Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: wookieejedi on December 23, 2011, 08:50:02 pm

Title: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on December 23, 2011, 08:50:02 pm
Here is the new forum page which is much more updated: http://www.hard-light.net/forums/index.php?topic=85153.0




FYI: The information below is very outdated, as the new version of the mod will be coming out July 20th! It features warfull's amazing models, custom AI, SW sounds, music, and lots of other custom table editing.

[Old Stuff]
Screenshots available! Check the attachments

Update! I think I fixed the bugs that were making it not work, so here is the new version. Both links are the same file, just different servers.

http://www.mediafire.com/?6ppmilubdcleqpe

http://www.gamefront.com/files/21416222/Star+Wars+Mod.zip

This version only has the first battle part, as I wanted to make sure it worked for everybody else before I made the other half.
Also is compatible to 3.12. Inferno build too.

Things I would like to try and do and would appreciate help (some people already are, thanks!)  getting and converting sound-bytes from the movie, adding turrets and such to the capital ships (and possibly using the better looking models I couldn't convert) and more scripts in the missions. Just let me know if this is something that you would want to be a part of, I would greatly appreciate it! 

Screenshots! Check the Attachments



Older stuff:
Announcing the release of the a new Star Wars Freespace 2 mod!
No, this is not affiliated with Fate of The Galaxy in any way (see below) this is something I put together by myself and is not even on the same level as how amazing FotG looks, but I figured it was a big enough galaxy for a few Star Wars mods.  Alright so I subdivided this post into sections for quicker reading. Also I made this mod/missions mainly for myself, but I figured other people might get a kick out of it, or want to change something (which I totally encourage/would really like to happen).

What this mod is: This mod adds the following craft: X-wing, A-wing, B-wing, Y-wing, Millennium Falcon, TIE Fighter, and TIE Interceptor. These craft are fully complete, and all have everything to work in game. Also I have included models of the Super Star Destroyer (the Executor), the Mon Calamari Cruisers, Rebel Blockade Runner, Rebel Transport ship, and an Imperial Star Destroyer (the Star Destroyer is Darth Doull’s). These capital ships minus the Star Destroyer do not have turrets added (see the why below). Also there are two custom missions using these craft: The Battle of Endor Part 1 and Part 2. (These maps I also made for myself, but figured I would throw them in here).

My goal was to make this mod as movie accurate to the Original Trilogy as possible, so that means: all craft move at least 200 m/s, lasers are very fast but short range and very deadly. For example, in the Trench Run in a New Hope Vader had to come pretty close to the X-wings to shoot them, so I made the lifespan of lasers a bit shorter than the traditional game ( this was also to make sure you don’t die from some random, stray shot). Also, be sure to not crash into anything. So, like in the movies, the goal is to avoid damage, because it only takes a few well placed shots to severely damage most craft. I made the weapons file simple to edit by making starfighter/turbo lasers do 1 unit of damage so it is easy to view how damage/hull/shield strength is distributed. Also, this doesn’t feel like Freespace 2 flying as much, so keep that in mind. Also missiles are very limited, and are mainly for close range, or against capital ships the AI only uses them for capital ships (like in the movies).   

Why: So when I first bought Freespace 2 I knew it could be really fun to have the ability to us this awesome game as a platform to fly as an X-wing. So I saw that Fate of the Galaxy was going to be awesome, but was a bit off in the future to a release. I had quite a few direct x models from some awesome freeware Star Wars games (Google “The Battle of Endor Game” it is some pretty awesome freeware). Anyway I had two weeks off of college between semesters and travelling so I decided to keep myself busy with this. So after a lot of long internet searches and tutorials I converted all the models to .pofs, made them playable in game and all that jazz. Unfortunately, though, I was not able to convert everything the way I wanted, that is why the Super Start Destroyer, Mon Calamari Cruisers do not have the best textures. Anyway I learned about all the ship editing and did that too, tested it a lot and now I have this.

The Missions/Levels: So I made two missions with these changes for myself, but I figured somebody else might be at least slightly entertained by them as well so they are in here to. They depict The Battle of Endor (I know these kinds of missions are usually not made though). Part one is mostly dog-fighting and Part Two is when the Fleets engaged each other. All of the Rebel and Imperial Craft from the movies are here except the Nebulon B Frigate. I tried to convert the model but the meshes never went through properly. So I didn’t add scripts because I ran out of time and this was mainly for myself but I just play till the five minute mark in the first part and until the Executor is destroyed in the second. Mainly your goal is to stay alive. I tried to capture the chaotic feel to the battle. These are not scripted since I am not fluent in FRED, I just don’t have the time at the moment.

The Future: So there are some things I would like to better about this mod, but I ran out of my two weeks of not doing anything, and I am again busy with other things, meaning I will try to still work on this but I won’t have time to learn all the special tricks in order to better it. Anyway, other things I want to hopefully eventually improve on: adding maybe some more craft like TIE Bombers (like I said I have some better models of the large ships, but they always crashed Blender) Combining the Battle of Endor mission to have it be on long one, where you can see the fleets move to engage each other, giving the Rebel Ships and Executor actual turrets, adding a planet Endor/Death Star Background to the battle (after reading half a dozen tutorials I still couldn’t make a working background), adding audio lines from the movie like "It's a Trap!",  and more music (which I have also but wasn’t able to properly convert to .ogg format), and hopefully more missions.

