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Is this mod still alive?

Posted: Tue Oct 18, 2005 9:23 pm
by tarus-begin
Is this mod still alive?

Posted: Mon Oct 31, 2005 10:17 pm
by Master Pat
I hope it still is

Is it happening?

Posted: Wed Nov 09, 2005 4:29 pm
by Spyre
If it is or isnt it would be nice for someone to say, if not im thinking im going to have to build my own, given that for the last 10 years after playing Privateer (cant remember the exact time lol) and the Elite's and all the others what i always wanted to see was a Free Roam Star Wars game, and this is providing the oppertunity, windows of oppertunity are always worth watching and sometimes taking.

Any thoughts would be good, good bad or whatever.

Posted: Wed Nov 09, 2005 7:40 pm
by hurleybird
Go ahead and build your own if you want to. This is pretty much dead, and is just something I might come back to if I ever find time.

Posted: Mon Jan 16, 2006 2:52 pm
by GE_Muscat
Charging to 200...

Clear!

[beep]

Charging 220...

Clear!

[beep]...

Seriously, I'm glad I'm not the only one who would love a VS-type game set in the SW universe. Anyone up for banding together and seeing what we come up with?

OK, so I'm jumping in headfirst with no idea where to start... not quite true... I've started collecting data about the star systems in the SW galaxy... (And I'll try and not be too pro-Imperial - honest...)

Posted: Mon Jan 16, 2006 9:45 pm
by hellcatv
I think one thing to do is start getting your spaceships in .obj format and converting them with mesher--and replacing Vega Strike ships one by one--then editing units.csv to give them the right guns and locations----


then the possibilities start opening up...

Posted: Sat Mar 04, 2006 4:19 am
by Spock
I know a good modeler that works with Milkshape, it might work with the VS models as well. He models for fun, but hasn't done any serious projects.

Posted: Sat Mar 04, 2006 2:50 pm
by chuck_starchaser
I'll pitch in some modelling, too. Just let me know what's highest priority and give me a set of reference pics to work from.

(BTW, I think this is yet another mod for which walkable 3D bases are a must; I mean, like what would SW be without a desert town, a robot bazaar, a sequoia world, mechs, an imperial palace, etc.?)

Posted: Sun Mar 26, 2006 2:16 am
by Privateer Ferrius
I can chip in with all sorts of useless statistics, flavour information, trivia, an encyclopedic knowledge of Star Wars canon, and a good photoshop hand :mrgreen:

Posted: Sun Aug 06, 2006 5:11 pm
by Smurfy
If people are still willing to help, i could provide some assistance in maybe missions and information. I know that there is thousands of star wars planets only mentioned in comics or a few books, hardly any other material. We could maybe expand on them as well as the more well known planets like coruscant and corellia.

This is what planets i think should be worked on for the first version anyways, we dont want something too hard to make so it never gets done.

Coruscant
Corellia
Naboo
Tattoine
Yavin
Nar Shaddar (sp?)
Denon (Not mentioned much but similar to Coruscant and on hyperspace crossways, could do some great stuff with this)
Bespin

Maybe choose four or five from that list and others to use, that way we can make sure those are really great and move onto other stuff. I mean, from what i can tell, star wars galaxies is alright but it doesnt show enough of the star wars universe, we could definatly expand upon that without making it exactly like galaxies and having the large files.

Posted: Sun Aug 20, 2006 10:41 am
by Sir Cyrus
Wookieepedia has a lot of good Star Wars information.
Here's a few links on there that should help you with Starships:

Starship
Category:Starships
Gallery of Starships
Gallery of Starfighter Images
A-Wing/A-Wing (Wikipedia)
B-Wing/B-Wing (Wikipedia)
E-Wing/E-Wing (Wikipedia)
V-Wing/V-Wing (Wikipedia)
X-Wing/X-Wing (Wikipedia)
Mon Calamari Star Cruiser/Mon Calamari Star Cruiser (Wikipedia)
TIE Fighter/TIE Fighter (Wikipedia)
TIE Bomber/TIE Bomber (Wikipedia)
TIE Interceptor/TIE Interceptor (Wikipedia)
Star Destroyer/Star Destroyer (Wikipedia)
Super Star Destroyer/Super Star Destroyer (Wikipedia)
Z-95 Headhunter/Z-95 Headhunter (Wikipedia)

