Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: wookieejedi on July 28, 2013, 09:42:15 am

Title: [Release] 3/09/16 Star Wars OT Mod Asset Release
Post by: wookieejedi on July 28, 2013, 09:42:15 am
At this point this is more of an asset release. Please do ask permission though if you want to use anything! Thanks!

Also, a few years back I joined the main Fate of the Galaxy team and we’ve been working on regular updates since . :)

Overall, the Original Trilogy mod was my much earlier work and is far below my current quality. Furthermore, the models/textures were poorly optimized, the mod itself only had 1 official mission, and the build it uses is ancient. It will be much more worth it to wait for Fate of the Galaxy (quarterly updates are posted on the forum board and very frequent chatter and smaller updates are posted on our Discord).

FotG Forum: https://www.hard-light.net/forums/index.php?board=143.0 (https://www.hard-light.net/forums/index.php?board=143.0)
FotG Discord:https://discord.gg/k7ZMdmt  (https://discord.gg/k7ZMdmt)







Announcing the newest patch to Version 4 of the Star Wars Original Trilogy Mod!

Link: (requires version 4, which is also linked below)
http://www.moddb.com/mods/star-wars-the-original-trilogy-mod/downloads/star-wars-original-trilogy-v411-patch

As many of you know I, wookieejedi, am stepping down as team leader.  IrresponsibleCaptNathan contacted me with his updates to the mod, and I passed control over to him. He will be posting on this site soon with his own thread about the updates also. I give him my full support going forward and I am excited to see his progress with the mod. We have talked in depth and I fully agree with the changes he has made and what he wants to do moving forward. Hope you all enjoy the improvements he has and continues to make, as I have!


[OLDER]
The Fourth Public Beta has been released!
Code: [Select]
5/06/15

[b]Here is the link:[/b]
https://drive.google.com/file/d/0BxTcFELCUm4HSUJ3SzVmU0Z3N2c/view?usp=sharing

Announcing The Original Trilogy Version 4 release! There is a wide range of new content, a host of bugs are fixed, and many balance issues have been dealt with. Also there are now multiplayer missions! Read below for a full debrief...

Version 4 Full Change/Addition Log
[b]Additions:[/b]
-Added two new multiplayer missions, one TvT and one FFA.
-Added custom HUD for the Rebels and Empire.
-Added new music and improved the soundtrack diversity.
-Added many new and improved Imperial HUD animations and a set of new neutral pilot animations. Credits to coffeesoft.
-Added landing capabilities to the fighter-bays.
-Added Bridge subsystem to Imperial Star Destroyer.
-Added improved model of the Millennium Falcon. 
-Added B-wing AI profile, weapons, and HUD icon.
-Added new secondary weapon specifically for the Assault Gunboat, the Heavy Rocket. Thanks to FekLeyrTarg.
-Added better Death Star backgrounds.
-Added hiqh quality new briefing animations. Credits to coffeesoft.
-Add better animations for conversations in Prologue. Credits to coffeesoft.

[b]Fixes:[/b]
-Fixed ship radius calculations to improve AI performance.
-Fixed crashes related to the mouse script and hit indicator. Unfortunately that means neither script is in the mod any more. 
-Fixed all major bugs with the Prologue not working correctly.
-Fixed the mini-target icon inconsistencies.
-Fixed the collisional holes in the Imperial XQ1 Station.
-Fixed some subsystem naming errors.
-Fixed some thruster placements on various ships.
-Fixed a rotation time error.
-Fix messages.tbl and names of hud ani's.
-Fixed fatal tstrings.tbl error.b Credits to darthdoull.

[b]Balancing:[/b]
-Balanced out primary weapon lasers on smaller ships to prevent snipe-like attacks in multi-player.
-Tweaked and improved AI settings.
-Better balanced the ion cannon.
-Better adjusted subsystem values.
-Balanced concussion missile damage values.

[b]Note on Multiplayer:[/b]
For those of you who want to set up multiplayer missions but do not know how please refer to these pages:
-Setup: http://www.hard-light.net/forums/index.php/topic,63609.msg1252911.html#msg1252911
-Toubleshooting: http://www.hard-light.net/forums/index.php/topic,63609.msg1252915.html#msg1252915
-Standalone servers: http://www.hard-light.net/forums/index.php/topic,63609.msg1253132.html#msg1253132
-The entire wiki for multiplayer is here: http://www.hard-light.net/wiki/index.php/Portal:Multiplayer
The community at HLP is very helpful and friendly so they are a great resource if you are having trouble, too.

[b]Note on Missions:[/b]
All missions are under the Mission Simulator in the Tech Room. Prefixes for the file names have been used to more effectively differentiate mission types. Missions with 00(0, 1, 2, etc) designate official missions in the OT campaign. An N, R, or E will also follow the number to signify Neutral (N), Rebel (R) or Empire (E) type mission. Coop missions are multiplayer missions, FFA designates Free For All and TvT designates Team vs Team. CC in the file name are community created missions. X shows missions that are concept ideas/tests. 

[b]Note on the new script functions: [/b]
-In-Mission Techroom: Alt-1 shows your ship info, Alt-2 shows weapon info, and Alt-3 shows info about target. You can check the status of the subsystems, which is very handy for planning an attack strategy on a larger ship like a Mark II SD.  It is also included since all of the ships and weapons are relatively unfamiliar.

[b]Requirements:[/b]
Freespace 2: Open engine, Media VPs 3.6.14, and FSO 3.7.2 Final. Freespace 2 can be found on gog.com for under 5 US dollars and the free FS2 Open 3.7.2 and Media VPs 2014 are located at this site: Hard-light.net

[b]Installation:[/b]
To install just unzip the folder and place it in your FS2 directory. Then select the mod with your launcher.


Version 4 Screenshots:

[img]http://media.moddb.com/cache/images/mods/1/23/22410/thumb_620x2000/screen0061.jpg[/img]

[img]http://media.moddb.com/cache/images/mods/1/23/22410/thumb_620x2000/TIE_HUD.jpg[/img]

[img]http://media.moddb.com/cache/images/mods/1/23/22410/thumb_620x2000/X-wing_HUD.jpg[/img]



Version 3
Code: [Select]
Announcing Version 3 of the Star Wars: Original Trilogy. There has been a whole year since the last release, but in that time a lot of work has been completed. A large amount of new content has been added, such as the first official mission of the campaign, model point shields that better represent the movie, cockpits, and  a host of other features. Also, the biggest bugs have been fixed, along with a wide range of smaller ones. Furthermore, balancing issues have been modified, such as increasing the effectiveness of turret AI, spacing of better LODs (for better performance), and overall ship hit point balancing. Much more work is ideally going to come, though it may be somewhat slow for a while. As always any feedback is highly valued. Thank you for the support!

Here is the entire Version 3 change log:
[code]Additions:
-Added the first official mission to the Star Wars Original Trilogy Campaign. It is even mostly voice acted thanks to Altureus and Gen_Rhys_Dallows.
-Added 'model point shields' as a part of the newest features of FSO 3.7.2. Now, as in the movies, craft like X-wings have front and rear deflectors and larger ships have 'Bridge Deflector Shields' and ect. Similarly updated all shield HUD images to fit the new shield system.
-Added full ship cockpits for the following craft: X-wing, A-wing, TIEs, Falcon, Y-wing, and Z-95. The cockpits are especially nice for Track IR users. Also, these will likely get improved at later releases. On a side note: these are public assets from Star Wars Galaxies.
-Added a full custom Star Wars style interface background. Thanks to coffeesoft for all the hard work with that one, it looks great.
-Added a fun new mission, thanks to FekLeyrTarg. Be prepared to ambush some assault gunboats with a squadron of X-Wings.
-Added DS Surface and separate turrets for mappers. Thanks coffeesoft.
-Added hit/kill indicator, thanks BlasterNT.
-Added better radar images to differentiate fighters, bombers, and capital ships.
-Added In-Mission Techroom Script so you can review/analyze your ship and weapons, and your target's ships and subsystems during a mission (it automatically pauses the game). Thanks to FelixJim. 
-Added mouse script for convenience of trying to hit or avoid fast moving TIEs. Thanks to Sushi for the modified version.
-Added guided missiles script, so other modders could play around with it.
-Added turret rotation sounds.
-Added animations to the Rebel and Empire tech room descriptions.
-Added Rebel and Imperial pilots and an R2 unit. Can be used for missions rescuing pilots or capturing them.
-Added a lot of custom pilot images such as Wookiee, Rebel or Imperial Pilot, Boba Fett, etc. Thanks coffeesoft.
-Added multiple different Death Star 2 images for mappers who may want to use different lighting conditions.
-Changed the center reticule and lead indicator shapes. 
-Added subsystems on smaller ships.
-Added more planets like Endor, Hoth, Dagobah, Yavin, etc. Thanks coffeesoft.
-Added more variety to explosions and impacts of ships and weapons. 
-Added many different types of large asteroids. Thanks to fightermedic.
-Added a neutral themed soundtrack.
-Changed splash screen to something more familiar, and added a new intro movie.
-Added a DS I surface (even has a trench) and turrets for mappers to play around with. Thanks coffeesoft.