Special Thanks to Darth Maul and Darth Doull for the Star Destroyer and music, and MasterSyrus for the models/textures of all the other ships.

If you want to eidt/change/add/ect: Like I said change anything you want, just give the above mentioned people credit. Also if you would be so kind as to send me what you did so I can play it too, that would be awesome. Or if you wanted to be super awesome you could help be incorporate the improvements I listed above, I would be honored and super happy to work/collaborate with you . Ideally I wanted to create a base mod for anyone who wants to improve/work together to make this mod and the Battle of Endor (or create other missions) even better as we wait for Fate of the Galaxy. Let me know if you are interested!

Oh and sorry for long post.
If you have the time and desire then let me know what you think! Thanks!
-Wookieejedi (aka. elfwithsword on Filefront in case there is any confusion with the links/username)

[attachment deleted by a ninja]
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: yuezhi on December 23, 2011, 10:30:22 pm
this mod has got promise :yes:
i didn't know wing formations could be modified until i played this.

some things need to be fixed. for one:
Code: [Select]
There are 1 primary banks in the model file,
but only 0 primary banks specified for Rebel Blockade Runner.
This must be fixed, as it will cause crashes.

ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC1.exe! <no symbol>
fs2_open_3_6_14_RC1.exe! <no symbol>
fs2_open_3_6_14_RC1.exe! <no symbol>
I had to go through at least three of these warnings, for different models, while loading a level.

second, I found that the ship "turrets" are as targetable as any ship as if they are independent objects. Turrets belong on ships so that they don't clutter the radar. Those huge concentrations give an imaginary sense of numerical superiority despite these levels reaching hardly anywhere near the current game engine limit.

I don't know if this is preference but the x-wing i was flying must have only taken 5 hits from lasers and then burned up. It seems lasers are deadly even against shielded targets. FYI, I've played BoE before on rogue squadron and that was hard but at least flying an x-wing heavier craft guaranteed surviving an uncountable number of hits.

Just out of curiosity, where are your helpers from? they're clearly not on HLP.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: ktistai228 on December 24, 2011, 01:30:25 am
I will go through it as soon as possible. Any notes on what SCP build to use?
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: Dragon on December 24, 2011, 04:56:20 am
I don't know if this is preference but the x-wing i was flying must have only taken 5 hits from lasers and then burned up. It seems lasers are deadly even against shielded targets. FYI, I've played BoE before on rogue squadron and that was hard but at least flying an x-wing heavier craft guaranteed surviving an uncountable number of hits.
Note, this is how it's supposed to be, according to OP. It's meant to play like OT battles, so an X-W takes only a few hits, like in ANH or RoTJ.
Also, why is SSD only 4km long?
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: zookeeper on December 24, 2011, 05:39:04 am
i didn't know wing formations could be modified until i played this.

Wait, what?
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: Reprobator on December 24, 2011, 06:32:17 am
Any chance to have pit one day?

Dling now anyway  ;7
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on December 24, 2011, 08:47:45 am
Cool glad some people tried it! Now to the questions:

The code/text errors I haven't seen before, hmmm. [Edit, it should be fixed with new link I put up].

The people I work with are all retired from modding. Years ago I was a beta tester for a freeware star wars game ( we did a community upgrade) and we used these models. So within the past month when I got Freespace 2 and decided I wanted to mod it I got permission to use them, and by myself put together this Freespace 2 mod. So at this point it is only me. This is why I am looking for others help, to make this even better :)

Yes I just kind of discovered that I could call different wings different thins as long as there was the filled beta, gamma, delta set.

The Super Star Destroyer is only that long because it crashed when exporting in Blender when it got longer for some reason. I tried different things but it always crashed, so that would be something I would love to collaborate to fix with someone else.

When making this mod I watched only the movies, so that is why things blow up so quickly. In order to survive whenever you get a hit quickly equalize your shields, it will save you. If you look at the tbl file all lasers do one damage and the x-wing as a shield strength of 14 and hull of 4, so ideally it should be able to take at least 7 double shots from a tie (feel free to change that if you want, that is why I made the damage ratios so simple). It is much different from Freespace 2 this way. Also get the Falcon to follow you/cover as it is very tough and very fast, or use the cruisers as cover.

About the ship turrets: Like I said I had only a coupe weeks to do this, and I tried adding turret points in blender bu it didn't work so I kind of cheated in order to make myself a map. This is another point that I would love to fix with someone's help, ideally I want this battle to push the limit on the Freespace 2 engine and feel just like the movie.

Thanks for all the comments! Keep them coming! And again I would really appreciate any collaboration anyone wants to do!
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: jr2 on December 24, 2011, 09:24:41 am
this mod has got promise :yes:
i didn't know wing formations could be modified until i played this.

some things need to be fixed. for one:
Code: [Select]
There are 1 primary banks in the model file,
but only 0 primary banks specified for Rebel Blockade Runner.
This must be fixed, as it will cause crashes.

ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC1.exe! <no symbol>
fs2_open_3_6_14_RC1.exe! <no symbol>
fs2_open_3_6_14_RC1.exe! <no symbol>
I had to go through at least three of these warnings, for different models, while loading a level.


