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Slocket

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Everything posted by Slocket

  1. I have copies on my old computer, let me fire it up and see if I can find them. I thought I posted those about a year ago for some one else.
  2. viewtopic.php?f=7&p=545847#p545847
  3. I used Resource Hacker to pull the data from the strategy.dll, gokes.dll, and tactical.dll. ResHack only worked under Window XP for me. Here is a link to download them already in bitmap form. http://www.mediafire.com/?8p7kc5zljpijc3v RebellionRes.7z open into three files that have most all bitmaps used in game. I hope that helps you out, steel. That is where I got the star map loyalty stars I used. Starts at bitmap_281.bmp inside RebStrat folder.
  4. Sad to hear but as the other poster said, Maybe a chance to make a bad thing good. it does give a person a chance to redo things. I realize many of the things from the old vanilla game people really do not seemed interested in playing with today. So I am going through and basically changing several things to make the game play more interesting. So it will not exactly be Rebellion straight remake. Maybe it may give you time to ask people what they "really" want to play. I should have realized from being in customer sales, what people SAY what they want is not what they really wanted.
  5. one post, is it spam bot? no sense.
  6. That is why I try to stay away from mouse scroll use. They differ from manufactures, and do not always work without a in game calibration.
  7. Google "Daemon Tools Lite" it is a free version. Works like a charm for me on my machine, I like to see the cut scenes (and keep disk in safe place, original is worth too much money to lose). You need your original disk to make the image copy of course (security check). But then you can select the drive letter to the first one in line such as "D:" but it must also match the change in your registry so that is also the same drive letter it is looking for to verify the disk. Such as F:\ CD-ROM (old install) would be D:\ CD-ROM (New install). Install Dir C:\Lucas Arts\Rebellion etc.... IIRC F: was used quit often for the cd-drom drive back in the 1998. Well, F: will not work.
  8. Laughing, it is very simple, for words, I count three. Sad thing is, it got over 20 million hits, and that is most telling.
  9. the last one had six sectors The Core, not four like the first one, there has been two updates in the first link. The next will have about 300 planets and as many sectors it takes, 30 or so. All the planet art is not done, but I am going to assign random pics from the 80 pictures I have. so 9 core world sectors, 21 rim sectors. Later those will be (deep, core, colony, expansion, mid, outer, wild).
  10. Yes, I am adding them in, Chriss, hapes, Jovent, etc. Funny there is no one map that depicts the SW galaxy in agreement at all, so I guess I will take some liberty and follow DarthTex's lead with very good rendering with 200 planets and 20 sectors, I just bumped that up to 30 sectors and 300 planets. I changed the code so you can have any number of sectors, and any number of planets 1 to 14 for space (there is no maximum just room to show icons)max per sector. not just 10 exactly. The galaxy can be made any way you want. the first two was the original vanilla map, core with outer rim 20/200, then cannon style like the real SW galaxy 30/300. Peeps can place the planets and sectors where ever they want. I like the idea of limited hyper space lanes for fast travel especially on big maps. For my version, you can always hyper jump any where. It is just faster if you follow the trade lanes, at the risk it entails, or benefits of the much faster speed. it is not hard to code it in at all, and it is an option to turn on/off. rez bumped to 1920*1080 a week if all goes well to show the new rez and map. New detail factory icons around planets, then build menus the next week after.
  11. Sorry to hear about your loss data. I have pictures you can use, I cobbled many off the net or just made them. 3D planets are nice too look at, but I think 2D is more practical for this game. I do not know if the average computer can emulate hundreds of 3D textured planets, and trying to get a feel for the over view may prove daunting. I seen "Free Orion" with 3D planets all over and it runs slow on any thing but a high end card. The tactical game will be in 3D anyway. The strategic portion is just the set up for the battles, similar to Total War. Your right on, back to basics, keep the eye on ball, to finish the game in some fashion. Then later it can always be improved.
