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Yes please! I would also like to suggest a VR option as I believe Unity supports all current platforms.
Dear Azrapse,

Please consider adding at least SOME of the following capital ships, starships, and transports from the Expanded Universe to this remake of X-Wing Alliance:

Alliance Capital Ships:
Bulwark Mark III Battle Cruiser
Dauntless-class Heavy Cruiser
Venator-class Star Destroyer
Nebula-class Star Destroyer
Endurance-class Fleet Carrier
Liberator-class Cruiser
Majestic-class Heavy Cruiser
Defender-class Assault Carrier
Assault Frigate Mark II
Acclamator-class Assault Ship
CC-9600 Frigate
CC-7700 Interdictor Frigate
MC30c Frigate
X4 Gunship
Warrior-class Gunship

Imperial Capital Ships:
Tector-class Star Destroyer
Interdictor-class Star Destroyer (not the Immobilizer-class)
Procursator-class Star Destroyer
Vindicator-class Heavy Cruiser
Gladiator-class Star Destroyer
Arquitens-class Light Cruiser (Imperial)
Tartan-class Patrol Cruiser
Raider-class Corvette
VT-49 Decimator

Imperial Starfighters:
TIE Aggressor
TIE Oppressor
TIE Hunter

Alliance Starfighters:
ARC-170 Starfighter
BTL-B Y-wing Starfighter
E-wing Escort Starfighter
BTL-S8 K-wing Assault Starfighter

Smuggler Transports:
YT-2400 Light Freighter
YT-1930 Transport
YT-1760 Small Transport
YV-100 Light Freighter
YZ-775 Medium Transport
YZ-900 Freighter

While I'm aware that some of these ships only show up in the Expanded Universe after the Battle of Endor I believe an argument could never the less be made that the books don't have to be followed exactly due to being an alternate universe from now on.

Several of the ships listed above are also from the Clone Wars but I believe it has already been established that many of the ships that served in the Clone Wars were used by both the Empire and the Rebellion.
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Azrapse: Hi, all X-Wing fans.

I'm a X-Wing enthusiast and hobbyist game developer.
After 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.

There is the option of importing X-Wing mission to XvT or XWA, and it has been done already before.
However I have found this approach subject to many compromises:
- 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). Playing the campaigns in these games feels almost selecting an entry on a list and hitting Launch. Quite immersion breaking.
- Missions must be reworked because of the different simulation rules in these newer games.
- XvT and XWA are old games by now anyway. 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. Modding itself involves a lot of hexediting in these games, as of course, they are closed-source and not mod-friendly.

And above everything else, that would require you to own another game. GoG doesn't even sell those games right now. 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.

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.

The task is complex but not impossible. It's not at all that hard considering that I'm using Unity3D for the framework and most of the resource file formats have been described in the past. Also, there exist many 3D models created and freely available for most of the ships in the game. The XWAU project has good material, but we aren't restricted to use XWA OPT model files. Or even better if we don't.

I chose the name XWVM inspired on ScummVM because:
- It will be a free utility that includes no copyrighted material.
- You need to own the orginal game, encouraging sales in GoG or other media.
- I will be multiplatform, as Unity3D targets Windows, Mac, Linux and even Android and iOS.
- It will make use of the original resources, but some improvements can be added where it makes sense.

Also, 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.

Some improvements I have been thinking on/have done already:
- Of course, any resolution and screen aspect ratio. That comes for free with the framework.
- Mouse input support, both in X-Wing DOS fashion (absolute mouse movement), and in Freelancer fashion (relative with dead zone).
- Joystick support with ability to map any number of buttons and axes.
- Other kind of input support? Touch screen support for cockpit control toggles (ELS system, throttle, shield angling, power transfer, etc).
- Remove roll/pitch/yaw limitations when flying in particular directions (in special, when going "up" and "down" the vertical axis)
- Retrofit X-Wing with TIE Fighter's and XvT targeting improvements. That is, holographic model of the targeted ship on the cockpit monitor, along with basic stats, cargo and directional indicator. Maybe also the target information screen (Z key in TIE fighter) either as a different screen/window, or integrated into the monitor.
- Goal completion list.
- In-flight voice hints for events and status of critical crafts ("Message from mission critical craft: Their hull is damaged!")
- Directional hits for events and important craft. An arrow-like icon on the border of the screen pointing on the direction of some important craft, or the selected target.
- Virtual cockpit a la XvT/XWA.
- Choice between original cockpit interiors a la XW/TF/XvT or 3D interior like in XWA.
- Choice between original concourse navigation a la XW/TF/XWA or a 3D concourse in the style of the base in XCOM.
- Optional mission extending patches: Little editable files that apply extensions to original X-Wing missions, like in-flight messages (possible with voice), rebalancing passes, enable hangars in allied spaceships where to get repaired or refilled during battle, etc, in order to make X-Wing missions as rich as TIE Fighter's ones without having to rebuild them from scratch. Also making the game more accessible for today's audiences.
- Cooperative play: Up to 3 players can join another and select a ship on his flight group or another allied flight group to attempt some hard mission together. Deaths aren't permanent for coop players. Progression is recorded for all involved players.
- Online leader boards with hiscores.