Debug log?  run debug build, play mission, exit, go to FS2 dir \ data \ fs2_open.log
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: yuezhi on December 24, 2011, 11:13:40 pm
almost there. please fix the A-wing and that'll be the end of these error messages.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: LordMelvin on December 24, 2011, 11:42:37 pm
Wait, what? A (nonFotG, but still...) Star Wars mod?!?! A happy wookiee lifeday to you, sir.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: Colonol Dekker on December 25, 2011, 12:32:43 am
Could the Executor be scaled up using PCS2?
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on December 25, 2011, 07:53:48 am
Here ya go (this should fix all that), sorry about that. The other links are updated too.

http://www.gamefront.com/files/21118933/Fix_Full.zip

And happy lifeday to you too :)

If anybody wants to scale the Executor just let me know and I can send the obj file to modify in blender, or better yet I can send the better textured direct x one that I couldn't convert.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: mralexs on December 25, 2011, 12:09:44 pm
all i'm getting is the main FS2 campaign.. but i have SW ships in the tech room along with FS2 ships... no SW campaign at all :confused:
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: Satellight on December 25, 2011, 12:20:05 pm
all i'm getting is the main FS2 campaign.. but i have SW ships in the tech room along with FS2 ships... no SW campaign at all :confused:

You should probably hit the "single missions" button under the tech room
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: jr2 on December 25, 2011, 01:14:54 pm
all i'm getting is the main FS2 campaign.. but i have SW ships in the tech room along with FS2 ships... no SW campaign at all :confused:

You should probably hit the "single missions" button under the tech room

So, in the campaign room, there is no SW campaign?  Because that's what you're supposed to do (if there is a campaign included with the mod).  If there is no campaign included, then do what Sattellight said.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: LordMelvin on December 25, 2011, 02:52:35 pm
I'm posting my thoughts piecemeal but in a single post.

Thought One: Everything is beautiful in the tech room. Really beautiful.
Thought One-A: Okay, right, it's not loading the mission... hmmm...
Thought Two: Grr... the mod.ini doesn't point to the .12 mvps... 'Kay, fix'd.
Thought Three: Oh, heck. So much for that.
Code: [Select]
mv_music-mus.tbm(line 157:
Error: Missing required token: [#Menu Music End]. Found [$Filename: Aquitaine.ogg]  instead.
Further investigation: This is apparantly an intersection with the .12 MV_Music.vp - if I pull that file out of the mvps, this goes away.

Thought Four: Do I need to go and find the .10 MVPs for the mission to load properly? 'Cause, y'know, download speeds and stuff.
Thought Five: Huh, the debug version works better... it throws up a half dozen of these sorts of messages and then goes ahead and works.

Code: [Select]
Ship class TIE/Ln Fighter has an afterburner but has no afterburner fuel. Setting fuel to 1

Thought Six: Hunh. Not that much better, I guess.
Thought Six-A: mc001.pof, blockaderunner001.pof, and rebeltransport001.pof all have null moment of inertia, which .14.rc2.debug doesn't like. Rolling back to a different (stable) exe...
Thought Seven: Better behaved under .12, but... hmmmm...
Thought Eight: Nope, .12 still has the MOI problems. Also, the comms systems on the falcon and the tie l/n are named 'communication' instead of 'communications' which the engine dislikes. And the eyeball and squint both have no afterburner fuel capacity set in the tbls, defaults to 1.
Thought Nine: And it doesn't like the second of the two missions either.
Thought Ten: Maybe with that new nightly 8095... no. 'kay.

Summing up: On current builds, it wouldn't even get to pilot select for me until I moved files around - MV_Music.vp seems to interfere with the mod's oggs...? On the .12stable build, and on the current builds after I moved MV_Music off to a random location, I can get in and look at everything in the mission settings (The b-wing cockpit looks a little bit polygonal on my current hi-spec lighting settings. The x-wing is beauty. The Falcon is too big to fit in the window.) but when I go to launch the mission (Part 1 or part 2) it either ctds or, in debug mode, spits out rolling complaints about every single ship ever not having 'moment of inertia' set in their tables for as long as I can be bothered to click through the messages (After the dozenth-or-so TIE, I started to worry about my mouse wearing out...) Also, the TIE's afterburner capacity appears not to be reading properly, and the A-wing's missile magazine isn't loading right either.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on December 25, 2011, 03:12:07 pm
Hmmm, I think those are just problems withe individual missions not the mod (since it replaces the necessary files then works like you said), I checked all the table files and they seem ok.

And there is no campaign, to address the above questions. I would love to someday have one, but I think I would need some community support and help :)
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: headdie on December 25, 2011, 06:40:38 pm
/me facepalms at null moment of inertia

this is a pet hate of mine and really shouldn't be happening.  The game is right to **** at this as it's a problem with the model file and dare I say an unacceptable one as it is down to modellers/converters not hitting the little "calculate moment of inertia" button at the bottom of the right hand side of the screen in PCS2 when header is selected.

It also hints at a lack of use of the debug builds supplied with every stable and nightly release of the windows FSO build for one of it's principle functions in the community which is detecting errors in mods.  Ok that assumes you are using MS Windows and I apologise if the relevant people are not as I understand that due to a lack of support for other operating systems some parts can'r be complied regularly.

