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Azrapse: Any edition save for the floppy version will do. Or at least that is one of the things we are going to test. :)
On that subject... does the mod store any settings or stuff in the common user folders, or it's all kept inside the game folder?

I'm asking this because I have two separate version installed, DOS from physical CD and the Win95 edition from Steam (sorry GOG, every other title in the series I have it here ;) ), and planning to test them both... wanna be sure the mod don't overlap files when used concurrently like this, so that I don't report false issues that may be actually caused by that.
Post edited June 11, 2017 by Antaniserse
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Azrapse: Any edition save for the floppy version will do. Or at least that is one of the things we are going to test. :)
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Antaniserse: On that subject... does the mod store any settings or stuff in the common user folders, or it's all kept inside the game folder?

I'm asking this because I have two separate version installed, DOS from physical CD and the Win95 edition from Steam (sorry GOG, every other title in the series I have it here ;) ), and planning to test them both... wanna be sure the mod don't overlap files when used concurrently like this, so that I don't report false issues that may be actually caused by that.
I will write a guide to the test version, but concerning your question, this is the answer:

- XWVM doesn't modify or add any file to the original X-wing game installation folder hierarchy.
- XWVM creates a "XWVM" folder in the user data folder, where it stores user settings. (In Windows, this folder is %AppData%\XWVM), so if you want to perform totally independent tests with different versions, you will need to delete this folder.
- XWVM doesn't store user setting on XWVM's install folder.

In the future, it is possible that we change where XWVM stores settings and pilots from the %AppData% folder to the Documents folder. But I am still undecided.
How goes the modeling with y wing and ISD? I use a Logitech Attack 3 joystick which I've been using to play the X wing game series, Logitech G910 keyboard and Logitech G602 mouse which also seems to work well. Was just wondering if they should still work with all the upgrades? Also I plan on getting Track IR and rudders at some point when I can afford them.
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rkinkjr: How goes the modeling with y wing and ISD? I use a Logitech Attack 3 joystick which I've been using to play the X wing game series, Logitech G910 keyboard and Logitech G602 mouse which also seems to work well. Was just wondering if they should still work with all the upgrades? Also I plan on getting Track IR and rudders at some point when I can afford them.
I have had good experience with Logitech stuff. Unity seems to like them, at least. (Unlike Thrustmaster stuff, that it seems to dislike greatly).

About the Y-wing, it's looking like this:
Attachments:
ywing1.jpg (288 Kb)
ywing2.jpg (174 Kb)
ywing3.jpg (265 Kb)
ywing4.jpg (216 Kb)
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rkinkjr: How goes the modeling with y wing and ISD? I use a Logitech Attack 3 joystick which I've been using to play the X wing game series, Logitech G910 keyboard and Logitech G602 mouse which also seems to work well. Was just wondering if they should still work with all the upgrades? Also I plan on getting Track IR and rudders at some point when I can afford them.
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Azrapse: I have had good experience with Logitech stuff. Unity seems to like them, at least. (Unlike Thrustmaster stuff, that it seems to dislike greatly).

About the Y-wing, it's looking like this:
WOW, so good looking, this looks unbelievable!!!!
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rkinkjr: How goes the modeling with y wing and ISD? I use a Logitech Attack 3 joystick which I've been using to play the X wing game series, Logitech G910 keyboard and Logitech G602 mouse which also seems to work well. Was just wondering if they should still work with all the upgrades? Also I plan on getting Track IR and rudders at some point when I can afford them.
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Azrapse: I have had good experience with Logitech stuff. Unity seems to like them, at least. (Unlike Thrustmaster stuff, that it seems to dislike greatly).
Really? Which ones? How exactly?

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Azrapse: About the Y-wing, it's looking like this:
That is totally wizard!