  12. Well, I changed the game to 1920*1080 resolution. that is the gold standard once this is finished. Now I can go to town with the graphics and a half detailed universe. I basing off three maps I have found, they kind of agree, there is no agreement at all in X-Y detail, so I will wing it. You guys can make changed with the editor if I get planets or sectors screwed up. As for sectors, her is no limit on how many now, plus I also changed to code so you can have from ONE planets to whole bunch in any given Sector independently. It will auto scale when you open that sector's window. The true co-ordinates will be for real on the galaxy star map. So you are not stuck with exactly 10 planets per sector, easier to emulate the true universe. Though I would not go above 14 planets in a given sector for displaying the new extra shipyard, troop, construction Icons next to the planet. It shows shields/double shielded, and laser batteries at a glance. For now I have 300 planets total, but that is not the hard limit. That should make for an interesting long game.. Three maps for source are Dark Horses, Hages, and Modi. I have to combine them for some consensus. Mulling over new option feature to add hyperspace lane effect. If you are traveling along near one your speed is much faster, but you can still go anywhere at any time, just a lot slower. The hyperspace trade lanes will be the cannon six lanes or so I see on the map. Such Corellian Run, Parlemian Way, Hydian Highway, etc.. Just be aware if you are near an enemy planet along one of these hyperplane trade routes, and the enemy has an interdictor ship or or planetary gravity well generator, you can be knocked out of hyperspace and feel the pain.
  13. It is not finding your CD. It is an old game, it will look for the first CD-ROM letter device you have, make sure the CD is in the first letter DVD/CD-ROM device such as D: You can try an emulator to set the drive letter too. I had to that on mine, image your CD then tell the emulator it is in the first drive. That should also be in the registry where for it look for it. The CD check need to look for the file MDATA (movies) something to verify it is there. Else there is something 'out there' that 'will' make it play, but you will not see any cut scenes. So it not the best solution, but it does work.
  14. Khanti had a decent idea about the economy model, I refer to the post here. It uses credits for maintenance, and to build something it cost credits and resources. Credits come from the population (facilities or refineries mines ) add to population and pay taxes. Then a bonus if in good favor support over say 50% loyal. then resources are needed as hard material to build things. He also uses credit for maintenance cost as you mentioned. viewtopic.php?f=7&t=27509&p=541337&hilit=credits#p541337 The only real difference in maintenance is in vanilla if you lose a mine/refinery pair it is an immediate 50 point loss. This model it would be an on going negative credit flow, but maintainable for awhile if you have a decent balance. Affects of rebels attacking refineries or mines to hurt the empire mostly. I think I may try that idea out. Cheers to this idea.
  15. Thank you DarthTex. Very good job. I like the layout of the planets looking at the online star wars galaxy maps out there. I have an important question, if you could place 10 more sectors with ten planets each, where would you place them on the galaxy map? 300 planet 30 sector total. I do not know the SW lore as much, so I would not know what would be the important planets and sectors. I really want to just go a head and make the next version the new standard 1920*1080. By the time this is finished, that is pretty much it. I can use some really sweet pictures and more room to display critical data about a planet to alleviate the tedious click fest for information. I could use Hoth as the new rebel base, it looks to be way out in the wild space.
  16. Those are some really good ideas. I remember doing detection missions from X-Wing game. I wonder about limited hyper jump distance, you can go any where but limited to how far you can jump without stopping at a planet for fuel. Also, having facilitates can only to be transported by Large Freighters as containers. It would make the GUI display easier, and the output of Construction Yards can sit there until they are ready to be transported. It would always be a good idea to have an escort for them, or just try to sneak them around the enemy to deploy them at the target system. It would give a use for the transport/patrol class ships. You can take a prefabricated facility in a freighter class ship along with the task force while exploring a new system to plant down on the surface. Less worrying about the confusion of construction yards timing pumping out what and when and then having them go some where else by mistake in the vanilla game. The above is for what I am doing, I went the route of the was mentioned "traditional" Rebellion Remake. I understand that this project version is a bit more like Sins or EAW with a 3D zoom-able galaxy and hyperspace route lanes. At least people will have a choice in playing the different styles. I really do not know what people prefer. It seems half and half. They both have good and bad points. I guess just play them both and see whatever one likes?