Why is it important? it helps the game work out how movement effects the positioning of the ship, particularly vs high mass weapons, explosions and when warping!!!

The fix here is simple, back up the offending file and open the it in PCS2, hit the afore mentioned  "Calculate Moment of Inertia" button click ok when PCS2 complains about not doing it well but it does the job well enough for out purposes and then save overwriting the old one.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: LordMelvin on December 25, 2011, 06:48:32 pm
Thanks, Headdie.

I'm attaching a modified BoESW/Data/tables/starwars-shp.tbm with the communication/communications problem fix'd.

I'm also taking a look to see if I can make PCS2 work for me without too much work, from what was in the OP's DL.

[attachment deleted by a basterd]
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on December 25, 2011, 07:19:49 pm
Thanks for pointing that out, I will fix that when I get the chance.

And thanks for the fix too, if you want/have any questions on the models and actual files let me know.

OK I fixed the inertia problem but it looks like I will have to remake the level, as it crashes now, so I will not release the inertia models until I remake the levels to release with it.

Thanks to for the tmb file in there too LordMelvin! I appreciate it. 
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: Thaeris on December 26, 2011, 11:21:32 am
Good Sir,

Would you mind posting up a few screen shots or so? I'm curious to see what your creation looks like!
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: LordMelvin on December 26, 2011, 11:42:48 am
Just as a quick note, the fix zip would be a little better with an internal directory structure - makes it easier to sort the pofs into data/models and the tbm into data/tables
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on December 26, 2011, 11:45:52 am
Good idea. But if you downloaded the full fix 2 then do not use it yet as it will make the Battle of Endor missions not work.
I am in the process of recreating the missions so it does work by just simply remaking them. So it may be a while. Also I am traveling so it may take longer.

To answer the question: I would post screens but my missions need to be remade.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: praseodym on December 26, 2011, 02:56:56 pm
Hi,

in any case the missions dont work on Ubuntu Linux 10.04 32 bit. If I run the debug builds of 3.6.10, 3.6.10-INF, 3.6.12, and 3.6.12-INF, respectively, it crashes after clicking "run" in the starter. Without debugging it crashes when I start the missions after choosing the weapons.

Debug output attached. Let me know which info you need

[attachment deleted by a basterd]
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: headdie on December 26, 2011, 03:20:34 pm
From the looks of things the mod needs an inferno build and for some reason it is not compensating for the lack of afterburner fuel in one of the ships.tbl entries
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: yuezhi on December 26, 2011, 05:57:41 pm
i didn't know wing formations could be modified until i played this.

Wait, what?
tie fighters move in squares. Wish i could explain it with a thousand words, but i can't because screenshots are impossible for my computer.

separately i don't know what happened. suddenly i can't play this anymore even on debug. :(
Most errors state there's a "null moment of inertia" for every model that can be named. also, some complain about the lack of a secondary bank for the a-wing. the armament makes sense for the fighter but it looks like the table is not complete.

EDIT: deleting and reinstalling didn't solve it.

[attachment deleted by a basterd]
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on December 26, 2011, 06:20:37 pm
Hmm, try deleting the mod folder, then downloading the 1st link only and not the fix. There may be some debug messages but it should eventually work. I will try and figure out the other problems and get an updated fix when I get back from traveling. Which may be in one day or seven depending on the snow.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: LordMelvin on December 27, 2011, 12:40:03 am
...
separately i don't know what happened. suddenly i can't play this anymore even on debug. :(
Most errors state there's a "null moment of inertia" for every model that can be named. also, some complain about the lack of a secondary bank for the a-wing. the armament makes sense for the fighter but it looks like the table is not complete.

Yeah, that's the problem I've been having since day 0. Haven't gotten into the mission yet.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on December 27, 2011, 10:23:17 pm
Ok the problem I will try and fix as soon as I get back on the first of Jan. in the mean time my suggestionwould be to not choose any different craft of weapons then the x wing to fly as and see if that works. Again I will try to get this all fixed asap when I get back, sorry about the hassle.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: LordMelvin on December 27, 2011, 11:28:37 pm
Ok the problem I will try and fix as soon as I get back on the first of Jan. in the mean time my suggestionwould be to not choose any different craft of weapons then the x wing to fly as and see if that works. Again I will try to get this all fixed asap when I get back, sorry about the hassle.
That's no good if the mission won't load, and even with your fixpack the ships don't seem to have moments of inertia, which is by way of making the mission not work.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: headdie on December 28, 2011, 06:35:54 am
in the data folder of the mod create a folder called models, then using VPView32 (http://www.freespacemods.net/download.php?view.635) to extract the models from the fix vp into the models folder.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on December 28, 2011, 07:04:30 am


Gotcha, I  will fix the inertia and remake the  missions and incorporate the other fixes too and release as a full standaloneversion 1.1. Hopefully that will fiix everything. Release will be llikely monday when I get back.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: LordMelvin on December 28, 2011, 01:04:45 pm
in the data folder of the mod create a folder called models, then using VPView32 (http://www.freespacemods.net/download.php?view.635) to extract the models from the fix vp into the models folder.

