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Slocket

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Everything posted by Slocket

  1. Good catch. Wow, just finished enough snow shoveling by hand for the last two days to get my truck out of a 6 foot high snow drift. We in the MidWest had one nasty Blizzard over the Christmas holiday. Where is that so called Global Warming?
  2. I seen some one else with that problem. You can get the files from a buddy, or just copy the Mdata.00* manually from the CD into your directory as if it is a full install. First, can you copy your Mdata.001 from your CD to your hard drive? I guess not . Else, use the *** off the net, it does not look at the Mdata files that reason and will play without the cutscenes. Third, make Smaker videos of the MDATA files from the AVI's off YouTube. Sometimes I think the program is looking for the MDATA files in the wrong place. It is an old game, and maybe it needs to be in the first drive letter of a cdrom attached to your machine.
  3. Here are some results from testing I did about year and half ago. How does this data compare?? The attack strength does seem to matter...confusing. Do Rebel Fighter Shields Regenerate during Battle?? viewtopic.php?f=2&t=4205 I need to try out some testing on this subject. Using RebEd and placing in very high values, or setting some to zero and try to understand what is going on. Or toss it out the window, and use a new game mechanic rules instead for the remake.
  4. Yes it is. I was also wondering about the effect of shields have on fighters. It seems the chance to land a hit is influenced by agility? I was trying to mess around with setting rebel shields to zero and compare that with normal using RebEd. Plus, do the shields regenerate while dogfighting? This is good information for the game mechanics thread. Plus your right about the bombardment values. Turbolaser mean nothing. Plus the planetary shields do not wear out over time, pretting much a threshold effect to overcome them. Practically all or nothing to get damage through.
  5. Since it is a free game, working on it part time, it takes longer than I thought it would. I hope within the next year. I want to release some stuff to play with to get a feel for the game's remake so people can see what is going on. But the progress is slow. It is a complete re-write of the game, that is a very big challenge. Years and years is very much realistic. I thought I could do it within one orginally. Instead, 2-3 years.
  6. Yes., and thanks. The AI is the easy part for me. The AI for the game it will be very good, but not a digital precise computer over whelming the person, nor like a Deep Blue super computer using brute force. After playing alot of chess games against AI, I want something that can mimmick a real person.
  7. I do not understand all that, but I think it looks cool and very good work; so it means that those with Vista, XP variants, and W7 can get old Rebellion to work on their machines I believe.
  8. Vanilla. As they say, do not mess up a 'Mona Lisa' picture with your own ideas. Only better interface, way better AI, and only moddable tweakes peeps can make to game rules and mechanics as they see fit. Such as no random energy/mine depletion, tweaks to maximum power per planet, maybe more planet types (and up to 300 total planets which you can arrange in GalaxyMapper.exe tool with loyaly set or random) so the planets can be more unique (Core, Rim, Mid, Hutt, whatever) and not so boring (major change from original game -so who knows) better economy and mission action, some did not work so great as was in vanilla game, Jedi Training is one that comes to mind. Imperial excel at pure strength, but have a bloated military; whereas the Rebels are good at Sabotage hit and run to wreak havok upon the Imperial Navy's economy to make up for their weak ships. Just improvement upon the original game and more personal control of variables. Oh, and a half decent 2d/3d psuedo ground planet battle representation to watch. Characters RPG like perks added to the fight game. I think that it would add to the game, but you can turn that part off if you wish. You can develope your personal henchmen as you wish for some spice. As of now, you only see a summary screen in vanilla. So this should be really nice to see in action. Sneak Peek to see I am really working on this, it is one big interface. Soon you guys can play with the EXE and see and hear the Intro Avi, sound, music, mess with art work and make you own galaxy which is intact and almost done. http://img526.imageshack.us/img526/2452/rebsneakpeek.th.png http://img526.imageshack.us/img526/2452/rebsneakpeek.png
  9. http://www.lucasforums.com/showthread.php?t=165628 http://lucasforums.com/showthread.php?t=155743 I've uploaded them for you there: Grisc-0.1a Grisp-0.1-src Grisp-0.1 tells how to do it, what they are excetera. Go there to get teh hyperlinks to download at bottom of page. They are valid as of today December 12, 2009. Watch as those oldie movies.
  10. Glad it worked. I do not know about other titles since I have not tried them; I think of TIE FIGHTER and the expansion. I assume it can be changed also. If you can see it, it can be converted.