What is your opinion/interest on something like this?

EDIT:
Latest video
GREAT! Godspeed, mates!
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scotsdezmond: Given that the actual lines of dialogue do not exist yet (to my knowledge), there would be a task to go through the entire X-Wing mission set and write appropriate mission dialogue to have included (and then cast for voice acting, in due course). I need to replay the original campaign set anyway, and quite enjoy writing, so I'm happy to take a crack at this.
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scotsdezmond: So I sat down last night and wrote some dialogue for our favourite mission, Y-Wing Historical Mission 6, to give an idea of the type of writing and changes I think would be required.

In this example mission, I've broken the speech parts down into two VO characters involved: the captain of shuttle Hasti; and a character I have currently titled "the briefing officer" - in my head, this is a Guy Siner-like character who would have a recurring voice part in a lot of missions (i.e. like the TIE Fighter briefing officer, and also similar to the officer in XWA).

I've tried to keep the feeling of the original games intact; i.e. each individual message is a phrase comprised of one or two sentences. In some cases, there will be a chain of multiple messages which will follow one after the other - e.g. the ones marked as triggered by the mission intro - this would mirror the original series in style.

The Google Doc is linked here - I'll update it as I progress through the other missions (a combination of opening the mission files in an editor, and in some cases, playtesting.)
That is really really nice! A good initiative!
I have made some comments to the document, but we all understand that this needs to go thru several iterations, so it's okay.
It would be awesome if we could have a flight officer voice, but at the same time I think most rebel squadrons wouldn't have a permanent channel with an officer back in the base talking to them constantly during a mission. Only in those missions where there is a friendly capital ship present. Or a transport that could carry the mission officer around.
I know it's Star Wars sci-fi and all of that, but I think it is quite established that "radio" comm chatter don't seem to travel thru hyperspace to individual fighters. Maybe I am mistaken.

In any case, good idea to have a document for this. :)

I think we should also use this in order to give the player more information about what is going on during the mission. For example, in the test mission, Hasti is threatened mostly by T/F group Delta, but also by Alpha and Beta. Perhaps the Hasti captain should acknowledge this somehow, so that the player knows what to do.
You have all my support. Have you consider crowfunding? I would like to pay for it so you can earn some money for your effort. Do you think Disney could cancel this?

Do you think you could do the same with tie fighter? I was my favourite of all Lucas's Xwing saga!!

Do you have an aproximated released date?

Please keep us updated!!
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Azrapse: I think most rebel squadrons wouldn't have a permanent channel with an officer back in the base talking to them constantly during a mission. Only in those missions where there is a friendly capital ship present. Or a transport that could carry the mission officer around.
I know it's Star Wars sci-fi and all of that, but I think it is quite established that "radio" comm chatter don't seem to travel thru hyperspace to individual fighters. Maybe I am mistaken.
Taking other games like the Rebel Assault series as a guide, it looks like you're right. That's why there are squadron leaders (Red One, Gold Leader, etc.) giving the orders, or smaller teams just having simple chit-chat (which allows giving the characters, the missions and the world more background and flair).
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Azrapse: I think most rebel squadrons wouldn't have a permanent channel with an officer back in the base talking to them constantly during a mission. Only in those missions where there is a friendly capital ship present. Or a transport that could carry the mission officer around.
I know it's Star Wars sci-fi and all of that, but I think it is quite established that "radio" comm chatter don't seem to travel thru hyperspace to individual fighters. Maybe I am mistaken.
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Laserschwert: Taking other games like the Rebel Assault series as a guide, it looks like you're right. That's why there are squadron leaders (Red One, Gold Leader, etc.) giving the orders, or smaller teams just having simple chit-chat (which allows giving the characters, the missions and the world more background and flair).
I can only think on the Battle of Yavin in episode 4, where the officers at Yavin IV are talking to the fighters at the Death Star, and that is still within the orbit of the planet Yavin.
I think this rule is broken a couple of times in the CGI series and in The Force Awakens, where the base is able to send orders to fighters en route, but only while they are inside the hyperspace tunnel, not once they have reached their destination.

