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Old 11-16-2005, 11:46   #51
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Quote:
Originally Posted by powell99
The new Krant really gives off the feel of the old sprite one. Its pretty cool. Also if you use you own texture in time, I mean a long time, you can make textures that look as good as Standoffs.
Quote:
Originally Posted by Eder
Thanks, I really appreciate it!

(Making your own textures pays off in the long run - you end up with a mod that has a real sense of style, instead of looking like a random collection of stuff from different sources).
Quote:
Originally Posted by Ptarmigan
Sure does. Brings me back memories of WC1.
Wow! I was convinced by your last message eder "Even I had to retexture for different fan projects". I tried the best I could and painted it over accordingly to your textures. I hope you don't mind.
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Old 11-16-2005, 11:55   #52
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People, for my project, am I allowed to replace "fcgameflow.mp3" with the music from "wing commander - swing commander.mp3" from the CIC?
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Old 11-16-2005, 14:42   #53
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That's fine, but it is not okay to continue to conduct your project business with an unregistered name. You've been told several times already. You must register and use a Crius account.
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Old 11-20-2005, 07:19   #54
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What do you think of the new Krant texture that looks better?
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Old 11-20-2005, 07:42   #55
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Quote:
Originally Posted by powell99
The new Krant really gives off the feel of the old sprite one. Its pretty cool. Also if you use you own texture in time, I mean a long time, you can make textures that look as good as Standoffs.
I guess you're right. I played around With Photo Editor and had suddenly created a good quality texture out of that simple painting I did with paint. I tried to paint accordingly to eder's textures, but definitely NOT using the exact same colours, but the ones that were available to me. Does anyone here like it?
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Old 11-20-2005, 11:53   #56
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Doesn't seem too bad.
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Old 11-20-2005, 13:54   #57
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Originally Posted by eddieb
Downloaded the new update. looks fun. Thanks for retexturing. One minor suggestion. In your ship files, you give all the ships infinite fuel and energy.
<afterburner velocity = "1200" acceleration = "1200" fuel = "999999" />
<energy total = "999999" recharge_rate = "999999" />

You might consider changing this when you have time.
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Originally Posted by Kevin Caccamo
Sorry about the infinite power generator and the infinite afterburner fuel, but there is no data about that in WC CIC.
Eddieb, the quote that was by me was from the website. There was NO DATA on power generators and/or fuel in the CIC in the WC1 Section. Please don't tell me I have to change it. But at least the ships are destroyable.

This message was posted by me
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Old 11-20-2005, 14:23   #58
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This is the new Jalthi



Please do not say it is too ugly. It was a lot of texture to paint over. Thank Goodness it was only one texture I had to paint over.
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Old 11-20-2005, 14:55   #59
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Quote:
Originally Posted by Kevin Caccamo
Eddieb, the quote that was by me was from the website. There was NO DATA on power generators and/or fuel in the CIC in the WC1 Section. Please don't tell me I have to change it. But at least the ships are destroyable.
Well, nobody is going to tell you that you have to do something in your mod . However, infinite fuel and gun energy is pretty excessive, so it definitely would be a good idea for you to reduce it. What you can do is play WC1 and try to figure out some appropriate numbers based on what you see in the game.
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Old 11-20-2005, 15:09   #60
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Quote:
Originally Posted by Kevin Caccamo
Eddieb, the quote that was by me was from the website. There was NO DATA on power generators and/or fuel in the CIC in the WC1 Section. Please don't tell me I have to change it. But at least the ships are destroyable.
It was only a suggestion, do what you will. Some gamebalance issues you may want to tweak on your own without relying on other sources.
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Old 11-22-2005, 09:22   #61
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Looks pretty good to me. Seems very reminiscent of WC1 sprites, only it still looks pretty decent in the FC engine. Couldn't done any better myself--worse probably.
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Old 12-21-2005, 15:11   #62
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Quote:
Originally Posted by Wc1 Remake Website
Started working on a script and improved mission pack. I had to start working on this project soon, because lately, no progress has been made.
I think I had no choice but to do that because I have been playing lots of other games lately and totally neglected the WC1 Remake Project.
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Old 12-27-2005, 18:10   #63
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Do you guys know why I am holding up on my WC1 Remake Project? It's because I need voice actors. Can one of you please volunteer to do comms for Angel and send them to me? I just need 2 files in WAV format. I would like the comms to be when Angel says yes or no to your orders.

BTW, I am not kidding when I said I would be working on an improved script and mission pack. I will release it with the third episode, WC1 Remake: Gimle System.
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Old 12-27-2005, 18:36   #64
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Quote:
Originally Posted by Kevin Caccamo
Do you guys know why I am holding up on my WC1 Remake Project? It's because I need voice actors.
Nobody knows this because you've never asked for any before.