Fixes:
-Fixed music bug, now there are no error messages about ranges when loading missions.
-Fixed the missing ship icons on ships that previously did not have one and redid all the others for higher quality.
-Fixed Falcon's incorrect cockpit and Moment of Inertia issue.
-Improved escape pod textures and model. Thanks cofeesoft.
-Fixed the 'Inactive' missile slot.
-Fixed name run over in target view for shield generators.
-Fixed some spelling.
-Fixed turret hitpoint issues on larger ships.
-Fixed Warpout radius and other stuff like leave time.
-Fixed various mission crashes and ensured that there are no longer any runover missions from the MediaVPs.
-Changed subspace sound.
-Updated credits.

Balancing:
-Further modified AI behaviour, especially in regards to turrets.
-Added a large revision of AI and ship classes. Also added many more ship commands for both larger and smaller ships.
-Altered subsystems on larger ships like turrets and shield generators.
-Slightly lowered range of primary weapons to 1200 m (rather then 2000 m) to improve balance issues in regards to the automatic convergent auto-aim.
-Further balanced shield and hit-point values.
-Add better spacing of LODs for better performance.
-Altered subsystem repair rate so now only ships with R2 units have hull and subsystem repairing. 
-Removed some unused files.
-Added more realistic physics for secondary weapons.
-Added docking points and hangar bay subsystem to the asteroid base.
-Altered the ion cannon to more closely resemble the Hoth Cannon effects in Episode V. It now better fit's its role as a disabling weapon/shielding removing weapon.


Version 2
Code: [Select]
This massive update concentrates on totally revamping and correcting the turret systems for the large ships, supplying a large visual upgrade for the laser effects, adding lots of new ships and models, providing some much needed balance issues, lots of bug and others fixes, adding new ships, community created missions, and of course a massive slew of corrections and additions. Plus I include an informational overview for how to get the most out of playing the mod and a detailed explanation of useable features and content for other FREDers and modders.  Please see the designated section headings for more information. 

[i]*Note you do not need Version 1, this is a full standalone version. If you have Version 1 please delete it then install this version. This update changed almost everything, and I took out some unused files, thus the reason for the full release.[/i] 


[b]Mod Guide for Players and Modders/FREDers:[/b]

I have included the mod guide in this release as well, please see the file "SW_OT_Guide&Modding." Both .txt and .docx versions are available.


[u][b]Detailed Update Log for Beta V.2[/b][/u]

-Included 7 new, mostly community created, missions, though none are completely finished except the one from Hobbie.
-Fixed some models' dock points so Hobbie custom's mission could work properly.
-Upgraded visual laser and thrusters effects, credits to DaBrain.
-Added new models for all secondary weapons thanks to Galemp.
-Added seismic charge secondary weapon.
-Revamped and flushed out the entire turret system of all large ships. Added many more lines and flags to the turret tables and AI tables to alter names, behaviour, and firing style.
-Modified and corrected large ship gun placements and balanced the number of gun types each large ship had.
-Toned down maximum ranges for weapons and adjusted for larger ship turrets, i.e. now the largest turrets have the longest ranges.
-Added low polygon Millennium Falcon, Assault Gunboat, TIE Avenger, and Super Star Destroyer Executor and high poly Escape Pod, multiple satellites, and Outer Rim Hyperspace Buoy.
-Added new and higher quality Mainhall, thanks to cofeesoft.
-Added AG-2G Quad Laser Cannon for Millennium Falcon.
-Added AI profile for the Assault Gunboat and TIE Avenger.
-Fixed dual firing torpedo bug. Before it would only fire one, not both. 
-Added flyable Corvette with configurable Cap-ship Command Script.
-Added X-Wing textures with gold, green and grey flight colors.
-Added the Container Type A based on the Bulk Freighter.
-Added optional cockpits with a addon .tbm file. These are taken from Steve-O fighters (Uriel, Wraith, etc...).
-Added Death Star 2 as a usable background.
-Fixed muzzle flash colors and thruster colors and adjusted thruster sizes. Also added thrusters to the Z-95 Headhunter and Imperial Shuttle.
-Included a custom star-field courtesy of MetalDestoyer. 
-Fixed a bug causing the Mon Calamari Cruisers to not work.
-Changed the minimum distance for weapons so the AI would stop running into the player.
-Fixed the incorrect value for the Y-Wing autoaim field; it was 0, now it is 5.
-Removed explosions from Ion Cannon impacts.
-Tweaked Proton Torpedo values to be more damaging but have a shorter range.
-Fixed bug where AI will not use the right primaries and secondaries.
-Fixed sound bug where getting hit did not make any sound.
-Adjusted bounce value so it is not as extreme.
-Slowed X-wing and TIE Interceptor fire rate, tweaked the Y-wing laser settings, and slightly slowed energy drain on most weapons.
-Adjusted shield and hull strengths and speeds to give a slightly wider separation between Z95, X-wing, and Y-wing.
-Added auto convergence to TIE Bomber and Fighter to correct for player firing difficulties.
-Incorporate Auxiliary A-wing guns.
-Added very minute thruster points for the TIE Fighter, Interceptor, and Avenger and adjusted thruster locations and sizes on other ships.
-Adjusted damage spews on larger ships.
-Adjusted POS of ships.
-Fixed incorrect icons on some ships.
-Made some sounds like shield transfer and fly bys slightly louder.
-Added a long shield manage delay to larger ships, thus more strategy can me used in destroying one.
-Changed large ship weapons firing rates.
-Make general Empire and Rebel AI to account for ship changes at the start of missions.
-Updated credits.
-Fixed spellings in many places.
-Incorporated both Imperial and Alliance symbols into the spinning animation in the Mainhall.
-Removed unused files.


Version 1
Code: [Select]
Here it is, the 1st official release of the Star Wars: Original Trilogy Mod (DL link is at the bottom). Let me state this at the beginning, this is not on any level with Fate of the Galaxy, they have some of the best coders, modders, and mission designers on their team and that release will be awesome. With that said, I of course believe this mod has some awesome potential  :D(read on to find out). Those of you who remember my release from a year ago, this is pretty much a different mod due to all the new content and improvements :)     

Also, let me state there will be many more releases and updates shortly (don’t worry they will be much smaller in file size). This release is an open beta, to allow the public to test the feel of the ships and to blow up some evil Imperials or Rebel scum (whichever you prefer). I included two very basic test missions for both the Rebels and Empire, both of which have nearly the same setup, thus meaning the deciding factor in the battle is your skill with battle tactics as a wing leader. Since this is an open beta, it is up to you the player to provide feedback and comments/criticism. Please let me know what I should change from the small craft, and feel free to make more missions with larger craft yourself. Everything is working and tweaked for all the ships (large and small) but I only included the small ships in the first release to keep the testing simple for now.


[u][b]Contents:[/b][/u]

-Warfull’s custom Star Wars ships, all with heavy table editing for larger explosions, proper looking lasers and thrusters, muzzle flashes, realistic hyperspace jumps, movie similar flight styles and weapons, and proper Star Wars sounds.

-Custom Star Wars weapons, both primary and secondary, such as the proton torpedoes, concussion missiles, and proton bombs.

-152 custom Star Wars sounds, which have been incorporated into most aspects of the mod.

-Custom AI, which I have based off of Fury’s AI and modified, as best I can, to represent the Star Wars style of combat. Each craft also has a custom AI set, along with a leader AI. For example X-wings have a custom AI profile, along with a Lead X-wing profile. 

-Custom Mainhall, with custom music.

-As I already mentioned there are two very short playable test missions, to allow the player to get a feel for the Empire and Rebel craft and play-style.

-92 custom music selections from the Star Wars universe. 8 custom soundtracks, representing both Imperial and Rebellion themes over the course of ANH, ESB, and RotJ. 3 custom briefing tracks, 5 custom debriefing tracks, 4 custom Mainhall tracks, and 2 custom credit tracks.

-12 custom wingman personas (6 Imperial and 6 Rebellion). Also custom personas for the Rebel Blockade Runner, Nebulon B Frigate, Mon Calamari Cruiser, 2 personas for Star Destroyers, and 2 (1 Rebel and 1 Empire) personas each for the space stations and freighters. 

-Much more miscellaneous stuff, such as custom a zoom key (d) and primary linking support (key o),  Intelligence, credits, and custom planets.   

   
May the force be with you…
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: Veers on July 31, 2013, 06:07:07 am
I only had a very quick run through with the furballs provided.

I enjoyed it once I raged over the bloody speed of everything. But the models and all look pretty solid, works without any errors for me. :)
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: coffeesoft on July 31, 2013, 03:11:02 pm
Congratulations for the work done, nice tbls and nice explosions !!!

Let´s kill some Ties to test  :D
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: MetalDestroyer on July 31, 2013, 04:05:20 pm
Ok, I try it. Too bad, I thought there will be some great missions. :( I found only 2 random missions, each from each faction.
In the next few days (2 days lefts and I'm in holydays), I will get some much free time, ansd I will give you some stuff in VP format so people can also play with it. Sorry if I didn't answer to your MP, I was too busy. :)

I don't really like how laser energy is managed. They got depleted very very fast and the firing rate is far too excessive. 