  17. Confirmed and Fixed. Thanks Hosh636, I wondered about that too, I fixed it. I forgot to delete the sprite fully from back buffer and was letting the default window clean up. It was a bit annoying- but that buglet is squished! Thanks everyone. I also increased the sweet spot for opening the sectors. I may change the resolution from 1024*768 to 1280*1024 to fit with the more normal common wide screen and would give me 25% bigger pictures and real estate to work with. It would make thing much nicer looking. The planets would would even better, plus I can place those Ship yard, Training yard , Construction icons on the sector view next to the planet (select using a hot key, or click, for fast look and straight to the build menu). It could still be played on older monitor by adjusting the window size but it would be distorted some. I am going for the 9:16 art work before it is too late. I think I had a middle ear infection, doing better now. *My heart goes out for those poor people in Japan that got hit by that nasty earth quake.
  18. First, nice job steel, glad to see your still working on it, it is good to have more than one option in case one does not make it. More choices, more fun, more chance to please everyone and get one finished before the universe expires. I do like defect able characters and traitors. A true 3D galaxy is not necessary. Nice to look at, many people like the scroll zoom of Sins. 2D maybe more practical. But 3D may scale better as Evaders99 said. If the computer can handle it, not so bad either way. neutral on it. I do find myself extremely frustrated with working at 4:3 and only 1024*768. I am seriously think just dumping 4:3 and go with wide screen 9:16 only. Plus a lot more real estate to work with more modern 1080 monitors. So what do you think? No support for older 4:3 square monitors? As you can see, the pictures look much nicer and much easier to get the information onto the screen. Hyperspace lanes , well good and bad. I think they restrict sabotage missions too much and make espionage mission a moot point. No need to fear a strike behind enemy lines. So it would seem it would make espionage more useless. it would be hard for one that is losing at 4/10 galaxy control to ever be able to make a come back, so a lot of peeps will quit once they start to loose a little bit. Traffic for moving facilities, from construction yards, that are built must move along open continuous controlled hyperspace lanes, could be a problem. But biggest hyperspace lanes or jump any where question. Hyperspace lanes would mean there really is no use for espionage or rebel hit and run sabotage tactics. It will boil down to a "choke point slug fest" like any other RTS game out there. That is my fear.
  19. It would seem then that a lot of people use the GID to find stuff such as Shipyards, Training, etc full or empty. Using feedback from above. 1) To make it faster, I could hot key those into keyboard/gui numerals 1-(10) along the top of the key board to display on the galaxy star map quickly. In addition, if the sector map is open, it will display a symbol such as a small to big S where the factory symbol usually is to show where that shipyard is and if it is empty or full. This can be shown (and switched view) even if the sector is open to save having to go back up the tree to the main GUI star Map galaxy display. So only need one click to find an empty shipyard (or whatever) then one click again upon that symbol to open up the screen dialog for build at that facility, two clicks, third click is how much to build and then select a destination 4 clicks total. Would that be cool? 2) main planets will show more info such as if the planet is double shielded at a glance (my favorite). I am making the most relevant information to show in a roll over too of the planet so not having to go click down into it. It can show up along the bottom, such as shields, lasers, troop levels numbers. Less digging for that information. Plus changing the way ETA and Fubars are shown to display production quotas. I am going to make a collage of the proposal to see what people think if it makes the game GUI much easier to handle. I need testers to try it out, the constructs of objects I use in the next demo will be for demonstration only. So you can look at the troop levels on planets, ship yards and such. They will magically be there. Sort of like at the start of the new game. Planets about to revolt will have high troop level, etc. I will have a look into those cantankerous side bar holders more once I try to create the above additions first. Maybe if things are working well, they will not be needed so much, else they can be added later once I can get more functionality to the game. ot- I've been suffering from daily bouts of nasty vertigo suddenly lately (unknown cause), in case it turns into serious stuff (need MRI scan) or just an ear infection - I am going to include source code from now on in case I am not around anymore. I am not looking for sympathy or crying, I just need to give a heads up on my unfortunate odd health, since I would like to get this one thing finished in my life time. But lucky so far, I keep bouncing back like an annoying bug -so I do not go in the night that fast. I have hope. one benefit, I get to sit home and program or play game all day when I am up to it, so that is fun. Live every day to the fullest, sadly a person never knows when the ride comes to an end.
