for that, or was it just accidentally forgotten? :)
Title: Re: Prologue Released!
Post by: Tolwyn on January 01, 2007, 09:53:20 am
Installshield can build multiplatform installers, but they aren't exactly pretty :)

FRED is another issue: once we have chosen a stable build we will offer it for download :)
Title: Re: Prologue Released!
Post by: antagonist on January 01, 2007, 10:32:30 am
hmm I have 2 issues so far:

The movies look like a rainbow on drugs on my rig, probably a codec issue though...I have the latest CCCP build installed...what codec are you using?

Also, in the first training mission, the asteroid's closest LOD appears untextured (when activating spec alpha for env mapping, everything seems untextured, if not, only abovementioned asteroids)...

anyone know what the issue could be?)

EDIT: I'm running on a 8800GTX, so my problem with untextured asteroids MIGHT be driver related
Title: Re: Prologue Released!
Post by: Tolwyn on January 01, 2007, 10:34:29 am
The movies look like a rainbow on drugs on my rig, probably a codec issue though...I have the latest CCCP build installed...what codec are you using?

Could you make a screenshot?

Quote
spec alpha for env mapping

This feature is not used by the WCS and can produce unwanted results
Title: Re: Prologue Released!
Post by: antagonist on January 01, 2007, 10:43:06 am
Here you go...I took the liberty to cut it to size...

ah yeah, this is ~5s into the intro...

[attachment deleted by admin]
Title: Re: Prologue Released!
Post by: Centrixo on January 01, 2007, 10:47:54 am
the mod is crashing my pc everytime i try to run the mod. i can see where the problem is i just dont know how to get around it, shame that is i wanted to play this mod.
Title: Re: Prologue Released!
Post by: Edward Bradshaw on January 01, 2007, 10:48:20 am
Here you go...I took the liberty to cut it to size...

ah yeah, this is ~5s into the intro...

What are you talking about man? Thats exactly how the cutscenes are meant to look.  :confused:
Title: Re: Prologue Released!
Post by: karajorma on January 01, 2007, 10:48:28 am
Simple. We did not have time to finish UI backgrounds for the particular section. And, of course, we need to rebalance missile weaponry. At any rate, we have plans on releasing a multiplayer patch, but it will take a couple of months to create hough.

That explains a lot. Believe me the BtRL team know your pain (CannonFodder especially) as we had to do the exact same thing for our release. In fact the team will be watching this release quite closely because the problems you bump into are likely to affect us too so we want to know what potential pitfalls we can expect.

To that end I've been monitoring this (http://www.crius.net/zone/showthread.php?threadid=21131) release thread as well as any others I can find from people who don't know the FS2_Open engine. The cause of Lt.Death100's problem for instance is likely that he has an old install of OpenAL 1.0 on the PC and that can cause issues. Tell him to check his C:\Windows\System32 folder for either ct_oal.dll or nvopenal.dll and delete them if he finds them. OpenAL should work after that.
Title: Re: Prologue Released!
Post by: Starman01 on January 01, 2007, 10:55:48 am
the mod is crashing my pc everytime i try to run the mod. i can see where the problem is i just dont know how to get around it, shame that is i wanted to play this mod.

Do you receive an error message ? If so, pls post it. Be sure that you run the game in 1024x768, everything below this will crash right at the start.



What are you talking about man? Thats exactly how the cutscenes are meant to look.  :confused:


Huh ? Are you on drugs, Ed ? :)

@antagonist : Try running the game in OGL, and if that doesn't help this is most likely a problem with the video codec you have installed.
I just can't say which one you need, but certainly anyone else can..... also it couldn't hurt to update your video drivers to the newest OGL version.
Title: Re: Prologue Released!
Post by: Edward Bradshaw on January 01, 2007, 10:59:38 am
Huh ? Are you on drugs, Ed ? :)
Im in a strange mood.  :p
Title: Re: Prologue Released!
Post by: Tolwyn on January 01, 2007, 11:01:02 am
First of all,

always post your system specs, your game configuration and your command line options. It makes it easier for us and SCP guys to locate the problem :)
Title: Re: Prologue Released!
Post by: Col. Fishguts on January 01, 2007, 11:48:50 am
Yay, no bugs for me, runs like a charm. And I must say I'm impressed, the mod is very polished and immersive, I was actually laughing out loud at some of the pilot chatter (when the pirates get informed about their rights :)).  All in all, totally worth the wait.

Now, if I only could save the Wellington  ... damned Kilrathi bombers  :hopping:

Btw, will the main campaign come in episodic releases, or are you going for the massive all-in-one-bugtesting-nightmare-route ?
Title: Re: Prologue Released!
Post by: Tolwyn on January 01, 2007, 11:53:49 am
Btw, will the main campaign come in episodic releases, or are you going for the massive all-in-one-bugtesting-nightmare-route ?

The latter :)
Title: Re: Prologue Released!
Post by: Starman01 on January 01, 2007, 12:01:35 pm
Yes :) As long as I live there will be no episodic release. I know it will be another long waiting time for the fans, but I want to bring out a complete game, not pieces of it. :)  But I hope that this release will attrack a few more peoples to the mod (escpecially serious fredders) so that
the waiting time wont be so long (but after all, 40 mission await to be built, and only 20 have made it yet into a beta-stage). Collecting more than 1500 voice lines won't be easy as well   :pimp:
Title: Re: Prologue Released!
Post by: Tolwyn on January 01, 2007, 12:06:45 pm
As long as I live....

[NWN2 voice "power hungry" on]Now, what do we have here. Fresh corpses.[NWN2 voice "power hungry" off]
Title: Re: Prologue Released!
Post by: Mancubus on January 01, 2007, 12:29:43 pm
 great job guys,
 HAPPY NEW YEAR

why, oh why is my internet connection so slow??? started downloding, but it seems it'll take hours

AAAAAAAAAAAAAAARRRRRRRRRGGGGGGGGGGGGGGGGGGHHHHHHHHHHHHHH
Title: Re: Prologue Released!
Post by: Centrixo on January 01, 2007, 12:51:23 pm
ok i fixed it, hex edit a line and its completly stopped crashing and runs really stable now.
as usual i give a reveiw on a fair level, on the bad side. (happens on other forums where mods are pubished)

1. the missions are kind of dull but not bad for a first try.

2. i dont belive the characters and what they do, i myself think that is false advertising but other might not.

3. the limit of weapons and ship changing cant be done, i dont like being forced to take one path and of course i can wait for the full version.

4. i spent over 2 hours trying to destroy a pirate frigate on easiest skill!, the missles and laser batteries are either too overpowered or re-fire rate is too quick besides that the range of the cap ship made its extreamly difficult to get anywhere near it.

5. the music is playing itself over and over witch imo took away from the experience of WC:S, maybe more music will do.

6. too heavily reliant on nav bouys and time acceleration, that got pretty dull really quickly.

good side.

1. i like the pretty colors from the HUD and the overall GUI.

2. i like the intros.

3. nice ship designs, especially the wellington and the Lexinton. <---Highlight text for ship spoiler.

4. loose missions before the plot, thats a good start.

5. the idea is really well thought out, and everything fits into the overall game quality.
Title: Re: Prologue Released!
Post by: antagonist on January 01, 2007, 01:00:04 pm
ok I got everything in working order now, thanks to you guys!

played it through btw and I'm just amazed...I really got into it in that last mission and then suddenly: "TBC" I just thought nooooo :( it can't be over!!!! ;)

I'm really looking forward to your mod...I hope you won't take 4 more years though ^^
Title: Re: Prologue Released!
Post by: Tolwyn on January 01, 2007, 01:01:35 pm
to tell the truth: the development of the Prologue took 2 years (18 months for development + 6 for bugfixing and polishing)
Title: Re: Prologue Released!
Post by: Centrixo on January 01, 2007, 01:07:40 pm
well you done good  :)
Title: Re: Prologue Released!
Post by: Tolwyn on January 01, 2007, 01:13:11 pm
well you done good  :)

Not entirely. We planed to have it finished just after 1 year. I guess, that "lagging behind schedule" is common in the game industry :)
Title: Re: Prologue Released!
Post by: Starman01 on January 01, 2007, 01:18:30 pm
...I hope you won't take 4 more years though ^^

We sincerly hope it wont take another 4 years for the main campaign. It highly depends on the numbers of active working modellers and mission designers, but by taking our overgrown perfectionism into account, I estimate at least (I repeat, at least)  2 years :( This sounds hard, but I think it's realistic. The amount of work that needs to be done is overwhelming.  But I promise you today, it will be worth the waiting   :nod:

We have learned a lot by building the prologue, and we will certainly benefit from that experience when building the main campaign.
Title: Re: Prologue Released!
Post by: antagonist on January 01, 2007, 01:50:51 pm
As long as the project is not abandoned (which I don't think it will, been lurking here for a while now ^^), I'm fine with it... ;p

Also, with the prologue, you ave a base from which to build the "full" game, so personally, I think you will need less time to build the actual content, but more to debug it...I've been betatester for a couple of mods, and boy was I surprised when I saw how sloppy some of the code was ingame...heh, xwings flying nose down comes to mind ^^

Also, I'm quite ashamed to tell you I never actually played the WC games; although I fit into the agegroup, I got into computer games later than most others...I'm a bookworm at heart ^^

Well, if you ever need a beta without any knowledge whatsoever(ok not really...just remembered that I watched the WC movie...some time ago...don't know much about its story anymore except that I did like it...) about WC, feel free to ask, although my time is going to be a little limited for the next couple of months...
Title: Re: Prologue Released!
Post by: Centrixo on January 01, 2007, 01:55:15 pm
not sure about me i wouldnt mind helping the effort to make the game good.

im not too sure about my job, alot of rumors circulation about me and one of the yougner female higher admins at the place i work at, according to other people nothing is being done, i wonder what the boss will say.. anyhow i think i have alot of time through out the day as i multitask.
Title: Re: Prologue Released!
Post by: karajorma on January 01, 2007, 02:13:55 pm
 
ok i fixed it, hex edit a line and its completly stopped crashing and runs really stable now.

What the hell did you edit?
Title: Re: Prologue Released!
Post by: Aginor on January 01, 2007, 02:15:00 pm
Nice work, very impressive!

I really enjoyed playing it, it is great. Feels like Wing Commander.

Well done!
Title: Re: Prologue Released!
Post by: Huggybaby on January 01, 2007, 02:24:08 pm
I agree with about everything Lt. Cannonfodder said (http://www.hard-light.net/forums/index.php/topic,44277.msg904664.html#msg904664).
The overall feel of quality and attention to detail is unbelievable.
I do miss the autopilot flybys from WC, going to 64X isn't the same but I suppose that's an engine limitation. Just having autopilot is an accomplishment in my book.

I felt the timing in the training could be sped up, that is, there is a lot of waiting for the next event to trigger.

I found a small typo ("you" instead of "your"). At the end of my training mission it hung hard. Even thought there's no debug exe I have an errorlog.txt in my WCSP directory. I also saved my windows error report.

Are you interested in any of this info yet?

I'm going to try again.
Title: Re: Prologue Released!
Post by: Knarfe1000 on January 01, 2007, 02:33:21 pm
...I hope you won't take 4 more years though ^^

We sincerly hope it wont take another 4 years for the main campaign. It highly depends on the numbers of active working modellers and mission designers, but by taking our overgrown perfectionism into account, I estimate at least (I repeat, at least)  2 years :( This sounds hard, but I think it's realistic. The amount of work that needs to be done is overwhelming.  But I promise you today, it will be worth the waiting   :nod:

We have learned a lot by building the prologue, and we will certainly benefit from that experience when building the main campaign.
Two more years at least ??? :shaking:
Title: Re: Prologue Released!
Post by: Centrixo on January 01, 2007, 02:37:31 pm
...

What the hell did you edit?

exe and a few other files, it fuks me about i will make sure it dont happen again, i have said on another thread if it dont work then i will hex edit it.

dont worry about it, i edited nothing that will give me an advantage, i only changed a line within the exe, and a few lines within 3 other files.
Title: Re: Prologue Released!
Post by: Tolwyn on January 01, 2007, 02:44:19 pm
Two more years at least ??? :shaking:
[/quote]

Don't worry. He is having a hard time right now. I think the happiness about the release made him a bit crazy :)
Title: Re: Prologue Released!
Post by: Cobra on January 01, 2007, 02:54:30 pm
OK, I haven't played any missions yet, but the opening cutscene tells me this is gonna be one kickass mod! :D

But I got a strange video error here. I got it on the loading screen too, but I thought that was part of it. The strips of menu there are blinking from black to menu and back again rapidly. Kind of distracting, really. But other than that, the cutscene was extremely well done. I had no idea HLP had talent like this. :eek:

[attachment deleted by admin]
Title: Re: Prologue Released!
Post by: Starman01 on January 01, 2007, 02:58:08 pm
... made him a bit crazy :)

Actually that's a normal condition for me :)

Of course the release will be in Sommer 2669 :D
Title: Re: Prologue Released!
Post by: Tolwyn on January 01, 2007, 02:58:36 pm
But I got a strange video error here. I got it on the loading screen too, but I thought that was part of it. The strips of menu there are blinking from black to menu and back again rapidly. Kind of distracting, really.

This belongs into SCP Mantis :)
Title: Re: Prologue Released!
Post by: Cobra on January 01, 2007, 03:17:05 pm
But I got a strange video error here. I got it on the loading screen too, but I thought that was part of it. The strips of menu there are blinking from black to menu and back again rapidly. Kind of distracting, really.

This belongs into SCP Mantis :)

All right then. :)
Title: Re: Prologue Released!
Post by: Huggybaby on January 01, 2007, 03:21:15 pm
OK, I didn't hang again.


We encounter pirates, I'm told to stay in formation with Major Baws, and I can't even turn to look at him without failing the mission, which seems very, um, restrictive. Maybe it should say "you're already in formation, don't even think about touching your controls."
Title: Re: Prologue Released!
Post by: Tolwyn on January 01, 2007, 03:24:12 pm
OK, I didn't hang again.
We encounter pirates, I'm told to stay in formation with Major Baws, and I can't even turn to look at him without failing the mission, which seems very, um, restrictive. Maybe it should say "you're already in formation, don't even think about touching your controls."

This shouldn't happen either.
Title: Re: Prologue Released!
Post by: Starman01 on January 01, 2007, 03:25:30 pm
Meh, this happens because you hotspots already rush into combat without even identify the enemies, you just see a boogie on the radar and already want to see blood :)

You need to stay within 400 (or 500 ? ) meters to alpha 1 in order to keep formation. But this will be triggered the same moment he says it, so when you already running against the enemy the mission will fail.

Never forget, you are just a second lieutenant and a rookie, so listen to your orders and just like in WingCommander, do not "break and attack" if you aren't ordered to :D
Title: Re: Prologue Released!
Post by: Mancubus on January 01, 2007, 03:29:17 pm
Well i've got a problem: when i try to run the prologue, i get the mesagge:



Error: Strings.tbl is corrupt
File:J:\src\cvs\fs2_open_3_6_9.final\code\Localization\localize.cpp
Line: 612
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

[ok breaks to  debugger]

after ok i get this:


Error: strings.tbl(line 6192:
Error: Expecting int, found [].