Seriously though that's awesome.
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rkinkjr: How goes the modeling with y wing and ISD? I use a Logitech Attack 3 joystick which I've been using to play the X wing game series, Logitech G910 keyboard and Logitech G602 mouse which also seems to work well. Was just wondering if they should still work with all the upgrades? Also I plan on getting Track IR and rudders at some point when I can afford them.
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Azrapse: I have had good experience with Logitech stuff. Unity seems to like them, at least. (Unlike Thrustmaster stuff, that it seems to dislike greatly).

About the Y-wing, it's looking like this:
My joystick is a Thrustmaster (no idea of the model), so I guess we'll see.

The Y-Wing does indeed look fantastic. Looking forward to seeing it in flight!
Y-wing looks great!

What about explosions of craft?

Originaly I've noticed about 3 - 4 schemes of fighters loosing parts after explosion. As I remember, someone (mayby Azrapse) stated that disintegration is embedded in OPTs themselves. Is also randomization of disintegration written in OPTs?? Will all different explosion schemes be included in new high end models?
Post edited June 13, 2017 by swiezy-chlebek
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swiezy-chlebek: Y-wing looks great!

What about explosions of craft?

Originaly I've noticed about 3 - 4 schemes of fighters loosing parts after explosion. As I remember, someone (mayby Azrapse) stated that disintegration is embedded in OPTs themselves. Is also randomization of disintegration written in OPTs?? Will all different explosion schemes be included in new high end models?
We are currently just mimicking how explosions worked in the original games, for now.
Ships are divided in parts: cockpit, wings, engines, main hull, etc. That is defined in the ship model.
On destruction, the ship's main hull spins out of control for a while before it blows up. The direction and frequency of spinning is random.
Some of the ship's parts are set to stay with the main hull while others are configured to randomly break off and live their short lives independently, spinning for a second or so before they explode themselves. This happens also randomly. Some times a wing might break off, some other times it won't.

For capital ships we use temporarily the same mechanism, but it is not what we will have for the final version of the game. Instead they should break apart with internal explosions and become wrecks. A bit how it happens in Empire at War. At least that is what we are aiming for. It's left to be seen if we manage to get that to work fine.
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swiezy-chlebek: Y-wing looks great!

What about explosions of craft?

Originaly I've noticed about 3 - 4 schemes of fighters loosing parts after explosion. As I remember, someone (mayby Azrapse) stated that disintegration is embedded in OPTs themselves. Is also randomization of disintegration written in OPTs?? Will all different explosion schemes be included in new high end models?
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Azrapse: We are currently just mimicking how explosions worked in the original games, for now.
Ships are divided in parts: cockpit, wings, engines, main hull, etc. That is defined in the ship model.
On destruction, the ship's main hull spins out of control for a while before it blows up. The direction and frequency of spinning is random.
Some of the ship's parts are set to stay with the main hull while others are configured to randomly break off and live their short lives independently, spinning for a second or so before they explode themselves. This happens also randomly. Some times a wing might break off, some other times it won't.

For capital ships we use temporarily the same mechanism, but it is not what we will have for the final version of the game. Instead they should break apart with internal explosions and become wrecks. A bit how it happens in Empire at War. At least that is what we are aiming for. It's left to be seen if we manage to get that to work fine.
Will transports randomly have their hulls twist around and slam into you upon destruction like originally happened---over and over and over again? Gah, the times a dead transport got its revenge on me... I can't even count them.
I looked up the Logitech Wingman Attack 3, I see it lacks twist axis for rudder (like my CH products Joystick), did the Thrustmaster sticks you tried have it?
It's possible that having an additional axis may be the problem.
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Det_Bullock: I looked up the Logitech Wingman Attack 3, I see it lacks twist axis for rudder (like my CH products Joystick), did the Thrustmaster sticks you tried have it?
It's possible that having an additional axis may be the problem.
The Logitech joystick that I use seems to work fine for me. Other than not being able to use twist axis. But I cab do barrel roll. I'm fine with what I have for now, I was just concerned with new updates I would have any concerns. Oh it also lacks as far as I'm aware I cant use the 360 degrees viewing inside the cockpit as once an older joystick I had did for X Wing Alliance. I'm ok without using those for now.
Post edited June 13, 2017 by rkinkjr
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Azrapse: We are currently just mimicking how explosions worked in the original games, for now.
Ships are divided in parts: cockpit, wings, engines, main hull, etc. That is defined in the ship model.
On destruction, the ship's main hull spins out of control for a while before it blows up. The direction and frequency of spinning is random.
Some of the ship's parts are set to stay with the main hull while others are configured to randomly break off and live their short lives independently, spinning for a second or so before they explode themselves. This happens also randomly. Some times a wing might break off, some other times it won't.