So stay tune.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on July 31, 2013, 05:21:52 pm
Ok, I try it. Too bad, I thought there will be some great missions. :( I found only 2 random missions, each from each faction.
In the next few days (2 days lefts and I'm in holydays), I will get some much free time, ansd I will give you some stuff in VP format so people can also play with it. Sorry if I didn't answer to your MP, I was too busy. :)

I don't really like how laser energy is managed. They got depleted very very fast and the firing rate is far too excessive. 

So stay tune.

Yeah, it would have taken much longer to release good missions, so I wanted first to correct anything with balance and style, that way I wouldn't have to remake missions later (hence the public beta). And no worries, I totally understand getting too busy.

As for the laser management, I tried to base it off of the movies, since it really only requires a short accurate burst to kill other ships. And I tried to judge what the rate of fire was from the movies and use that in the mod. I will for sure be adjusting some though. 
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: MetalDestroyer on August 02, 2013, 06:08:57 pm
Okay, I made a custom mission so I can get a better view on how you managed energy. I began to replace some stuff with tbm (visual only, no stat change for now).


(http://tof.canardpc.com/preview2/fbb44761-d6af-4129-8c40-b822862c4c78.jpg) (http://tof.canardpc.com/view/fbb44761-d6af-4129-8c40-b822862c4c78.jpg)
(http://tof.canardpc.com/preview2/4864ba15-87aa-4c4d-82dd-9fec50d9685c.jpg) (http://tof.canardpc.com/view/4864ba15-87aa-4c4d-82dd-9fec50d9685c.jpg)
(http://tof.canardpc.com/preview2/0439b9ce-3e4a-47bc-a33c-92972ebf4aaf.jpg) (http://tof.canardpc.com/view/0439b9ce-3e4a-47bc-a33c-92972ebf4aaf.jpg)
(http://tof.canardpc.com/preview2/c9cf4f6d-85d1-435b-9662-aa8cc8b8b4a4.jpg) (http://tof.canardpc.com/view/c9cf4f6d-85d1-435b-9662-aa8cc8b8b4a4.jpg)
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on August 02, 2013, 07:21:42 pm
Okay, I made a custom mission so I can get a better view on how you managed energy. I began to replace some stuff with tbm (visual only, no stat change for now).

This looks quite awesome! Out of curiosity what visual stuff have you altered? Also, I thought about what you said and have been working on Version 2.1 and I have changed the laser fire rates and recharges a bit, plus a couple of other things:

-Changed the minimum distance for weapons so the AI would stop running into the player.
-Tweaked the Y-wing laser settings.
-Removed explosions from Ion Cannon Impacts.
-Fixed the incorrect value for the Y-Wing autoaim field; it was 0, now it is 5.
-Updated readme.
-Tweaked Proton Torpedo values to be more damaging but have a shorter range.
-Fixed bug where AI will not use the right primaries and secondaries.
-Adjusted bounce value so it is not as extreme.
-Slowed X-wing and TIE Interceptor fire rate, and slightly slowed energy drain on most weapons.
-Adjusted shield and hull strengths and speeds to give a slightly wider separation between Z95, X-wing, and Y-wing.
-Added auto convergence to TIE Bomber and Fighter to correct for player firing difficulties.


Based on what I have noticed and what others have said in PM's I plan on chaining the following shortly:

-Incorporate Auxiliary A-wing guns.
-Make General Empire and Rebel AI to account for ship changes at the start of missions.
-Modify and correct large ship gun placements.
-Adjust POS of ships.
-Add new models of a Outer Rim Hyperspace bouy and escape pod.
-Tone down max ranges for weapons.

I will release a update 2.1 Version once those changes are completed (plus others anyone may suggest).
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: MetalDestroyer on August 03, 2013, 06:54:41 am
Fo now, I replaced:
- thruster animation
- laser glow and bitmap
- resize laser
- add a new starfield

I will upload the mod of the mod so everybody can test it. I will also include additional simple missions. :)
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on August 03, 2013, 08:30:14 am
Fo now, I replaced:
- thruster animation
- laser glow and bitmap
- resize laser
- add a new starfield

I will upload the mod of the mod so everybody can test it. I will also include additional simple missions. :)

Awesome! Replacing the thrusters and lasers was always another mid-length term goal of mine (I was always asset searching), so I am really  happy someone is doing that. Thus I can't wait to try it out! Also, as a side note, if you are on ModDB I can give you manager/admin status on the OT's mod page. If not then no worries.   
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: MetalDestroyer on August 03, 2013, 08:44:09 am
Something weird I noticed when playing:
- AI fighter doesn't stop to collide themself instead of being in formation
- it is not possible to completely stop our engine :( we are stuck at 60m/s
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: Lorric on August 03, 2013, 08:46:58 am
I see it's your birthday. Happy birthday! :)
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: MetalDestroyer on August 03, 2013, 10:45:09 am
Thanks :)
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: Lorric on August 03, 2013, 10:46:37 am
You're welcome.  :)
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on August 03, 2013, 11:25:02 am
Something weird I noticed when playing:
- AI fighter doesn't stop to collide themself instead of being in formation

So do you mean they don't stay in formation? I guess I am not quite sure what you mean, sorry

Something weird I noticed when playing:
- it is not possible to completely stop our engine :( we are stuck at 60m/s

Yeah, if the speed can go down to 0 the AI likes to fly slow (which I felt didn't quite represent Star Wars) but I may make the min speed a bit lower nevertheless depending on what the general consensus is. All larger ships have the min velocity of 0 though. 

And happy birthday! :)
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: OverDhill on August 08, 2013, 04:12:13 pm
Keep up the good work. Hopefully you will get the time you need to finish this.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: MetalDestroyer on August 10, 2013, 06:21:05 pm
You say Battle of Endor ? You got it ! (still in WIP).

Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: OverDhill on August 11, 2013, 06:54:51 am
One quick comment. The models seem a bit dark and hard to see them any of the nice details.  They sure fly by fast!
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: MetalDestroyer on August 14, 2013, 10:03:22 am
I've just uploaded some upgrade to this mods. Unzip and place all folders under "data2" into "data".
The zip contains:
- 3-4 missions (battle of endor, tantive IV, Hobbie custom mission (http://www.hard-light.net/forums/index.php?topic=85157.0), etc...) not finished except the one from Hobbie
- fix some models so Hobbie custom's mission could work properly (dock point)
- upgraded visual laser and thrusters
- added Millenium Falcon, Super Star Destroyer Executor
- added AG-2G Quad Laser Cannon for Millenium Falcon
- added cockpits taken from awesome Steve-O fighters (Uriel, Wraith, etc...)
- added awesome starfield from one of HLP member
- added Death Star II as background

Crédits goes to:
- DaBrain for his awesome work on Lasers and Thrusters effects
- Steve-O for the cockpit
- Darth Doul for the low poly Millenium Falcon
- Hobbie for his custom mission

However, these missions aren't complete and the same goes to the Super Star Destroyer.
You can grab the stuff here at MediaFire (http://www.mediafire.com/download/2fej8xgg928h8na/Star_Wars_Original_Trilogy_Upgrade_v2.zip).


Here what you could expect in this upgrade (more here (http://www.hard-light.net/forums/index.php?topic=25406.msg1705384#msg1705384)):

Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: coffeesoft on August 14, 2013, 12:29:38 pm
Many thanks MetalDestroyer, let´s play it  ...   :)
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on August 14, 2013, 06:56:42 pm
Looks awesome! I will be downloading and incorporating it into my major table and pof update which takes care of lots of bugfixes, balance issues, and lots of work making the cap ships actually have balanced and working turrets and ai changes. I will also incorporate coffeesofts mainhall and hud message changes all which will be combined into a large version two release. Plus a new mission. Thanks again for all the suggestions and help, we greatly appreciate it!
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: OverDhill on August 19, 2013, 08:29:46 am
I finally had time to try the upgrade version and it will not load. Log attached

[attachment deleted by ninja]
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on August 19, 2013, 08:38:17 am
I finally had time to try the upgrade version and it will not load. Log attached

I also got similar errors, so I incorporated the update into the upcoming version 2 beta (which fixes and adds a lot of stuff) and got it to work. I will release the new updated version 2 beta soon, so stay tuned.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: MetalDestroyer on August 19, 2013, 09:46:11 am
Where did you extract files from the data2 folder ? into the data folder of Star Wars Original Trilogy ?
The only errors you can get are from long path filename to ogg files.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on August 19, 2013, 10:54:04 am
I finally had time to try the upgrade version and it will not load. Log attached

I also got similar errors, so I incorporated the update into the upcoming version 2 beta (which fixes and adds a lot of stuff) and got it to work. I will release the new updated version 2 beta soon, so stay tuned.

Scratch that. I just double checked and found I put a #End in the wrong place in my files..woops. MetalDestroyer is right, there shouldn't be any errors.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: OverDhill on August 19, 2013, 12:38:14 pm
Where did you extract files from the data2 folder ? into the data folder of Star Wars Original Trilogy ?
The only errors you can get are from long path filename to ogg files.