the fix wasn't a vp. Neither was the original release - the models were 'just' a bunch of POF files at the appropriate spot in the directory tree
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: est1895 on January 20, 2012, 05:06:41 pm
My system crashes when I try to play the Mod.
Windows xp32home
AMD tricore
9800gt 512mb
Asus m3n-h/hdmi
2gig
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: yuezhi on January 20, 2012, 05:19:24 pm
so far, nothing has been solved for weeks.
(http://img2.moonbuggy.org/imgstore/its-a-finger-trap.jpg)
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: est1895 on January 20, 2012, 05:31:43 pm
so far, nothing has been solved for weeks.
(http://img2.moonbuggy.org/imgstore/its-a-finger-trap.jpg)

Have you been having the same trouble Yuezhi?
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: yuezhi on January 20, 2012, 05:45:49 pm
i have a ****ty computer, but not the same problem as you. There's so many bugs that the game is impossible to play. on regular builds, it just crashes without explanation.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on January 22, 2012, 08:25:13 pm
Alright so I have finally fixed all the bugs I know of, now I just need to remake the levels. Very sorry about the wait and frustration.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: LordMelvin on January 23, 2012, 01:58:25 am
I don't know 'bout everyone else, but I've been waiting two (ish? three? feels like quite a while...) years for FOTG, I can wait a month for something smaller.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on January 23, 2012, 09:38:52 am
Why thank you good sir. Also does anyone want me to release any mod/unused assets for the next version too?
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: chief1983 on January 23, 2012, 10:24:03 am
I don't know 'bout everyone else, but I've been waiting two (ish? three? feels like quite a while...) years for FOTG, I can wait a month for something smaller.

I re-opened FotG at the beginning of 2007, in fact almost exactly 5 years ago.  Longer than I'd like to admit for sure.  And the mod existed well before that with the previous team, and I had been looking forward to it for some time then as well.  So I've been waiting about as long as anyone :P
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: LordMelvin on January 23, 2012, 11:42:31 am
Why thank you good sir. Also does anyone want me to release any mod/unused assets for the next version too?

I'm interested enough that I'll muck about with anything you care to release, but don't strain yourself trying to overdo it.  :D

[snip...]
I've been waiting about as long as anyone :P

Certainly since before I'd heard of it, since I registered pretty soon after I found the forums, and that was after you'd already been running FOTG for a year or so.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: Thaeris on January 23, 2012, 04:15:03 pm
Do you think we might finally get some screenshots?

:D
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on January 29, 2012, 10:49:29 am
Why thank you good sir. Also does anyone want me to release any mod/unused assets for the next version too?

I'm interested enough that I'll muck about with anything you care to release, but don't strain yourself trying to overdo it.  :D

[snip...]
I've been waiting about as long as anyone :P

Certainly since before I'd heard of it, since I registered pretty soon after I found the forums, and that was after you'd already been running FOTG for a year or so.

So possibly would you be interested in trying to add turrets to the Mon Calamari and smaller Rebel Cruisers? Feel free to say no, I was just curious :)


Anyway I am about half done with remaking the first part of the Level (Battle of Endor, dog fighting), but I don't think I will make the second part until yet because the way I did turrets the first time really made a mess with radar. 

Oh and yes as soon as I finish this new level I will post screens :)
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: LordMelvin on January 29, 2012, 02:52:55 pm
Why thank you good sir. Also does anyone want me to release any mod/unused assets for the next version too?

I'm interested enough that I'll muck about with anything you care to release, but don't strain yourself trying to overdo it.  :D
[snip]

So possibly would you be interested in trying to add turrets to the Mon Calamari and smaller Rebel Cruisers? Feel free to say no, I was just curious :)


I'd be interested. Give me something a little smaller than an MC80 to start with, though, since I don't exactly know what I'm doing. Maybe PM me?
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on January 29, 2012, 04:21:00 pm
Gotcha
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on March 10, 2012, 02:54:09 pm
Update! I think I fixed the bugs that were making it not work, so here is the new version.

http://www.gamefront.com/files/21416222/Star+Wars+Mod.zip

This version only has the first battle part, as I wanted to make sure it worked for everybody else before I made the other half.
Also is compatible to 3.12.  Inferno build too.

Things I would like to try and do and would appreciate help (some people already are, thanks!)  getting and converting sound-bytes from the movie, adding turrets and such to the capital ships (and possibly using the better looking models I couldn't convert) and more scripts in the missions. Just let me know if this is something that you would want to be a part of, I would greatly appreciate it! 

Sorry I still couldn't get the screenshots on my laptop working so no screenies yet :(
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: Thaeris on March 10, 2012, 03:12:01 pm
Print Screen won't work? Madness!
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on March 10, 2012, 03:45:44 pm
That's what I said too!
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: Thaeris on March 13, 2012, 03:15:59 pm
That's what I said too!

