Training missions have been actually separated from the campaign and relegated to a specicial missions folder in the sim using the MP hook. They will all need a pass and we will have to come up with inventive, reimagined solutions. That or finally figure out how to turn off the cap ship behavior to shoot missiles down. At least for that mission, hopefully on a per craft basis. I imagine the targeting sensors on some ships just aren't advanced enough to target small incoming objects like missiles.MaarekStele wrote: ↑Sat Jul 11, 2020 10:20 pm
Also did you edit the training missions and if so what's the solution to pass the TIE Bomber missions where you 1. after launching from the training platform are told to test-launch proton torpedoes at a frigate from stand-off but since its just you the frigate easily targets the missiles with its laser batteries long before the torpedoes get close (CIWS Phalanx style) but in the original game it doesn't do that lol. I'm guessing you can use Allied mission editor to make it hold fire?
TFTC Project: An update and a preview trailer
Re: TFTC Project: An update and a preview trailer
- ual002
- Posts: 983
- Joined: Wed Sep 24, 2008 2:23 am
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- Posts: 18
- Joined: Fri Jul 10, 2020 1:33 am
Ooo can't wait to see if you need beta tester lol
- Commissar
- Posts: 4
- Joined: Mon Jul 13, 2020 3:18 pm
Oh man I'm glad there's more work being done on this!
Since it's being built on the XWAU stuff, does that mean the VR mod will work with it?
Since it's being built on the XWAU stuff, does that mean the VR mod will work with it?
- ual002
- Posts: 983
- Joined: Wed Sep 24, 2008 2:23 am
Oh yea. We've got some nice stuff planned. You're gonna apreciate it.
- Commissar
- Posts: 4
- Joined: Mon Jul 13, 2020 3:18 pm
BRB canceling my preorder to Squadrons!
(Not really, but man my family is never going to see me again)
(Not really, but man my family is never going to see me again)
- ual002
- Posts: 983
- Joined: Wed Sep 24, 2008 2:23 am
Lol. I think this will outlive squadrons, hands down. There's too much EU content squadrons will be missing.
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- Joined: Fri Jul 10, 2020 1:33 am
one thing i loved about xwa was mission adding used to make alot of missions but that was years ago
- MaarekStele
- Posts: 11
- Joined: Thu Jun 25, 2020 5:02 pm
Ah I sea, actually I was impressed (impressive... most impressive) how the cap ships target the missiles in XWA as it seemed like a proper real-world thing to do but if we can't pass the missions... yeah, lol. Thanks for answering btw, I'm a fan of yours - espesh wot you did with the medals and helmet art in the barracks - Impressive mod work man, respect.ual002 wrote: ↑Sun Jul 12, 2020 3:07 amTraining missions have been actually separated from the campaign and relegated to a specicial missions folder in the sim using the MP hook. They will all need a pass and we will have to come up with inventive, reimagined solutions. That or finally figure out how to turn off the cap ship behavior to shoot missiles down. At least for that mission, hopefully on a per craft basis. I imagine the targeting sensors on some ships just aren't advanced enough to target small incoming objects like missiles.
- MaarekStele
- Posts: 11
- Joined: Thu Jun 25, 2020 5:02 pm
Hi I wanted to edit the in-flight music for this but without a proper tutorial I don't really have the time to get my head around it by trial and error, oh well c'est la vie.
What I *did* do however was - since the way I like to play TiE Fighter is by first playing the mission in MSDOS Collector's CD with iMUSE emulated on Gravis Ultrasound (and a seperate cockpit sound playing in the background at the same time since there isn't one lol), then the exact same mission in the 1998 version and then finally the same mission for the third time in TFTC - was to edit the ogg files in the 1998 version to my personal remix of Samuel Kim's Star Wars "Epic Versions". For example, this is the source for the first song in my newly edited Tie Fighter in-flight Suite:
https://www.youtube.com/watch?v=uPOdAuLafvA
Then, what I normally do is turn the in-flight music OFF in X-Wing Alliance and simply play my new ogg files in the background in Windows 10 (with my keyboard media keys) whilst in the cockpit. Hey, it works
If you want to try it, I just uploaded it; my main remixed battle suite Track02 is around 25 mins long and I updated Track03 and Track04 as well. Just extract the files in the archive to your MUSIC folder in your 1998 TiE Fighter game folder and overwrite the originals (make backups first, obvs). Personally I think it really "changes up" TiE Fighter to a whole new level and I love it, since - as good as the reorchestrated tracks are - if you're going to update the graphics then it makes sense to give the music a "little boost" too, right? Let me know what you think:
TiE Fighter 1998 Suite - Epic Heroic Version.rar
PS first one to name all the tracks correctly in my ogg files and CAN ALSO name the source of my Death Star Trench Run *album art* gets a prize (that picture is my current windows background btw)
PPS Enjoy it and take it easy
What I *did* do however was - since the way I like to play TiE Fighter is by first playing the mission in MSDOS Collector's CD with iMUSE emulated on Gravis Ultrasound (and a seperate cockpit sound playing in the background at the same time since there isn't one lol), then the exact same mission in the 1998 version and then finally the same mission for the third time in TFTC - was to edit the ogg files in the 1998 version to my personal remix of Samuel Kim's Star Wars "Epic Versions". For example, this is the source for the first song in my newly edited Tie Fighter in-flight Suite:
https://www.youtube.com/watch?v=uPOdAuLafvA
Then, what I normally do is turn the in-flight music OFF in X-Wing Alliance and simply play my new ogg files in the background in Windows 10 (with my keyboard media keys) whilst in the cockpit. Hey, it works
If you want to try it, I just uploaded it; my main remixed battle suite Track02 is around 25 mins long and I updated Track03 and Track04 as well. Just extract the files in the archive to your MUSIC folder in your 1998 TiE Fighter game folder and overwrite the originals (make backups first, obvs). Personally I think it really "changes up" TiE Fighter to a whole new level and I love it, since - as good as the reorchestrated tracks are - if you're going to update the graphics then it makes sense to give the music a "little boost" too, right? Let me know what you think:
TiE Fighter 1998 Suite - Epic Heroic Version.rar
Code: Select all
https://mega.nz/file/yf4xFIbZ#MMCmLG5-fW9JKZuwvuHV7wNxRZpiwU48KZjyc4YNrBk
PPS Enjoy it and take it easy
- ual002
- Posts: 983
- Joined: Wed Sep 24, 2008 2:23 am
Much appreciated. But you only fuel my already inflated ego.MaarekStele wrote: ↑Thu Jul 23, 2020 6:42 pmThanks for answering btw, I'm a fan of yours - espesh wot you did with the medals and helmet art in the barracks - Impressive mod work man, respect.