Yes into the data folder of Star Wars Original Trilogy data folder. I am running Windows 8 64 bit. This ran fine without the upgrade.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: Dragon on August 20, 2013, 07:11:30 am
Hey, did you know the links here (http://www.hard-light.net/forums/index.php/topic,52497.msg0.html) still work? Right now, you're using stock FS2 models for missiles, don't you think it'd be good to change that? Of course, tables provided are not very good (2008!), you might want to make some serious edits. Oh, and those satellites would be a neat addition.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on August 20, 2013, 08:17:48 am
Hey, did you know the links here (http://www.hard-light.net/forums/index.php/topic,52497.msg0.html) still work? Right now, you're using stock FS2 models for missiles, don't you think it'd be good to change that? Of course, tables provided are not very good (2008!), you might want to make some serious edits. Oh, and those satellites would be a neat addition.

Awesome! I had no idea these existed. I have always wanted to update the secondary models, so this is will be a nice way to do that. I will add the satellites, too. Thanks again for finding this!
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: Dragon on August 20, 2013, 09:00:06 am
I remember when they were on the highlights. :) BTW, has it been 5 years already? Woah, time really flies. Those were cutting edge back when I joined, and the models still look good today.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on August 24, 2013, 11:41:36 am
Version 2 of the Beta is out: https://docs.google.com/file/d/0BxTcFELCUm4HVjJpSWdxZVc1UXc/edit?usp=sharing

This is a very extensive update with a plethora of new content. See the 1st page for the updated details.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: Dragon on August 24, 2013, 03:38:14 pm
In case you're interested, I'm working on adding working turrets to the SSD. Also, I've re-scaled it to 12.5km (the smallest "likely" size, according to Wookiepedia), it's somewhat more manageable that way. Oh, and I'm adding a proper fighterbay and subsystems, too. I'll soon have it ready.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on August 24, 2013, 04:16:50 pm
In case you're interested, I'm working on adding working turrets to the SSD. Also, I've re-scaled it to 12.5km (the smallest "likely" size, according to Wookiepedia), it's somewhat more manageable that way. Oh, and I'm adding a proper fighterbay and subsystems, too. I'll soon have it ready.

That is awesome! I am of course interested, I am sure everyone else on the team is, too! With a proper SSD, that makes us immensely closer to creating a full BoE campaign. Keep me posted on your progress (feel free to IM me, too).  Nm, look like you just did :)
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: woutersmits on August 27, 2013, 10:56:09 am
when its going to realeased
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on August 27, 2013, 12:13:57 pm
when its going to realeased

Ummm...? It is released.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: whitearrow on September 04, 2013, 08:47:06 am
I'm running Freespace2 under Wine in linux. I have some problems with the Battle of Endor mission. One ship class is not properly loaded. Here's the debug log. I think the interesting lines are the last three, but I don't know how to solve the issue. Moreover there are some other missions that are not working but I haven't run the debugger yet in regard to them.
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.7.0.9755
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod Star_Wars,Mediavps_3612
Building file index...
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\Star_Wars\' ... 1679 files
Searching root 'C:\Games\Freespace 2\Mediavps_3612\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\Freespace 2\' ... 17 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 24 roots and 15590 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.14

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Built-in Audio Analog Stereo
  Capture device: Built-in Audio Analog Stereo
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 650 Ti/PCIe/SSE2
  OpenGL Version   : 4.3.0 NVIDIA 325.15

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.30 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'csc-sct.tbm' ...
TBM  =>  Starting parse of 'zoom-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Windows reported 31 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'OT-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (Exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (Exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (Exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (Explode1.eff) with 43 frames at 25 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (Maxim_impact.eff) with 23 frames at 30 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
Ignoring free flight speed for weapon 'Inactive'
Ignoring free flight speed for weapon 'P1 Torpedo'
Ignoring free flight speed for weapon 'P2 Torpedo'
Ignoring free flight speed for weapon 'S1 Charge'
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'cockpits-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Zoom Script initialized!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 212
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'SW.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'SW.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'ale1.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'SW.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'SW.FreeSpace2.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
CSG => Loading 'SW.FreeSpace2.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Frame  0 too long!!: frametime = 0.396 (0.396)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'xwing.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
IBX: Found a good IBX to read for 'xwing.pof'.
IBX-DEBUG => POF checksum: 0x99df7cd2, IBX checksum: 0x8754e8c4 -- "xwing.pof"
Frame  0 too long!!: frametime = 1.400 (1.400)
Frame  0 too long!!: frametime = 0.260 (0.260)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
CSG => Loading 'SW.FreeSpace2.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Frame  0 too long!!: frametime = 0.630 (0.630)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
PLR => Saving 'SW.plr' with version 1...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
=================== STARTING LEVEL LOAD ==================
Someone passed an extension to bm_load for file '1024x768_X-Wing_Action.jpg'
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Animated Effects
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
 600
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
ANI LogoEmpire with size 160x120 (6.3% wasted)
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Animated Effects
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'All-BoE-V2'
MISSIONS: Ship "Executor" has an invalid ship type (ships.tbl probably changed).  Making it type 0
WARNING: "Supplied Command Persona is invalid!  Defaulting to Empire SD 1." at missionparse.cpp:4909
Int3(): From c:\code\fs2_open_3_7_0\code\globalincs\windebug.cpp at line 1378
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: MetalDestroyer on September 04, 2013, 09:44:55 am
I didn't try yet the new package that Wookie has released. But, I think he modified the SSD Executor ship class. So, the ship class define in the mission doesn't match with the one define in the ships.tbl.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: niffiwan on September 04, 2013, 04:31:44 pm
I'm running Freespace2 under Wine in linux.

Just curious, why do you not run FSO natively on Linux?
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: whitearrow on September 04, 2013, 06:09:23 pm
Well I tried but the same problem show up. But I used 3.6.19 executables. I just wanted to set up exact configuration as required in wxluncher's info tab, but the only 3.7.0 build that works for me is an .exe file, so I switched to wine.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: niffiwan on September 04, 2013, 06:27:49 pm
OK then.  If the 3.7.0 Linux builds aren't working for you then I'm interested in finding/fixing the problem :) 

Did you get the 3.7.0 Linux exec from the release thread?  That one is built on 32bit Ubuntu, so it can be tricky getting it working on anything else except that exact distro.  Normally compiling your own exec works best.  However, to avoid everyone needing to do that I'm also working on having releases built for a variety of distro's on the OpenSuse Public Build Service (https://build.opensuse.org/project/show?project=home%3Aniffiwan).  I just need to get 3.7.0 up there, in a generic fs2open package and not the separate version packages that I've created so far.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: whitearrow on September 04, 2013, 07:39:31 pm
I downloaded and recompiled the source code for 3.7.0 and works fine. The error I got before was about the executable not generating a flag file...
These are the details of my system:

Linux 3.8.0-29-generic
Kubuntu 13.04 64bit
KDE 4.10.5

CPU: Intel(R) Core(TM) i5-4570 CPU @ 3.20GHz
RAM: 8gb
GPU: NVIDIA Corporation GK106 [GeForce GTX 650 Ti] (rev a1)

Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: niffiwan on September 04, 2013, 08:23:55 pm
Cool - glad that compiling worked for you.

(and now, derail ended, back to the original topic :nervous:)
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: Blazar on September 06, 2013, 04:15:50 pm
I am using Media VPs 3.6.12, and FSO 3.7.0 SSE2 but when i launch it i don't see any missions in the tech room.
I've created a new pilot of course
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on September 07, 2013, 08:53:53 am
I am using Media VPs 3.6.12, and FSO 3.7.0 SSE2 but when i launch it i don't see any missions in the tech room.
I've created a new pilot of course

That is odd...I can send you the mission files to place in the mission folder if you want to try that.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: Blazar on September 07, 2013, 10:05:20 am
I have tried everything else. Other mod's are working just perfectly.
So i would appreciate if you could send me the mission files.
Thanks
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on September 07, 2013, 07:09:48 pm
I have tried everything else. Other mod's are working just perfectly.
So i would appreciate if you could send me the mission files.
Thanks

Here is all the missions (just extract and put in the missions folder):
http://www.mediafire.com/download/cmjpppkgpebls99/missions.zip


I didn't try yet the new package that Wookie has released. But, I think he modified the SSD Executor ship class. So, the ship class define in the mission doesn't match with the one define in the ships.tbl.

I also fixed the battle of endor mission so it should work now, sorry about the delay.

Just override the mission in your mission folder with this one:
http://www.mediafire.com/download/2yuv3xrmw11jab0/All-BoE-V2.fs2
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: OverDhill on September 10, 2013, 07:08:07 am
Tried the latest version and it still crashes when I go to start a mission. Log file attached. I just went through and checked dozens of other campaigns on this new install for Freespace 2 Open and they all work fine. Not sure whats going on.



[attachment deleted by ninja]
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: Blazar on September 10, 2013, 10:53:27 am
@wookieejedi
Thanks for the links. I will give it a try right away :)
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: Blazar on September 10, 2013, 11:21:58 am
I did used the contents of the link.
In the launcher i've selected the Star_Wars man inside the SW_OT_V2 folder.
I got the correct mod > but after selecting it it did not load>
In debug mode:


[attachment deleted by ninja]
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on September 10, 2013, 06:23:31 pm
Tried the latest version and it still crashes when I go to start a mission. Log file attached. I just went through and checked dozens of other campaigns on this new install for Freespace 2 Open and they all work fine. Not sure whats going on.

and

Tried the latest version and it still crashes when I go to start a mission. Log file attached. I just went through and checked dozens of other campaigns on this new install for Freespace 2 Open and they all work fine. Not sure whats going on.