File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 659
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

and it keeps appearing untill I press cancel. now I DON"T HAVE ANY J: DRIVE and i don't understand a word of it.
I've already tried reinstalling

Title: Re: Prologue Released!
Post by: Tolwyn on January 01, 2007, 03:35:00 pm
it might be related to the wrongly set language version. At least the error message refers to the localization table.
Title: Re: Prologue Released!
Post by: Mancubus on January 01, 2007, 03:38:42 pm
You mean it can have anything to do with Polish freespace2 installed on my PC?
Title: Re: Prologue Released!
Post by: Tolwyn on January 01, 2007, 03:39:45 pm
I believe so :)

The original Freespace supported only English, German and French.
Title: Re: Prologue Released!
Post by: Centrixo on January 01, 2007, 03:42:03 pm
hehe i just rush into suicdal situation and start laying into the enemy, most of the time i make it out, but if im limited somewhere along the line then im done for.

i dont target enemies, for reasons,

1. enemy doesnt know you are on thier tail until its too late.

2. you can learn thier weak points(through watching fighting).

but, in this sort of situation against a frigate and over powered beams with a fast re-fire rate, its not possible.
Title: Re: Prologue Released!
Post by: Mancubus on January 01, 2007, 03:43:45 pm
Uninstalled it (FS2, polish), problem disappeard. Thanks :-)
Title: Re: Prologue Released!
Post by: Tolwyn on January 01, 2007, 03:44:58 pm
Uninstalled it (FS2, polish), problem disappeard. Thanks :-)

Glad I could help.

but, in this sort of situation against a frigate and over powered beams with a fast re-fire rate, its not possible.

I believe you are refering to the AA fire :) Why don't you use your torpedo?
Title: Re: Prologue Released!
Post by: gevatter Lars on January 01, 2007, 03:52:56 pm
I know that its not easy to take out capships but they aren't ment to be easy targets. Get rid of some turrets first if you have to big problems with them. In a Thunderbold you can evade them more or less by changing speed and heading randomly but make sure you still have a torpedolook. Then when you are close enough to be sure that the torpedo will hit fire it. Changing the torpedos target to some subsystems can also make a differance when you aproach from a specific angle...depends on the ship.

Still there are some ways to get through the AA from laser turrets. Their refirerate and strength is just as it should be.
Also don't forget that you can equalise your shields or just put all power to the front shields. That also helps a lot.
Oposite to FS2 you have to figure out the best way to aproach a capship the best without beeing shoot down...at least that is my impression over FS2 where the defence, except AA turrets and missile turrets, was quite slow and easy to evade.
Title: Re: Prologue Released!
Post by: Starman01 on January 01, 2007, 03:55:26 pm
Why don't you use your torpedo?

I wonder that myself :)  Our capitalships are very strong and you will need a lot of patience to bring them down with normal weapons. Besides, their AA-Fire is very strong (and wont be weaken from us).  This gameplay is very different zu freespace. You have weak fighterhulls, rather weak shields, limited afterburner and weapon energy.

You need to figure out some good tactics, find the weak spots of the capitalship, adjust your energy allocations and then start to make your attack run when you are sure there is no enemy behind you. As for the caernaven-frigate, just do this :

highlight here to read text ==================================
 
Don't attack her from the front, or her anti-fighter missiles will kill you. Go into a distance of around 2500 meters, select your torpedo and target one of her subsystem middle in the shipbody, the best will be weapons or engine. Then start flying to her, make small evasive maneuvers that will not break the torpedo lock-on. When the torpedo has locked, hit your afterburner and head to the ship. Be sure to approach her from the flank so her chance to shoot down the torpedo are limited.

When you are 500 klicks away, set the torpedo free and immediately change vector, the torpedo explosion is deadly when you are too close.
Then watch her burn :D
==================================

Title: Re: Prologue Released!
Post by: Shade on January 01, 2007, 04:00:18 pm
Keep the source in mind - This is the guy who managed an overwhelming... what... 5? kills with 25.000 rockeyes. Maybe he just needs 4.999 more torpedoes...

Now, for what's important: Awesome work :) Been a long time since I played anything WC related aside from Privateer (which I consider kindof an offshot), and it's great to see some of those ships in action again. And better looking than ever.
Title: Re: Prologue Released!
Post by: Tolwyn on January 01, 2007, 04:10:19 pm
Keep the source in mind - This is the guy who managed an overwhelming... what... 5? kills with 25.000 rockeyes. Maybe he just needs 4.999 more torpedoes...

huh? :)
Title: Re: Prologue Released!
Post by: Shade on January 01, 2007, 04:16:14 pm
Guess you missed that thread. Let me go digging a sec... Here we go (http://www.hard-light.net/forums/index.php/topic,44020.msg900244.html#msg900244). It's no big loss to have missed it though. Oh, and it appears it was 4, even, not 5 :p
Title: Re: Prologue Released!
Post by: Wobble73 on January 01, 2007, 04:17:45 pm
I'm having difficulty with the third mission, (I think??). Spoilers follow:-












It's the mission that you have to fly to Nav1 and destroy some asteroids, I can only target asteroids that are about a million meters away????????? :confused: there are no asteroids in the vicinity, at all?




HELP!!!!!!!!



BTW guys, great job with this!! Very professionally done!
Title: Re: Prologue Released!
Post by: Tolwyn on January 01, 2007, 04:19:44 pm
It's the mission that you have to fly to Nav1 and destroy some asteroids, I can only target asteroids that are about a million meters away????????? :confused: there are no asteroids in the vicinity, at all?

For some lower-end computers, the apperance of asteroid fields causes a significant slowdown. If you are experiencing this problem, enabling “Asteroid Field Performance Fix” option in the installer will fix it. If you are not experiencing this problem, we do not recommend that you use this option.

You should install the "Asteroid Field Performance Fix". On some computers asteroid might vanish. We could not figure out what's causing this, but it is somehow related to the time compression.
Title: Re: Prologue Released!
Post by: Mongoose on January 01, 2007, 04:26:28 pm
Many congrats on the release.  I've never played WC other than a few missions of the GBA port of Prophecy, but I can't wait to get back to school and get this thing installed. :)
Title: Re: Prologue Released!
Post by: Starman01 on January 01, 2007, 04:31:02 pm
I'm having difficulty with the third mission, (I think??). Spoilers follow:-

First off, install the fix as Tolwyn suggested. If that isn't helping, here is a way to get past this part :

spoiler :

While the goal is to "destroy some asteroid", that isn't scriptable at all. I just triggered if the primary weapons are being fired, and after a minute or so the dialogue and the mission will continue. So even without asteroids you should be able to get past this part, just fire your primary guns a few times AFTER the goal is valid

spoiler end.
Title: Re: Prologue Released!
Post by: Dishwasher on January 01, 2007, 04:55:58 pm
Hi guys, sorry that I haven't been to usefull lately, but I just want to congratulate you guys with the release, The prologue is Awesome and I'm sure the campaign will be to.

Cheers to some awesome work
Title: Re: Prologue Released!
Post by: Dishwasher on January 01, 2007, 04:59:07 pm
The first reported bug sounds an awefull lot like an out of date graphics driver problem.. I've never had any problems like it running saga.. not even 1 CTD.. except from a very stupid one in the tech database :D
Title: Re: Prologue Released!
Post by: Wobble73 on January 01, 2007, 05:26:26 pm
It's the mission that you have to fly to Nav1 and destroy some asteroids, I can only target asteroids that are about a million meters away????????? :confused: there are no asteroids in the vicinity, at all?

For some lower-end computers, the apperance of asteroid fields causes a significant slowdown. If you are experiencing this problem, enabling “Asteroid Field Performance Fix” option in the installer will fix it. If you are not experiencing this problem, we do not recommend that you use this option.

You should install the "Asteroid Field Performance Fix". On some computers asteroid might vanish. We could not figure out what's causing this, but it is somehow related to the time compression.

Muchos Gracias Senor!  That did the trick!
Title: Re: Prologue Released!
Post by: Cobra on January 01, 2007, 06:22:08 pm
I just played about 6 or so missions, up to the system evacuation mission. I'm impressed guys. You really went all out here, especially with the damage effects. Whenever the damage sparks would fly on the Wellington, the carrier lights would flicker. Nice touch!
Title: Re: Prologue Released!
Post by: tracker on January 01, 2007, 06:43:12 pm
 A release for the users Linux is foreseen?
Title: Re: Prologue Released!
Post by: Tolwyn on January 01, 2007, 06:48:50 pm
Linux and Macos versions will follow as soon as possible :)
Title: Re: Prologue Released!
Post by: Polpolion on January 01, 2007, 07:35:26 pm
Bug here: (highlight blank space; spoilers)

on the mission in which you escort the wellington to the jump node, we arrive at the final waypoint, except there are no kilrathi. There are supposed to be two cruisers there, but there isn't. So I sit there for about an hour in 64x time compression on, and randomly at about 320 elapsed mission minutes, the two cruisers jump in. what is wrong here?
Title: Re: Prologue Released!
Post by: Goober5000 on January 01, 2007, 08:09:31 pm
What the hell did you edit?
exe and a few other files, it fuks me about i will make sure it dont happen again, i have said on another thread if it dont work then i will hex edit it.

dont worry about it, i edited nothing that will give me an advantage, i only changed a line within the exe, and a few lines within 3 other files.
Um... I second karajorma.  What did you edit?  Tell me exactly which hex edits you made in the EXE, because I'm very curious.  If it's a bug, the SCP needs to know about it. :)
Title: Re: Prologue Released!
Post by: aRaven on January 01, 2007, 08:13:25 pm
I can't install WCS Prologue because it checks my C: Partition where I have only 400mb left. I tried to install to D: (5GB free space) but it says C: doesn't have enough free space...

can anybody help me?
Title: Re: Prologue Released!
Post by: Centrixo on January 01, 2007, 10:06:59 pm
Guess you missed that thread. Let me go digging a sec... Here we go (http://www.hard-light.net/forums/index.php/topic,44020.msg900244.html#msg900244). It's no big loss to have missed it though. Oh, and it appears it was 4, even, not 5 :p

thanks asshole, and digging up the past to attack me means you have nothing to dig at in the first place, and you got it wrong witch means your no perfect person either(4 idoit 4, not 5!) ;).

cann it shade :blah:.
Title: Re: Prologue Released!
Post by: Getter Robo G on January 01, 2007, 10:54:49 pm
Hehe I still run a p4 1.8 with crappy generic 256mb ATI and it was sweet as silk!
I DID see a asteroid flicker but that was as time compression was slowing down, by the time I got into the area things were just fine...

Curious, during "auto-pilot" mode are you ever in any danger from outside sources if something goes wrong?

Pilot chatter was Hilarious! "Arrrgh!"  :lol:  Anyway, I got killed by the pirates in 3 secs and will try on very easy next (I am not ashamed)...

But that will have to wait till next weekend. I got a ton of Trek stuff to redo and my very first kitbash!!! Big things coming my way via email hopefully  :nod:
Title: Re: Prologue Released!
Post by: Scooby_Doo on January 02, 2007, 12:52:34 am
I can't install WCS Prologue because it checks my C: Partition where I have only 400mb left. I tried to install to D: (5GB free space) but it says C: doesn't have enough free space...

can anybody help me?

I had this problem too and I think I had 400mb left too... gotta clean house  :blah:
It looks like it's windows installer thats being used (haven't downloaded the release version yet) so maybe asking windows groups about the  installer will help.
Title: Re: Prologue Released!
Post by: Tolwyn on January 02, 2007, 02:31:48 am
I can't install WCS Prologue because it checks my C: Partition where I have only 400mb left. I tried to install to D: (5GB free space) but it says C: doesn't have enough free space...

can anybody help me?

You need at least 700-900 mb free on your Windows partition to install Wing Commander Saga. Solution: free up more space! At any rate, Windows needs about 2 GB free to function properly.

Bug here: (highlight blank space; spoilers)

on the mission in which you escort the wellington to the jump node, we arrive at the final waypoint, except there are no kilrathi. There are supposed to be two cruisers there, but there isn't. So I sit there for about an hour in 64x time compression on, and randomly at about 320 elapsed mission minutes, the two cruisers jump in. what is wrong here?

interesting... can you reproduce this?
Title: Re: Prologue Released!
Post by: Azrael15 on January 02, 2007, 03:16:55 am
You magnificent bastards! I'm downloading this as I type, but thanks to the awesome power of 56k it's going to take around 11 hours.

Is the mission editor included?
Title: Re: Prologue Released!
Post by: Tolwyn on January 02, 2007, 03:25:10 am
No, 3.6.9 FRED was not available by the time this release was compiled. You will need to download it separately.
Title: Re: Prologue Released!
Post by: karajorma on January 02, 2007, 03:35:53 am
I can't install WCS Prologue because it checks my C: Partition where I have only 400mb left. I tried to install to D: (5GB free space) but it says C: doesn't have enough free space...

can anybody help me?

Control Panel->System->Advanced->Environment Variables. Now move TEMP and TMP to somewhere not on C: where you do have lots of space.

You really should do some house cleaning though.
Title: Re: Prologue Released!
Post by: Scooby_Doo on January 02, 2007, 04:31:41 am
Thanks Karajorma...
I think right now I've got about a gig free, the swap file is located on another partition, so theres no problem there.  I really do need to reformat, but it's a pain in the butt.
Title: Re: Prologue Released!
Post by: NGTM-1R on January 02, 2007, 05:44:17 am
but, in this sort of situation against a frigate and over powered beams with a fast re-fire rate, its not possible.

I just ran in on afterburner under fire, released the torp at a bit under 1500, turned, and started hunting fighters. Apparently I killed it, since it exploded behind me and there was a nice job comment.

Observations: Spelling error or two (maybe more, since the word you pronounced for the system was "Oberon" but the spelling was different). Ninja and Assassin's voice actors get good marks. Sandman was vaguely but not hopelessly annoying. Major Baws needs to practice showing a wee bit more emotion. (But only a wee bit.) Much too short. :p

I kept trying to use enter to launch missiles. But I haven't played Wing Commander in years. <,< >,>

Methinks this is a good sign.
Title: Re: Prologue Released!
Post by: Javito1986 on January 02, 2007, 06:15:34 am
... Okay. Word for the wise, that little Caernarven in mission 3 is NOT as easy to destroy as Baws makes it sound. He's all "Just go over there and pop it with a torpedo, we'll cover you"  :D.  I actually managed to snap off my torp before the fighters mauled me but it must have been destroyed. Oh well, gotta try again and listen to some of the advice from earlier in this thread.
Title: Re: Prologue Released!
Post by: Huggybaby on January 02, 2007, 06:58:46 am
Also, you folks that need a bit more hard drive space, run Crap Cleaner if you haven't. You may easily reclaim 500MB.
Title: Re: Prologue Released!
Post by: Tolwyn on January 02, 2007, 07:17:41 am
... Okay. Word for the wise, that little Caernarven in mission 3 is NOT as easy to destroy as Baws makes it sound. He's all "Just go over there and pop it with a torpedo, we'll cover you"  :D.  I actually managed to snap off my torp before the fighters mauled me but it must have been destroyed. Oh well, gotta try again and listen to some of the advice from earlier in this thread.