Actually, what OS do you have, and where is your FS directory located? For example, because I run my computer as admin, I have no problems keeping FSO in the Program files. However, the screenshot output is a hidden directory because of this, and I need a separate application to dig through the directory.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on March 14, 2012, 08:18:36 am
Windows 7, and its in C:\Program Files (x86)\GOG.com\Freespace 2\

Thanks for the advice, I will try and do a hidden folder search.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: Thaeris on March 14, 2012, 11:53:21 am
What I actually tend to do is to use one of my modeling programs to browse through the program files, seeing as most of the normally hidden stuff then shows up, if not all of it. In the browser window, I can then open the files (they will be .tga's) with GIMP, or cut and paste them to the desktop if so desired. After the latter action, they of course become visible.

;)
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on March 14, 2012, 02:56:51 pm
Got it. Here ya go, updated the 1st page too. Thanks!

[attachment deleted by a ninja]
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: Thaeris on March 15, 2012, 06:42:40 pm
Forgive me if this has already been adressed, but does anyone know anything about this?

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: 3.6.13
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -warp_flash
  -snd_preload
  -mod Star Wars Mod\Star Wars Mod-1st Release\Mod Itself\StarWarsOT,Mediavps_3612
Building file index...
Found root pack 'C:\Program Files\FreeSpace 2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files\FreeSpace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\FreeSpace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\FreeSpace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\FreeSpace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\FreeSpace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\FreeSpace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\FreeSpace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\FreeSpace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\FreeSpace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\FreeSpace 2\Star Wars Mod\Star Wars Mod-1st Release\Mod Itself\StarWarsOT\' ... 558 files
Searching root 'C:\Program Files\FreeSpace 2\Mediavps_3612\' ... 0 files
Searching root 'C:\Program Files\FreeSpace 2\' ... 5 files
Searching root pack 'C:\Program Files\FreeSpace 2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files\FreeSpace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\FreeSpace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\FreeSpace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\FreeSpace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\FreeSpace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\FreeSpace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\FreeSpace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\FreeSpace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\FreeSpace 2\warble_fs2.vp' ... 52 files
Found 13 roots and 7568 files.
Setting language to English
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Speakers (Conexant High Definition Audio)
  Capture device: Microphone (Conexant High Defin
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1440x900 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce Go 7600/PCI/SSE2
  OpenGL Version   : 2.1.2

  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_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (la-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lba-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (ba-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (bga-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbga-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbgsa-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbsa-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbgsea-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbsea-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgna-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgsna-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbna-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbsna-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbgsnea-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbsnea-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfba-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbga-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbgsea-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbsea-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgna-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgsna-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbna-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbsna-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbgsnea-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbsnea-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr

  Max texture units: 4 (16)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 4096x4096
  Max render buffer size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 1.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ERROR: ERANGE: String error. Please Report.
Trying to put into 127 byte buffer:
cursor.dds
File: cfilesystem.cpp
Line: 2041
Int3(): From c:\code\fs2_open_0\code\globalincs\windebug.cpp at line 1148

There seems to be a problem with... a cursor bitmap?
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: General Battuta on March 15, 2012, 07:22:26 pm
Try moving the install dir to C:\Games\. String errors occur when the total length of file dir + filename is too long.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: Thaeris on March 15, 2012, 09:36:39 pm
Aha! That would answer the question then. The package in question here did not come in a .vp, and the extra files were bundled in with with the download. Although putting FSO in a separate directory would probably be a sensible option, I'd rather not just move everything yet.

I moved the principal driectory into its proper location in the folder, not buried as a sub-folder in other folders, and the string issue is no longer a concern. And here's the short error log:

Code: [Select]
+Intensity is deprecated
ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

And then the long:

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: 3.6.13
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -warp_flash
  -snd_preload
  -mod StarWarsOT,mediavps
Building file index...
Found root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files\FreeSpace 2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files\FreeSpace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\FreeSpace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\FreeSpace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\FreeSpace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\FreeSpace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\FreeSpace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\FreeSpace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\FreeSpace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\FreeSpace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\FreeSpace 2\StarWarsOT\' ... 558 files
Searching root 'C:\Program Files\FreeSpace 2\mediavps\' ... 0 files
Searching root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Root.vp' ... 94 files
Searching root 'C:\Program Files\FreeSpace 2\' ... 5 files
Searching root pack 'C:\Program Files\FreeSpace 2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files\FreeSpace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\FreeSpace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\FreeSpace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\FreeSpace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\FreeSpace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\FreeSpace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\FreeSpace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\FreeSpace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\FreeSpace 2\warble_fs2.vp' ... 52 files
Found 19 roots and 14021 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Speakers (Conexant High Definition Audio)
  Capture device: Microphone (Conexant High Defin
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1440x900 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce Go 7600/PCI/SSE2
  OpenGL Version   : 2.1.2

  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_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (la-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (ba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (bga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbgsa-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbsa-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbgsea-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbsea-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgsna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbsna-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbsnea-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfba-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbga-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbgsea-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbsea-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgsna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbsna-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbsnea-f.sdr)
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr

  Max texture units: 4 (16)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 4096x4096
  Max render buffer size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 1.20 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...
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_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-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 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
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' ...
TBM  =>  Starting parse of 'sw_ion-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
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 (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
WARNING: "+Intensity is deprecated" at weapons.cpp:1943
Int3(): From c:\code\fs2_open_0\code\globalincs\windebug.cpp at line 1266

I realize this is not the most up-to-date version of FSO... though I don't believe that's the issue at hand to be honest. Again, I'd rather not move the directory if I don't have to, yet.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: chief1983 on March 16, 2012, 12:56:06 am
Still, that's a nightly build, try RC5.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on March 16, 2012, 08:18:33 am
First, thanks for the feedback! Actually I have, and made this with, 3.6.12, so that may be the reason, but I am not sure. Just out of curiosity does it run, or just show the log then quit?
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: Thaeris on March 16, 2012, 12:05:02 pm
Moving to RC5 did the trick...