OK I think I found the problem, one of the tables had a command persona that was removed, so I fixed it. Just pop this file into your table folder and hit yes to the overwrite. Let me know if this helps, sorry about the delay.

[attachment deleted by ninja]
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: WhiteFox on October 03, 2013, 12:28:21 pm
Same Problem as OverDhill and Blazar here. Messages.tbl and the other Fixes are not working.

I'm getting this if i want to play a mission: (only 2 are working!)

ERANGE: String error. Please Report.
Trying to put into 32 byte buffer:
.ogg
ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>



Also see the FS2.open.log from me and OverDhill and Blazar.

[attachment deleted by ninja]
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: MetalDestroyer on October 03, 2013, 06:06:28 pm
Same Problem as OverDhill and Blazar here. Messages.tbl and the other Fixes are not working.

I'm getting this if i want to play a mission: (only 2 are working!)

ERANGE: String error. Please Report.
Trying to put into 32 byte buffer:
.ogg
ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>



Also see the FS2.open.log from me and OverDhill and Blazar.

You can ignore this error and past them. As the message says it's due to the very long path name to the ogg file. If you install Freespace 2, in C:\Freespace 2, you won't get this message.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: WhiteFox on October 05, 2013, 05:48:50 pm
Hi MetalDestroyer,

Thank you, but its still not working.
Done Things:
- Uninstalled Freespace
- Deleted Freespace-Folder
- Installed Freespace in "C:\FS2"
- Downloaded FSO-Installer
- Downloaded all Sections in over 6 Hours (yes, DSL 2000 is very uncool...)
- Downloaded the Update2-Package from this Mod,
- Downloaded Missions and Endor-Level-Patch and overwritten the old files.

Still getting this Error, after im trying to continue im getting Error after Error...
Im not sure what im doing wrong.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: MetalDestroyer on October 06, 2013, 04:07:39 am
If I remember correctly, you'll get only 2 errors with the same message. If you have a different message then, there is something wrong with your setup.
Did you grab the latest FSO build ?
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: WhiteFox on October 06, 2013, 07:02:26 am
Yes, i did.

If you want i can collect all the notifications to an post inclusive the Debug-Logfile.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on November 03, 2013, 11:33:22 am
Yes, i did.

If you want i can collect all the notifications to an post inclusive the Debug-Logfile.

OK here is the fix: http://www.mediafire.com/download/d0vs0w6f6q3u7w3/data.zip

Steps to fix:
1. Delete the music folder in the current Star Wars mod
2. Download and unzip the file
3. Merge the data folder you just unzipped with current one in the Star Wars mod folder.
4. Say yes or Ok to any merges and the one case of a file overwrite, and you should be good to go.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: magnum76 on November 20, 2013, 03:25:52 pm
Ok, success !  I finally got it working and loading.

Is the Battle of Endor scripted to take you into the Death Star after you take out the SD's?

This is a very fast paced and difficult.  But I welcome the challenge.

I look forward to new material being released.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on November 20, 2013, 06:31:09 pm
Ok, success !  I finally got it working and loading.

Is the Battle of Endor scripted to take you into the Death Star after you take out the SD's?

This is a very fast paced and difficult.  But I welcome the challenge.

I look forward to new material being released.

Glad to hear it is working. And for now the BoE is not scripted, but that is something we are definitely working on :) Some screenshots of that can be found on our ModDB page. And thank you again for your support!
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: magnum76 on November 21, 2013, 01:32:22 pm
Well I "beat" the BoE mission.  Fairly satisfying.

I tried an imperial mission.  MAN are the TIE Advanced nimble and fast!

Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on November 22, 2013, 07:38:39 am
Well I "beat" the BoE mission.  Fairly satisfying.

I tried an imperial mission.  MAN are the TIE Advanced nimble and fast!

Indeed! They are supposed to be the empire's deadliest fighters, which only the best and brightest in the Imperial Navy can fly (hence their relatively limited number).
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: AdmiralRalwood on November 22, 2013, 01:12:51 pm
Well I "beat" the BoE mission.  Fairly satisfying.

I tried an imperial mission.  MAN are the TIE Advanced nimble and fast!

Indeed! They are supposed to be the empire's deadliest fighters, which only the best and brightest in the Imperial Navy can fly (hence their relatively limited number).
Not counting the TIE Defender, anyway.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on November 22, 2013, 11:25:47 pm
Well I "beat" the BoE mission.  Fairly satisfying.

I tried an imperial mission.  MAN are the TIE Advanced nimble and fast!

Indeed! They are supposed to be the empire's deadliest fighters, which only the best and brightest in the Imperial Navy can fly (hence their relatively limited number).
Not counting the TIE Defender, anyway.

Very true
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: FekLeyrTarg on November 23, 2013, 03:42:04 am
Well I "beat" the BoE mission.  Fairly satisfying.

I tried an imperial mission.  MAN are the TIE Advanced nimble and fast!

Indeed! They are supposed to be the empire's deadliest fighters, which only the best and brightest in the Imperial Navy can fly (hence their relatively limited number).
Not counting the TIE Defender, anyway.

Very true
And the Missile Boat.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on November 23, 2013, 11:47:57 am
Well I "beat" the BoE mission.  Fairly satisfying.

I tried an imperial mission.  MAN are the TIE Advanced nimble and fast!

Indeed! They are supposed to be the empire's deadliest fighters, which only the best and brightest in the Imperial Navy can fly (hence their relatively limited number).
Not counting the TIE Defender, anyway.

Very true
And the Missile Boat.

That is for the pilots who really want to blow stuff up  ;)
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: frekkert on March 28, 2014, 03:47:40 pm
nvm it works


great mod!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


!

--

edit: is there a way to disable the zoom on D - or bind another key for that?
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on March 30, 2014, 01:58:02 pm
edit: is there a way to disable the zoom on D - or bind another key for that?

Umm not sure exactly, you could try just deleting the zoom script file. But then you won't have it anymore...Maybe I will try changing the lines in the tbl file to a different key, I will let you know it that works too. 
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: cluckay on August 23, 2014, 12:44:35 am
I get a crash when I try to run this.
weapons.tbl(line 1541):
Error: Required token = [#End] or [$Name:], found [$Blast Force:                     2000.0].

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_RC3.exe! <no symbol>
fs2_open_3_7_2_RC3.exe! <no symbol>
fs2_open_3_7_2_RC3.exe! <no symbol>
fs2_open_3_7_2_RC3.exe! <no symbol>
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: niffiwan on August 23, 2014, 01:27:42 am
That's due to changes to the FSO table parser.  It doesn't ignore quoting errors anymore :)  To fix, use the attached file to replace this file:  Star_Wars/data/tables/weapons.tbl.

[attachment kidnapped by pirates]
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: Sarkoth on August 23, 2014, 04:37:31 am
This is still working? Awesome. I know what I'll test soon then. :)
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: niffiwan on August 23, 2014, 04:50:36 am
weeeeell... I didn't actually test much except that the mod loaded and entered the techroom without crashing  :nervous:
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on August 23, 2014, 03:02:12 pm
Version 3 has been released! It used Media VPs 2014 and 3.7.2 RC4. I also fixed the weapons bug you mentioned.

Link: https://drive.google.com/file/d/0BxTcFELCUm4HdmpNTmFFU3dGSXM/edit?usp=sharing

There is a lot of new content, like the first official campaign mission, model point shield integration, and cockpits. Also lots of bug fixesand balance issues have been addressed. See the first page of the thread for a complete changelog.

Screenshot links

http://media.moddb.com/cache/images/mods/1/23/22410/thumb_620x2000/Opening_Screen.jpg

http://media.moddb.com/cache/images/mods/1/23/22410/thumb_620x2000/Intro_001.jpg

http://media.moddb.com/cache/images/mods/1/23/22410/thumb_620x2000/Choose.1.jpg
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: Sarkoth on August 24, 2014, 04:48:05 am
This is awesome! Updating the campaign thread right away.
Title: Re: [Release] Star Wars Original Trilogy Mod Public Beta
Post by: wookieejedi on September 07, 2014, 09:16:02 am
This is awesome! Updating the campaign thread right away.

Great! Thanks.