  11. I have converted some of them for the remake. I used BINK and RADTOOLS . There is an option tool to uncompress back into original AVI which is about 1 gigabyte from the compressed SMK original. Then recompress with a common codec such as MPEG4. MDATA.001 whatever (some are WAV music). Change the extension from .001 to .SMK to look like MDATA001.SMK Smacker video is part of the RAD Tools stuff. You can uncompress and compress with it. Additional info for creating movies for Rebellion: -------------------------------------------------- -The movies have to have a certain resolution, depending on which movie you want to replace. MDATA.000 640x480 (Lucasarts logo) .001 640x324 (opening crawler) .003 640x324 (enter the Alliance) .004 640x324 (enter the Empire) .005 640x324 (credits) .101 640x324 (Deathstar fires) .102 640x324 (Rebel HQ destroyed) .103 640x324 (Rebels take Coruscant) .104 640x324 (Deathstar sabotage) .105 640x324 (Alliance destroys Imp command ship) .106 640x324 (Alliance: you lose) .107 640x324 (Empire: you lose) .108 640x324 (Empire destroys Rebel command ship) .201 640x324 (succesful trench run) .202 640x324 (unsuccesful trench run) .300 wav open music option screen .301 wav empire player background music .302 wav empire player background music .303 wav empire player background music .304 wav rebel player background music .305 wav rebel player background music .306 wav rebel player background music .307 wav before battle Empire attacks Alliance player .308 wav after battle Alliance victory as Rebel player .309 wav music Rebel player loses battle. .310 wav imperial march where? .311 wav imerial march variance where? .312 wav imerial march variance where? .313 wav before battle Alliance attacks Empire player .314 wav after battle victory as Empire player .315 wav after losing battle as Empire player Movies that require 640x324 can also be replaced by 640x480 movies, but then 1 or 2 seconds of the beginning won't be played. You'll hear the sound, but the video will be blank. -also the movies must be encoded with 256 colors ! If you're not sure how to do this, simply point smacker's palette to an original movie on your Rebellion cd -Rebellion doesen't seem to care about the framerate, so you can either use the original 15fps, or the 25fps PAL, or 29fps NTSC. -Since the original movies differ in their data-rate, I think that's not something you need to consider as well. If you want to bring the size down you can try the value 170906 (from the first original movie) as a specific data rate. As always, have fun ! Billy Loomis
  12. those movies are in an old codec Smacker. If you re-encode them to something newer so your computer can understand them to play. What I did to get them to work in a remake. Yours is crashing right before the ship takes off from the cockpit select screen to the planet or ship HQ to start playing. That is the last cutscene to get into the game.
  13. Well my post just went into cyberspace hell. Simply Speed is slowed downed linearly by the tractor power. Corvette is 6. ISD is 3 for tractor. Thus one would slow it down to 3. Two ISD would stop one exactly.
  14. It is a nice tool. It even shows the raw data for the planets x,y co-ordinates. Even though I never figured out how they translate per sey to the screen. They have an odd offset to them, so I just used a Print Mousex(), Mousey() off the game screen to get the final x,y absolute in a 1024*768 resolution. Use the GalaxyMapper Tool to make your own custom Galaxy. I set it up for at least 300 planets, but it is not set in stone. It just it gets real crowded beyond that ( at 1024 res) and I would need to use a different background GUI and maybe a higher resolution to go to 300+. Is Erratone still working on this SWRE that he made? It is has been since 2007 for this thread. I remember when he made this about 1 or 2 years ago.
  15. OK, been testing resolutions on my CRT. It is not a LCD wide screen. The game will auto guess and get it right so far in full screen mode, or you can select Window Mode and scale the window box to whatever looks best in case the display mode looks horrible. 1024*768 (artwork original design, great for CRT) 1280*1024 (just because steel is using it so I suppose it is important) 1680*1050 (wide screen is streched to aspect ratio in full screen; use window mode and adjust looks nicer). Window Mode (stretch to what looks good, original 1024*768 for now unless artwork is changed to higher resolution). Yes, no?? I think for wide screen, until I have new artwork for that native size, best use Window Mode. Set in "save game options" screen in an active game, or manually outside in the INI file where the settings are stored upon exit of game. BTY, I have re-encoded a couple of the movie cutscenes to work better for modern computers and so they fit better. UPDATE: I added another feature that will do any combination. As long as your video card and Monitor (CRT or LCD Wide Screen) can handle the setting of the display mode, you can set the Width Size, Height, Depth, and it will force the screen to that. If you have visual problems, then just set Window Mode On or Off inside the INI file too. Then adjust window to what looks the best.
  16. Maybe I forgot about this, but I have been making alot of strides in making a halfway decent release. I am using alot of recycled graphics from the game just for speed of production (I do not want to take another year of development). The artwork resources would look better if artist want to replace them with newer higher resolution graphics. They can be modded easily inside the folders. I am not using any encryption to keep people from changing it to whatever they like. Are they really going to get upset over this? I have a nice intro screen, save, opening movies from the game, and pretty much alot of artwork for the strategy portion of the game. The 3D part is all new except for some minor artwork, plus the 3D ship models are from the community here. Not from the game. The only thing I am using is 2D artwork. Alot of the GUI and windows have been changed to cut down on the clickfest. I left out the story line script for now, I would like to have it so people can place in their own stories, or just use the default script of the original game if it is OK>
  17. Since you installed it manually through your desktop, the game thinks it is there to look for the cd rom to verify it. Of course, it is not there. So it gives you message "no cdrom found". You can get it to work by just mounting the iso in DT tools, install from that virtual image, and just play it off that virtual drive. Works like a charm.
