![]() Choice between original concourse navigation a la XW/TF/XWA or a 3D concourse in the style of the base in XCOM. Choice between original cockpit interiors a la XW/TF/XvT or 3D interior like in XWA. An arrow-like icon on the border of the screen pointing on the direction of some important craft, or the selected target. Directional hits for events and important craft. In-flight voice hints for events and status of critical crafts ("Message from mission critical craft: Their hull is damaged!") Maybe also the target information screen (Z key in TIE fighter) either as a different screen/window, or integrated into the monitor. That is, holographic model of the targeted ship on the cockpit monitor, along with basic stats, cargo and directional indicator. Retrofit X-Wing with TIE Fighter's and XvT targeting improvements. Remove roll/pitch/yaw limitations when flying in particular directions (in special, when going "up" and "down" the vertical axis) ![]() Other kind of input support? Touch screen support for cockpit control toggles (ELS system, throttle, shield angling, power transfer, etc). Joystick support with ability to map any number of buttons and axes. Mouse input support, both in X-Wing DOS fashion (absolute mouse movement), and in Freelancer fashion (relative with dead zone). Of course, any resolution and screen aspect ratio. Some improvements I have been thinking on/have done already: It will make use of the original resources, but some improvements can be added where it makes sense.Īlso, unless I'm horribly mistaken, I believe ScummVM is open source project and we could reuse some of their work to implement some systems in this one, for example, all concerning the iMuse system. I will be multiplatform, as Unit圓D targets Windows, Mac, Linux and even Android and iOS. ![]() You need to own the orginal game, encouraging sales in GoG or other media. It will be a free utility that includes no copyrighted material. I chose the name XWVM inspired on ScummVM because: The XWAU project has good material, but we aren't restricted to use XWA OPT model files. Also, there exist many 3D models created and freely available for most of the ships in the game. It's not at all that hard considering that I'm using Unit圓D for the framework and most of the resource file formats have been described in the past. So instead, I propose to build a remake of the fligt engine, to start with, that reads the original XWing resources (music, graphics, missions) in your GoG XWing game folder, and uses them to play the mission, allowing for modern resolutions, input methods, and even usability improvements that were later added to TIE Fighter and XvT. And buying them off Amazon (or even pirating them) still has a lot of problems when installing them on modern systems because of the old DRMs or 16Bit installers they had. GoG doesn't even sell those games right now. ![]() Modding itself involves a lot of hexediting in these games, as of course, they are closed-source and not mod-friendly.Īnd above everything else, that would require you to own another game. In the end we are importing the missions to a 14 years old game engine (18 in the case of XvT) that doesn't work very well without extensive modding. XvT and XWA are old games by now anyway. Missions must be reworked because of the different simulation rules in these newer games. Playing the campaigns in these games feels almost selecting an entry on a list and hitting Launch. You lose the setting context of the game (Ackbar or Dodonna talking to you, the concourse music and animations, Tour of Duty roll texts missing, etc). However I have found this approach subject to many compromises: There is the option of importing X-Wing mission to XvT or XWA, and it has been done already before. I'm a X-Wing enthusiast and hobbyist game developer.Īfter trying to find the perfect X-Wing edition and realizing that the closest one to perfection is virtually lost to us (the 1996 Mac PowerPC edition cannot be run at a decent speed on modern x86_64 machines), I started looking for the best way to improve X-Wing to get the best of all the editions. If you signed in for the PreAlpha Test, you should have got an email in the address you provided with instructions on how to download XWVM.
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