REBCP is online!

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Re: REBCP is online!

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ual002
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Post by ual002 » Fri Feb 23, 2018 1:29 pm

Well, Bman is welcome to use my recolored imperial officer uniform and new rank system I linked in one of my posts.

The Saxman

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Post by The Saxman » Fri Feb 23, 2018 9:52 pm

Been such a long time since I've done any of this, but isn't there a mod manager that will let you turn off/on mods on the fly? I used one on Oblivion that made it MUCH easier to keep track of which mods I had active.

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Post by Bman » Sun Feb 25, 2018 2:46 am

Thanks ual002. We will use it for TFTC. If you or anyone else has time and could create Imperial Officers (black & green uniforms), Commandos, tech engineers, etc. figure models for purpose of being hangar objects, that would really be awesome. We already have stormtrooper model.
Mesh complexity is no longer an issue, but a .opt model can only have 50 meshes or less.

Now back on topic of DTM's REBCP is online thread . . .
W-I-P: ISD-II, XQ-1 Platform1, (Imp) Escort Carrier, Misc, & TFTC.

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ual002
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Post by ual002 » Mon Feb 26, 2018 1:47 am

Roger, sadly my art is relegated to 2d as I have no familiarity with modeling. But yes, back to DTM and REBCP before I get lashes from Darksaber. :D

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ual002
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Post by ual002 » Thu Mar 01, 2018 2:20 pm

DTM, quick bit of constructive feedback on the U-wing cockpit. First off I was super excited to see it got added. I will however comment that based on your seat position the console in front of you takes up a very large portion of the screen making it very difficult to lead targets. If everyone is ok with that so be it.

EDIT: Until I copy my XWA install and reinstall REBCP and the missions I figured Id give a shot at adding the U-wing to my Imperial Install. Trying to load the U-wing SHP file in MXVTED 4.0 gives me a "BAD SHP file format!" message.

EDIT2: Looks like my DL was corrupted.

Drinkinmiester
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Post by Drinkinmiester » Wed Mar 21, 2018 6:36 pm

I'm about 2/3 of the way through it and so far it is excellent! I appreciated the extra atmosphere provided by the custom hangars and cutscenes! A couple of little bugs I've noticed, on some of the missions involving "resistance" I've noticed that if shot down, the craft that flies you back into the hanger before your retry is invisible, what craft is supposed to be used for the scene? I may have messed it up or something by tinkering around... also some of the planet skyboxes seem to flicker black occasionally, not sure what might cause that, a setting or resolution or something?
Last edited by Drinkinmiester on Wed Mar 21, 2018 11:26 pm, edited 1 time in total.

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Driftwood
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Post by Driftwood » Wed Mar 21, 2018 6:56 pm

It's the blank opt replacing the shuttle opt. Fix for this is changing blank opt back to shuttle opt, or whatever you prefer.

Drinkinmiester
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Post by Drinkinmiester » Wed Mar 21, 2018 11:27 pm

Ok, thanks! Looks like its the "hangarobjects" files I need to change right?

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Driftwood
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Post by Driftwood » Thu Mar 22, 2018 1:25 am

Correct

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DTM
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Post by DTM » Thu Apr 26, 2018 4:07 pm

My work expanding my REBCP, creating new missions and fixing the old ones continues. To improve my work of editing the new Rebels Campaign, I would like to recive comunity's feedback, in this topic or as private message.
Thanks ;)

MTD industries
WIPs: Fixing missions and new editing for the REBCP, Resistance Mon Calamari Cruiser, New advanced base OPT files for all playable XWAUP crafts.

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Jaeven
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Post by Jaeven » Thu Apr 26, 2018 5:01 pm

Jaeven wrote:
Sun Feb 11, 2018 8:38 pm
I've finished my first playthrough. Will play it again and then post detailed feedback.
I just realized I never did this. Will make a very long post in the next couple of days, promise! :D

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Jaeven
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Post by Jaeven » Mon May 28, 2018 12:51 am

So I once again forgot. My sincere apologies. But let's correct this today, shall we?

Overall, I very much enjoyed it, and felt the campaign showed what kind of potential XWA has these days. Be it the opts, backgrounds or Jeremya's hooks. All enable deeply immersive and entertaining mission building, and DTM made full use of that.