SPOILER

You should take out enemy fighters first
Title: Re: Prologue Released!
Post by: Buzz on January 02, 2007, 07:36:48 am
Well, first of all, a huge 'thank you' from an old gamer and avid Wing Commander fan. I just installed WCS, and the intro blew me away completely! Awesome. Speaking of blowing away, I'm stuck in the 2nd mission (don't laugh!). I get killed EVERY time by a missile blast right after the pirate scumbags attack. There isn't much I can do, I either attack and get killed in 5 seconds OR I die because of disobeying the Major.
I'm certainly no NOOB, having finished WC1-Prophecy, X-Wing, TieFighter....you name'em. So any hints for me?

Anyway, great game, splendid job!
Buzz
Title: Re: Prologue Released!
Post by: Tolwyn on January 02, 2007, 07:41:59 am
SPOILER

From what I remember: there is at least 1 (more likely 2) enemy Razor(s) gunning for you. You should take care of them first. Use your missiles, it is very easy to take down an enemy fighter while performing a frontal attack run. But be careful, they can fire a missile at point blank range as well :)
Title: Re: Prologue Released!
Post by: Buzz on January 02, 2007, 07:59:18 am
Thanks, Tolwyn, that worked. Maybe my skills are just a little rusty.

Two other things:
1) Do you guys need any help on the project? I'm no computer geek, but a lousy engineer, so I do have some experience with computers ;)
2) Maybe you should open an thread for mission-related questions like mine, to stop this thread from getting too cluttered ;=)

Take care, Grüsse nach München!
Buzz
Title: Re: Prologue Released!
Post by: ARSPR on January 02, 2007, 08:17:10 am
GREAT, GREAT JOB  :yes: :yes: :yes:

Now only one question and one suggestion:

+ What does -wcsaga flag enable in FS2 engine?

+ Would it be possible to make Alt-N turn off Nav point targeting? Once you've reached a position I found them quite annoying. So Alt-N would cycle through navs and after the last one would untarget them.
Title: Re: Prologue Released!
Post by: Tolwyn on January 02, 2007, 08:38:03 am
1) Do you guys need any help on the project? I'm no computer geek, but a lousy engineer, so I do have some experience with computers ;)

Yeah.

more people working on the project = earlier release. It's as simple as that :)

+ What does -wcsaga flag enable in FS2 engine?

I have no idea :) A large number of smaller things (like removed "-class" tag in the briefing->ship viewer).

+ Would it be possible to make Alt-N turn off Nav point targeting? Once you've reached a position I found them quite annoying. So Alt-N would cycle through navs and after the last one would untarget them.

I am the wrong person to ask, but probably no.
Title: Re: Prologue Released!
Post by: Buzz on January 02, 2007, 08:47:21 am

Quote
Yeah.

more people working on the project = earlier release. It's as simple as that :)



allright, sign me up! Seriously, what kind of jobs are available?
Title: Re: Prologue Released!
Post by: Starman01 on January 02, 2007, 09:09:36 am
Whenever the damage sparks would fly on the Wellington, the carrier lights would flicker. Nice touch!

Glowpoint flicking on damaged ships is a SCP Feature :)

Bug here: (highlight blank space; spoilers)

on the mission in which you escort the wellington to the jump node, we arrive at the final waypoint, except there are no kilrathi. There are supposed to be two cruisers there, but there isn't. So I sit there for about an hour in 64x time compression on, and randomly at about 320 elapsed mission minutes, the two cruisers jump in. what is wrong here?

As Tolwyn said, is this reproducable ? The arrival of the enemies is (as most times) triggered on the players distance to the navpoint you are approaching. In all the countless tries I did I never run into this problem (though I have read some very strange problems within the last 48 hours  :wtf: )

Well, first of all, a huge 'thank you' from an old gamer and avid Wing Commander fan. I just installed WCS, and the intro blew me away completely! Awesome. Speaking of blowing away, I'm stuck in the 2nd mission (don't laugh!). I get killed EVERY time by a missile blast right after the pirate scumbags attack. There isn't much I can do, I either attack and get killed in 5 seconds OR I die because of disobeying the Major.
I'm certainly no NOOB, having finished WC1-Prophecy, X-Wing, TieFighter....you name'em. So any hints for me?

Anyway, great game, splendid job!
Buzz

Besides Tolwyn's hint, evading missiles is certainly one of the challanges in the game, but with a little experience it's really easy. Listen carefully what Ninja explains to you before the fight with the pirates start (we built that in special for this case :)  ) Be very careful when approaching enemies from the front. They will fire a missile at you when you are very close, and your chance of evading is down to 0% then.

Otherwise, listen to the missile alarm sound. When the missiles get's close (faster beep-sound) drop a countermeasure and immediately change flightvector and hit the afterburner. Don't throw out the countermeasure to soon. It's mostly useless then, and you don't have so many of them.

+ What does -wcsaga flag enable in FS2 engine?

- Removing -class name in the briefing icons (click on it)
- Removes enemy wingnames ingame
- more to come (I hope :D )
Title: Re: Prologue Released!
Post by: Buzz on January 02, 2007, 09:17:36 am
allright, next question:
in the mission where 6 Arrows are escorting the cap ship to Nav 3 and encounter a cruiser, I killed the cruiser, the Wellington said "thanks for savinf our bacon", but the mission ended as a failure.... The hull stats of the Wellington was about 50% at that time...
Title: Re: Prologue Released!
Post by: Starman01 on January 02, 2007, 09:20:51 am
Huh ? That's simply crazy  :confused:

Which debriefing was played when that happened ? Theoretically, the only failure that can happen before reaching the final nav, is that the wellington get's destroyed, nothing else
Title: Re: Prologue Released!
Post by: Buzz on January 02, 2007, 09:52:15 am
Huh ? That's simply crazy  :confused:

Which debriefing was played when that happened ? Theoretically, the only failure that can happen before reaching the final nav, is that the wellington get's destroyed, nothing else

Well, I replayed it and got the right ending this time. Did the first cruiser maybe fire torpedos I missed?
Anyway, I'm through, the 2nd mission was the hardest by far ;) Great work, folks, please keep more coming!
Title: Re: Prologue Released!
Post by: Tolwyn on January 02, 2007, 09:57:31 am
You are not done yet :) Check out the simulator mission.
Title: Re: Prologue Released!
Post by: Buzz on January 02, 2007, 10:05:56 am
You are not done yet :) Check out the simulator mission.

Huh? where can find the simulator?
Title: Re: Prologue Released!
Post by: Tolwyn on January 02, 2007, 10:06:28 am
You are not done yet :) Check out the simulator mission.

Huh? where can find the simulator?

read the very first post
Title: Re: Prologue Released!
Post by: Starman01 on January 02, 2007, 10:24:15 am

Well, I replayed it and got the right ending this time. Did the first cruiser maybe fire torpedos I missed?


Possible, but the turret-AI should be very good in shooting down the capship missiles (at least at longer range), besides a single cruisemissile hit shouldn't do more than 25% damage, and you said you had 50% left on the wellington ?
Title: Re: Prologue Released!
Post by: Buzz on January 02, 2007, 10:30:54 am


Possible, but the turret-AI should be very good in shooting down the capship missiles (at least at longer range), besides a single cruisemissile hit shouldn't do more than 25% damage, and you said you had 50% left on the wellington ?


yeah, it took some damage from fighters, but nothing major.  I finished off the cruiser, got rocked by the blast, die Wellington radiod "thanks for saving our bacon" and I was returned to the mission briefing screen, saying that without a carrier, I was screwed...

it worked fine the second time, though

ps: How do  I apply for a job with you guys? Seriously.
Title: Re: Prologue Released!
Post by: DrewToby on January 02, 2007, 11:05:34 am

Well, I replayed it and got the right ending this time. Did the first cruiser maybe fire torpedos I missed?


Possible, but the turret-AI should be very good in shooting down the capship missiles (at least at longer range), besides a single cruisemissile hit shouldn't do more than 25% damage, and you said you had 50% left on the wellington ?

Wait, what? 0.o; That same mission, I accidentally let a single enemy missile in from a Gothra (I think that's how you spell it), and that single missile destroyed the Wellington. But ...the ship had 65% health. I'm not entirely sure whether or not the Wellington had full shields on the side it got hit on, but because my wingmates and I were mopping the floor with the enemy bombers, I bet it did.

So I got to the second-to-last beacon, and then, poof, because of one missile. Eh? That supposed to happen? x_X

Also, strange thing. I saw one person complain about missing cruisers in that same mission. Well...first (think it was that one) nav point, where the Wellington yells about incoming capship missiles. Eh. Where? I was looking around, hitting B the whole time, but didn't find any missiles. My wingmates didn't break to defend and the Wellington's turrets didn't shoot. No capship missiles came. o.o;

Oh, by the way, one more thing. Did you guys improve the AI or something? My wingmates are actually absurdly good fliers. They're rarely dropping into the red zone, and almost always killing every missile before it even gets within a half-click of the carrier. I actually feel safe on bombing missions for once!
Title: Re: Prologue Released!
Post by: MetalDestroyer on January 02, 2007, 11:21:52 am
Quote
It should be noted that the Arrow features the same autoslide (or "Shelton Slide") feature that it had in Wing Commander III. Autoslide is toggled on and off by pressing Alt + G. When Autoslide is engaged, maneuvering the Arrow with the joystick or keyboard will make it pivot on its axis without changing its direction of flight, which has multiple tactical usages.

How do we know if the ship has a slide control and it is enabled ?
Title: Re: Prologue Released!
Post by: Tolwyn on January 02, 2007, 11:24:47 am
Also, strange thing. I saw one person complain about missing cruisers in that same mission. Well...first (think it was that one) nav point, where the Wellington yells about incoming capship missiles. Eh. Where? I was looking around, hitting B the whole time, but didn't find any missiles. My wingmates didn't break to defend and the Wellington's turrets didn't shoot. No capship missiles came. o.o;

Ehh... yeah?


Quote
It should be noted that the Arrow features the same autoslide (or "Shelton Slide") feature that it had in Wing Commander III. Autoslide is toggled on and off by pressing Alt + G. When Autoslide is engaged, maneuvering the Arrow with the joystick or keyboard will make it pivot on its axis without changing its direction of flight, which has multiple tactical usages.

How do we know if the ship has a slide control and it is enabled ?

Only the Arrow has this feature. :)
Title: Re: Prologue Released!
Post by: karajorma on January 02, 2007, 11:29:35 am
And the only way to know if it's on (apart from watching to see what's flying past your ship) is to remember whether you turned it on or not :)

We really need a HUD indicator for it :)
Title: Re: Prologue Released!
Post by: Starman01 on January 02, 2007, 12:04:21 pm

We really need a HUD indicator for it :)

Seconded ( I have to add this to my wishlist :) )


Also, strange thing. I saw one person complain about missing cruisers in that same mission. Well...first (think it was that one) nav point, where the Wellington yells about incoming capship missiles. Eh. Where? I was looking around, hitting B the whole time, but didn't find any missiles. My wingmates didn't break to defend and the Wellington's turrets didn't shoot. No capship missiles came. o.o;

At this navpoint there is no enemy capitalship. I just used a trick to have some real bombs appearing.  The Wellington and the close defending fighters will be able to intercept a few missiles, but not all. But their guard goal only starts when the danger get's closer. Maybe this is also a timing problem of the mission scripts once you reached the autopilot. Let's see if more people report this (because I doubt you will be able to reproduce it). It always worked for me, and you wouldn't believe how often I played it :)

Quote
Oh, by the way, one more thing. Did you guys improve the AI or something? My wingmates are actually absurdly good fliers. They're rarely dropping into the red zone, and almost always killing every missile before it even gets within a half-click of the carrier. I actually feel safe on bombing missions for once!

No improvement on the code side, but I use a lot of AI goals for the allied fighter to make them appear intelligent and as the missionscript orders them :)

@Buzz : I will post something in couple of days regarding new jobs we have to offer. Just a short note (I don't want to turn this into a recruiting thread ;) ) mission designers are always welcome :)
Title: Re: Prologue Released!
Post by: Buzz on January 02, 2007, 12:09:39 pm
Quote
@Buzz : I will post something in couple of days regarding new jobs we have to offer. Just a short note (I don't want to turn this into a recruiting thread ;) ) mission designers are always welcome :)

allright, cool, keep me posted.
Title: Re: Prologue Released!
Post by: Gargoyle on January 02, 2007, 12:22:38 pm
Hello!

It has been some time since I heard from this "little" project and when I did first hear about it, I was rather sceptical. Over the years - as part of several fan-communities - I have seen several ambitious fan-projects fail miserably. While I did not necessarily expect this one here to fail, I still felt rather unexcited about it - which lasted until I actually installed the prologue and began playing it...

I am blown away, really! This is IT, this is the real thing, this is Wing Commander finally back where it should be! Back on my PC and with me blasting Cats out of the skies! ;)
While I like the WC2-era more than the many chages - especially in design - of WC3, this still is really great! With all the extra work in it beyound "simple" programming, like the dialogs, the briefings, the "little" details in the missions, like the fake-gun-down with the corvette, this game gets a depth I have not known from fan-projects.
I have seen many such projects and have been part of several ( not PC related, but books, among them a WC-RPG ), I think this one here is the best. What adds to it outstanding quality is the stability of the game. I remember other keen projects, which simply failed on my PC simply because of constant crashing of the games, due to OS problems, etc. - not with this one. Uncomplicated enjoyment of the whole game! :D

So, a really big thank you for your awesome efforts! I salute you! :)

Title: Re: Prologue Released!
Post by: Ghost Rider LSOV on January 02, 2007, 12:35:11 pm
Hello from me too!
It's great seeing 2 of my fav space sim (well, as much as they can be :P) series together. :D

Very nice mod, liked the whole feel and the story so far.
But mostly, I really liked the voice acting. That's usually one of the things that mods do wrong.
Here I just love listening to Ninja and Assassin (and Baws, but he rarely makes any jokes :P).

I only have one problem, although the configuration can find my X-52 joystick, I don't seem to find an option to enable it from the in-game options (been some time since I last played FS2 and IIRC it would default in joystick mode.). So I play with keyboard...the horror. :P

Any help please?
Title: Re: Prologue Released!
Post by: Tolwyn on January 02, 2007, 12:44:29 pm
I only have one problem, although the configuration can find my X-52 joystick, I don't seem to find an option to enable it from the in-game options (been some time since I last played FS2 and IIRC it would default in joystick mode.). So I play with keyboard...the horror. :P

Please try different options in the launcher, especially Force0 and Force1. It should help.
Title: Re: Prologue Released!
Post by: ARSPR on January 02, 2007, 12:57:25 pm
+ What does -wcsaga flag enable in FS2 engine?

- Removing -class name in the briefing icons (click on it)
- Removes enemy wingnames ingame
- more to come (I hope :D )


I've updated this info to FS Wiki -wcsaga flag help (http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-wcsaga) .

Thanks
Title: Re: Prologue Released!
Post by: karajorma on January 02, 2007, 01:17:34 pm
- Removing -class name in the briefing icons (click on it)
- Removes enemy wingnames ingame
- more to come (I hope :D )

Actually the entire option is likely to vanish after 3.6.9. This sort of thing should be handled by tables or in FRED. Certainly not in a launcher flag where any idiot can come along and turn them off.