However, as far as the mod is concerned, I'm not sure you want to be using .tbm's for the ship table, as you're not even using FSO's ships. The less from vanilla/FSO should result in a lower load time as far as I can tell, which is a bit of an issue for me. I waited quite a long time on my end for anything to load. Anything that reduces that load time is welcome.

Next... how many hits can a TIE Fighter take? With the X-Wing's large spread of fire (which was even an issue in good-old fashioned SW:X-Wing), you can have a dead bead on the TIE and still miss. Since you're going at twice the velocity of the speeds in X-Wing, combined with a large spread of fire, and multiple hits to make a kill... that makes the game kind of tedious to play. It's bearable, but tedious.

In my opinion, there's a speed range when FSO should focus on proper aim, and there's a speed range when FSO should focus on the feel of flight. Vanilla FS is too slow to feel like flight (you use your imagination to compensate), so it focuses on aim and gunnery. Modern fighters, to make an example by contrast, employ guided weapons to make up for the range difference and high speed and agility of an opponet. Any gun is mounted in a position it is easily accounted for by the fire control system, and the laws of physics help to clear up (and occaisionally convolute) the process of aiming. :p

That siad, once you have a high-speed sim, you should have provisions in place that help the player deal with the greater speeds. Because you have that speed, I'd also say focus on making the simulation feel more like flight. If you choose not to tone down the hitpoints of the TIEs, I'd suggest giving the fighters a very narrow cone of auto-aim or convergence. And I do mean narrow. Everything controls smoothly enough to line up decently well on a target, but at very long range, making a kill is... generally not a short exercise. Seeing as the TIEs like to go much faster than you and don't stay to dogfight, this becomes a real issue.

So, as far as flight is concerned, again, focus on making flight enjoyable. You've got the speed to actually go places (unlike FS), so concentrate on capitalizing upon that aspect. Giving the fighters a bit of convergence or auto-aim shouldn't be too offensive to anyone in my opinion, as they do that in the films, too. I did find that because I was moving around enough, that setting the deadzone on the stick to minimum levels was not a problem - usually the residual drift FS has couldn't be noticed. I'd rant about how bad FS's control input code is, but that would be a further divergence from the necessary. It's not too noticable here.

And sound! It would help if you actually knew you were being shot at, or that something was hitting your shields. That is the only other notable mechanic I think you should consider resolving. A TIE is firing at you, and you don't even realize it until you look at the shield indicator or the hull integrity indicator.

But foremost, again, consider moving your information into your own tables!
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: JGZinv on March 16, 2012, 02:34:26 pm
Thaeris wants me to get these back to you, so here you go...

X's converted to dae's and obj's.
http://files.fringespace.org/thaeris/From_JGZ/SWAssets.7z (http://files.fringespace.org/thaeris/From_JGZ/SWAssets.7z)


As a fan, if you're planning on using this particular SSD model... ask me for alternatives... cause there's far better available.
I've got at least 4 different ones that are closer to the right scale and have better textures. Might need a little more work to get in game,
but they are much better visually.

I've got about 115 other models from SW as well, not sure where they all came from or what status they're in. But you can have those
if you want them. Might be mixed XWA and fan made stuff in 3ds.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: est1895 on March 16, 2012, 02:49:38 pm
Update! I think I fixed the bugs that were making it not work, so here is the new version.

http://www.gamefront.com/files/21416222/Star+Wars+Mod.zip

This version only has the first battle part, as I wanted to make sure it worked for everybody else before I made the other half.
Also is compatible to 3.12.  Inferno build too.

Things I would like to try and do and would appreciate help (some people already are, thanks!)  getting and converting sound-bytes from the movie, adding turrets and such to the capital ships (and possibly using the better looking models I couldn't convert) and more scripts in the missions. Just let me know if this is something that you would want to be a part of, I would greatly appreciate it! 

Sorry I still couldn't get the screenshots on my laptop working so no screenies yet :(

I get a website error using that new link.  Could you please have more mirrors like Mediafire?
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on March 16, 2012, 04:14:03 pm
First off, medifire, no problem.

http://www.mediafire.com/?6ppmilubdcleqpe

Second of all Thank you so much for the feedback. I have given loud sounds to laser impact sounds, so you will know now. And made my own files for the ships. I noticed though that only the first load up is slow the rest are much faster.

And TIEs have 6 hit points (and each laser from an x-wing is 1 damage), and I am working on adding convergence, good idea. I am also thinking of slowing down the TIEs just a bit and making the AI want to fight more so it is a bit more fun :)

Also thanks for the models, I sent a pm with other info in it. I really appreciate everyone's help thus far, and would really be grateful if it continued.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: Thaeris on March 16, 2012, 06:05:02 pm
Ha! Not a problem. Nostalgia is getting the better of me, and I think you can make a fun open project out of this.