  20. I did not know if it was showing all over the GUI, but I do see what it is doing now. It is OK . I had to sacrifice the minimize area for now because I need every bit of horizontal real estate area to display the sector screens in true proportion and they are wide like a square. In vanilla, the sectors are distorted vertically and makes it inaccurate. Maybe later down the road I can add back in a side slider out panel with the minimized sectors. I do not know how many people use them . You are one (+1) vote, I never used them (-1) one vote, I hope there are more people out there still interested in the game to chime in their opinion. If I made this for wide screen monitors only, then I would have plenty of space to display. 9:16 Nothing is impossible, just time. I thought the basic game can be played without it for now. We really need more Alpha testers, maybe a lot of peeps thought the website was down for good. I should advertise somewhat on other websites once I get more demo to show. Hopefully improved interface at the planet level will take off some of the edge of Agent-->Mission-->Target. Plus there is going to be somewhat of a decent interactive 2D ground battle to watch during an invasion or bombardment, something that was not in the original game. I want to add in more fighter and ship types, characters, and I need to take this complex level of detail and display it in a meaningful "FUN" way. I did not want to just show a boring list of things on the planet ( I call that a flying windows program list which is boring -MOO3 anyone?) I like artistic pictures and 'objective' representation to make it look fun and realistic in a representative way. If you hoover over the planet facility or defense on the sector screen in the next iteration, it will display the most relevant data such as, is the planet double shielded, laser batteries, facilities such as a Construction Yard or Ship Yard or Training Yard without having to do a sorting click fest looking around for one. One roll over and major Macro info about the planet will display down at the bottom of the screen without having to actually click down into the Micro specifics.
  21. Exact same game. It is just called Supremacy in the UK market.
  22. When two sectors are up and showing, they are not flippable. that is working as intended. A small difference from the original. You may notice up in the upper left hand corner graphic jumble, though it should be very small. That is where I am temporarily forming and grabbing images to display. I need to move that off the display memory area. Abrion Sector and the outer rim sectors have not been finished, they are essentially setting at XY 0,0 and you can see them up in the left top corner somewhat. If it is really bad, can I see a picture? It should not be very noticeable or in the way. There is no minimize off to the side panel as was in the vanilla game. I never used that feature so I left it out. So everything is working as intended Thanks for this feedback and more if you have time. Try out the hot key letter "O" (this stuff is n the Log file text.) it returns you to the Cockpit to start a new game. Check out also the functioning Quick Save and Quick Load hot keys "S" and "L" plus you will hear speech of the computer talk back to you for confirmation. I like audio message in addition to just messages from the agent missions and real spoken grammar is cool. I do not understand what is meant by second ship class, unless that is to replace fighters. The original game is built around the Naval battle group idea like WWII with Bombers and Aircraft carriers so to speak, I am keeping it that way. Of course a person can just Mod in whatever they want , after all what is a fighter? A small and fast moving model in 3D that can be made to fly and do whatever a person wants it to do -even change into a small patrol craft from XWA (convert the OPT models to .X format or .3ds and there you go). For 32-bit systems we can go up to two gigabytes of memory (mesh and textures), Dark Basic engine will render up to 10,000 low poly objects before it starts to choke, I torture tested it back in another thread about two years ago to maker sure it is going to handle it. Again, thanks for testing people, I am going to make the characters and agent missions plus a basic AI to play against. Also my better version of the planet side character, Build, Factory , Defense display and function. I am making it much simpler to use than vanilla (I Hope!). I am using a combo of pop ups, better feedback, rollover hoover feedback, and well you will see soon enough. Plus pictures will show up next the Droid on the "TV monitor" for your targets and agents reporting in.