In addition other mods may want some of the features but not others. The removal of enemy wingnames for instance would have been very useful in BtRL but I can't turn it on unless I want to turn on everything else along with it.
Title: Re: Prologue Released!
Post by: Starman01 on January 02, 2007, 01:24:46 pm
Agreed, that's a little problem. If it's going to be in the tables (question is which one ? ) it would be fine for me too :)
Title: Re: Prologue Released!
Post by: Goober5000 on January 02, 2007, 01:28:49 pm
From what I remember: there is at least 1 (more likely 2) enemy Razor(s) gunning for you. You should take care of them first. Use your missiles, it is very easy to take down an enemy fighter while performing a frontal attack run. But be careful, they can fire a missile at point blank range as well :)
This brings up another point.  I just played that mission and kept on getting chased by Razors.  So I ended up killing all the Razors before we finished off the Demons.  Then I got a message that the rest of the fighters were fleeing, and Sandman wanted to run after them.  But all the fighters were gone. :p
Title: Re: Prologue Released!
Post by: MetalDestroyer on January 02, 2007, 01:29:58 pm
Still about the Slide control. Could it be possible to enable it just by maintaining the button instead of toggleing (I don't know if this word exist >_< ) the sliding control one time to enable it and a second time to disable it ?

I think it would be more easier to pilot the arrow and make some Sliding manoeuver.
Title: Re: Prologue Released!
Post by: Starman01 on January 02, 2007, 01:41:47 pm
This brings up another point.  I just played that mission and kept on getting chased by Razors.  So I ended up killing all the Razors before we finished off the Demons.  Then I got a message that the rest of the fighters were fleeing, and Sandman wanted to run after them.  But all the fighters were gone. :p

Interesting, how did you manage that  :) ? This additional wing that is simulating the fleeing pirates first appears when the primary goal "defeat pirates" has been completed, so you shouldn't be able to get to them before you were ordered back.


Still about the Slide control. Could it be possible to enable it just by maintaining the button instead of toggleing (I don't know if this word exist >_< ) the sliding control one time to enable it and a second time to disable it ?

I think it would be more easier to pilot the arrow and make some Sliding manoeuver.

AFAIK that's a code problem. I'm not sure it's possible to trigger a function "as long as key is pressed". At least I remember someone saying this.
Title: Re: Prologue Released!
Post by: ARSPR on January 02, 2007, 01:45:18 pm
I'm using -alpha_env and, unless it's intentional, you've got mirror effects, (white alpha channel in -spec maps), in the next ships:

+ F86
+ PS Caernaven
+ Dralthi
Title: Re: Prologue Released!
Post by: Kazan on January 02, 2007, 01:49:04 pm
Still about the Slide control. Could it be possible to enable it just by maintaining the button instead of toggleing (I don't know if this word exist >_< ) the sliding control one time to enable it and a second time to disable it ?

I think it would be more easier to pilot the arrow and make some Sliding manoeuver.

this is something i wanted, but until the new pilot code is in adding keys breaks stuff
Title: Re: Prologue Released!
Post by: Kamikadze on January 02, 2007, 02:42:01 pm
The WCS Prologue is magnificent! Thanks people which have made it! Magnificent game, I have passed it on one breath. However I have some questions:

1. Then will be realized next part of WCS?
2. Whether there will be medals and new ranks?



P.S. Sorry for my English, I don’t now this language so good. I am also use electronic translator…
Title: Re: Prologue Released!
Post by: Tolwyn on January 02, 2007, 02:46:11 pm
1. Then will be realized next part of WCS?

We do not know yet.

Quote
2. Whether there will be medals and new ranks?

Medals: I think so.
Ranks: I do not think so :)



P.S. Sorry for my English, I don’t now this language so good. I am also use electronic translator…
[/quote]
Title: Re: Prologue Released!
Post by: Kamikadze on January 02, 2007, 02:57:12 pm
Medals: I think so.
Ranks: I do not think so :)


You wish to tell, what the 2nd Lt. David “Sandman” Markham remains the second lieutenant up to the end of game?
Title: Re: Prologue Released!
Post by: Tolwyn on January 02, 2007, 03:12:15 pm
Medals: I think so.
Ranks: I do not think so :)

Sorry, my mistake. He will be promoted once :)


You wish to tell, what the 2nd Lt. David “Sandman” Markham remains the second lieutenant up to the end of game?
Title: Re: Prologue Released!
Post by: Kamikadze on January 02, 2007, 03:23:49 pm

Sorry, my mistake. He will be promoted once :)



Super! I shall wait a following series! I unfortunately not the programmer and not the expert in computers, but can I help the project?
Title: Re: Prologue Released!
Post by: Tolwyn on January 02, 2007, 03:25:53 pm
// new download mirror added
Title: Re: Prologue Released!
Post by: Ghost Rider LSOV on January 03, 2007, 01:49:20 am
Please try different options in the launcher, especially Force0 and Force1. It should help.

Argh, the solution was under my nose and I didn't see it.

It now works properly, thanks! :D
Title: Re: Prologue Released!
Post by: Wobble73 on January 03, 2007, 03:53:23 am
@ Ghostrider & Gargoyle................................



:welcome:



{Insert you favourite welcome speech here} ;)




Well someone had to do it.......................... :p
Title: Re: Prologue Released!
Post by: Tolwyn on January 03, 2007, 03:54:19 am
argh... beem free! *ducks for cover*
Title: Re: Prologue Released!
Post by: Azrael15 on January 03, 2007, 06:38:24 am
I've done the first few missions (just did the one where you go hunting for the weird signals) and it's been a blast so far. So much faster and intense then normal Freespace. It's great to see all the Confed and Kat ships in new high detail glory. The fiction is also very well done and I've been enjoying reading that possibly more then the game itself.  ;)

The prologue is excellent and if the full SAGA game is anything like this then it's going to be one hell of a ride. I can see where all the work has gone now, I had no idea you were doing/had implemented half the stuff you had.
Title: Re: Prologue Released!
Post by: Tolwyn on January 03, 2007, 08:30:22 am
The prologue is excellent and if the full SAGA game is anything like this then it's going to be one hell of a ride.

The missions themself will be far more intense because we will no longer need to include training messages, which disturb the gameflow. We felt, however, that they are necessary to introduce the game to players, who sofar had little experience with either Freespace or Wing Commander.
Title: Re: Prologue Released!
Post by: Cirdec_aka_Ace on January 03, 2007, 12:14:00 pm
Hello everybody,

I've been a (french) virtual pilot for years now, and I must admit that Freespace has always been one of my fav. Currently, I'm leading an XWing Alliance squad, and I'm on the verge to launch a french speaking squad for the Freespace Battlestar mod.
And this said, your work is nothing more but impressive ! You've earned my congratulations (even if they aren't that worth on the market ^^).
Keep up the good job. I've just finished the prologue and I'm looking forward to the entire game. The SCP and the ones who use it well, as you, are just gold mines for the international freedom and pleasure of gaming.

See you in space !
Title: Re: Prologue Released!
Post by: ARSPR on January 03, 2007, 01:21:05 pm
WOW, WOW, WOW

I've played the first three missions and all I can say is congratulations. Not only it is an ULTRA-HIGH quality built mod, but it actually feels a complete different game from FS2.

I mean, in all the mods I've played till now, (even the very good ones as Derelict), you are basically playing new missions with new ships, but the gameplay is quite the same over and over again. But you have achieved a dramatically changed gameplay so, for FS2 players, the game difficulty is quite hard at the beginning, (we have to learn how to fly  :eek2:  :D  :eek: ):
+ Cap's lasers are really fast and accurate.
+ There are less missiles, but they are DEADLY antifighter weapons. (Once for all, you DO really need countermeasures).

On the other hand I've played the game with and without -wcsaga flag and I think it is quite useless. Maybe it makes the game looks more like the original game, (I haven't played it), but:
+ In briefing screen I feel you could delete "-class" from all ship names and you'll get the same behaviour. (It's quite a cosmetic feature).
+ Hiding wing names for enemies is useless because:
- Sometimes, when they die, you get a message showing their individual name.
- Through F3 multitarget window, you can know every ship name and wing.
- Wing names could be generated through our friendly computers. They are helpful and  they don't have to be the actual 'enemy names', they're just the names you have assigned to foes. So why aren't you going to know them?



WHEN ARE YOU RELEASING THE FULL MOD? (Please tell me it was yesterday ...)
Just joking, spend the time you need to get an even better product.
Title: Re: Prologue Released!
Post by: Tolwyn on January 03, 2007, 01:29:03 pm
WHEN ARE YOU RELEASING THE FULL MOD? (Please tell me it was yesterday ...)
Just joking, spend the time you need to get an even better product.

join us and it will happen rather sooner than later :D
Title: Re: Prologue Released!
Post by: ARSPR on January 03, 2007, 02:30:03 pm
WHEN ARE YOU RELEASING THE FULL MOD? (Please tell me it was yesterday ...)
Just joking, spend the time you need to get an even better product.

join us and it will happen rather sooner than later :D

I feel I'm not reliable at all. But I can try helping as beta-tester (I know a little about FRED, a little about tables, a little about pofs..., so I know nothing about anything serious  :confused:).


EDITED ------

OTOH. I've just taken a look to your fireball.tbl

Code: [Select]
; fireball.tbl
;
; Table file for specifying which filenames are to be used for which explosions
;
;
#Start

$Name: exp04 ; Used for the 4 little explosions before a ship explodes
$LOD: 1

$Name: WarpMap01 ; Used for the warp in / warp out effect
$LOD: 1

$Name: WarpMap01 ; Used for the KNOSSOS warp in / warp out effect
$LOD: 1

$Name: exp05 ; Used when an asteroid explodes
$LOD: 4

$Name: exp05 ; ship explosion 1
$LOD: 4

$Name: exp06 ; ship explosion 2
$LOD: 4

#End

I haven't tested ingame, but why don't you use LOD 1 for all the explosions? With the actual table, you can get low-res explosions. Look at this thread (http://www.hard-light.net/forums/index.php/topic,43945.0.html).
Title: Re: Prologue Released!
Post by: Bobboau on January 03, 2007, 03:44:07 pm
On the other hand I've played the game with and without -wcsaga flag and I think it is quite useless.

looking into the code the wcsaga flag does a few minor things, for one it make everyone who dies scream, not just your buddies, they... remove'class' from the name of everything in a closeup zoom in a breifing... oh, you already knew about that and the hiding of bad guy names. ok, well it allows bad guys to scream when dieing, and more often.
Title: Re: Prologue Released!
Post by: Bobboau on January 03, 2007, 04:13:06 pm
oh, it automaticaly installs OAL, nice!
do we do that?
Title: Re: Prologue Released!
Post by: Wavey on January 03, 2007, 05:03:47 pm
A very BIG thanks guys you have made me very happy :D
Loved the comms chat with the pirates :)
Title: Re: Prologue Released!
Post by: Azrael15 on January 03, 2007, 06:39:12 pm
On the other hand I've played the game with and without -wcsaga flag and I think it is quite useless.

looking into the code the wcsaga flag does a few minor things, for one it make everyone who dies scream, not just your buddies, they... remove'class' from the name of everything in a closeup zoom in a breifing... oh, you already knew about that and the hiding of bad guy names. ok, well it allows bad guys to scream when dieing, and more often.

I've really enjoyed the whole enemy taunts and death screams and such. Nice little touch there.

edit: speaking of nice little touches - all the interior stuff modelled on the carrier flight deck is very nice too, including the stairs and windows and parked fighters and such.
Title: Re: Prologue Released!
Post by: Huggybaby on January 04, 2007, 01:20:11 am
I like being able to land on the carrier---just like the good ol' days!
Title: Re: Prologue Released!
Post by: Tolwyn on January 04, 2007, 02:16:35 am
EDITED ------

OTOH. I've just taken a look to your fireball.tbl

I haven't tested ingame, but why don't you use LOD 1 for all the explosions? With the actual table, you can get low-res explosions. Look at this thread (http://www.hard-light.net/forums/index.php/topic,43945.0.html).

We are still using ANI explosions. I would have thought, that using Lod1 only will have a performance impact on older computers.
Title: Re: Prologue Released!
Post by: Starman01 on January 04, 2007, 06:47:03 am
On the other hand I've played the game with and without -wcsaga flag and I think it is quite useless.

looking into the code the wcsaga flag does a few minor things, for one it make everyone who dies scream, not just your buddies, they... remove'class' from the name of everything in a closeup zoom in a breifing... oh, you already knew about that and the hiding of bad guy names. ok, well it allows bad guys to scream when dieing, and more often.


Hey, Bob is right, how could I forgot this :) Reminds me, that I have to annoy goober again to check if that's the final version now :) I think there was still a timing problem, because of this I don't use this way in the prologue
Title: Re: Prologue Released!
Post by: ARSPR on January 04, 2007, 12:46:55 pm
looking into the code the wcsaga flag does a few minor things, for one it make everyone who dies scream, not just your buddies, they... remove'class' from the name of everything in a closeup zoom in a breifing... oh, you already knew about that and the hiding of bad guy names. ok, well it allows bad guys to scream when dieing, and more often.

I haven't noticed the last one, it's the only cool one IMO. FSWiki updated (even if it is going to be an obsolete flag).

Thanks
Title: Re: Prologue Released!
Post by: Mehrpack on January 04, 2007, 12:49:14 pm
hi,
beautiful work  :yes:

hooo there came old memories of past day with wing commander back :).

and nice work with the syncro! im impressived :D.

Mehrpack
Title: Re: Prologue Released!
Post by: ARSPR on January 04, 2007, 03:37:12 pm
Here you've got a quite stupid unofficial patch  :D

In F3 viewer I've noticed that the bud guys are just our old known bugs with beautiful furs, sharp claws and long fangs. So I've just changed Species_def.tbl and other related tables to fix it.

(A freak fix. If you don't know what I'm talking about (F3 viewer, Species, ...), don't bother downloading it, it doesn't change or fix the gameplay in any way. I've left Vasudans cos deleting them is a PITA and maybe they can be turned into another interesting species in the future).

[attachment deleted by admin]
Title: Re: Prologue Released!
Post by: Kernal on January 04, 2007, 06:42:18 pm
Very nice. I liked it. :)
I never played wingcommander but, I thought it was very cool. ;7
I read the stories that went along with it and I have a question.

Spoiler:



Did anybody else survive? Like did anybody eject I should say since there was no escape pods from the wellington. :blah:

Keep up the good work. :D

Offtopic: Was Wingcommander: Prophecy any good? Or as good as this mod?
Title: Re: Prologue Released!
Post by: Sphynx on January 04, 2007, 07:18:02 pm
I enjoyed Wing Commander: Prophecy. If you liked Saga, I'd say it's worth it to give it a try.
Title: Re: Prologue Released!
Post by: Bobboau on January 04, 2007, 08:12:12 pm
there was one thing I was somewhat disappointed by, the fighter bay on the wellington seemed a little... bland, you get a really close look at it and I would have thought you'd have put more detail into it (especaly sence I made a code feature specifically for super detailed fighter bays), I tweaked the bay model a bit to show the sort of things I would have done, maybe you can use it later.