The speed of the TIEs was not an issue in my opinion, as the TIEs are in fact supposed to be very fast, and faster than Alliance starfighters in most cases; obviously, this won't really apply to the A-Wing, and anything can outrun a TIE Bomber, but there you go.

But as far as load times go, I did wait a very long time for a load-up with the current set up. That is in fact likely in part due to hardware/software, but if you're not using FS assets, I don't think you want a .tbm that links to those assets. Besides, why do I want to scroll through the FS stuff to get to the SW stuff that I came for?
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on March 16, 2012, 07:36:53 pm
I know, I would love to see FoTG, but I couldn't wait... so I took a crack at it :)

I will upload the updated (no tbm, rather just tbls, plus the more fun combat and sounds, OH plus new Mon Calamari textures, thanks to Thaeris) mod as soon as I can get to the cord for my laptop. It accidentally got locked in a lab for the night...

And thanks to Zinv for the awesome models and for conversion of files !
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: Thaeris on March 16, 2012, 07:44:41 pm
I didn't so much of anything. You really ought to thank Zinv, of course, as he converted the files to a useable format.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: jr2 on March 16, 2012, 08:42:41 pm
Thought I'd drop this in here:  (OT)

(http://topcultured.com/wp-content/uploads/2010/09/C2Iup.jpg)
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: Aaronious on December 29, 2012, 10:14:03 am
Sorry to bother y'all but the links are down. Gamefront reports "file not found" and I can't find it within a 45 minute search. mediafire reports I should purchase John Williams soundtrack.

Hope you can post a new link... Pretty Please? If you want to upload a torrent I'll seed it forever and ever if you want.  I'd love to try this!
Thanks
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: darthdoull on July 10, 2013, 01:42:04 pm

Special Thanks to Darth Maul and Darth Doull for the Star Destroyer and music, and MasterSyrus for the models/textures of all the other ships.


Sorry for upping an old topic but I had to reply to this.

Thank you for giving credit. I think you might have had a better chance with other mods like FotG.  :p But glad it was of some use.
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on July 10, 2013, 05:05:29 pm
Sorry to bother y'all but the links are down. Gamefront reports "file not found" and I can't find it within a 45 minute search. mediafire reports I should purchase John Williams soundtrack.

Hope you can post a new link... Pretty Please? If you want to upload a torrent I'll seed it forever and ever if you want.  I'd love to try this!
Thanks

Glad you want to download it still, and I have something even better then re-uploading that mod, my new revision of the Star Wars mod (warfull's very nice SW models, custom and smart AI, SW music, ect). It is immensely better then the one you are trying to download, and it will be released July 20th. While it will be in no way, FotG quality, it is my take on a Star Wars mod and I figured I would release it to garnish some interest, plus it will be a little different mission style then FotG.


Special Thanks to Darth Maul and Darth Doull for the Star Destroyer and music, and MasterSyrus for the models/textures of all the other ships.


Sorry for upping an old topic but I had to reply to this.

Thank you for giving credit. I think you might have had a better chance with other mods like FotG.  :p But glad it was of some use.

You're welcome, this was an old mod, back when I was bored in school (not bored anymore haha).
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: bondan on January 29, 2020, 11:49:53 am
How to use this mod with the latest Knossos manager?
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on January 29, 2020, 11:56:34 am
This is my incredibly old mod that no longer works. The update of this mod is this:

https://www.moddb.com/mods/star-wars-the-original-trilogy-mod

But that project is not available on Knossos because it too is very outdated and won't work well with modern builds. If you aren't aware I was the lead on the OT Mod, but I have sinced moved to the Fate of the Galaxy Project, more detail at this part of the forum:
https://www.hard-light.net/forums/index.php?board=143.0

Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: praseodym on January 29, 2020, 12:38:11 pm
Which build do you recommend?
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: wookieejedi on January 29, 2020, 10:08:21 pm
Hmm good question. It was so long ago I can't recall. It would be a very outdated build and I would not recommend using it. As tough as it is, my best recommendation would be to hold out and wait for Fate of the Galaxy. We are making a lot of progress, and you can chat with us with more quick responses on our Discord: https://discord.gg/k7ZMdmt
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: jr2 on January 30, 2020, 08:02:09 pm
Which build do you recommend?

Looks to be 3.12 Inferno builds are a good place to start according to the last post in this thread that mentions a version:
Update! I think I fixed the bugs that were making it not work, so here is the new version.

http://www.gamefront.com/files/21416222/Star+Wars+Mod.zip

This version only has the first battle part, as I wanted to make sure it worked for everybody else before I made the other half.
Also is compatible to 3.12.  Inferno build too.

Things I would like to try and do and would appreciate help (some people already are, thanks!)  getting and converting sound-bytes from the movie, adding turrets and such to the capital ships (and possibly using the better looking models I couldn't convert) and more scripts in the missions. Just let me know if this is something that you would want to be a part of, I would greatly appreciate it! 

Sorry I still couldn't get the screenshots on my laptop working so no screenies yet :(
Title: Re: Release of Star Wars the Original Trilogy Mod
Post by: praseodym on February 02, 2020, 12:45:58 pm
THX. Still having all old builds available :)