- Q
- Posts: 456
- Joined: Sat Dec 28, 2002 12:01 am
- Contact:
I love it, I also really love the theme from Star Wars First Assault by Wilbert Roget II:MaarekStele wrote: ↑Thu Jul 23, 2020 6:56 pmhttps://www.youtube.com/watch?v=uPOdAuLafvA
PPS Enjoy it and take it easy
https://www.youtube.com/watch?v=0uKU_Z05vPQ
"I like work; it fascinates me. I can sit and look at it for hours."
- keiranhalcyon7
- Posts: 599
- Joined: Tue Jan 02, 2018 6:41 am
MaarekStele - Oof. Your file is labeled a rar, but I think it's a 7zip. WinRAR gags on it, at least; but 7zip is fine.
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- Posts: 13
- Joined: Mon Aug 10, 2020 5:30 am
Wow, this looks really good! Excited to see this released! I can tell you've put in a lot of effort so far.
- AngeI
- Posts: 528
- Joined: Sun Jan 24, 2016 5:27 pm
Hello fellow pilots. I've just posted a new progress update video for those of you interested, enjoy
https://youtu.be/r0G-ITjVgsE
https://youtu.be/r0G-ITjVgsE
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Awesome! I love the transparency and think the schedule is looking great. Looking forward to play the first batch of campaigns soon.
- Vince T
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I'm so looking forward to this!
Outstanding work on the whole backdrop composition, btw!
Outstanding work on the whole backdrop composition, btw!
Your ship, Captain. I need a drink. - Vince Trageton
Vince T's X-Wing HQ - where the bad guys get their gear
Vince T's X-Wing HQ - where the bad guys get their gear
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- Posts: 1
- Joined: Thu Sep 03, 2020 11:31 am
Why are the Assault Gunboat's wings closed before they enter hyperspace? Surely the wings would only be closed upon landing, they would remain open when entering hyperspace!
- JeremyaFr
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- Joined: Mon Jan 18, 2010 5:52 pm
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Hello,
You can try to define the wings as landing gears instead of s-foils.
You can try to define the wings as landing gears instead of s-foils.
- keiranhalcyon7
- Posts: 599
- Joined: Tue Jan 02, 2018 6:41 am
I thought there was an "s-foils behavior" craft setting that handled this?
Setting them as landing gear handles the automated behaviour, but if the craft got actual landing gear in the future, it would be impossible to manually close the s-foils without also deploying the landing gear.
- Griffin
- Posts: 640
- Joined: Sun Jun 29, 2003 11:01 pm
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Fantastic work! At 3:40 in the video you mention you are going to have all new voice overs? Happy to helpAngeI wrote: ↑Sun Sep 06, 2020 5:50 pmHello fellow pilots. I've just posted a new progress update video for those of you interested, enjoy
https://youtu.be/r0G-ITjVgsE
If there are any missions you need made or tested, let me know.
- JeremyaFr
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Yes, there is a "CloseSFoilsInHyperspace" setting.keiranhalcyon7 wrote: ↑Tue Sep 08, 2020 12:10 amI thought there was an "s-foils behavior" craft setting that handled this?
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- Joined: Wed Sep 16, 2020 4:46 pm
Wow. I'm drooling over this. I just completed a playthrough of the 1998 version of TIE Fighter with some mods to make it work better on Windows 10. It was weird having 4K rendered ships with super low rez textures and pixelated cockpits, lol.
- XDragon
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- Contact:
I second Griffin's offer. If you need voices, I'll happily be TIE Pilot 27
Founder of Z3R0 (Zero Command)
https://xdragon2688.wixsite.com/z3ro/
https://xdragon2688.wixsite.com/z3ro/