[attachment deleted by admin]
Title: Re: Prologue Released!
Post by: gevatter Lars on January 05, 2007, 01:51:28 am
I have seen an example movie about the use of the detailbox and the details poped up a little bit to visible for me. Maybe the example wasn't well done but is their a way to make the detail box blend over the actuale lower detailed model as you get closer so that this popup effect isn't that visible?
For the fighterbays it might work better since for the most time you don't see the inside of the ship. Only of you are close and in the right position you would see it.
I don't know how complicated it would be to add these in the models we allready have so if this become part of the mod is a matter of time and difficulty.
Title: Re: Prologue Released!
Post by: Starman01 on January 05, 2007, 01:59:21 am
I have seen an example movie about the use of the detailbox and the details poped up a little bit to visible for me. Maybe the example wasn't well done but is their a way to make the detail box blend over the actuale lower detailed model as you get closer so that this popup effect isn't that visible?

That's mine concern too. I tried the detail box once, but this effect made me to remove it again. Because of the vector where you approach the fighterbay, it will always be that way, and frankly, I don't like it that much :(
Title: Re: Prologue Released!
Post by: ARSPR on January 05, 2007, 04:49:54 am
A really small bug ...

I know that WC Saga is intended to be an alone project, but hey I just want all my FS2 mods in the Freespace2 folder.

If I do this, then WC Saga is loading retail FS2 vps too. Then I've noticed that in the welcome screen Choose Pilot, the OK button blinks to the bright retail V arrow when pressed. Maybe you need to draw some new cool arrow to override it, (I don't know which bitmap is used).

If you think I'm mad forget about this post.  :D
Title: Re: Prologue Released!
Post by: Paladin1 on January 05, 2007, 06:51:42 am
All I can say is great work guys, i've always been a fan of the Wing Commander games and the prologue captured the atmosphere of WC3 - 4 perfectly. Its good to see the auto pilot and limited afterburner fuel features back in and the voice acting I have have to say is better in my opinion than FS2's voice acting. I shall now play the prologue quite possibly a dozen or so times and wait patiently for your next release...
Title: Re: Prologue Released!
Post by: taylor on January 05, 2007, 07:45:21 am
I have seen an example movie about the use of the detailbox and the details poped up a little bit to visible for me. Maybe the example wasn't well done but is their a way to make the detail box blend over the actuale lower detailed model as you get closer so that this popup effect isn't that visible?
That's mine concern too. I tried the detail box once, but this effect made me to remove it again. Because of the vector where you approach the fighterbay, it will always be that way, and frankly, I don't like it that much :(
The code is a lot better that it used to be.  But the point of it, when it's setup right, is that you don't have to go from nothing to something.  That is where you see it popping into place.  So you simply go from a fighter bay with simple very polys and textures for you to see at a distance, to one with actual detailed models/textures when you get closer.  This way you aren't just filling up the fighter bay at a single moment, but simply filling in the extra details as you go.  You just need to thing of it as a LOD system which you have complete/manual control over.

And to answer the question on the video that was posted, it was done to demonstrate the effect, but not really to do it well. :)
Title: Re: Prologue Released!
Post by: KeldorKatarn on January 05, 2007, 07:55:00 am
Only thing I didn't like about the MOD:

Spoiler:

Why the heck did you kill Panzer? Way too early in the storyline to kill so many main characters in my opinion. Champ ok, but Panzer?

Except for that, great prologue.
Title: Re: Prologue Released!
Post by: karajorma on January 05, 2007, 10:18:11 am
And to answer the question on the video that was posted, it was done to demonstrate the effect, but not really to do it well. :)

When demonstrating a feature that is meant to be seamless it's often better to deliberately introduce a seam so that you can see when it occurs.

So the pop up in the video should be considered a feature not a bug :D
Title: Re: Prologue Released!
Post by: gevatter Lars on January 05, 2007, 10:40:00 am
I only thought MS did that when designing XP to show us what Vista will do right.
Title: Re: Prologue Released!
Post by: Bobboau on January 05, 2007, 12:36:11 pm
the 'popping' is no more an issue with detail boxes than it is with standard LOD and no one has a problem with that.
Title: Re: Prologue Released!
Post by: Scooby_Doo on January 05, 2007, 03:30:49 pm
the 'popping' is no more an issue with detail boxes than it is with standard LOD and no one has a problem with that.

Also wouldn't fade in/out transition help out? I don't remember my OpenGL code well enough anymore, but have detail box set to detailbox:min, max, transbegin, transend

where transbegin is the distance where the detail starts becoming transparent (aka transparent = 1%) and transend is where it ends (at 100%)
Title: Re: Prologue Released!
Post by: gevatter Lars on January 05, 2007, 04:45:38 pm
So you can set a transparent level? I didn't know this..I just know the vid where the objects poped up quite visible.
Title: Re: Prologue Released!
Post by: Kernal on January 05, 2007, 07:43:34 pm
hey is there a reason why you skipped  KeldorKatarn and I's question or did you just miss it?
If it has to do with the future plot, say yes or no and I'll go back to my lurker self. :)
Title: Re: Prologue Released!
Post by: Scooby_Doo on January 05, 2007, 09:14:00 pm
So you can set a transparent level? I didn't know this..I just know the vid where the objects poped up quite visible.

At least it sounds like OpenGL supports it, would make sense for glass..
http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=08 (http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=08)
Title: Re: Prologue Released!
Post by: Bobboau on January 05, 2007, 10:32:10 pm
um, no, fadeing would not help, it would defete the purpose of detail boxes though in causeing them to draw vastly slower than they otherwise would, transparency is a bit slow especaly because it needs to be sorted to draw properly.

you don't complain about LOD versions popping, it's exactly the same thing, you just need to set things up so it isn't noticable, if you set up LOD distances wrong you'll have the same problem.

also the video you keep refering to, IIRC he specificly set things to demonstrait how the subobjects come into view, so it was done that way on purpose to let you see how it works.
Title: Re: Prologue Released!
Post by: Cobra on January 05, 2007, 11:36:32 pm
Well, I finished the prologue. IMO, the final mission is a tad too hard, even on Easy. (No, not Very Easy.) I was trying to finish that mission 4 times, when I switched to Easy, I had a slightly better time, but the crossfire from those cruisers are bloody ****in' murder. And I LOVE how you put that tearjerker moment in there. :D

Spoiler (we need spoiler tags):

The Wellington's engines cut out at the last minute so close to the jump waypoint? How cliche. :D
Title: Re: Prologue Released!
Post by: Scooby_Doo on January 06, 2007, 02:14:44 am
LOD popping on fighters isn't a problem, because they never stick around in one place long enough to matter, cap ships can pop if theres a big enough change between lods.  If there was more than 4 lods then it wouldn't probably be unnoticeable (or just barely)

Actually haven't seen detail  boxing being used yet so I can't really say anything.  Once I get my waterloo finished then I'll see how bad it could be.
Title: Re: Prologue Released!
Post by: Bobboau on January 06, 2007, 03:15:21 am
http://www.hard-light.net/forums/index.php/topic,43649.0.html
thread showing it off,
note the third post
"Yeah. I turned down the model quality slider in the options to make the effect more visible. (Which made plopping-up worse.)"
Title: Re: Prologue Released!
Post by: Manunkind on January 06, 2007, 04:48:27 am
Just finished it. Great work. Big thanks to the team  :D !
Title: Re: Prologue Released!
Post by: gevatter Lars on January 06, 2007, 07:06:48 am
@Kernal
Sorry their are so much things that we might sometimes overlook something.

If a main character dosn't survive its not a main character ^_^
As for who survives and who dosn't...I won't tell, but their are characters you will meat again and others you won't. Think of it this way...its war and sometimes people/character you like die..thats the way it is and in Saga we wanted to give a little bit of "realism" to the entire game. The Saga is a little bit darker then most of the other games of the series.
or as it was said "...looses are part of this war Sandman..."

@Bob
Oh didn't read this part....thats why. Well maybe we could reconcider it for the main release. Time will tell.
Title: Re: Prologue Released!
Post by: Mr_Maniac on January 06, 2007, 12:26:27 pm
Do I need a special fs2_open build for wcsaga?
I'm trying to run it under Linux, but it won't work. (yes, I've set the wcsaga-flag).

Error-Message:
Code: [Select]
./fs2_open_noinf_r_3.9 -mod wcsaga -wcsaga
ERROR: "Invalid ship class name.  In sexpression: ( when     ( destroyed-or-departed-delay        10        "Aquarius"        "Leo"        "Gemini"        "Scorpio"        "Capricorn 1"        "Capricorn 2"        "Glorious"        "Impervious" " at mission/missionparse.cpp:5792

If I need a special build:
When will it be released? Can I get the source somewhere?
Title: Re: Prologue Released!
Post by: taylor on January 06, 2007, 01:00:20 pm
The Linux installer will be released tomorrow.  It is customized, to avoid certain mod/pilot issues, but not special in any way.  Those customizations aren't required to play though, just to help prevent install/usability issues.
Title: Re: Prologue Released!
Post by: Pnakotus on January 06, 2007, 07:08:59 pm
Great stuff.  Nice missions, good voice acting, good writing.

And don't listen to Cobra.  If you stick near the carrier and take on those worthless fighters, it's quite easy.  It's a bit depressing how much damage the Terran ships take killing the Kilrathi cruisers without help, though...  :D
Title: Re: Prologue Released!
Post by: Cobra on January 07, 2007, 01:32:49 am
And don't listen to Cobra.  If you stick near the carrier and take on those worthless fighters, it's quite easy.  It's a bit depressing how much damage the Terran ships take killing the Kilrathi cruisers without help, though...  :D

Shut up, I'm gung-ho. :P Besides, you should have seen me dodging like my ass was on fire. Didn't take a single hit till I killed myself with my own missile blast. :D

Anyway, it wasn't just the last part, it was the freaking swarms. once I was halfway through when 2 missiles from 2 Gothri B's hit the Wellington. Boom, I lose.
Title: Re: Prologue Released!
Post by: Starman01 on January 07, 2007, 02:04:09 am
There is a special tactic for the last few missions (though this one always counts on capitalship fights).

spoiler:

 Torpedos are the most dangerous weapons in WC. Take a look at the enemy cruisers which torpedo launcher is firing (only one is active per ship). Then either wait till the confed cruisers take out their front shields or do it yourself (though you will need 3 attack runs with full weapons energy for this :) ) Then take out the torpedo launcher, this makes the confed cruisers win the battle.

Also when enemy bombers show up on the scene, they have the highest priority
Title: Re: Prologue Released!
Post by: Mancubus on January 07, 2007, 10:06:00 am
Well, time to say how AWSOME is what you have pyt toether. the gamplay, the graphics the movies everything.

As for voice acting - Sphynx I'm your fan forever :nod:, but i really liked other voices as well, among them really liked the TCS George Custer comm officer - pity you had so little female parts - I hope more will come with the full release.

as for the missions - well the only reason i didn't fail the keep formation situation in mission 2 was thet i was having some problems with installation and thus i read the soulution before actually playing the mod :D, but otherwise it's great, spetially liked the last two missions.

One thing i noticed - all turrets on capshhips (except torp launchers) are described as "laser turrets", lasers, AMGs and destroyer's tachyon turret alike. I know that in wc3/4 the turrets had no description, but IMO you should either change the names for each turret type, or rename them all "gun turrets"

But generally the game is GREAT even in low details (really have to upgrade my PC :mad: )keep it the lthis level.

Oh BTW you shoud change the description of the download section on your webside, it's not up to date now:
Quote
As soon as the prologue and main release are available, you will have access to them here. We will also pay close attention to fan feedback and address any issues in patches, which will also be available here. In the mean time, check out our selections of music tracks.
Title: Re: Prologue Released!
Post by: Starman01 on January 07, 2007, 10:55:24 am

One thing i noticed - all turrets on capshhips (except torp launchers) are described as "laser turrets", lasers, AMGs and destroyer's tachyon turret alike. I know that in wc3/4 the turrets had no description, but IMO you should either change the names for each turret type, or rename them all "gun turrets"

That's not possible. It's hardcoded and the game only recognize Missile, laser and beam turrets. Just aim for the big turrets :)
Title: Re: Prologue Released!
Post by: Bobboau on January 07, 2007, 12:51:25 pm
I got to say the whole way after burners worked in this was realy fun.
Title: Re: Prologue Released!
Post by: Sphynx on January 07, 2007, 07:58:51 pm
Well, time to say how AWSOME is what you have pyt toether. the gamplay, the graphics the movies everything.

As for voice acting - Sphynx I'm your fan forever :nod:, but i really liked other voices as well, among them really liked the TCS George Custer comm officer - pity you had so little female parts - I hope more will come with the full release.


Thanks, Mancubus! I really care about this project so I put a lot of effort into it. I'm glad it works for you. Oh, and that TCS George Custer comm officer voice is actually my wife. She's a good sport to work with me on this project, and I consider myself a very lucky man.

I'm glad you have enjoyed it and look forward to getting you the full campaign when it is finished. :)
Title: Re: Prologue Released!
Post by: KeldorKatarn on January 08, 2007, 11:35:35 am
One question here: is it just me or do the heat seekers lock even if you're not facing the tail of an enemy? engine limitations?
Title: Re: Prologue Released!
Post by: Sphynx on January 08, 2007, 11:46:15 am
Yes on both accounts. Keen observation. :)
Title: Re: Prologue Released!
Post by: KeldorKatarn on January 08, 2007, 11:58:31 am
What exactly are currently the differences between IR and HS?
Title: Re: Prologue Released!
Post by: Starman01 on January 08, 2007, 12:03:20 pm
HS is faster and has a little more damage.
Title: Re: Prologue Released!
Post by: TimoK on January 08, 2007, 06:25:39 pm
Just registered to say great job guys. i like what you did with the storyline, i quite felt for the characters... i thought ninja bought it in the last mission and went "oh man ninja didn't make it", but was mistaken of course. The tense moment after wellington got blown up was great.

However, i first played the game on easy difficulty and man was it hard... i got killed in seconds in the first pirate encounter. had to lower the difficulty to very easy, which felt just right.
Also, being able to save games during missions would be good. I felt like i was wasting my time going through empty navpoints over and and over when i restarted a mission.

Title: Re: Prologue Released!
Post by: Bobboau on January 08, 2007, 10:10:37 pm
yeah, if I could say one thing that should be considered for the future, if you'r going to have an hour of nav points followed by action, break the action into it's own mission, if posable, it was realy cool the first time through, but spending twenty minutes on nave points and chatter followed by missle-to-the-face-insta-death five times in a row, got old quick. that would have to be my one big criticism for this mod.

oh, there was on other thing that I think could be handled a bit better in the future, give a breif run down of the strengths and weaknesses of new weapons , I couldn't figure out wich ones I should be useing, I managed to figure out in the arrow laser == rapid fire /weak and ion == slow/powerfull, but I didn't know if one was substantialy better at knocking out sheilds/subsystems than the other, and the mission I was in the assault fighter I had absolutely no idea wich of the three (three! :D) to use. it would have taken just one screen in a breifing or comand breifing.
Title: Re: Prologue Released!
Post by: Tolwyn on January 09, 2007, 02:38:47 am
yeah, if I could say one thing that should be considered for the future, if you'r going to have an hour of nav points followed by action, break the action into it's own mission, if posable, it was realy cool the first time through, but spending twenty minutes on nave points and chatter followed by missle-to-the-face-insta-death five times in a row, got old quick. that would have to be my one big criticism for this mod.