  18. Star Wars: The Clone Wars: Republic Heroes for PC Seen the reviews? Is is that bad? Gamspot was around a 3/10
  19. It is a bit odd that the Alliance is not better at "Incite Uprising" mission than the Imperials. After all, the Alliance faction are the 'rebels' and should be very good at inciting a rebellion by definition. I would like to change that so it is (for the Remake). Rebels are good at diplomacy (already are) and "Incite Uprising Bonus" as long as they have their HQ intact. The Imperials would be good at military ways of subduing an uprising. Why waste words when you got a big stick?
  20. Are you saying the Hull Rating value is not being stored? That is not working? If I change it from say 1200 to 12000 it is not actually saving the new value and you verified this in game? EDIT: I tested it in game, the editor and Hull values are for real and they do work in game. Are you speaking about something else?
  21. Interesting find! Anthing to spice up the game and AI is always cool.
  22. The game that keeps on giving somehow.
  23. I am not that far for making events and missions. That is the easy part. What I did is make the hard part that is CPU / graphics intensive to shake down the engine. Sadly, the Dark Basic original engine is limited. It is not a bad engine for what it does, you can make a quick demo or prototype an idea quickly. But a person loses alot of power, so to speak, for that easy to write code. The more the eninge does for you, in this case DB pro allows a begineer like me to do things only a full fledged computer engineer can know. But there is a huge price in performance. It cannot be too complicated or it falls flat on its face for FPS. I hope to re-write using the C like language of GDK for use with Microsoft's Compiler. I realy hope that does the trick. Then I can compare what I have in DB pro compared to that and see if this thing is going to fly. Else, you will see me studying a real language and a real engine in order to make a real professional game.
  24. Yes indeed. I would like to try another path for this code work. Regular DB pro is OK as long as you are doing a simple game. It falls out once things get "complicated". I would like to give this Dark GDK a try before I am too far into this project. It is sanctioned by Microsoft. It uses the Visual C++ 2008 Express compiler. There is a free download to try it out. It is more C++ language programming looking. Look at this link. It seems to be ALOT faster than the regular Dark Basic Professional compiler. http://gdk.thegamecreators.com/?f=darksdkvsdbpro I think this may solve my problem without having to lose all my code I created so far. I want to run a demo test for you people to try out. It will be the 2D interface and a 3D battle engine to show. This way people can use that free Microsoft Visual C++ 2008 Express compiler, and program in a language more familiar to regular programmers. It should give a huge boost in code speed. ` DarkBASIC Professional Source Code sync on sync rate 0 make object cube 1, 10 do rotate object 1, object angle x ( 1 ) + 0.1, object angle y ( 1 ) + 0.1, object angle z ( 1 ) + 0.1 for a = 1 to 100 for b = 1 to 100 for c = 1 to 100 d = rnd ( 100 ) next c next b next a set cursor 0, 0 print "fps = " + str$( screen fps ( ) ) sync loop After compiling and running this program in DarkBASIC Professional the frame rate was displayed as 13 frames per second. Here is the same program was created using the Dark GDK. The source code is as follows: void DarkGDK ( void ) { dbSyncOn ( ); dbSyncRate ( 0 ); dbMakeObjectCube ( 1, 10 ); while ( !dbEscapeKey () ) { dbRotateObject ( 1, dbObjectAngleX ( 1 ) + 0.1f, dbObjectAngleY ( 1 ) + 0.1f, dbObjectAngleZ ( 1 ) + 0.1f ); for (int a = 0; a < 100; a++) { for (int b = 0; b < 100; b++) { for (int c = 0; c < 100; c++) { int d = dbRnd ( 100 ); } } } char szFPS [ 256 ] = ""; strcpy ( szFPS, "fps = " ); strcat ( szFPS, dbStr ( dbScreenFPS ( ) ) ); dbText ( dbScreenWidth ( ) - 20 - dbTextWidth ( szFPS ), dbScreenHeight ( ) - 40, szFPS ); dbSync ( ); } }
  25. My typed message got hosed. steel code using those libraries get 157 FPS, I only get 60 using DB.? The binary functions or the compiler is better under MS version. I copy paste 30 sector code, instead of proper FOR 1 to SECTOR_NUMBER. Now the DB compile EXE is back up to 140 FPS open loop (fast it will go). 1) MS compiler is that much better. 2) DB compiler under BASIC is just slow and quirky. 3) DB Pro using C+ like language compiled with MS free VC Express 2008 compiler produces 10x faster binary EXE. I guess I should not diss MS so much. It seems to be faster their (MS) compiler logic to making High Level Language into a Binary. Using DB compiler, it is better to write sloppy code to run faster?? Copy paste 1 to 30 code instead of using FOR 1 to SECTOR Next statement runs faster---?. MS compiler and pre-written binary language still blows DB away. I think DB is really only for begineer BASIC and simple games. Real games have to be written in modern language, library function, DX9 etc. and MS very good compiler in the end. I am sorry for being tired wriitng this update after 12 hours messing around. I am trying to figure this out. Please excuse my brevity since my original post got deleted by accident. There is a reason why a person must really use the good MS compiler to make C+ or BASIC into Binary EXE. DB Pro does do C+ plus so I am still going to try that route in vain. DB Pro C+ is faster using VC Express Compiler to some half way speed satisifaction before I give up and go with a real language and a real compiler and a real engine. I will try a bit more.

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