Quote:
Originally Posted by Kevin Caccamo
BTW, I am not kidding when I said I would be working on an improved script and mission pack. I will release it with the third episode, WC1 Remake: Gimle System.
The first Wing Commander game would really play oddly if only one system at a time were made available. There's entire systems and sets of systems which get left out or played based on how you do. You go to Gimle if you succeed in McAuliffe. What happens if the player fails in McAuliffe or Enyo? I don't think releasing 13 episodes is necessarily the best way to do this.
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Old 12-27-2005, 18:42   #65
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Yeah, the game supports branching campaigns already.
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Old 12-27-2005, 18:53   #66
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Yeah, I would have to agree with Chris on this on.

A suggestion, though:

Create two systems per episode. You also probably should go back to episode 1 and 2 to include the lose path systems while you wait for voiceovers.

Another piece of advice, judging from your news posts, you might want to have a few people beta test your game before releasing it. Even though the file size is small, making people continually redownload the game is not a good thing.

Also, if you are not already using Wedge's WC site, I'd highly recommend it as it is extremely comprehensive, IMHO.

Just some helpful advice.

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Old 12-27-2005, 20:17   #67
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I think it would be easier if it were one download, and one campaign.
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Old 12-27-2005, 21:33   #68
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Yeah, since your just replacing a limited number of FC files, having separate downloads is not necessary. Also it won't take you quite as long to make this mod considering most all of the fiction (if not all) is done, and there is little to no creative work required for the missions, etc. Basically, most of the time consuming work for the mod is done, especially if your not planning on adding cutscenes and stuff. So really the main purposes of having an episodic mod are not there downloads and time.

People can wait, but I can see why you would want to make it episodic considering just the number of missions in WC1.

Well, good luck Kevin.
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Old 12-28-2005, 04:12   #69
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So you need voice lines for Angel? Okay, we can look around and try to find an actress . Who else do you need voice lines for?

By the way, does anyone remember how Angel responded to commands in WC1? I'm thinking it was something like, "Oui, mon ami" but I don't remember.
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Old 12-29-2005, 00:57   #70
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That was what she said in WC2. In WC1, she said something along the lines of "Oui, mon capitaine." I'm not sure if she changed it according to the player's current rank.

Then again, it's been a while since I've played WC1, so I could be wrong.
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Old 12-29-2005, 17:05   #71
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Well, I'll see what I can do.

Once again, are there any other characters that need voices?
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Old 03-08-2006, 16:07   #72
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Good Evening fellow fans.

I have planned to enhance my WC1 Remake project by making the computer screens green instead of that WCP cyan. I converted it to a palette image with NCONVERT.EXE and I modified it with Macromedia Fireworks MX 2004, then I converted it back to Flight Commander Format.

NCONVERT.EXE may have mystical powers of conversion. It is said to be able to convert any image to an 8-bit bitmap, while leaving the image fully intact. It must be very complicated code, and very effective too. Even Reaconverter cannot do as well of a job as NCONVERT.EXE.

I will be releasing WC1 Remake Gold Edition with Editor's files, the modified interface, the lua scripts, the improved missions, and the Wing Commander 1 Remake Gold edition campaign.
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Old 03-23-2006, 17:51   #73
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Do you like my Starlancer to Wing Commander Secret Ops Conversion and the new menus on WC1 Remake?
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Old 03-23-2006, 19:36   #74
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Kevin:

First, I'd like a download will all the files needed for the remake in it, so you can just unzip it on top of a flight commander install. I'd suggest not including some guys converter program in the download. Also, I'd suggest playing through each mission at least once before releasing. Be sure to do a separate release annoucement so people can see it. I'll give it a try once it's all in one file.
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Old 04-15-2006, 18:35   #75
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Check out my site. The new version of the WC1 Remake is the answer to all this that you have been giving me for no losing campaign.

NCONVERT is extremely useful. It's license agreement said you may make unlimited copies. Just type in nconvert -colors 256 <filename> and you will have an 8-bit image that looks almost the same as the 24-bit original image

Also, be sure to check out my latest post in this thread
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Old 04-15-2006, 21:48   #76
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Where's the link to the download? I tried http://www.ciinet.org/kevin/wc1remak...es/wcrgold.zip but it didn't contain all the files apparently. I tried this and it didn't even get to the first mission, a bad user experience. You need to do a clean FC 1.3 install to a new directory, extract your stuff on top, and then see if it actually works. Only then should you release.

Also, get rid of nconvert, nobody wants to download it. Just link it if you really like it so much.
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Old 04-17-2006, 10:03   #77
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Ok, Eddieb.