The best solution would be to base an autopilot flyby animation off the warpout animation (e.g. skip the traveling time, right after you hit "engage autopilot" a shot flyby animation is played and then the player is moved to his destination)
Title: Re: Prologue Released!
Post by: gevatter Lars on January 09, 2007, 11:01:02 am
As for the weapons and their strength and weaknesses...I mostly go with "If brute force dosn't solve your problem you aren't using enought!" I know we got all the details about the weapons on our webpage and I also think somewhere in the handbook and in the techpart of the game so their are enought places to get the info ^_^

Webpage -> Weapons Data (http://www.scifi3d.org/database/d_weappons.htm)
Title: Re: Prologue Released!
Post by: Bobboau on January 09, 2007, 02:36:12 pm
The best solution would be to base an autopilot flyby animation off the warpout animation (e.g. skip the traveling time, right after you hit "engage autopilot" a shot flyby animation is played and then the player is moved to his destination)

well this is a problem that is inherent to all campains that have long story telling parts, to be honest the actual travleing from nav point to nav point was just part of it, in between you had to sit through the same five minute conversations with absolutely no way to speed things along (time compression doesn't help that much). now like I said its great the first time through, it just gets a bit boring to have to sit through the same story elements over and over, I know the mission with the electronic signals you need to investigate would have probly worked a bit better if it had split to a seperate mission after you reached the nav point were the fighters were waiting for you, or between that point and getting back to the wellington.
Title: Re: Prologue Released!
Post by: gevatter Lars on January 09, 2007, 03:00:26 pm
Personaly I don't like the reloading times between this. Getting back to a mission screen while on a mission is strange to me. On the other hand I understand that you could get bored if you have to play a mission to often that has long waitingtimes for the story/battle to continue. I think we will have to think of making the best out of it.
Title: Re: Prologue Released!
Post by: Starman01 on January 09, 2007, 03:19:17 pm
In some games (forget which one) you are able to simply interupt the currently playing voiceline, and it hops right to the next one and  the games still continues since the SEXP (or whatever games use) still is fullfilled. Something like that would be handy. A little more work for the player, but maybe not as risky as interupting an entire chain of SEXP
Title: Re: Prologue Released!
Post by: Huggybaby on January 09, 2007, 05:11:42 pm
Yes, I haven't played since I died twice at the pirate asteroid field where I'm told to stay in formation and I can't even touch my mouse, the reason is the long times to get back to that point. But I will.
Title: Re: Prologue Released!
Post by: Tahna Los on January 10, 2007, 01:07:07 am
Note to self: Missile up tailpipe = Death.

Interesting considering that you get less missiles but they hurt alot more.  Almost like a Trebuchet that can actually hit something.

I really have no complaints about this mod, well just one: you've just got me spoiled for the main campaign.

One other thing that you might want to consider: on the thunderbolt, you have a choice of three primaries.  You can cycle through all of them one at a time, or all three at once.  But what if you want the top two?  Or the Bottom Two?  You get the point.  It's not really a complaint, but a request for this to be looked at.
Title: Re: Prologue Released!
Post by: Bobboau on January 10, 2007, 01:59:37 am
yeah unfortunately the way the game was origonaly coded makes that sort of araingment prohibitively compllicated to implement. it was hard enough just to get the tree primaries to work at all.
Title: Re: Prologue Released!
Post by: MetalDestroyer on January 10, 2007, 04:44:47 am
The best solution would be to base an autopilot flyby animation off the warpout animation (e.g. skip the traveling time, right after you hit "engage autopilot" a shot flyby animation is played and then the player is moved to his destination)

Or instead of using Time Compression for the AutoPilot why not increasing speed ? In X Wing Alliance, when you are in the Death Star, there a way to enter into an accelerator which increase the player ship speed to 999.
So, if you can hardcode this kind of feature, it would be great. We could at least make time compression during autopilot.

I don't know i you see what I mean.
Title: Re: Prologue Released!
Post by: Tolwyn on January 10, 2007, 04:57:09 am
hmm... this is also an idea. Besides, time compression (beyond 32x) is causing severe problems on low end systems. That 's why we had to include "Asteroid Field Performance Fix" in the first place.
Title: Re: Prologue Released!
Post by: Starman01 on January 10, 2007, 10:07:17 am
What's the big difference between massive speed or the time compression (that also accelerate the moving, nothing more) ? I don't see much sense in that

As for the weapons, there are many different energy weapons in wing commander, but honestly I never ever noticed that much of a difference between them (it is there, but not really noticable ingame) . For me it was always as simply as that :

a) You can constantly fire one weapon and don't risk to run out of energy, but do less damage
b) You link them together, and can dish out double (or in thunderbolts case triple) damage, but you will run out of energy and have to recharge between the attack.

The different weapons just made other pretty colour effects :)

We will think about the dialogue stuff and try to make it better. Maybe I take on Tolwyns suggestion and create a version without the tutorial stuff, and we will not use tutorial stuff in the main campaign at all so that the action can start right away (but maybe include the tutorial campaign again for new players :) ) One goal of the prologue was to introduce the WingCommander to the Freespace, and I think we did that :) Also I hope for the community to come with some additional single missions to share between each other (we could make a sticky here for that) so that the waiting time can be made a little more easy

In the upcoming patch I think I will break up the navpoint route, so that you can skip the dialogue in some missions by simply skipping those navpoints (i.e. in Mission 2 fly directly to Nav3).

Title: Re: Prologue Released!
Post by: MetalDestroyer on January 10, 2007, 10:23:50 am
What's the big difference between massive speed or the time compression (that also accelerate the moving, nothing more) ? I don't see much sense in that

Well, the time Compression works well. However, in the case when you try X times the same mission because you've been killed by shockwave or missile, during Autopilot it's impossible to player to use time compression to reduce the waiting time to arrive at destination because the actual Autopilot use Time Compression.

If you have increasing speed for the autopilot, the player have the abilities to accelerate time to avoid or reduce dramatically the waiting time between each autopilot.

It's just my opinion, but if you don't like it, I'm OK. WC:SAGA with or without TimeCompression is still a pretty good game.
Title: Re: Prologue Released!
Post by: Starman01 on January 10, 2007, 10:38:30 am
Personally I think that the issue with the long autopilot in the prologue is also a fact that in two of the five missions (and those are already the two longest missions) you have to escort very slow capships. Those voyages without a capship are much more faster.

I will look that we will not escort so many capitalships in the main campaign, or we will maybe fake it so that the capship just appears at the new location. While this will speed the stuff up, of course some will wonder why the capitalship isn't travelling with you when you switch into external view.

Of course a flyby would be best, but I'm lucky that we have a autopilot at all, we can certainly make it more convinient with a few little mission tweaks or hacks. I rather want the SCP-wizards to do some of my other requests first :)
Title: Re: Prologue Released!
Post by: gevatter Lars on January 10, 2007, 10:53:37 am
I think the point about haveing superfast ships is that you add time compression to even more speed up the travel time.
Personaly I like the autopilot as it is. I like the brake between a heavy battle...still I understand those who don't like to travel long distances slowly while on escort. The thing is that I like the simulation part more over the action. Means that I feel more like beeing a part of the game when you also have the blowing up and the "this duty sucks" feeling. I know many people don't think that reallife stuff and gaming should become to close and that games are about fun...in this case blowing up stuff...but as said I like this kind of roleplay. Changeing to a pilot in WC universe and see the good and bad sides of the missions...and blow some stuff up ^_^
Title: Re: Prologue Released!
Post by: Starman01 on January 10, 2007, 11:30:10 am
There is one important issue with the autopilot that we can't simply cast away by making ships superfast with SEXP or something similar.

The autopilot code determines which ship in the entire autopilot group is the slowest, and set the autopilot speed for all vessels accordingly.
This will be a pain in the ass for any fredder to take care of.

For the moment, we will have to stay with this version (which I also like a lot). But as said, we will try to improve mission building a little so that that the travel times will be reduced. Since I let ships on previous navpoints vanish anyway, I can of course reduce the distance, but I thought that a low number above the navpointer destroys a little the realism.

Travelling to a 10.000 klicks distance, but suddenly your battlegroup dissappearing in the back will be a little strange :(  We will see what we can come up with :)
Title: Re: Prologue Released!
Post by: Scooby_Doo on January 10, 2007, 03:53:35 pm
Heres a dumb thought about voicelines... how about doing it similar to homeworld. When you want to start a large chat session, cut to camera scene.  Get some nice external views of the fighters while they chat away.  Then switch back to the fighter view when done.  Also is it possible to hit esc (or something) to cut out of the camera view then?
Title: Re: Prologue Released!
Post by: aceofbase on January 10, 2007, 04:11:39 pm
WING COMMANDER SAGA
PROLOGUE README




1.1   ABOUT THE PROLOGUE
In the prologue missions you join Markham at the beginning of his career on the TCS Wellington. These missions are not part of the full game, which will be released in winter 2666. The upcoming full release contains more than 40 heart-pounding missions that will take your experience with the Wing Commander universe to the next level.
.


what do u mean by releasing the game at 2666 ???  did i miss somthing here?
or you mean the full  game events will take place at winter 2666.. thank you..
Title: Re: Prologue Released!
Post by: Tolwyn on January 10, 2007, 04:22:30 pm
since we can't hold our internal schedule we have decided to release the full game in winter 2666 :)
Title: Re: Prologue Released!
Post by: aceofbase on January 10, 2007, 04:34:45 pm

 lol.. dose that mean there is no full game coming up..or it means that you are immortal??  ;7
Title: Re: Prologue Released!
Post by: Tolwyn on January 10, 2007, 04:38:16 pm

 lol.. dose that mean there is no full game coming up..or it means that you are immortal??  ;7

I ain't mortal, uh... I ain't talking :)

Anyway, it is just a joke :D
Title: Re: Prologue Released!
Post by: aceofbase on January 10, 2007, 04:52:33 pm

 ok. forgive the poor guys like me who dont speak english as their first language for not understanding
 some language skilles.. like having  hidden jokes and so...
 can you give us an idea about the real date of releasing then? thanks you
Title: Re: Prologue Released!
Post by: Sphynx on January 10, 2007, 06:01:27 pm
That's still a good question. It depends on how many interested parties want to step in and help. I think what I heard Starman say is that he would like to get done within two years, but at this point in time we can't say for sure. Could be sooner, could be later. Rest assured, though, that we continue to work hard to make it as soon as possible.
Title: Re: Prologue Released!
Post by: KeldorKatarn on January 10, 2007, 11:37:29 pm
Why are the pilots talking about new year resolutions when the fiction tells us it is Summer?
Title: Re: Prologue Released!
Post by: Bobboau on January 11, 2007, 02:17:43 am
can you realy have seasons in space?
Title: Re: Prologue Released!
Post by: gevatter Lars on January 11, 2007, 03:16:30 am
New year on what planet...or carrier in this case ^_^
Question is would all planets have the same new year beginning as earth?
Anyway this little point might be something for a revised version of the fiction. I have read the ficiont but do you think I have ever noticed that? Strange that is...
Title: Re: Prologue Released!
Post by: Wobble73 on January 11, 2007, 03:34:37 am
It would also depend on what calender you are using, (I believe the Chinese new year is approaching  ;) )
Title: Re: Prologue Released!
Post by: gevatter Lars on January 11, 2007, 04:49:06 am
Right chinese new year should be soon.
Title: Re: Prologue Released!
Post by: KeldorKatarn on January 11, 2007, 06:02:31 am
Ok, saying summer was stupid of course. Not everyone is living on the northern hemisphere of Earth.
Anyway.. the fiction starts at .161 which is June 10th if I got that right...  The storyline should probably start in .00x something, or whatever, so that the one mission when the new years resolutions are discussed is really in like the first week of the new year.

Don't get me wrong. I loved the fiction, it was very well written I think. That's why I complained about the death of certain characters, which in fact only appear in the fiction, not in the missions. The characters are written in a way you quickly get attached, so you are sorry when they're gone.

This date thing was the only thing that got me confused and interrupted the otherwise perfect link between fiction and missions. And honestly.. I DO care what date it is. I mean these new year resolution talks got me thinking "Hey cool, the last year of the war has just started, these guys just don't know it yet", you know? Then when I see a different date in the fiction, that picture in my imagination gets somewhat distorted and interrupted.

I don't know which date fits with the canon storyline best and why both were chosen differently I just think you should try to synchronize this stuff for the full release since YES there are crazy guys out here who do care about the fiction as much as about the missions. :)
Title: Re: Prologue Released!
Post by: gevatter Lars on January 11, 2007, 06:53:02 am
Well I think we will just ask our storywriters about this date mixing...maybe he could explain it. Mostly I think its a overlooked leftover from the many concepts we had with different dates and voicelines.
Title: Re: Prologue Released!
Post by: Tolwyn on January 11, 2007, 08:26:14 am
It is supposed to be a new "fiscal year" for the military, which means new funding, etc, etc, etc, instead of a calendar year :)
Title: Re: Prologue Released!
Post by: Starman01 on January 11, 2007, 10:05:50 am
Heres a dumb thought about voicelines... how about doing it similar to homeworld. When you want to start a large chat session, cut to camera scene.  Get some nice external views of the fighters while they chat away.  Then switch back to the fighter view when done.  Also is it possible to hit esc (or something) to cut out of the camera view then?

That's exactly the problem, you can't skip prologe that way (if at all). Because of this, it doesn't matter if the blabla is going on while in the cockpit or in the external view, it's get's annoying after several replays.
Title: Re: Prologue Released!
Post by: Scooby_Doo on January 11, 2007, 08:50:07 pm
Ok that would suck then  :ick:
Title: Re: Prologue Released!
Post by: TheLeadSled on January 12, 2007, 07:33:17 am
I have a question

1. Can u change the resolution of the game in the options menu? I cant find anything that says u can
Title: Re: Prologue Released!
Post by: Wobble73 on January 12, 2007, 07:37:18 am
I have a question

1. Can u change the resolution of the game in the options menu? I cant find anything that says u can

No, you change the resolution through the Launcher (Video tab) ;)
Title: Re: Prologue Released!
Post by: Starman01 on January 12, 2007, 03:09:28 pm
But remember you can only increase it. Switching to a lower resolution will crash the game
Title: Re: Prologue Released!
Post by: TheLeadSled on January 15, 2007, 06:53:56 am
But remember you can only increase it. Switching to a lower resolution will crash the game

Does that mean u can never decrease the resolution   :eek2:
Title: Re: Prologue Released!
Post by: Tolwyn on January 15, 2007, 06:57:09 am
you can't go below 1024
Title: Re: Prologue Released!
Post by: TheLeadSled on January 15, 2007, 07:14:32 am
you can't go below 1024

Thanks Tolwyn I'll remember that

By the way in the full release is there going to be a feature where u can taunt the kilrathi or does the engine restrict that???
Title: Re: Prologue Released!
Post by: karajorma on January 15, 2007, 07:53:07 am
You can do it but only by FREDding it. And it would be a bit of a pain to do in every mission so I think they're waiting for engine support (or scared to ask for engine support :D )
Title: Re: Prologue Released!
Post by: Tolwyn on January 15, 2007, 09:16:16 am
Goober actually wanted to implement taunting after 3.6.9 :)
Title: Re: Prologue Released!
Post by: Goober5000 on January 15, 2007, 05:12:52 pm
Ya.  Along with requesting clearance and other neat comm menu stuff.
Title: Re: Prologue Released!
Post by: Starman01 on January 16, 2007, 10:18:15 am
Ya.  Along with requesting clearance and other neat comm menu stuff.