Things I enjoyed:
- The mission building itself was very good. With custom missions its very easy to tell how well the user understands Allied, and in this particular case, I can only applaud DTM. Little bugs, overall well balanced and entertaining missions that look absolutely gorgeous.
- As mentioned above, the missions are well made. Naboo's orbit looks exactly as it should be. Another example, the space battles in the first Tour of Duty work extremely well, and conveyed a very epic feeling.
- The same goes for the backgrounds. Every background in each area in every single mission is well crafted and stunningly beautiful.
- Another point concerning missions is that there's enough variety that you don't get bored. The campaign is a solid mix of different mission types, ranging from escort, recon, capture to all-out space battles.
- Storywise, the campaign works without breaking the lore, which is a major plus point. Ever wondered what it would be like being part of a Rebel cell and working with Phoenix squadron? Give the REBCP a go, and you'll see.
- A further point is that the campaign is very realistic. No, your mission is not to destroy an ISD on your own. No, your rebel cell does not get to blow up an Executor-class. Much more than just understanding mission building, the campaign understands the lore behind it and what is realistic and what is not.
- The mission balance was very good, except for one mission I struggled with. More on that later.
- I really, really appreciate that you built REBCP in a way that allows people to expand upon it and easily make their own missions.
- I don't think I need to mention this,but: The opts are all extremely good looking and work exactly as their type of ship should work in the SW universe. This is pretty much always the case when it comes to anything XWAU related, but I felt I should mention it for completion's sake :P

Things I feel could make the REBCP even better:
- Mission Length. It's a bit of a balance act, and while for the most part the campaign found the right balance, there were a couple of times where I felt the missions could have been a bit longer. Having said that, it's always better to be short than to drag on forever. I always found an average between 7-15 minutes to be an excellent choice.
- The difficulty was good for the most part. The only mission I struggled with was the one where you go to Lothal and have to ensure your wingmen survive. The problem with that, is that often times they'll die because the AI is stupid. Whether they crash into something, or decide to dive headfirst into lasers, it's very frustrating to fail because the AI is being boneheaded.
- The dialogue at times could use a tiny bit of work. It wasn't anything that would spoil the enjoyment, but a few corrections here and there would make the campaign even better.
- Speaking of dialogue, the only thing I disliked, was that the dialogue was in all caps. Now, I'm guessing the reason for that is to make sure the player sees it. If so, I might have a suggestion: Obviously getting voice acting isn't really an option, but perhaps you could give each message a commlink sound? So that when a message pops up, you hear a commlink beeping. That would ensure the player is aware of the new message.

I'll stop here, as this post is quite a wall of text already. As mentioned at the beginning, I thoroughly enjoyed the campaign, and would urge people to give it a go. It shows a version of XWA that highlights how far this game has come thanks to the people behind this project and DTM's excellent mission building. Thank you for the great work that is the REBCP :thumbs:

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DTM
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Post by DTM » Mon May 28, 2018 8:56 pm

Thank you very much for your appreciation, and especially for your suggestions! I've already started editing missions, inserting sound effects into radio messages. Is an excellent idea. I wish the dialogues were more developed, but unfortunately I'm not very good with the English language.
I will also modify the mission on Lothal, which I understand may be frustrating.

MTD industries
WIPs: Fixing missions and new editing for the REBCP, Resistance Mon Calamari Cruiser, New advanced base OPT files for all playable XWAUP crafts.

Old_Jedi
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Post by Old_Jedi » Tue May 29, 2018 8:29 am

Hi

Great work, thanks for publishing this!

I've only just started playing but found the second mission (1b8m1) crashes on my brand new PC. Running it through YOGEME gives the following error at first for .NET:

System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Idmr.Platform.Xwa.FlightGroup.ToString(Boolean verbose)
at Idmr.Yogeme.XwaForm.loadMission(String fileMission)
at Idmr.Yogeme.XwaForm.opnXWA_FileOk(Object sender, CancelEventArgs e)
at System.Windows.Forms.FileDialog.OnFileOk(CancelEventArgs e)
at System.Windows.Forms.FileDialog.HandleVistaFileOk(IFileDialog dialog)

Then going on to load the mission, YOGEME's mission verification says there are more than 96 craft.

Can I edit this down to still play the mission?

OJ

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Post by JeremyaFr » Tue May 29, 2018 1:30 pm

Hello
You can use AlliED to edit the missions.