And planets:

Coruscant/Coruscant (Wikipedia)
Corellia/Corellia (Wikipedia)
Naboo/Naboo (Wikipedia)
Tatooine/Tatooine (Wikipedia)
Yavin IV/Yavin IV (Wikipedia)
Hoth/Hoth (Wikipedia)
Bespin/Bespin (Wikipedia)
Nar Shaddaa/Nar Shaddaa (Wikipedia)

Some other links you may find useful:

STAR WARS: Planets, good list of planets with images
Sci-Fi 3D, contains a lot of 3D models for Star Wars ships, characters etc.
[url=http://www.nav-computer.com[/url]Nav-Computer.com[/url], has maps of the Star Wars Galaxy
Yavin IV, a screenshot (taken by me) of Yavin IV from Star Wars Jedi Knight: Jedi Academy.

Posted: Wed Sep 20, 2006 9:41 am
by MadAdam
You only need to start small. I doubt you would really need a death star trench run, as it wouldn't necessarily fit a privateer type game.
However, the death star would be perfect to use as a battlestation (ie like the Perry naval base in PR).
A great place to start would be to work out 5 systems (and how they link) and five ships to include, as well as a basic campaign mission and a group of side missions to do.
Each new version would then add a new layer to the game, with the story being built upon with each version.

Posted: Wed Oct 04, 2006 11:04 am
by z30
MadAdam wrote:You only need to start small. I doubt you would really need a death star trench run, as it wouldn't necessarily fit a privateer type game.
However, the death star would be perfect to use as a battlestation (ie like the Perry naval base in PR).
A great place to start would be to work out 5 systems (and how they link) and five ships to include, as well as a basic campaign mission and a group of side missions to do.
Each new version would then add a new layer to the game, with the story being built upon with each version.
This sounds good - I'm going to suggest another step to shortcut the development process since there's not really enough developers or modders at the VS site but it might sound controversial to some.

Start with the Privateer Remake mod and convert it bit by bit to the Star Wars universe you want.

Swap in the Millenium Falcon for the Galaxy merchant ship, TIE fighters for the Kilrathi light fighters, Imperial cruisers for the Kamekh etc etc

This way you get to test your ships early in a stable environment against a many missions and storylines.

Then rework and reshape those missions, storylines, factions *and* the star systems to become more of what Star Wars is.

The WCU project is actually very close to the Star Wars universe mod that you want to build and it is much more advanced than Privateer.

The latter though is more stable :)

And if you really want to make something unique then there's nothing quite like building ground up from the Vegastrike code base. This is actually the best route but you need much more people working on it to get it going.

Posted: Tue Oct 10, 2006 2:01 pm
by Vector_Matt
I am willing to help however I can. I'm a decent modeler, I can posibly texture ships, I am rather perfectionistic so I could probably create the .system etc... files accuratly. And if anything else pops up that needs doing I might be able to help with that.

We need someone to organize this effort. We cannot let this be another one of the countless times where people said "let's do this" and then did nothing. If no one else want's to organize this I might be able to, but for the sake of Star Wars and Vegastrike, someone must get these volunteers working together.

Posted: Wed Oct 11, 2006 6:37 am
by z30
Vector_Matt wrote:I am willing to help however I can. I'm a decent modeler, I can posibly texture ships, I am rather perfectionistic so I could probably create the .system etc... files accuratly. And if anything else pops up that needs doing I might be able to help with that.

We need someone to organize this effort. We cannot let this be another one of the countless times where people said "let's do this" and then did nothing. If no one else want's to organize this I might be able to, but for the sake of Star Wars and Vegastrike, someone must get these volunteers working together.
Yes, someone has to lead. Unfortunately I have my hands full with the PR user mod we're building.

But anything we come up with, you're very much welcome to use including advice & insights on balancing gameplay, units.csv & system construction.

Posted: Wed Oct 11, 2006 1:57 pm
by Vector_Matt
z30 wrote:But anything we come up with, you're very much welcome to use including advice & insights on balancing gameplay, units.csv & system construction.
Thanks, I'll probably need lots of pointers along the way.