Also I fixed the Prolouge mission so everything should work now: https://drive.google.com/file/d/0BxTcFELCUm4HZ1lvdWhWM1hldWs/edit?usp=sharing
Title: Re: [Release] 8/23/14 Star Wars OT Mod Version 3
Post by: Redflare500 on November 08, 2014, 08:48:17 am
Doesn't work even with the new 'weapons.tbl' that was attached above, still getting the error:

weapons.tbl(line 1235:
Error: Required token = [#End] or [$Name:], found [$LockedSnd:                        Target_Lock_2]
in weapon: Inactive
.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC5_NO-SSE.exe! <no symbol>
fs2_open_3_6_14_RC5_NO-SSE.exe! <no symbol>
ntdll.dll! LdrUnlockLoaderLock + 2121 bytes
ntdll.dll! RtlFreeHeap + 126 bytes
ntdll.dll! RtlFreeHeap + 126 bytes
ntdll.dll! RtlDeleteBoundaryDescriptor + 27 bytes
KERNELBASE.dll! GetFileType + 120 bytes
fs2_open_3_6_14_RC5_NO-SSE.exe! <no symbol>
KERNELBASE.dll! ReadFile + 280 bytes
KERNELBASE.dll! ReadFile + 362 bytes

Help please!
Title: Re: [Release] 8/23/14 Star Wars OT Mod Version 3
Post by: AdmiralRalwood on November 08, 2014, 01:06:26 pm
fs2_open_3_6_14_RC5_NO-SSE.exe
:wtf: This is a very old version of FSO. You should be using at least 3.7.2 RC4 (http://www.hard-light.net/forums/index.php?topic=88178.0).
Title: Re: [Release] 8/23/14 Star Wars OT Mod Version 3
Post by: wookieejedi on February 16, 2015, 03:04:51 pm
Just wanted to show off the progress of a new model in the mod. The B-wing! And the new Rebel HUD!

(http://media.moddb.com/cache/images/mods/1/23/22410/thumb_620x2000/B-wing_In_Progress.PNG)

(http://media.moddb.com/cache/images/mods/1/23/22410/thumb_620x2000/B-wing_In_Progress_1.PNG)

(http://media.moddb.com/cache/images/mods/1/23/22410/thumb_620x2000/screen0061.jpg)
Title: Re: [Release] 8/23/14 Star Wars OT Mod Version 3
Post by: krevett62 on February 16, 2015, 04:29:39 pm
Nice work :yes:
Any advance on the FREDding part?
Btw are you planning on a new beta of the mod?
Thanks!!
Title: Re: [Release] 8/23/14 Star Wars OT Mod Version 3
Post by: wookieejedi on February 16, 2015, 05:41:45 pm
Nice work :yes:
Any advance on the FREDding part?
Btw are you planning on a new beta of the mod?
Thanks!!


Thanks! Yep, the second official mission is well underway (which is actually three missions depending on what you picked in the Prologue mission).

We definitely are planning on releasing a beta four. I have list of all the fixes, additions, and balances, but the biggest new aspects will be the new missions, HUDs, craft, and a few new weapons. 
Title: Re: [Release] 8/23/14 Star Wars OT Mod Version 3
Post by: mehmetkuc on March 12, 2015, 09:39:46 am
Hi,

I tried to run the mod with 3.7.2 RC4 and RC5 but I receive the following error;

Regards

Duplicate sound name "4" found!
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! Warning + 421 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! gamesnd_parse_entry + 170 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! gamesnd_parse_line + 133 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! parse_sound_table + 232 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! parse_modular_table + 331 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! gamesnd_parse_soundstbl + 96 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! game_init + 1653 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! game_main + 519 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! WinMain + 330 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
Title: Re: [Release] 8/23/14 Star Wars OT Mod Version 3
Post by: AdmiralRalwood on March 12, 2015, 02:43:03 pm
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: [Release] 8/23/14 Star Wars OT Mod Version 3
Post by: Lt. Spanks on March 16, 2015, 09:59:30 pm
NNNNNNNNNNNNNNNNNNNNNNNICE!
Title: Re: [Release] 8/23/14 Star Wars OT Mod Version 3
Post by: mehmetkuc on March 18, 2015, 04:47:14 am
Here is the fs2_open.log.

[attachment deleted by nobody]
Title: Re: [Release] 8/23/14 Star Wars OT Mod Version 3
Post by: AdmiralRalwood on March 18, 2015, 04:05:56 pm
Here is the fs2_open.log.
Code: [Select]
WARNING: "$Rotation time: too low; this will disable rotational collisions. All three variables should be >= 1.39. Fix this in ship 'A24 Navbuoy'" at ship.cpp:1888
This isn't the error you quoted above, this is an unrelated (and probably not relevant) warning that can be continued past by hitting "no" on the dialogue box that pops up. Please run the debug build until it gets to an actual error, then post the debug log generated.
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: wookieejedi on May 06, 2015, 09:43:19 am
Version 4 is out now! See the front page for more details.

https://drive.google.com/file/d/0BxTcFELCUm4HSUJ3SzVmU0Z3N2c/view?usp=sharing

Thanks everyone for your support and assistance!
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: procdrone on May 06, 2015, 11:41:38 am
(http://screenshu.com/static/uploads/temporary/9p/pb/4y/x58acq.jpg)

Big mod...!
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: tomimaki on May 06, 2015, 11:53:55 am
Yay, nice :D
but... Google Drive has download limit?
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: wookieejedi on May 06, 2015, 11:57:34 am
Yay, nice :D
but... Google Drive has download limit?

Does it? I also uploaded it on ModDB but am awaiting for it to be authorized. Then I will add that link.
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: tomimaki on May 06, 2015, 12:12:31 pm
I have no idea, just asking.
FreeSpace Files (http://sectorgame.com/fsfiles/) can be a good mirror too ;)
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: wookieejedi on May 06, 2015, 12:22:42 pm
I have no idea, just asking.
FreeSpace Files (http://sectorgame.com/fsfiles/) can be a good mirror too ;)

Gothca! Good point!
Title: unable to chose campaign
Post by: quandasim on May 06, 2015, 05:06:36 pm
hi
please i need help with this mod.
i'm unable to change campaign, i see only freespace2 campaign in campaign list and when i try launch mission it give me warnings and freespace training mission in xwing;)
i uploaded log from debug mode:
https://archrulez.org/soubory/fs2_open.log.txt
i tried wx launcher and yet another launcher
sorry for my bad english.
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: coffeesoft on May 06, 2015, 05:22:42 pm
Actually the campaign is on Work in progress, you can play the prologue mission and others simply choosing them from the menu " Tech  Room " and after " Mission Simulator "  :)

Quote
Note on Missions:
All missions are under the Mission Simulator in the Tech Room. Prefixes for the file names have been used to more effectively differentiate mission types. Missions with 00(0, 1, 2, etc) designate official missions in the OT campaign. An N, R, or E will also follow the number to signify Neutral (N), Rebel (R) or Empire (E) type mission. Coop missions are multiplayer missions, FFA designates Free For All and TvT designates Team vs Team. CC in the file name are community created missions. X shows missions that are concept ideas/tests. 
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: quandasim on May 07, 2015, 03:46:28 pm
I'm dumb, next time i try read instructions more carefully;)
anyway i tried some imperial missions and the gameplay its very good, i hope there will be playable campaign soon. Keep up the good work;)
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: wookieejedi on May 08, 2015, 09:12:54 am
anyway i tried some imperial missions and the gameplay its very good, i hope there will be playable campaign soon. Keep up the good work;)

Thanks for the support! A larger campaign is definitely one of the long term goals. Just out of curiosity, what did you think of the TIE's handling?
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: DaAn2002 on May 08, 2015, 07:41:41 pm
i am soo damn happy to see this mod is alive and kicking !!!!  :) :pimp:
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: wookieejedi on May 08, 2015, 09:35:34 pm
i am soo damn happy to see this mod is alive and kicking !!!!  :) :pimp:

Thanks man! That means a lot to me and the rest of the team! :)
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: quandasim on May 12, 2015, 12:12:07 pm
Thanks for the support! A larger campaign is definitely one of the long term goals. Just out of curiosity, what did you think of the TIE's handling?

sorry for late reply, tie fighter is fast and agile, i tried gunboat too and the difference is huge, i think its very good;)
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: wookieejedi on June 24, 2015, 07:10:18 am
Thanks, we appreciate the feedback!
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: OverDhill on August 26, 2015, 07:53:14 pm
Any news on updates?
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: wookieejedi on August 28, 2015, 11:45:17 am
Any news on updates?

Yes and no. there is progress on mission making, just not with the OT mod. I have actually joined the Fate of the Galaxy team to FRED missions. The tasks I had in the OT mod had got to the point where I was starting to focus solely on mission making anyway, so I figured FREDing for FotG might be more effective since they will able to bring the Star Wars experience to more people via their standalone game. They also have more immersive features then the OT mod, and they very kindly accepted my offer to FRED for them. Unfortunately this means primary work on the OT mod is stopped, but not my work with creating Star Wars missions for people to enjoy. That work will continue on with FotG. Also, as part of a larger and very experienced team (cheif1983, zookeeper, CountBuggula, swashmebuckle and others are all very, very awesome) I can focus on creating quality missions and not have to take time away for dealing with engine bugs, crashes, and balancing. Thus this decision allows me to better pursue my goals of making good missions, while at the same time making them in a more immersive and accessible medium for people to enjoy.   
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: OverDhill on August 28, 2015, 02:14:05 pm
Thanks for the update. I wish you well working with the FotG guys. Hopefully it will come out in a timely manner.  In the meantime know that what you did was impressive.
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: coffeesoft on August 28, 2015, 04:24:12 pm
Many thanks and good luck !!  :)   :yes:
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: wookieejedi on August 28, 2015, 04:47:36 pm
Thanks for the update. I wish you well working with the FotG guys. Hopefully it will come out in a timely manner.  In the meantime know that what you did was impressive.

Thank you it means a lot! I am very happy I could have helped make something others enjoyed. I agree, hopefully it does come out in a timely manner.