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DTM
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Post by DTM » Tue May 29, 2018 4:07 pm

All missions have been tested. They should work without editing needed. Try reinstalling the mission files, following the readme instruvtions.

MTD industries
WIPs: Fixing missions and new editing for the REBCP, Resistance Mon Calamari Cruiser, New advanced base OPT files for all playable XWAUP crafts.

Old_Jedi
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Post by Old_Jedi » Tue May 29, 2018 8:15 pm

JeremyaFr wrote:
Tue May 29, 2018 1:30 pm
Hello
You can use AlliED to edit the missions.
Yes, but I wasn't sure which were mission critical craft, but I suppose a bit of digging will reveal that.

OJ

Old_Jedi
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Post by Old_Jedi » Tue May 29, 2018 8:16 pm

DTM wrote:
Tue May 29, 2018 4:07 pm
All missions have been tested. They should work without editing needed. Try reinstalling the mission files, following the readme instruvtions.
OK, will do, thanks.

OJ

Old_Jedi
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Post by Old_Jedi » Sun Jun 03, 2018 7:38 pm

Hi
I did a reinstall and can play about half way through the mission before XWA crashes out.
I realised that YOGEME won't edit the missions because the editors ship list does not include the REBCP craft - I guess there could be other reasons as well?!
OJ

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Post by CIDlord_1973 » Tue Jun 19, 2018 6:11 am

Finally i had time to test.
Impressive...most impressive.
I'm gonna stay this mod for ever !!!
I love you added the snowspeeder.
I love the tie phantom...but i love the snowspeeder much more ^^
I would use the pinook slot (i'll try by myself) but anyway i love this mod.
The planetary missions are so cool...
Sometimes the sky dissapears and the starfield shows up, but anyway i find it's the new xwa that lucasarts never released.
TY !!!

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DTM
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Post by DTM » Wed Jun 20, 2018 1:50 pm

Thank you for your appreciation. With the next missions, the Snowspeeder will also play an important role in the battle.
The problem of the disappearing sky is known, but there is a simple solution: you are probably playing with a very very high resolution.

IMPORTANT: the missions have been tested for a maximum resolution of 1600x900. Higher resolutions can cause the sky to disappear in atmospheric missions.

I balanced my mod on this resolution, because I think it's the best to enjoy the graphics and at the same time maintain a good playability. I advise everyone to adopt a similar resolution. Not superior. Remember that the game's engine is 20 years old ;)

MTD industries
WIPs: Fixing missions and new editing for the REBCP, Resistance Mon Calamari Cruiser, New advanced base OPT files for all playable XWAUP crafts.

CIDlord_1973
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Post by CIDlord_1973 » Wed Jun 20, 2018 8:52 pm

Oh now i am even much more happy !!
Fixed the sky and my game is less laggie.
Can't wait for the new missions.
New movies dissapointed me (i only liked Solo and rogue one).
With all i saw last 2 days i guess you guys have the perfect tools to make the battle of Skariff, Hoth, Yavin...whatever!!
Keep on rockin' !!!!

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Epsilon Eridani
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Post by Epsilon Eridani » Sun Jul 08, 2018 11:43 am

Rebels Craft Pack is a great mod of a magnitude never seen before.
The Romin flagship Katana is capable diving into subspace where the Empire cannot pursue it.
I think new dimensions and innovative propulsion systems are something missing in Star Wars, since nearly all the starships use hyper-drive propulsion to move faster than light.

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Epsilon Eridani
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Post by Epsilon Eridani » Sun Jul 08, 2018 9:09 pm

It seems there are 2 graphic issues:
1) There are no images in the Flight Simulator when I try to re-fly a mission
2) The Stormtrooper transport that brings me back to the hangar after my craft has been destroyed disappears in Battle 9, Mission 1

A minor thing on such transport: in the CMD it’s still written “Your Craft: Lambda Shuttle” instead of "Your Craft: Delta-class DX9 stormtrooper transport".

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Epsilon Eridani
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Post by Epsilon Eridani » Mon Jul 09, 2018 8:52 pm

I forgot to write my configuration:
GOG X-Wing Alliance updated installation + Darksaber's Ultimate Craft Pack v2.5 + Rebels Craft Pack

Hardware:
CPU Core i7-5930K
RAM 32 GB
GPU GTX 980TI
SSD Samsung 850 EVO

OS Windows 10

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