For capital ships we use temporarily the same mechanism, but it is not what we will have for the final version of the game. Instead they should break apart with internal explosions and become wrecks. A bit how it happens in Empire at War. At least that is what we are aiming for. It's left to be seen if we manage to get that to work fine.
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JKing: Will transports randomly have their hulls twist around and slam into you upon destruction like originally happened---over and over and over again? Gah, the times a dead transport got its revenge on me... I can't even count them.
Yes. Both transports and assault gunboats (and shuttles with a certain probability) will blow up and their debris will immediately become like homing missiles, directed against the player.
The also, they have higher chance of causing direct pilot death or capture, resetting all score back to zero, and rank back to flight officer.



Just kidding. :) I think it was a bug in the original game that they changed course suddenly when exploding. In XWVM they remain in their previous course.
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Det_Bullock: I looked up the Logitech Wingman Attack 3, I see it lacks twist axis for rudder (like my CH products Joystick), did the Thrustmaster sticks you tried have it?
It's possible that having an additional axis may be the problem.
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rkinkjr: The Logitech joystick that I use seems to work fine for me. Other than not being able to use twist axis. But I cab do barrel roll. I'm fine with what I have for now, I was just concerned with new updates I would have any concerns. Oh it also lacks as far as I'm aware I cant use the 360 degrees viewing inside the cockpit as once an older joystick I had did for X Wing Alliance. I'm ok without using those for now.
I think I've misread the "quotes", I thought it was Azrapse mentioning the Attack 3 (since he mentioned joysticks other than logitech somehow not working well with unity).
The trouble of posting from work is that often I get distracted. :/

X-wing games don't really get much from a twist axis, even in Alliance when I got a HOTAS with an analog ministick on the throttle though it supported it I haven't found a separate axis for roll particularly useful anyway, consider I played these games with a four-button Saitek joystick with a busted throttle wheel for more than a decade.

What are you talking about is the HAT switch: it usually defaults to looking around the cockpit in flight and space games but can really be used for anything as a sort of 4 function button, it's a thing you can find in real aicrafts sticks and throttles. Usually if the joystick has only one hat it will be 8-way (with diagonals, sometimes called "pov") so it can be used to looked around more freely than with a standard 4-way (without diagonals) hat switch, though some older or cheaper joysticks often have only 4-way hats even if it's the only one. Mine has two (one 8-way and one 4-way) but more realistic (and costly) sticks (unless they are based on older aircrafts) have usually four hats (one 8-way, three 4-way), examples are the CH Fighterstick and the Thrustmaster Warthog.
Post edited June 14, 2017 by Det_Bullock
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Det_Bullock: I think I've misread the "quotes", I thought it was Azrapse mentioning the Attack 3 (since he mentioned joysticks other than logitech somehow not working well with unity).
Not "joysticks other than Logitech". I mentioned in particular Thrustmaster.
I have a Thrustmaster joystick and Unity turns crazy when that thing is plugged. The same seems to happen with other to guys in the team. I have been checking online and it seems that Thrustmaster just does something weird with their raw data that Unity cannot understand.
While in any other joystick, analog axes provide values that go from -1 to +1, with zero as neutral, Thrustmasters seem to send +1 for the entire left/down part of the joystick, then from 0.1 to +1 for the right part. Of course, that makes the ship spin like crazy when at neutral, and impossible to steer otherwise.
We need to test the magnitude of this problem during the testing period, to check if it affects all Thrustmaster devices, or even more brands.