As you say, it would make much of the stories pointless if they could have just transmitted the Death Star plans by radio to the other side of the galaxy. Or sent word about the TIE Phantoms in Rebel Assault 2.
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Laserschwert: Taking other games like the Rebel Assault series as a guide, it looks like you're right. That's why there are squadron leaders (Red One, Gold Leader, etc.) giving the orders, or smaller teams just having simple chit-chat (which allows giving the characters, the missions and the world more background and flair).
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Azrapse: I can only think on the Battle of Yavin in episode 4, where the officers at Yavin IV are talking to the fighters at the Death Star, and that is still within the orbit of the planet Yavin.
I think this rule is broken a couple of times in the CGI series and in The Force Awakens, where the base is able to send orders to fighters en route, but only while they are inside the hyperspace tunnel, not once they have reached their destination.

As you say, it would make much of the stories pointless if they could have just transmitted the Death Star plans by radio to the other side of the galaxy. Or sent word about the TIE Phantoms in Rebel Assault 2.
In the past I thought it was because the transmissions were limited in bandwidth, as an in-universe explanation for why the radio transmissions sound very analogue :) - and why transmitting the plans long distance would be like trying to download a bluray via a 28.8k modem!

I think you are right, and for the most part, radio transmissions are in-system. I thought that there were a few instances in TIE Fighter where they ignored this rule, but that could just be because they were using the same voice actors and the transmission was intended to be from one of the other flight groups.
Post edited December 29, 2016 by scotsdezmond
You just got picked up by PC GAMER.

www.pcgamer.com/watch-14-minutes-of-the-classic-space-sim-x-wing-recreated-in-unity

With this much attention coming your way you're bound to get noticed by the big boys at EA. That means they will likely bring it to the attention of Lucasarts and in turn Disney. I really hope they don't make you stop. Because this requires a legal copy of the game to run I believe it is considered a player mod. So you may be ok. However EA may see this as a threat to their monetary income from their arcade garbage battlefront and try to get you shut down anyway. I hope it works out in your favor.
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Laserschwert: Taking other games like the Rebel Assault series as a guide, it looks like you're right. That's why there are squadron leaders (Red One, Gold Leader, etc.) giving the orders, or smaller teams just having simple chit-chat (which allows giving the characters, the missions and the world more background and flair).
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Azrapse: I can only think on the Battle of Yavin in episode 4, where the officers at Yavin IV are talking to the fighters at the Death Star, and that is still within the orbit of the planet Yavin.
I think this rule is broken a couple of times in the CGI series and in The Force Awakens, where the base is able to send orders to fighters en route, but only while they are inside the hyperspace tunnel, not once they have reached their destination.

As you say, it would make much of the stories pointless if they could have just transmitted the Death Star plans by radio to the other side of the galaxy. Or sent word about the TIE Phantoms in Rebel Assault 2.
Fighters can use long range communication, but I'm not sure if it can be done reliably in combat. There's some mixed messaging, though.

In Attack of the Clones, Obi-Wan was able to communicate to the Jedi Council from Geonosis, but it seems like it was using the HoloNet or something. He had to use that little transmission dish on his starfighter, which seemed to have to be facing the correct direction.

I just recently saw an episode of The Clone Wars where that same kind of starfighter attempted to communicate back to the Coruscant, but establishing a connection took time (particularly while performing evasive maneuvers) and the dish was destroyed before a connection was completed.

It would make sense the agents of the government controlling the HoloNet to be able to use it fairly safely for secure communications. A rebel insurgency might have more trouble doing it.

Establishing a connection with it takes time, so it isn't something you'd use for combat communications like the audio communication we hear in the movies.

That said, in X-Wing, even if all alone, you'll get mission completion messages. Stuff like "Great job, Red 1! You've saved the Alliance again! Return home."

It seemed like you got plenty of long range communication in X-Wing Alliance, though.

It could be a matter of range. A starfighter might be able to directly communicate with a capital ship, star base, or planet, say "nearby" (a few to 100s of light years away or whatever), but not halfway across the galaxy.
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TheLumpyBantha: Dear Azrapse,

Please consider adding at least SOME of the following capital ships, starships, and transports from the Expanded Universe to this remake of X-Wing Alliance:

(snip!)
Whoa, hold those horses!

First, this is a recreation of X-Wing, not X-Wing Alliance. At this point, it's only a proof of concept for a single mission in the original X-Wing, and is a long ways to go before the whole game is playable. After that, there's a possibility of continuing on and getting Tie Fighter added to the mix, but that would also be significantly more work.

I suppose if/when that ever finishes, there could then be the option of looking into rebuilding X-Wing Alliance. But it's at least several years away from even being able to consider that, much less adding a whole bunch of new ships that weren't even in the original game.