Many thanks and good luck !!  :)   :yes:

Thanks!
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: badpenguin on January 04, 2016, 11:35:13 am
So, it does not works with vps2014 ? I've to install the old 3.6.12 ??

I got this error:
ERROR: "Could not load in 2_CommandBrief-mb!" at ui/window.cpp:85
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: tomimaki on January 04, 2016, 01:54:34 pm
It works with mvps 2014 but fs2_open.log could help to see what is wrong.
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: badpenguin on January 05, 2016, 06:41:18 am
I changed mod.ini to point to mediavps 2014, here it is the log:

http://pastebin.ca/3317745 (http://pastebin.ca/3317745)

The empty lines corresponds to the error about freering null pointer,
i had to remove it via replace to stay in the max. upload size of the pastebin.ca website.
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: The E on January 05, 2016, 06:51:59 am
You may have changed the mod.ini, but the exe does not read mod.inis. You have to open the launcher, select a different mod, then select the Star Wars mod again so that the launcher can reload the mod.ini and pass the correct arguments to the executable.

Secondly, if your log is too long for pastebin, please attach it to your post. We always need the full log, because there may be stuff you snipped out that's actually important.
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: badpenguin on January 05, 2016, 07:01:26 am
You may have changed the mod.ini, but the exe does not read mod.inis. You have to open the launcher, select a different mod, then select the Star Wars mod again so that the launcher can reload the mod.ini and pass the correct arguments to the executable.

That's it! I don't use the launcher! I'm using just a command line wrapper i wrote, it seems that adding "-mod mediavps_2014" after -mod SW will make it works!!!

Nice, i just need to add the parsing of mod.ini myself into my script :-P

I tought mod.ini was readed by the launcher because other mods are working perfectly :)
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: The E on January 05, 2016, 07:13:57 am
Yes, it's read by the Launcher, but not the actual fs2_open executable.
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: tnathan475 on March 09, 2016, 03:00:39 pm
Hello everyone and greetings!

Wookiejedi has graciously given me permission to take over further development of this mod and as such I am very pleased to present the first patch - v4.11!

http://www.moddb.com/mods/star-wars-the-original-trilogy-mod/downloads/star-wars-original-trilogy-v411-patch

This patch is to be installed over a current install of star wars original trilogy mod v4

The game is now playable and most of the balancing has been taken care of - prepare for dogfights of all kinds in all sorts of starfighters!
I have included a change-log with the file but the main changes are -
Speeds of ships (starfighter and capital) to be far slower and closer if not exact to what it was in the old Tie Fighter series games, as such it is far easier to get into dogfights as well as maintain them.
Other major changes are to engagement range (increased for secondaries, decreased for primaries)
a reworked (but still in development) version of Battle of Endor as well as the addition of two new 'missions' a Rebel and Imperial gauntlet.
(refer to change log for other minor changes, specifics and known bugs)

Any input or comments or concerns are welcome - and if you'd like to help in anyway or just have suggestion please don't hesitate to contact me here or on steam - IrresponsibleCaptNathan is my steam name.
Some pictures of this update in action can be found on my screenshot page here http://steamcommunity.com/id/IrresponsibleCaptNathan/screenshots/?appid=273620

I will be posting a larger proper new thread on hard-light forums in the near future containing pictures, the full change-log and hopefully a vid showcasing the changes but for now I wanted to make this post to make sure that all fans and those interested got the patch as soon as possible!

Again a HUGE thank you and all praise possible to the original team and wookiejedi and their incredible original work - they deserve the real credit!
And another big thank you to wookiejedi for allowing me to continue on with their great work!

Hope you enjoy everyone and I look forward to hearing all kinds of feedback on the current changes!
Title: Re: [Release] 5/06/15 Star Wars OT Mod Version 4
Post by: wookieejedi on March 09, 2016, 04:06:04 pm
Hello everyone and greetings!

Wookiejedi has graciously given me permission to take over further development of this mod and as such I am very pleased to present the first patch - v4.11!

http://www.moddb.com/mods/star-wars-the-original-trilogy-mod/downloads/star-wars-original-trilogy-v411-patch

This patch is to be installed over a current install of star wars original trilogy mod v4

The game is now playable and most of the balancing has been taken care of - prepare for dogfights of all kinds in all sorts of starfighters!
I have included a change-log with the file but the main changes are -
Speeds of ships (starfighter and capital) to be far slower and closer if not exact to what it was in the old Tie Fighter series games, as such it is far easier to get into dogfights as well as maintain them.
Other major changes are to engagement range (increased for secondaries, decreased for primaries)
a reworked (but still in development) version of Battle of Endor as well as the addition of two new 'missions' a Rebel and Imperial gauntlet.
(refer to change log for other minor changes, specifics and known bugs)

Any input or comments or concerns are welcome - and if you'd like to help in anyway or just have suggestion please don't hesitate to contact me here or on steam - IrresponsibleCaptNathan is my steam name.
Some pictures of this update in action can be found on my screenshot page here http://steamcommunity.com/id/IrresponsibleCaptNathan/screenshots/?appid=273620

I will be posting a larger proper new thread on hard-light forums in the near future containing pictures, the full change-log and hopefully a vid showcasing the changes but for now I wanted to make this post to make sure that all fans and those interested got the patch as soon as possible!

Again a HUGE thank you and all praise possible to the original team and wookiejedi and their incredible original work - they deserve the real credit!
And another big thank you to wookiejedi for allowing me to continue on with their great work!

Hope you enjoy everyone and I look forward to hearing all kinds of feedback on the current changes!

As many of you know I, wookieejedi, am stepping down as team leader.  IrresponsibleCaptNathan contacted me with his updates to the mod, and I passed control over to him. He will be posting on this site soon with his own thread about the updates also. I give him my full support going forward and I am excited to see his progress with the mod. We have talked in depth and I fully agree with the changes he has made and what he wants to do moving forward. Hope you all enjoy the improvements he has and continues to make, as I have!
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: tomimaki on March 16, 2016, 07:09:40 pm
Nice.
I thought mod is abandoned.
Good luck, tnathan475. :yes:
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: tnathan475 on March 16, 2016, 07:26:26 pm
Nice.
I thought mod is abandoned.
Good luck, tnathan475. :yes:

Thank you very much tomimaki!
Really appreciate that!
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: tnathan475 on March 19, 2016, 01:07:33 pm
Quick video demonstration of the B-Wing now in game
http://www.moddb.com/mods/star-wars-the-original-trilogy-mod/videos/b-wing-demo

Credit to Coffeesoft for this amazing B-Wing model!
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: tnathan475 on March 26, 2016, 03:44:18 pm
Video showcasing new version of The Battle of Endor to be included with next patch -

Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: Trivial Psychic on March 26, 2016, 05:23:16 pm
Looks good!  It appears though that you are using attack orders for the Moncalamari ships as opposed to waypoints.  You may want to change that.
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: tnathan475 on March 26, 2016, 05:31:22 pm
They are actually using way points not attack orders. Admitting I think I messed up some of the way points for some ships lol.
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: tnathan475 on March 28, 2016, 06:56:58 pm
Another video! This one showcasing the "Frigate Duel" skirmish mission to be included in next patch (yes there is an Imperial playable one as well!)

Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: OverDhill on March 28, 2016, 07:58:13 pm
Is the cockpit view still available?
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: tnathan475 on March 28, 2016, 08:12:26 pm
Is the cockpit view still available?

Certainly is  - all craft have their own as well (beginning of the video shows the X-Wing Cockpit briefly). I just like recording/playing this way because you get a better view of whats going on around you in the battle.
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: tnathan475 on March 30, 2016, 10:37:06 pm
Test of the S1 Seismic Charge and the new Assault Gunboat mine-launcher variant with rearward facing secondary point.

Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: FekLeyrTarg on April 01, 2016, 04:19:53 am
It's nice to see another classic mission recreated as well. I had lots of fun with "Frigate Duel" in 'X-Wing vs TIE Fighter'.
Is a team vs team-version planned as well?

The seismic charge is awesome!
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: OverDhill on May 08, 2016, 10:08:55 am
Any news on the next patch?
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: tnathan475 on May 08, 2016, 03:07:51 pm
Any news on the next patch?

I expect to release it within the the next week/two at most and I must apologize for the recent lack of updates to this thread by me - 
There has been quite of bit of work behind the scenes with much more added to the mod as well as a lot of work on the balancing and difficulty levels. At this point I just want to get a couple more missions finished so you guys have some more things to actually play with all the neat new stuff :) I have been posting images of some of the new additions  so make sure and check those out at our moddb page http://www.moddb.com/mods/star-wars-the-original-trilogy-mod

Some highlights coming in the next version are -

ScreenCam Script Mod integration
T-Wings
New Battle of Endor Mission
Re-done 'gauntlet' missions
Classic 'Frigate Duel' missions from X-Wing vs. Tie (Rebel and Empire versions)
B-Wing with full cockpit
Re-done plain YT-1300 with autonomous turret.
New high poly Millennium Falcon model
Upgraded Tie-Fighter Cockpits
Player controllable Star Destroyers and Frigates
Return of the classic Mag-Pulse missile
More balance fixes and changes
And more!

