X Wing Redux in English?

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Re: X Wing Redux in English?

Firebiro
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Post by Firebiro » Sat Mar 22, 2014 12:17 pm

Hey I just installed the X-Wing total conversion and I have to say it looks AWESOME! Was so looking forward to playing the good old missions and getting tp the Deathstar trench in style, however, I have a few problems that are just preventing me from doing so. on playing the first mission (Devs sidestep, which I was actually hoping would be the first mission in the campaign in general) I noticed a few things (running 3.5 with craft upgrade 2.1, no CD)

First off the notification text is all messed up, I cant see what my power settings are going to or anything else really but a Press space to return to hanger, constantly on the screen!

When I get the mission success message I press the space key and get an unresolved result, thus I cant move on to the mext mission of the game!

Hopefully someone is still watching this Forum and knows what has to be done?

Its absolutely brilliant work and I almost wet myself seeing that old intro pop up at the start, amazing stuff!

waylon
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Post by waylon » Wed May 28, 2014 4:47 pm

Firebiro wrote:.......

First off the notification text is all messed up, I cant see what my power settings are going to or anything else really but a Press space to return to hanger, constantly on the screen!

When I get the mission success message I press the space key and get an unresolved result, thus I cant move on to the mext mission of the game!

Hopefully someone is still watching this Forum and knows what has to be done?

Its absolutely brilliant work and I almost wet myself seeing that old intro pop up at the start, amazing stuff!

You can use the pilot named "XWC" that your mission will start from first campaign, or you can use pilot editor to trick your pilot file.
For the text issue, try to remove the file named XWA.tab, this problem was generated by different version of XWA.
You can press "q" then "space" to exit the mission.
Please post your problem, I will try my best to help. Thanks for your download.
By the way, I didn't visit here often, please just send me pm then system will inform me go back to read your post.

waylon
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Post by waylon » Tue Feb 02, 2016 5:52 pm

It's not Xwing Redux, it is XvT Redux!

Justatai contacted me few weeks ago, he used ram editor to wrote a program which can simplify the procedure introduced by StarLord. The program can swap temp.tie into combat mission. This opens a door to let classical XvT upgrade into modern game play as well as custom missions. Justagai also constructed XWA copp mod http://www.xwaupgrade.com/phpBB3008/vie ... =9&t=11546 He also helped me with testing and fix lots of issue.

Most important of all, only host need to run this program, other players can just sit back and enjoy. Even for host, mission selection is as easy as single mission. All players can also watch briefing prior to launch. (So far we can only watch one version of briefing, i.e. if you are with imperial, you will also watching rebel briefing, since AlliED can only allow one version of briefing exist, we do not have solution for this so far)

Although XWA does support multiplayer, but multiplayer mission is just way to simple, XvT contains lots of good missions, but the graphic just not up-to-date. Thanks for XWAUP team kept on upgrading XWA so that we can enjoy the game in high quality mode. There is no reason to limit high quality game play in single player mode. So I revised my XvTmulitplayer pack and now is available on my website (link below). With DTM's superbackdrops, this game just becomes amazing.

For multiplayer XWA, all player need to have identical files in \FLIGHTMODELS\, \RSDATA\, \MISSIONS\ otherwise, it will become unplayable. Variation will be made as you were choosing different options during installation of DSUCP (or XWAUCP). Therefore, we need to setup a standard to play, which will be default options for DSUCP2.2 or XWAUCP1.3, also 1600X1200 tie cockpit.

However, mission isn't perfect so far, especially for the location of backdrops (sun, planets, nebula..), which is equal to create a new world. This requires a great deal of time and efforts. So I setup a facebook association named "XWA Multiplayer MIssion Center" so that everyone can post their opinion or join editing. Also, setup schedule to play game together. Please join us if you want to enjoy this game all over again in high quality mode.

By using GameRanger, Justagai and I tested a lot, it's really good. Hope more can join us. My GameRanger account number is 797873, please feel free to contact me.
XvT1-alt1.png
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Old_Jedi
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Post by Old_Jedi » Sun Aug 21, 2016 1:47 pm

Hi

Kudos to Waylon and everyone else involved in the X-Wing Conversion - I am now playing 'X-Wing' in the GOG XWA, on a Win 10 64-bit machine - who would have thought!

Just one thing...how do you select the XvT pilot? The games defaults to the XWC pilot which is what I want, but incase I want XvT...?

Cheers

OJ

waylon
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Post by waylon » Tue Dec 20, 2016 1:03 am

Sorry for being so late to notice your post.
I setup a pilot named XvT, however, I got feedback from other player says it didn't work well. You might need to use pilot editor to revise it. Please join a battle as you fist entering the game do not enter combat chamber. Let me know if you have any further question.

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Old_Jedi
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Post by Old_Jedi » Wed Dec 21, 2016 6:05 pm

Thanks, I'll give it a try!

OJ

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Old_Jedi
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Post by Old_Jedi » Sun Aug 20, 2017 4:22 pm

Hi

Will you be updating the XWC to run with the new DSUCP 2.4?

I tried out a new installation (under Win 10) of the GOG XWA, with DSUCP 2.4 and XWC 4.0 and it runs at first, but then randomly the screen will blank out, and only sometimes come back after lots of random key presses. My previous Win 10 installation of GOG XWA with the DSUCP 2.2 version using XWC 4.0 runs fine!