That would be awesome :)  I was just afraid to ask for that since we already have so many wishes :D
Title: Re: Prologue Released!
Post by: Goober5000 on January 17, 2007, 11:47:21 pm
Well, if it makes you feel better, I consider taunting and requesting clearance to be one request, since the same code will be used for both. :p
Title: Re: Prologue Released!
Post by: VagandPraetor on January 18, 2007, 03:20:24 am
Marvellous stuff! It brings tears of joy and nostalgia to this Wing Commander fan that has been dying for revisit to that universe.

I forgotten the pessimistic and hopeless mood of the Wing Commander saga, but this project brings it out well, especially with the accompanying fiction.

However, I don't recall the fighters being that manueverable. The first time I got on the Arrow, well I had to get used to the way it can turn one eighty in a second. And the Thunderbolt's turning is very tolerable. Perhaps it is just me, who somehow managed to play Wing Commander 3 using just the keyboard.

And one last thing: the soundtrack sounds unusually muted. The voices, however are crisp and clear. You sure all spent a few recording them!
Title: Re: Prologue Released!
Post by: Tolwyn on January 18, 2007, 03:24:59 am
However, I don't recall the fighters being that manueverable. The first time I got on the Arrow, well I had to get used to the way it can turn one eighty in a second. And the Thunderbolt's turning is very tolerable. Perhaps it is just me, who somehow managed to play Wing Commander 3 using just the keyboard.

The flying feeling is a bit different than what you might remember. The rotation time values however are exactly the same as in Wing Commander 3 :)

Quote
And one last thing: the soundtrack sounds unusually muted.

We used ADPCM compression for the prologue, for the main release we will switch to ogg compressed music.
Title: Re: Prologue Released!
Post by: Mehrpack on January 18, 2007, 11:36:27 am
Why are the pilots talking about new year resolutions when the fiction tells us it is Summer?

hi,
idea: they are australian, australian is on the southside of the earth, if we have winter, they have summer.
so they have summer if they celebrate the new year *g*

so the only mistake was doesnt to say that they are australian *gggg*

Mehrpack
Title: Re: Prologue Released!
Post by: Tolwyn on January 18, 2007, 12:02:25 pm
Why are the pilots talking about new year resolutions when the fiction tells us it is Summer?

hi,
idea: they are australian, australian is on the southside of the earth, if we have winter, they have summer.
so they have summer if they celebrate the new year *g*

so the only mistake was doesnt to say that they are australian *gggg*

Mehrpack

It is supposed to be a new "fiscal year" for the military, which means new funding, etc, etc, etc, instead of a calendar year :)
Title: Re: Prologue Released!
Post by: gevatter Lars on January 18, 2007, 12:27:07 pm
Maybe we should explain such little "gags" a little more for those not knowing the whole story or aren't native english speakers.
Title: Re: Prologue Released!
Post by: Goober5000 on January 18, 2007, 07:30:37 pm
Well, you did release it on the new year, even if it was just a coincidence. :D
Title: Re: Prologue Released!
Post by: aldo_14 on January 19, 2007, 04:34:39 am
Right chinese new year should be soon.

18th Feb, FYI.  :)
Title: Re: Prologue Released!
Post by: urobach81 on January 22, 2007, 12:16:59 pm
I say only one word...WOW :eek:

I am an old wing commander fan and have waited for this day, long time...
Keep going on, with this great mod,guys... :yes:
Title: Re: Prologue Released!
Post by: diceman111 on January 24, 2007, 09:31:38 am
You are the best it worked perfectly no bugs, looked great was voice acted 10/10 a bit short but it was only a prolouge so thats ok....

Now I just need to find a thread that deals with the timeline since I couldent figure out if the game occurs after the movie Wing Commander or before.


/Dice
Title: Re: Prologue Released!
Post by: Tolwyn on January 24, 2007, 09:52:09 am
certainly after :)

Movie can hardly be considered within Wing Commander timeline afterall. Not with all the changes Chris Roberts made :(
Title: Re: Prologue Released!
Post by: diceman111 on January 24, 2007, 09:57:14 am
certainly after :)

Movie can hardly be considered within Wing Commander timeline afterall. Not with all the changes Chris Roberts made :(

Yeah I figuered that out after I went to the Wing Commander Saga Website.....

Really screwed with my head since I really dont remember much from the Wing Commander games(Other then they where really good) only the movie since I have it on DVD.....


/Dice
Title: Re: Prologue Released!
Post by: aipz on January 28, 2007, 03:01:11 pm
Nice work with the Prolugue WC Saga Team! :yes:

It has only two fatal flaws: 1. It is too short 2. It has a limited number of craft and options...But it's a demo after all
Hope that you will finish the final release in the same style and quality as the Prologue  :)
Title: Re: Prologue Released!
Post by: Qwer on January 31, 2007, 05:16:01 am
Finished two weeks ago, but haven't had time to write this post. :p Anyway great job. Altough I'm not WC fan (I haven't even played any of WCs), I had a lot of fun playing it. Five very good missions and good situation developement gives nice plot background. From graphic point of view it doesn't look so good, hope you'll make HTL pack with main mod release. ;) The only flaw I've seen is that capships are very easy to destroy, all you need to do is to position yourself behind them where they haven't got AF turrets and disarm them turret by turret, not like in FreeSpace where there's nothing such as dead zone and blowing up capship on Medium skill level was real PITA. :/
Title: Re: Prologue Released!
Post by: Tolwyn on January 31, 2007, 05:23:40 am
it's ten missions, will you? :)
Title: Re: Prologue Released!
Post by: gevatter Lars on January 31, 2007, 05:31:01 am
Easy with Torpedos but with just your normal weapons it should be a little bit more difficulte...depending on what settings you are playing.
Title: Re: Prologue Released!
Post by: Tolwyn on January 31, 2007, 05:33:35 am
Oh, and I fail to see any connection between HTL and "good looking", but maybe it is just me :)
Title: Re: Prologue Released!
Post by: gevatter Lars on January 31, 2007, 05:40:52 am
Good question. Do you miss more details on the ships or better textures or any special/better maps?
Title: Re: Prologue Released!
Post by: KeldorKatarn on January 31, 2007, 08:21:39 am
HTL is Hardware Transform & Lighting isn't it? So basically hardware rendering. What's that got to do with ship models? I've seen references to "HTL-models" around the forum. What the heck are those?
Title: Re: Prologue Released!
Post by: Wobble73 on January 31, 2007, 08:25:29 am
HTL is Hardware Transform & Lighting isn't it? So basically hardware rendering. What's that got to do with ship models? I've seen references to "HTL-models" around the forum. What the heck are those?

That's people confusing Hi-Poly models for something else (HTL?? :nervous:)
Title: Re: Prologue Released!
Post by: KeldorKatarn on January 31, 2007, 08:51:16 am
Thought so already.
But then, why does High-Poly mean good looking? Too many details are usually hard to even see in a dogfight, especially with low ambient lighting and it will only slow down the game.
For WC Saga that is also a little hard to do since those WC3 models simply were mostly consisting of blocks. That's the way they were modeled back then for the old WC3 engine. So one can add a little detail to the surface maybe (while that can be done with bump mapping for the most part). But anything about the model itself would simply change the look of the entire ship. That way it wouldn't really be a Wc3 ship anymore.

And to be honest, I think some of the models are incredibely detailed already. Look at the lexington class or all those details in the hangars. I've yet to find a capship that doesn't look cool, even while flying over its surface.

The Freespace 2 ships have way too many details in my opinion. Maybe it's just me, but the Freespace design seems to build the ships out of very boring primitive combinations and adds lots and lots of details to that. Look at the Orion class destroyer. THat's basically just two blocks of different length put on top of eachother. That's it. from distance that ship looks like crap to me.
WC3 seems to go the opposite way. It tries to make the ship look interesting already when consisting of only primitives like blocks or spheres. Only then it adds some detail. So the WC3 ships look good from a distance too, when you don't see all that detail.

I also don't like all that glowing stuff on the Freespace ships. I mean, I recently got myself into Fredding. When I did the walkthrough I couldn't believe my eyes. With my low ambient settings and the default sun the shipyard and the Orion looked like christmas trees. What are all those colored lights for?
I don't really like that design. That's just me though.
I think a ship design should look interesting even on the lowest polygon level. Then you can start adding some detail. But when you start like that, too much detail isn't really necessary. The Freespace ships need all that detail to even look interesting. Otherwise they would look incredibly boring.

Just my 2 cents.
Title: Re: Prologue Released!
Post by: gevatter Lars on January 31, 2007, 11:04:20 am
I think that WC ships where not only lowpoly for the reasons of the older engine but a complete different style of ship design.
Its by far more practical to have a simple box with a few bumps then building something full of grebble. Reparining and maintaining a ship that has to many edges and stuff is much harder then just cracking out a plate and then put in another.

Personaly I like the models for their simplisity. Also a reason why I mostly dislike the over grabblefied Starwars ships ^_^
Title: Re: Prologue Released!
Post by: karajorma on January 31, 2007, 05:25:52 pm
HTL is Hardware Transform & Lighting isn't it? So basically hardware rendering. What's that got to do with ship models? I've seen references to "HTL-models" around the forum. What the heck are those?

FS2 retail didn't have support for HTL. It did everything in software. That meant that you couldn't design any ship for FS2 which had a subobject with more than ~800 polys or it would screw up. Basically back then pretty much everything had less than 2000 polys as it was too much hassle to do more.

When the SCP added support for HTL that restriction vanished so basically a HTL model is a model that wasn't built with that restriction in mind. Given the development time for WCS they probably still have some non-HTL models still.
Title: Re: Prologue Released!
Post by: Koth on February 02, 2007, 10:40:39 am
Great work ! :yes: :yes: :yes:
Particulary the voice acting. It was the best one I've ever heard in a mod.
Oh by the way you were mentioned in a German gaming magazin,  the Gamestar.
They praised the mod, and I do too. They also said that it is more a complete game
than a just a plain mod.
Title: Re: Prologue Released!
Post by: Tolwyn on February 02, 2007, 10:53:18 am
yeah, we know about that, since half of the core team is from Germany :)
Title: Re: Prologue Released!
Post by: Scooby_Doo on February 03, 2007, 03:47:09 am
HTL is Hardware Transform & Lighting isn't it? So basically hardware rendering. What's that got to do with ship models? I've seen references to "HTL-models" around the forum. What the heck are those?

FS2 retail didn't have support for HTL. It did everything in software. That meant that you couldn't design any ship for FS2 which had a subobject with more than ~800 polys or it would screw up. Basically back then pretty much everything had less than 2000 polys as it was too much hassle to do more.

When the SCP added support for HTL that restriction vanished so basically a HTL model is a model that wasn't built with that restriction in mind. Given the development time for WCS they probably still have some non-HTL models still.

Several actually, but theres no way to get those to HTL without lots of additional support  :)
Title: Re: Prologue Released!
Post by: RavenTS on February 04, 2007, 09:02:41 am
Anybody interested in a (german) walkthrough?  :D
Title: Re: Prologue Released!
Post by: Tolwyn on February 05, 2007, 03:11:16 am
yeah, I am :)
Title: Re: Prologue Released!
Post by: RavenTS on February 06, 2007, 12:46:04 pm
yeah, I am :)

Oh...well... :nervous:...in this case I will see what I can do after I finished my actual work an M4 Mercenaries walkthrough...  :D :nod:
Title: Re: Prologue Released!
Post by: Tricky8oy on February 10, 2007, 10:27:07 am
Tolwyn.

You and your people are dead set Legends. I am an old WC fan that hasn't been able to play any of them for the longest time. The closest game that i have that comes even remotly close is Freelancer. I never thought i would ever see WC again. Just downloaded the the prologue two days ago and just finished it tonight. AWESOME. Keep up the good work as i cant wait for the finished product.

Just two questions( i didnt read the whole thread as i only just signed up and am too lazy to read all 11 pages, so if these questions have been asked and answered, please indulge me)

1st Will the finished product be released worldwide from gaming outlets?
and
2nd Is there any plans to remake the original 4 wing comanders using current programs or technologies. ;7
Title: Re: Prologue Released!
Post by: Mancubus on February 10, 2007, 11:35:37 am
 :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
I just have upgraded my crampy PC, and i was finally able to play the saga on full details  (before it was close to lowest  :mad:) and I just can't halp it....
 :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
 :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D

Oh and @
Tricky8oy

:welcome:

Check old topics to get familiar with all invitation massages
Title: Re: Prologue Released!
Post by: Paladin1 on February 10, 2007, 04:42:11 pm
Just two questions( i didnt read the whole thread as i only just signed up and am too lazy to read all 11 pages, so if these questions have been asked and answered, please indulge me)

1st Will the finished product be released worldwide from gaming outlets?
and
2nd Is there any plans to remake the original 4 wing comanders using current programs or technologies. ;7

1st Well there won't be any releases from gaming outlets, only from the download locations put up by the Saga team
2nd We can only hope  :D
Title: Re: Prologue Released!
Post by: Tricky8oy on February 11, 2007, 01:19:37 am
Ok

No worries love your work.

Keep it up. ;)
Title: Re: Prologue Released!
Post by: Renegade on February 14, 2007, 05:36:00 pm
Wow what a cool game. I played the campain 2 times with not find a end ;)
Also the Simulator missions are very cool. Defend the Ticonderoga is very intense.

When i play WCS i think often at the old Wing Commander games.
The score is pretty cool. The music from the old Games is a dream. Every time i hear this sweet theme i am see on my mental eye the old games.

The graphics are very impressive. The explosion from the ships are very cool.

I am looking foreward for the main episode of this nice game.

It is possible that you DEVS create a cockpit for the Darkest Dawn?
I now it's very difficult to create, but then the WC feeling would be then perfect.

I hope my English is not to bad ;)) I am don't use it a long time.

Greetings from Germany...
Peter
Title: Re: Prologue Released!
Post by: Tolwyn on February 15, 2007, 03:57:24 am
cocpits are indeed an option - it depends on the development time if we can implemenet them. Right now we are adding small coee changes, that will allow us to move hud elements to different positions thus making 3d cocpits possible.

Also, we are currently working on fixing perhaps the most criticized part of the gameplay. I can't tell which right now though ... maybe you could find it out, eh? :)
Title: Re: Prologue Released!
Post by: Renegade on February 15, 2007, 12:09:17 pm
Yes you are right. First build the main game then when finished you can go to build Cockpits and other things. And then release it as a patch. In this case you save time for the main project and can later expand the game.

Greeting
Peter
Title: Re: Prologue Released!
Post by: Cobra on February 15, 2007, 02:03:57 pm
cocpits are indeed an option - it depends on the development time if we can implemenet them. Right now we are adding small coee changes, that will allow us to move hud elements to different positions thus making 3d cocpits possible.