Is there somewhere that the stuff that's already developed for this mod can be downloaded. If anything has been made I figure it would be good to start there instead of starting completely from scratch.

Posted: Wed Oct 11, 2006 6:32 pm
by z30
I've been googling the web and nada :(

You can try PMing hurleybird if he's still around, also found some reference links in the VSWiki

http://vegastrike.sourceforge.net/wiki/Links:Resources

From the looks of it, this project is at it's earliest stages.

There is also a Homeworlds Star Wars mod here :

http://mods.moddb.com/3430/star-wars-warlords/

the IP for Homeworlds mods is a lot sticter than the open source IP governing VS - you'll have to ask the author if he's willing to have his models be under the GPL scheme of Vs.

Homeworld mod forums here :

http://forums.relicnews.com/forumdisplay.php?f=88

Posted: Wed Oct 11, 2006 7:31 pm
by Vector_Matt
Thanks.

Well, I guess I'll start with modeling the ships. First up B-Wing, I'll post screenies at imageshack once it's suitable for public consumption.

Posted: Sat Mar 03, 2007 6:25 am
by Darsmol
I'm willing to participate. Yet I have to admit that my coding knowledge is very basic.

Models: I think the idea with xwaupgrade.com is not bad - they have done a lot of really good ... no, EXCELLENT work there, which would be hard (impossible?) to surpass.

Gameplay: How about we try to get the original campaigns running? I mean X-Wing, Tie Fighter and the corresponding bonus CDs. Complete with the original vga-briefings, merits, sounds, cockpits etc.?
This would save us very much work: coming up with a good story, mission design, sound recording, user interface etc. This would leave us with the primary task to get something up-and-running. Afterwards we could care about creating our own stuff, including a multiplayer-campaign etc.

Don't know how it is with copyright, but given the fact that the game (Tie95) is 12 years old by now and the atmosphere still is one of the best in computer-history in my opinion, it might be an option to ask Totally Games for approval to use and distribute the game-data with their consent.
This is also the main reason why I think we should concentrate on the old games at first - it's copyrighted material and the older it is the easier it might be to convince them to release it. Another would be that I think the older data is easier to adapt, convert and use for inspiration.

This would leave us with 3 main tasks:
- making vegastrike swallow the existing star-wars-models, maybe from xwaupgrade.com, maybe from the xwa-/xvt-game
- decoding existing sound & gfx from the original software (on the fly?), (X-Wing, Tie Fighter)
- converting the existing missions to a vegastrike-compatible format (on the fly?), (X-Wing, Tie Fighter)



Apart from that we should look around to get some real coders on-board. Sourceforge might be a source?

I'm out of town for the next week, but when I'm back I'll have a closer look into that matter - and into vegastrike itself ;)
Until then - feel free to tell me your thoughts.

Posted: Thu May 24, 2007 4:59 am
by Moses
the question is what neds to be coods, what is missing in vs???

-at least a stable multiplayer mode that can compete with freelancer, allowing multiple players on one ship otherwise small frighters to capital size ships are not realy good playable.

-shieldenergy tranfers on fighters (front<->aft shields)

-shipwide energy transfers between drivees, weapons and shields

-changeable firemodi for whole group, group chain and chain groups

-protontorpedos are penetrating shields without droping them

-dockable containers

-destructable parts on ships (eg isd-bridge)

Help

Posted: Wed Jun 06, 2007 2:40 pm
by Budric
I've been doing my research into Star Wars, specifically the ships and systems. In this way, I'm fairly certain that I can help start the Star Wars mod back up again. This should not be all that difficult, as all we have to do is stick to the predefined boundaries of the SW universe.

As for my qualifications: I know plenty about the way that Star Wars is setup, and I know where to find the information necessary. On top of that, I've already been compiling relevant information. I would be more than willing to coordinate and lead in the construction and development of this mod. Furthermore, I can do some modeling, but I am quite sure that someone else could do a better job. I have no knowledge of texturing, so again, if anyone else would like the job, go for it. Also, I know VERY basic coding, but could make little changes while everyone else tackles the important stuff.

Please email me at zombiehk@gmail.com to let me know if anyone is even still doing this.