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rkinkjr: Hello gang, how goes the updates and modeling? Is everyone all excited and ready to see Last Jedi about a week from now?
Seasonal obligations are taking a lot of my time, and the amount of work that is stacking up in the issue tracker is becoming a bit overwhelming. But that is totally my fault. :D

I am looking forward to seeing what they have done with The Last Jedi. I am not very excited, since the trailer shows almost a clone of The Empire Strikes Back, and I value originality over anything else.
But they promise a twist, so let's give it a chance.
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rkinkjr: Hello gang, how goes the updates and modeling? Is everyone all excited and ready to see Last Jedi about a week from now?
Hopefully I'll watch TLJ on wednesday.

Meanwhile, if you want to know what we are doing at the moment at the coding front, this is a good summary: https://trello.com/b/dHyQrFF4/xwvm-public-testing
I'm looking forward to Last Jedi. I had doubts at first it looking to much like Empire Strikes Back also, but the thing that's making me look forward to this movie is seeing Luke Skywalker hopefully in action again.
Post edited December 12, 2017 by rkinkjr
While I see some parallels between ESB and TLJ, the movie actually has some very unique and unexpected twists. Certainly not what I expected. Some parts of the story don't really make sense to me but it's Star Wars after all so I won't let this bother me too much. Bottom line: great movie, go watch it.
I agree with you micmon. I really enjoyed watching this film. It did have moments that were like maybe they didn't have enough time to film or they should of done this or that. But I did enjoy watching the film. It didn't slow down at all. I plan on watching it again. :)
I know unfortunately you guys are lacking ship modelers, but was wondering if there's any new progression going on? Anymore new images to look at? And happy holidays to everyone if I don't say anything later on. Thanks for keeping the nostalgia alive! :)
Hey guys. I would love to help the development. Please consider increasing the development team... :)

Congratulations for the awesome work!
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Azrapse: If any of you have missed the previous opening period, just send me a private with a email address you use and a public display name for you, and I will make sure I add you to the next batch of test applicants. :)
Hey Azrapse, I've seen a few XWVM videos and I'm totally thrilled about it! Do you still accept testers? I'm a good C++ developer, and I'd be really excited to play with it. I'm not afraid to recompile/crosscompile/reverse engineer stuff (it's part of my daily job), just tell what your priorities are and I'll focus on that (while re-playing all the missions of course, that's the payout). I'm on vacation till 8/1 so I have plenty of time now. Let me know if I can help.
I am away during Christmas, but we can talk about helping with testing or coding once I am back. :)
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Azrapse: I am away during Christmas, but we can talk about helping with testing or coding once I am back. :)
Can't believe I just found out about this, I've pinged a pm and would love to be in on this!
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Azrapse: Hi.
No need to convince me about open sourcing. I was convinced since the beginning.
The only problem is that we are making use of some libraries that don't allow for open sourcing, in particular, the input library, some backdrop assets, and the whole collection of model placeholders from XWAUP.
Until we find replacement for those, and it can take a while, we can only make public the code that concerns to the game logic and AI, but not the rest.
Since that would make the project not really easy to contribute to, it's better to leave the project private until later.
If there came the day that we cannot dedicate more time to this project, and in case we have not yet open sourced it, or got rid of the incompatible assets and libraries, we would just "rip them off" and make the rest public.

Regarding Linux, Unity just generates a Linux and Mac build with the toggle of a button, but we have some libraries that are, for now, Windows-only. In particular, the TrackIR integration library, because there doesn't seem to be one for Linux yet.
I suggest having a public and a private repo (or submodule). The public repo would have the new files, and the private repo would contain just the incompatible assets. Include a readme that explains where the assets can be obtained. Then if somebody really wants to contribute they can piece it all together.
Post edited January 05, 2018 by adamjimenez
Work on the ISD continues (hull plating, lighting, high res bake geo, etc.):
Attachments:
isd_hull.jpg (318 Kb)
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stonky: Work on the ISD continues (hull plating, lighting, high res bake geo, etc.):
Very good. Hope the final release will be less plastic like.
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stonky: Work on the ISD continues (hull plating, lighting, high res bake geo, etc.):
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StyleWan: Very good. Hope the final release will be less plastic like.
Pretty sure that's just a common quirk with how 3D models tend to look before applying any textures or material. Also, some visual effects that you might normally see in a game aren't necessarily going to be present in the 3D modeling program's screenshot mode.
Post edited January 19, 2018 by ender910
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stonky: Work on the ISD continues (hull plating, lighting, high res bake geo, etc.):
Beautiful, just beautiful. I'm ready to serve the Empire. Lol wrong game.