Thanks

OJ

bondan
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Post by bondan » Sun Sep 17, 2017 11:47 am

Same thing. With DSUCP 2.2. everything was OK, but with the new version and XWC 4.0 I have a constant crash when starting missions. GOG XWA, Win 10 x64.

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Darksaber
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Post by Darksaber » Sun Sep 17, 2017 1:11 pm

This XWC Mod has not been made compatible with DSUCPv2.4, it's upto the author of this XWC thing to make it compatible, I suggest you contact them.
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
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Good Things Come To Those Who Wait....
Darksaber's X-Wing Station

bondan
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Post by bondan » Sun Sep 17, 2017 6:57 pm

Darksaber wrote:This XWC Mod has not been made compatible with DSUCPv2.4, it's upto the author of this XWC thing to make it compatible, I suggest you contact them.
Thanks!

bondan
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Post by bondan » Mon Sep 18, 2017 11:29 am

Darksaber wrote:This XWC Mod has not been made compatible with DSUCPv2.4, it's upto the author of this XWC thing to make it compatible, I suggest you contact them.
And where can I get the 2.2 version of DSUCP?

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keiranhalcyon7
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Post by keiranhalcyon7 » Fri Jan 12, 2018 8:14 am

Hello! After pining off and on for several years for an X-Wing style game, I saw the whole series for sale on Steam for $10 and said, why not just play the original again? I think I had an account here before... back when DSUCP was at v1.1. I've been lurking here for a week or two, and I thought I'd chime in.

First let me say that thanks to you guys this old game still looks great. Thank you to all the modelers, "slicers" digging into the exe, and any other roles I don't even know about. Really, I'm floored.

Anyway, I've been playing Waylon's XWC 4.0 on top of DSUCP 2.4 with a tweaked install order, and I haven't had any crash issues so far (2 missions into tour 2, having played the historical missions as if they were campaign missions by using a fresh pilot). The tweak is that I've done is that I'm using the .exe from XWC, which I think means that I'm using the DSUCP 2.2 exe with Waylon's modifications. So I'm probably missing whatever DSUCP features were added to the exe from 2.2 to 2.4, but I still get the 2.4 opts & backdrops, and things like the cockpit, explosion, and disabled/ionized effects all seem to be working fine. Fingers crossed that the Death Star missions don't crash. :-)

I *have* been experiencing some minor mission glitches, though. So far they haven't prevented me from completing the mission; mostly they impact the difficulty in one direction or another (depending on whether the mission's ISD never arrives, or never leaves ;) ). I can't rule out my installation tweak as a cause, but I suspect they're just importation bugs - differences between the way the original X-Wing engine and the XWA engine treat certain triggers. So far I've been able to work around them with ALLiED where I care to. (Waylon, if you happen to be reading, I'd be happy to compile a list.)

That's what I know so far. I'll update when I get to those Death Star missions.

UPDATE: The Death Star missions... function. They're not very interesting, though, and the death star trench opt could really use some work (some meshes don't occlude properly).

Further update: I've come across some structurally unbeatable missions:
  1. 1b13m11 - Tour 3 Mission 11 - Defend Cruiser Independence - There's a backdrop object that you have to destroy in order to beat the mission, which is, of course, impossible (at least, I haven't figured out how to do it yet...). XW seems to ignore this objective, but XWA does not. This one strikes me as a check to add to MissionVerify.
  2. 1b14m01 - Tour 4 Mission 1 - Evacuate Yavin - The corvettes are too slow in XWA to make it to their jump point in the allotted time. Their speed in XW was 22 mglt, but is only 20 in XWA. I forced their speed to 22 to make the timing work, but you could also move the jump point closer or extend the mission time.
  3. 1b14m02 - Tour 4 Mission 2 - Provide Area Protection - One of TRN Goat collides with FRT Bo and blows itself up. I tweaked its order WP z+0.10 to resolve it.
  4. 1b14m11 - Tour 4 Mission 9 - Guard Cargo Transfer Area - The delivery freighters are required to complete mission, but their orders are to disable themselves as soon as they arrive; I guess this is how XW implemented "wait to be boarded". Because they're disabled, and because the boarding freighters are ordered to "board to take" instead of "board to repair", the delivery freighters never get going again. (In XW, the delivery freighters get moving again once boarding completes.)
  5. 1b14m19 - Tour 4 Mission 16A - Escort Convoy to Jump Point - Same problem as Tour 4 Mission 1, only slower, since this time the corvettes are escorting bulk freighters. I just removed the mission time limit entirely.
  6. 1b16m3 - Tour 5 Mission 3 - Protect B-Wing Delivery - The Maria never gets underway after the last of the B-Wings arrive due to her starting order (disabled). This is the same problem as 1b14m11, above. Further, she just sits in place without returning fire. Switching the order to "SShip await return" resolved it, and setting her target to "IFF Imperials" let her join the fight.
  7. 1b16m7 - Tour 5 Mission 7 - Help Neutrals Out of Ambush - 50% of the six freighters must complete mission. The three lead freighters get destroyed by the corvettes before you're able to get close enough to help. For some reason, freighter 5 then tries to take the lead position instead of freighter 4. Due to the group's line astern formation, this causes freighter 5 to collide with freighter 4, destroying both craft and failing the mission. Changing the freighter FG's formation to line astern up (which is more reflective of the original formation definition anyway) resolves this by allowing freighter 5 to fly safely around freighter 4.

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