I have another question for you... How do I implement different simulator music. I know the file is called Simulator.mp3, but I want to use different sim music for WC1 Remake. How am I supposed to encode my new MP3 For use in flight commander? How do I get it to even work in FC?
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Old 04-17-2006, 20:42   #78
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Yes, any mp3 should work. Just copy a new mp3 on top of any existing mp3.
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Old 04-18-2006, 20:16   #79
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Quote:
Originally Posted by Kevin Caccamo
Ok, Eddieb.
So does that mean you fixed the release so people can get to the first mission now?
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Old 04-22-2006, 17:14   #80
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Problem solved. I released the WC1 Remake Gold edition, trying to keep as much original files in there as possible, but no new simulator music, since I cannot get it to work with Flight Commander 1.3. One question: Will Flight Commander ever have atmospheric battles and atmospheric fighters? And planets with atmospheres that you can enter?
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Old 04-22-2006, 20:29   #81
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Hmm, can you try just changing the sim music on fc 1.3 without changing anything else and see if it works.

As far as atmospheric and planet terrain, I'd like to get the space combat working wonderfully first.
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Old 04-23-2006, 09:00   #82
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Quote:
Originally Posted by eddieb
As far as atmospheric and planet terrain, I'd like to get the space combat working wonderfully first.
I think you already have the space combat working wonderfully. What makes you think that you don't?

Quote:
Originally Posted by eddieb
Hmm, can you just try changing the sim music on fc 1.3 without changing anything else and see if it works?
Yah, but I doubt it will work. Besides, right now I have my speakers turned off and the laptop at my house has a low frame rate when it's using the OpenGL Renderer. I hate that. Although the OpenGL renderer performs very well on my own computer.
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Old 04-25-2006, 12:44   #83
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How do I get a higher frame rate with the OpenGL Renderer?

Is someone going to answer this question? I have not heard any response lately and I have been sitting here for days and days waiting, but still no reply.
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Old 04-25-2006, 19:25   #84
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Get a new video card, or turn down the Flight Commander settings.
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Old 05-26-2006, 12:03   #85
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Hello, Eddieb. I am having problems getting a new Ship Viewer Logo working. I made it with the Milkshape 3D Text generator and made the tex coordinates with MS3D's Texture coordinate editor. It's in the same font as the FC Logo (The font name is "Loxx" BTW). I made a new gradient with GIMP (I used the FC Gradient before) and it does not work! I suppose the whole thing is textured. I suppose it is Totally Triangulated (Because MS3d does it automatically). Can you suggest something to help me make it work?

I modified fclogo.ship.xml to display my new logo
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Old 05-26-2006, 17:13   #86
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What do you mean does not work? First try making something 1 solid color, and get that working first. Don't remember how I generated mine, it was so long ago. And yes, Loxx is the font I've been using.
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Old 05-28-2006, 13:54   #87
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When I try to make the FC Ship Viewer view my new logo, the game either crashes or freezes. That's what I mean by "It doesn't work." I don't really think that the texture really has anything to do with it...
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Old 05-28-2006, 14:06   #88
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Never Mind, Eddieb. I got it working. It was because the thing had no vertex normals, so I had to re-convert it so that it had vertex normals and so that FC would accept it.
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Old 07-08-2006, 07:24   #89
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Hey people, I think I need help now. I want to make a losing cutscene for my mod, and I need some help with the camera movement. I want the camera to do a close-up from 1200 m away, with the camera moving in the same direction at the same speed as the scimitar, but I want the camera looking at the Scimitar.

I think that is going to be really tricky without someone's help. Can you help me please?
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Old 07-08-2006, 08:10   #90
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Kevin:

Did you download the beta yet? Please let me know how that goes. You probably want to do some object relative camera stuff.
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Old 07-08-2006, 13:08   #91
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Try experimenting with the different camera functions and see what works best. It's what I have to do.

Try using the camera interpolated functions first.
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Old 07-08-2006, 13:33   #92
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Quote:
Originally Posted by eddieb
Kevin:

Did you download the beta yet?
Yes I did.


Quote:
Originally Posted by Iceblace
Try using the camera interpolated functions first.
That's too complicated. I have to type in two positions, but I won't even know what position the ship will end up in. Maybe I could use the Camera_setLocationRelative and Camera_setLookAtRelative.
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Old 07-08-2006, 13:47   #93
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Yeah, probably a look at relative would work best and just control a ship's AI to do what you want it to do.

Oh, eddie wants a beta-testing report on any problems encountered.
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Old 07-08-2006, 16:45   #94
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Yeah, or just an "ok, no problems found" message would be great too.
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Old 07-12-2006, 09:48   #95
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I figured that 1200 m was too far away. I am going to stick with 700 m instead. I wish I knew how to change normal numbers into these special FC Values.

Example: The colour numbers in the cockpit XMLs are really tricky to know what they are.
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Old 07-12-2006, 17:48   #96
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On the colors:

Go to mspaint, pick out a color, write down the rgb values.

Then take each value, and divide by 256.

That's it.

To convert distances, its either a multiply or divide by 10 from what's displayed in the cockpit, I think. Or you can just fly around and print out the locations that you want.
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Old 07-12-2006, 20:46   #97
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Oh yeah, if you look at my cutscene example lua, there's a function called

function printlocation

that may be handy. You can use it to print out the player's location continually.
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