Once again thanks for yours an everyone elses continued support!
And there will of course be a big announcement when the patch is available. However to simplify matters I may just release a full version as opposed to a patch.
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: tnathan475 on May 30, 2016, 02:06:01 pm
Hello everyone I want to apologize for the new version being delayed due to some unforeseen circumstances (I think we all know how bad things can get when Real Life gets in the way unfortunately) - it will be released soon sometime this week.
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: OverDhill on May 31, 2016, 12:25:08 pm
Hey we all know that real life takes priority. I have to say what you and Wookiejedi have done with your time and talents look impressive. Fate of The Galaxy is looking like the Duke Nukem Forever of Freespace 2 based games. Not sure when we will ever see it. This MOD has had very little means and resources but it has shown what can be done. Let's hope FOTG finally comes out someday.


In the meantime looking forward to seeing what you have done.
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: wookieejedi on June 01, 2016, 04:21:44 pm
Hey we all know that real life takes priority. I have to say what you and Wookiejedi have done with your time and talents look impressive.

Thanks, that means a lot!
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: OverDhill on June 01, 2016, 04:40:38 pm
hey wookie... so what is up with FOTG these days? Are we ever going to see it become reality? Maybe before the next Star Wars movie? lol
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: niffiwan on June 02, 2016, 03:18:02 am
Before Rogue One in Dec 2016? Probably not  :p

Work is still occurring on FotG, albeit at a slow pace, as many of us are tied up with RL as well.
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: niffiwan on June 02, 2016, 06:28:38 am
Balance, polish & bugfixes, plus this "little bit" of tedious work.

2d Graphics Artist
  • UI refresh
  • Planet backgrounds
  • Cockpit interior design

I don't really want to detail the OT trilogy release thread further, if you'd like to continue the chat can we take it over to the FotG board? (feels like we're drawing attention away from the great work that's been done in this mod)
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: ksotar on December 04, 2017, 01:48:40 pm
Well, how is it going with this mod?

I'm very interested in it, and I try to use it in my VR setup: https://www.hard-light.net/forums/index.php?topic=94152.0

Anounced T-Wings and a classic Frigate misson are also of great interest for me. Is there someone alive and kicking? :)

I think I could provide some help. For example, I found a bug that lead to game crash on loading jpeg images, and m!m has found a solution for it. So then pull request will be ready, mod will be able to run with the latest master.

Also I see some inconsistencies in ship models, like those. I can try to fix them.
(https://img-fotki.yandex.ru/get/762837/664943.3/0_130602_6c50b254_S.png) (https://fotki.yandex.ru/next/users/ksotar/album/235977/view/1246722?page=0)   (https://img-fotki.yandex.ru/get/872977/664943.3/0_130603_9521e364_S.png) (https://fotki.yandex.ru/next/users/ksotar/album/235977/view/1246723?page=0)
 
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: DefCynodont119 on December 04, 2017, 02:00:34 pm
@TNathan475 is the one who works on this, you can PM him or I can message him on steam.



I donated a few concept missions, it's not representative of the mod's current state but if you/I can't reach him I can just dump you the files I have.
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: wookieejedi on December 04, 2017, 05:37:55 pm
@TNathan475 is the one who works on this, you can PM him or I can message him on steam.



I donated a few concept missions, it's not representative of the mod's current state but if you/I can't reach him I can just dump you the files I have.

^Right. Thanks for everyone's continued interest in the mod! As it's former head it is very cool to see! As part of FotG hopefully I can make it worth the wait for all the people who still want something like this.
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: ksotar on December 05, 2017, 03:34:48 pm
Thank you all for your replies. I was contacted by Ple in discord, he seems to be the only developer right now. He says TNathan475 haven't appeared, like, for year, so I guess we're on our  own now :(

@wookieejedi FOTL seems like totally great effort, and I'm absolutely waiting for it. But we're simple people, sometimes it's better to have something now, when everything later :)
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: wookieejedi on December 05, 2017, 08:33:17 pm
Yeah I know what you mean, it can be nice to get things in small components rather then having to wait a long time. Good to know PIe has it.
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: tnathan475 on December 06, 2017, 06:29:10 am
Hello everyone -

First of all i owe everyone a great appology for not getting this mod update out sooner - the last year and a half haven't been the most kind to me but that is no excuse. Thank you everyone for keeping interest in the mod I will plan to have something released soon before the release of the new movie in a couple weeks so everyone can have some extra Star Wars for their holiday - sadly due to a hard drive failure I lost more than a fair share of missions but thankfully still have the core mod and tweaks and everything from the beta I was going to release before real life took over. Thanks again to wookiejedi for his patience and help keeping this mod and interest for it alive - as well as everyone else who has helped/expressed interest or wants to contribute - i cannot thank you enough and once again I am sorry for my absence.
Anyone wishing to contribue missions/assets or discuss the mod with me or help out  please feel free to contact me -

Once again thank you all for your understanding and patience!
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: jr2 on December 06, 2017, 08:43:23 am
You guys are all on the HLP Discord server (https://discord.gg/YNVP3WR) #fotg channel, or simlar, right?  Much easier to communicate, collaborate, and such.
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: wookieejedi on December 06, 2017, 09:05:59 am
You guys are all on the HLP Discord server (https://discord.gg/YNVP3WR) #fotg channel, or simlar, right?  Much easier to communicate, collaborate, and such.

That is correct!
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: wookieejedi on March 03, 2018, 03:10:33 pm
Anyone want this released on Knossos? I have a good handle on working with the Dev tab now so if anyone is interested I can put the OT mod on Knossos (though I won't be developing this mod any further).
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: DefCynodont119 on March 03, 2018, 10:39:30 pm
Oh, If/before you do that let me just give you what I have now. I donated one or two mission concepts for the "Neutral/Corporate" storyline.
I will PM you soon-ish.

EDIT: sent.
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: wookieejedi on March 04, 2018, 04:25:31 am
Oh, If/before you do that let me just give you what I have now. I donated one or two mission concepts for the "Neutral/Corporate" storyline.
I will PM you soon-ish.

EDIT: sent.

Cool! Replied  :)
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: wookieejedi on March 07, 2018, 07:28:24 pm
New FYI the mod's current devs have stated they will eventually release the newest version on Knossos.
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: ksotar on April 13, 2018, 03:22:27 pm
Hey, maybe we too should create some Discord chat for this mod? I want to continue my modest contributions into this one :)
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: wookieejedi on April 14, 2018, 03:24:22 pm
From my understanding at this stage it is probably just easiest to PM the current mod leaders or post your updates here. Since I handed the mod off to them they might have a better idea of how much progress is being made, and whether that would warrant additional channels for communication.
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: ksotar on April 17, 2018, 04:28:11 pm
From my understanding at this stage it is probably just easiest to PM the current mod leaders or post your updates here. Since I handed the mod off to them they might have a better idea of how much progress is being made, and whether that would warrant additional channels for communication.

Are you in touch with someone of them? Captain Nathan seems was dragged away by real life again.
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: wookieejedi on April 17, 2018, 07:48:27 pm
I am not in touch with CaptainNathan but PIe (who is also on the HLP Discord) has been working with him on it because I PMed PIe a banner and title image for when they release the OT mod on Knossos. So I would say your best bet is to check with him.  :)
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: Novachen on February 27, 2019, 02:01:20 pm
Some questions about this mod, are there are some errors with some ships as it seems.

- The B-Wing is not even displayed on my system. And also it does not have any textures that are assigned in the .pof. On other systems only the untextured B-Wing is displayed.
- There are some crashes with some capital ships due to invalid firing points if you create own missions based upon this modpack.

Are there any fixes for that? Because all the problems happen even with 3.7.2 builds.
I know, this is only a Mod in Beta, but IMO it is beta because many SW ships are still missing and there is only a handful of missions. But the ships that are present in the Mod should work?

On YouTube there are even Videos of this mod which look much more working than the 4.11 i have.
Title: Re: [Release] 3/09/16 Star Wars OT Mod New Patch
Post by: wookieejedi on February 27, 2019, 02:25:07 pm
Some questions about this mod, are there are some errors with some ships as it seems.

- The B-Wing is not even displayed on my system. And also it does not have any textures that are assigned in the .pof. On other systems only the untextured B-Wing is displayed.
- There are some crashes with some capital ships due to invalid firing points if you create own missions based upon this modpack.

Are there any fixes for that? Because all the problems happen even with 3.7.2 builds.
I know, this is only a Mod in Beta, but IMO it is beta because many SW ships are still missing and there is only a handful of missions. But the ships that are present in the Mod should work?

On YouTube there are even Videos of this mod which look much more working than the 4.11 i have.

Even though I am not the mod leader anymore, I think the mod leader is MIA. So I hopefully can answer your questions. Overall, this mod uses builds that are severely outdated and I would say that there is no support left for fixing those errors, and I would recommend not using 4.11, just version 4.0. I do remember many of the models having some issues, but I think 4.11 messed up a few things. This should probably not be classified as a beta anymore, and more of an asset dump. There are a few folks working on their own versions using this mod as base, but I don't think they are planning on releasing anything. Fortunately, Fate of the Galaxy is coming along nicely (which I am working on now) so there will be a very stable Star Wars release coming at some point in the future.