I think you'd be much happier checking out the group over at the X-Wing Alliance Upgrade project. They've already included many of the ships you've listed in a mod that's playable today in X-Wing Alliance.
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scotsdezmond: Given that the actual lines of dialogue do not exist yet (to my knowledge), there would be a task to go through the entire X-Wing mission set and write appropriate mission dialogue to have included (and then cast for voice acting, in due course). I need to replay the original campaign set anyway, and quite enjoy writing, so I'm happy to take a crack at this.
avatar
scotsdezmond: So I sat down last night and wrote some dialogue for our favourite mission, Y-Wing Historical Mission 6, to give an idea of the type of writing and changes I think would be required.

In this example mission, I've broken the speech parts down into two VO characters involved: the captain of shuttle Hasti; and a character I have currently titled "the briefing officer" - in my head, this is a Guy Siner-like character who would have a recurring voice part in a lot of missions (i.e. like the TIE Fighter briefing officer, and also similar to the officer in XWA).

I've tried to keep the feeling of the original games intact; i.e. each individual message is a phrase comprised of one or two sentences. In some cases, there will be a chain of multiple messages which will follow one after the other - e.g. the ones marked as triggered by the mission intro - this would mirror the original series in style.

The Google Doc is linked here - I'll update it as I play through the other missions.
Thanks for putting this together and giving me access. Since I've started a project within FotG to recreate (re-imagine, since our game engine doesn't attempt to match the gameplay) the Totally Games X-Wing campaign, this sort of thing is super valuable. With your permission, I'd like to use the dialogue (and eventual voice-acting, if applicable) for our mod as well for that campaign. In exchange, I'll try to participate and contribute as much as I can in the creation and editing of said dialogue. I hope we can collaborate to make something great for all of us.
avatar
scotsdezmond: So I sat down last night and wrote some dialogue for our favourite mission, Y-Wing Historical Mission 6, to give an idea of the type of writing and changes I think would be required.

In this example mission, I've broken the speech parts down into two VO characters involved: the captain of shuttle Hasti; and a character I have currently titled "the briefing officer" - in my head, this is a Guy Siner-like character who would have a recurring voice part in a lot of missions (i.e. like the TIE Fighter briefing officer, and also similar to the officer in XWA).

I've tried to keep the feeling of the original games intact; i.e. each individual message is a phrase comprised of one or two sentences. In some cases, there will be a chain of multiple messages which will follow one after the other - e.g. the ones marked as triggered by the mission intro - this would mirror the original series in style.

The Google Doc is linked here - I'll update it as I play through the other missions.
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countbuggula: Thanks for putting this together and giving me access. Since I've started a project within FotG to recreate (re-imagine, since our game engine doesn't attempt to match the gameplay) the Totally Games X-Wing campaign, this sort of thing is super valuable. With your permission, I'd like to use the dialogue (and eventual voice-acting, if applicable) for our mod as well for that campaign. In exchange, I'll try to participate and contribute as much as I can in the creation and editing of said dialogue. I hope we can collaborate to make something great for all of us.
Absolutely, you're more than welcome to use the dialogue scripts (and voice acting, when we get round to it) for your project - when we get to the stage of casting and recording, we'll make sure that the actors know that the dialogue will be used in multiple projects to avoid any issues.
So far I've been getting through at least 2 missions a night - trying to make the most of the Christmas period to get through as many as I can before going back to work. My current plan is to work through all of the Historical and Bonus missions (this serves as a good way to work up to getting used to writing the individual mission scripts and the way of working), and then start on the Tours of Duty.
Post edited December 30, 2016 by scotsdezmond
Azrapse, have you documented the X-Wing mission file format anywhere public yet? Or did you actually manage to find some documentation from all those editors that popped up during the 90's? If so could you point me in the right direction? That would save me a considerable amount of time and effort in my own project.
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countbuggula: Azrapse, have you documented the X-Wing mission file format anywhere public yet? Or did you actually manage to find some documentation from all those editors that popped up during the 90's? If so could you point me in the right direction? That would save me a considerable amount of time and effort in my own project.
X-Wing uses two different kind of files for missions. The mission itself, with all triggers and stuff, are in .XWI files. The briefings are kept in a different file format with the .BRF extension.
I found most of the specs for the .XWI file format in internet, in particular, the most useful resource was a guy called QuantumG that had a pretty thorough description of that file format.
The .BRF file format, I found nowhere information about it, so I had to figure it out myself. I have not yet written the specs down, but I was wanting to do it on the mod's Engine Tecnhical Details doc we have in Google Docs.

However, I don't really see much point on you going all the way to the technical details. You could just open the mission files in Troy Dangerfield's X-ED, and get all the information you need from there.