Also, we are currently working on fixing perhaps the most criticized part of the gameplay. I can't tell which right now though ... maybe you could find it out, eh? :)

Do I smell TrackIR support? :D

I want TrackIR so bad. :(
Title: Re: Prologue Released!
Post by: Tolwyn on February 15, 2007, 03:27:12 pm
Do I smell TrackIR support? :D

I want TrackIR so bad. :(

Like this (http://www.trackir.de/)? I doubt it :mad2:
Title: Re: Prologue Released!
Post by: LtRud on March 01, 2007, 11:45:01 pm
Congrats- your work is amazing and I'm very impressed with the game. One of the best mods I've ever seen and truly faithful to the WC legacy.

I thought I'd add that one of you modders working on the dev should hit up the freespace source folks to add a better mouse-flight system to the engine- a mouse flight system like Microsoft did with their Freelancer game. I know I'm talking to a bunch of hard-core simmers, but I haven't seen my Thrustmaster in about 10 years and won't be replacing it anytime soon. The way it is now, mouse basically isn't an option for flight control, and that can be improved- it would terrifically expand your audience. I bet it's not too much to ask, for that feature to be added over the next couple of years.
Title: Re: Prologue Released!
Post by: Mongoose on March 01, 2007, 11:49:27 pm
I know I'm getting in here a bit late, but I just realized that I never complimented you guys on the Prologue release.  I've never played any of the Wing Commander games myself, but from the moment I loaded up the Prologue, I was utterly blown away.  The care and professionalism you guys have shown while putting this all together shines through loud and clear.  From the opening cutscene onward, I was completely engrossed in the WC universe.  Once I managed to get the hang of a gameplay style that was quite a bit different than my FS experiences, the missions were fantastically fun.  The voiceacting beats quite a few professionally-released games that I've played; I only wish I was able to perform at that level.  The interface looks great, the fiction was superbly written (the fact that I felt emotional ties to the characters after only two or three entries speaks volumes to me), and the entire package was just about perfect.  I'm eagerly awaiting your full release, and in the meantime, I might just have to see if I can get my hands on any of the WC titles. :)

Edit:  LtRud, I believe that greatly improved mouse control is on the SCP's drawing board, although I seem to remember that it's still a little ways off.
Title: Re: Prologue Released!
Post by: Starman01 on March 02, 2007, 05:24:28 am
Thanks for the input guys, it's appreciated :)

As for the mouse, take a look here :

http://www.hard-light.net/forums/index.php/topic,44634.0.html

I have to admit that I'm not sure how it turns out or if this special build even works with WCS (but it should),
give it a try. And if you can, get yourself a joystick, you will need it for the main game. I think it will raise your surviving conditions  ;7
Title: Re: Prologue Released!
Post by: Cobra on March 02, 2007, 04:32:16 pm
You mean dodging Kilrathi capship lasers? That was fun in the last mission of the prologue until I killed myself with my own missile explosion. :D
Title: Re: Prologue Released!
Post by: Tolwyn on March 03, 2007, 02:32:15 am
You mean dodging Kilrathi capship lasers? That was fun in the last mission of the prologue until I killed myself with my own missile explosion. :D

haha, that can happen. Although the most idiotic experiece happened to me in the autopilot demo : I killed the transport - Vagabond says over the comm "time to head on home" - gets hit by debris - ejects - his fighter blows up :)
Title: Re: Prologue Released!
Post by: TrashMan on March 03, 2007, 05:19:58 pm
 :yes:

What more to say?

Amazing work guys, utterly brilliant :D
Title: Re: Prologue Released!
Post by: Unknown Target on March 03, 2007, 05:21:46 pm
Just downloaded it, first Freespace 2 mod I've played (besides BTRL :D) in several years, and I was definitely far from disappointed. You guys have done a great job here, I love the mod, I love the cutscenes, the voice acting - everything shenes of a proffessional touch. Very good show :)
Title: Re: Prologue Released!
Post by: Hobbes on March 04, 2007, 04:43:56 pm
WOW the only word i can said

Fantastic Work made
i found this homepage in google and i didnt realize what i  read there lol

the Wingcommander feeling is back

now i have nit much time to sleep in the next week and thats youre fault lol ;)

good Job Mates  :)


sorry for my bad english  ;)
Title: Re: Prologue Released!
Post by: Akalabeth Angel on April 03, 2007, 01:55:57 pm
Noticed a Bug of sorts while playing:
(might have been brought up before)

      I was playing the mission where you have to escort the freighter in an Arrow, and end up fighting some pirate scum in Demon and Razor fighters. Your missions have this thing where when you fail a mission, you cut to the debriefing. In this particular attempt, my fighter got shot down by missiles and exploded. So then I got the "quick start mission, yadda yadda, yadda yadda" screen.

      But rather than quick start, I went away and refilled my drink, or something such that when I came back, the freighter had been destroyed and I was in the debriefing screen. So yeah, I'm sorry excuse for a pilot, whatever, shaddup commander, so then I hit the replay button. But when I restarted the mission, the "quickstart or 2 or 3" window was still open. So I just hit quickstart again (so the mission reloaded again) and played.

      But yeah, that's my sort of bug. Quickstart window stayed open when objectives were failed after fighter destroyed, even though pilot goes to debriefing in the interim.
Title: Re: Prologue Released!
Post by: Tolwyn on April 05, 2007, 11:06:49 am
sounds like an SCP bug. I'll forward it to the developers :)
Title: Re: Prologue Released! / What about Linux version?
Post by: Fabian on May 06, 2007, 11:31:28 pm
Hey,

what about the linux version?

And anyway what errors are in there? Being desperate I installed it with wine and copied over the files to a mod in the fs2_open_3_6_9 folder.

With the right command line settings it did work great and I didn't notice any problems.

So what did I miss out ? :D

Anyway, wow this was a really polished game / mod with a huge manual and really cool fights.

Really good! :yes:

One thing however that I noticed were that the bombers were very FS2 like in their behaviour. I remember them being different from original WC.

I guess without huge AI changes this can't be changed though ...

cu

Fabian
Title: Re: Prologue Released!
Post by: Fotis on July 10, 2007, 03:51:15 am
  Congratulations guys!!!
   
  The game is EXCELENT!!!

  I remembered the old glory days when i was playing that game some years before.
  The feeling is not the same...is better.
 
  I was searching on the internet to find any news about wing commander without any luck.
  But when i finally show your site i could not believe in my eyes.
  The search of the Holy Grail had come to an end!!!
 
  Keep up the good job. I look forward to get the game when it will be completed.

  The gameplay is great, the graphics are great...you are great!!!!

  BRAVOOOOOOOO!!!
Title: Re: Prologue Released!
Post by: Wobble73 on July 10, 2007, 04:06:43 am
@Fotis

:welcomegreen:

Remember that this is just the Prologue, there is more to come!  :yes:
Title: Re: Prologue Released!
Post by: Fotis on July 10, 2007, 05:58:02 am
I wait to look more and more and more...
 

Hello Wobble73

Hello to everyone
Title: Re: Prologue Released!
Post by: Tolwyn on July 10, 2007, 06:10:57 am
I wait to look more and more and more...

Have you tried the autopilot tech demo released a couple of months ago?
Title: Re: Prologue Released!
Post by: Starman01 on July 11, 2007, 12:23:05 pm
And don't forget the simulator missions, if you haven't find them yet  ;7   Unfortunately they are a little hidden within the menu
Title: Re: Prologue Released!
Post by: Hades on September 27, 2007, 03:47:50 pm
Not to :necro:  but the main mirror is down, and the other one is only downloading at 38 kps.Can you upload at a better place, such as filefront.
Title: Re: Prologue Released!
Post by: Tolwyn on September 27, 2007, 04:17:57 pm
Visit the website for an incomplete list of mirrors.

The game can also be downloaded via filefront: http://files.filefront.com/prologue+setupexe/;6479462;/fileinfo.html
Title: Re: Prologue Released!
Post by: Knarfe1000 on December 24, 2007, 08:07:47 am
So guys, nearly one jear since your great demo-release. Since then I hoped to see the final version within 2007 (maybe as a big bang for X-Mas). But it seems as if my wish won´t come true. I´d like to hear something about the actual status of this mod, because the status-link on your website seems to be outdated (I hope...). As the demo came out someone posted that the final version needed about 2 more years. I still hope this is not true...Please give a X-mas present to us all  :)
Title: Re: Prologue Released!
Post by: Tolwyn on December 24, 2007, 08:55:20 am
I am afraid that the final game will need at least another year to be finished. We are simply too busy with our real lifes. Unless you can find us another FREDer (or two), which I doubt, the final version will not come out until the end of the next year, if everything goes as planned.
Title: Re: Prologue Released!
Post by: gevatter Lars on December 24, 2007, 11:01:36 am
Oh and when you are on it someone for textureing, CGI, voiceactors......... ^_^
Title: Re: Prologue Released!
Post by: Knarfe1000 on December 25, 2007, 05:40:18 am
Thank you for this update, even when it makes me a bit sad... :( If only I had the abilities to help you with the best mod in this universe (only BtRL could compare IMO).
Title: Re: Prologue Released!
Post by: Tolwyn on December 26, 2007, 08:35:56 am
learn FRED (see recent threads in our forum) ;)
Title: Re: Prologue Released!
Post by: Morthias on February 02, 2008, 01:51:45 pm
I just read about this project in a Belgian games magazine yesterday. And as quickly as I could, I downloaded it, and I must say that I am completely awestruck!

Incredible work!
Title: Re: Prologue Released!
Post by: Jeff Vader on February 02, 2008, 01:54:23 pm
:welcomered:

I hope you'll familiarize yourself with the rest of the FreeSpace Open projects, as well as the various FreeSpace campaigns, too.
Title: Re: Prologue Released!
Post by: Tolwyn on February 03, 2008, 09:27:14 am
I just read about this project in a Belgian games magazine yesterday. And as quickly as I could, I downloaded it, and I must say that I am completely awestruck!

Incredible work!

Interesting. Which magazine was that? Any chance for a scanned article? ;)
Title: Re: Prologue Released!
Post by: flea on February 21, 2008, 01:46:33 pm
I've  run into a glitch. The first time I played the game, my fighter automatically did a counterclockwise roll. It stopped doing this the second time I played. But it just recently started happening again. It does this automatically and I can't stop it. If I want to roll clockwise, I still roll counterclockwise only slower. I loved playing the game without the glitch (it brought back memories of when I play WC games past) and the glitch is really annoying and it makes me dizzy
Title: Re: Prologue Released!
Post by: gevatter Lars on February 21, 2008, 02:33:50 pm
I had this when one of two things happend. First my joystick was bad calibrated and had some screws lose so it was a hardware bug but it can also happen if you haven't calibrated your joystick right. I also noticed that my PC sometimes "forgets" the calibration when starting the next day independently from what game I play.
Second thing was with my mouse. I got a new optical one and when its in a bad angle to the ground it starts to move the pointer or in this case the fighter.
Don't know if that helps but was something that happend to me.
Title: Re: Prologue Released!
Post by: Tolwyn on February 21, 2008, 03:02:42 pm
Two possible explanations:

1. joystick is not properly calibrated
2. joystick is not working properly (that is what happened to me the other day)
Title: Re: Prologue Released!
Post by: flea on February 21, 2008, 04:33:54 pm
So how do i calibrate it?
Title: Re: Prologue Released!
Post by: Scooby_Doo on February 21, 2008, 05:55:49 pm
At least with Vista it's:

Control Panel->Game Controllers->Properties->Settings

Although some joysticks come with their own calibrating software.
Title: Re: Prologue Released!
Post by: karajorma on February 21, 2008, 05:58:12 pm
The launcher itself has a big calibrate button on the joystick tab. If that doesn't work though simply press F2 in-game, go to the control config and turn of your Rx or XY axis (Can't remember which one it is but it's the only joystick axis that doesn't have a single axis).
Title: Re: Prologue Released!
Post by: garethlwilliams on September 04, 2008, 07:04:10 pm
Wohooo! Im a massive Wing Commander fan and I'm looking forward to this game.
Title: Re: Prologue Released!
Post by: Aginor on September 05, 2008, 01:42:16 am
Don't forget to check out our tech demos while waiting (some people forget to try them.)
And if you still like to to some new stuff then, try FRED, it is an easy to use mission editor, you can create your own missions with it and post them for other fans to play.  :)
Title: Re: Prologue Released!
Post by: whiplash on January 06, 2009, 10:59:20 am
Great job!!!Veeery proffesional and stunning... I was late to work cuz of that:) Good move with this WC1 tune in briefing luuuuuuuvly Thanks veeeery much.
Title: Re: Prologue Released!
Post by: Wanderfalke on February 04, 2009, 09:50:46 pm
Hello WC Saga Crew

I just downloaded the Prologue and was fascinated by the old WC feeling that came up when I started to play.
I have found some bugs but they may only have occured on my system (hardware related).

First:

The autopilot system works but loses connection with the cap in mission 2 very quickly and the waypoints switch too slow or are not enough apart.

Second:

After the fight starts I am very quicly on the debriefing.  because it says I left my wingmans and died allone. But that is not the point. I keep up with my wingmans till the fire starts. If I really die (maybe a missile or something), then there should be a explosion or whatever scene. I just start to maneuver and bang I am on debriefing. What the heck? Was I too far from the fight or something?

I hope you guys make that missions more bulletproof!

Other than that: I am glad some guys have talent and make Wing Commander again interresting for a old "WC1-WC5 Blair" like me :) Thanks alot!!!
Title: Re: Prologue Released!
Post by: Tolwyn on February 05, 2009, 01:58:06 am
The autopilot system works but loses connection with the cap in mission 2 very quickly and the waypoints switch too slow or are not enough apart.

Try WC4 autopilot demo. You will love it. :lol:

Quote
After the fight starts I am very quicly on the debriefing.  because it says I left my wingmans and died allone. But that is not the point. I keep up with my wingmans till the fire starts. If I really die (maybe a missile or something), then there should be a explosion or whatever scene. I just start to maneuver and bang I am on debriefing. What the heck? Was I too far from the fight or something?

You need to stay closer to the transport. Will be fixed in the patched version.
Title: Re: Prologue Released!
Post by: SLAG1396 on March 25, 2009, 05:51:34 am
You and your team have done an incredible job on this project.  No denying you have brought the Wing Commander most of us remember back in a big way.

I, along with countless others, eagerly await the next installment.  In the meantime, is there any way we could get a taste of the Excalibur on a sim mission (like the endurance ones for the Arrow, Hellcat and Thunderbolt)?

Keep up the great work and best of luck.

-Mike
Title: Re: Prologue Released!
Post by: Aurora Paradox on December 31, 2010, 04:31:36 pm
 :bump:

The download link on the first page is no longer valid.

The correct link to the download page is: http://www.wcsaga.com/downloads/files/download/releases-prologue-setup-exe.html (http://www.wcsaga.com/downloads/files/download/releases-prologue-setup-exe.html)

Could some please update this.

Thanks in advance.
Title: Re: Prologue Released!
Post by: Jeff Vader on December 31, 2010, 04:46:40 pm
Done.