  23. Thanks for the replies, I did mean to say I have a new unified system to display Ownership and Loyalty to simplify the display. Oh good point, MrPhildevil, I forgot to mention, the loyalty bars and star size are not the same as was in vanilla game. I put the two sides together into one unified logical system. You did notice that. It is NOT quite the same as in original. What I use is the same Display method for both Alliance and Empire Screen sides. (of course in the real game you do not know the real display for your side unless you do recon mission and espionage.) The Color of the Star (and Planet Name text) is who owns that system no matter what. So if it is Red, it is Alliance. If it is Green color in the planet name and star, it is owned by the Empire. Now the Size of the Star is how much loyalty it has towards that faction who owns it. This is somewhat different than from the original game. I made it so it is the same for both sides and it makes sense to me. If you see a planet that is solid green loyalty bar underneath the planet but has the name of the planet in Red letters, that means the planets supports the Empire 100% but is owned by the Alliance and would have six rebel troops on the ground to maintain order and control. It would have a Red Star on the map but it would be a Tiny red star showing it is owned by the alliance, but it does not support the alliance very much. I really want just one device to display ownership and loyalty for both sides to save a lot of extra coding and confusion. Whether view from Alliance or Empire screen it is the same display. Notice some planets that are neutral are in blue and should be between 40 to 60 green/red. Some will be 50/50 but still can be owned by the Empire or the Alliance, as it is in vanilla game. Mrisst in the picture above (Image shack it gets distorted view for some reason with red letters, the actual game picture the text is fine?) is owned by the Empire so it's Star is going to be Green no matter what, and Mrisst will be in planet name text green color also. Now the loyalty bar show that the planet supports the Rebels strongly so the Star size of the Empire Green Star is going to be small. Indicating it is owned by the Empire but the planet does not support the Empire very much, so it gets a smaller green star. That is different somewhat form the original game. Halowan is Neutral, it gets one size only Blue Star as the owner. The Loyalty Bar should be between 40 to 60 percent between Green and Red. ALL Neutral planets have only one size blue star, and the planet text will be in blue also. Maybe I should make the blue star bigger to see...I want peeps to guess somewhat when the planet is about to flip allegiance. Thanks for the heads up on the .com missing. MrPhilDevil are you using another random map from the one posted above? If the letter H in Halowan is not displaying correctly, if you are using the game demo in window mode it is 1024*768, what screen resolution are you using? I think on some of the new LCD monitors they have some other native resolutions that may cause text not to display correctly? I assume you are not seeing the name text clear, it is distorted? Berchest/Imperial Alignment/Strong Imperial Loyalty/Big Green Star that should be correct? Berchest supports the Empire strongly and is Owned by the Empire so it should have a Big Green Star.
  24. look a new version viewtopic.php?f=7&t=27919&p=545380#p545380 http://img194.imageshack.us/img194/7986/rebstrat0001.th.jpg Next I am adding in characters and missions, plus new planet side artwork, and a basic AI to play against using your characters only. http://img25.imageshack.us/img25/8298/nebulonbmirsst.th.png A new model found, a Nebulon B Frigate spotted off Mrisst in the Fakir sector.
  25. Thank you. Today I release a new version. It has a lot of stuff added. See the change log. I updated the new demo in first post for all to try. http://www.mediafire.com/?ai5aswydel9krza RebRel0001 http://img194.imageshack.us/img194/7986/rebstrat0001.th.jpg Next I am adding in characters and missions, plus new planet side artwork, and a basic AI to play against using your characters only. Please test if all is working. thanks! Its working for me, but I wonder how it does on other computers.

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