Me Piratical ways continue mateys! Here's everybody's favorite suicide sled from Martina Nostra, the Razor! Ready to harass enemy convoys and waylay scouts at your leisure.
I have an unplanned and mighty expensive ER visit to attempt to pay for. So starting now and for a limited period of time, I am offering drawings of no less than 3 hours of personal work involvement for $50 on actual paper with actual art supplies. I will draw you.. I will draw your dog.. I will draw barbarian warriors.. I will draw cars, motorcycles or space ships and airplanes. Anything you'd be willing to show your parents (sorry not safe for work crowd). If you are interested at all... drop me a line right here. Just messaging me is no commitment to buy.. it costs nothing to talk about that art piece you've always wanted. :)
Work continued this past week on Chapter 2.2 of the Elegy Campaign. I did a re-calculation of the time, distance and engine repair estimates for the Valgard and Kabla Meth encounters, which was necessary accounting for the changes to the Valgard encounter that I mentioned in last week's update. Work continued on the Problems sub-section of the Valgard encounter over the next two days and largely involved deciding on the structure of the running fight that takes place there. The encounter will rely on the pseudo-random encounter generation routine already built into the campaign setting, and largely what I needed to do was figure out what would take place given each possible individual encounter, while accounting for the possibilities of failure and success in the previous encounter. Work is not done on the Valgard encounter just yet - there's still the final part of the running fight to handle, the part that might involve a reasonably large fight against Confederation forces in the event of utter failure up to that point.
I am still thinking of doing the two small craft seen in the movie: Broadswords and Rapiers and of course the asteroid-base/docking station. Since I do modeling in my spare time, I can't promise when I'll be ready with them, but it's on my list of things to do.
I am trying to make Pegasus Naval Base without an actual asteroid because I have problems creating the asteroid part. I'm just focused on the berth itself at the moment. This is the rough layout so far. I want to make the yard itself bigger for other types of ships as well, which is connected to my other long term plan to make at least a couple of smaller capital ships based on this design.
Wing man: “Still holding, sir!”
Wing leader: “Yeah, I reckon so. Hold tight kid! One more pass and she ain’t gonna make it.”
Hidden in the Pandora repo was Wing Commander Saga built for the Pandora. It's quite playable and controls quite well too as you could imagine. So not only does this play all of the games that the Shield can run, it can also play Saga.
One of the most frustrating aspects of the original Wing Commander series was the asteroid fields. They seem to have been put in solely for nothing other than to lengthen gameplay via frustration. I could slowly navigate my way through them with patience as a twelve year old...but the thirty-something me can't stand them anymore. So, without further ado, here's how to adjust the difficulty of asteroids in Wing Commander.
I'm going to take a few weeks off the MUP so I can switch gears and finish out the Black Lance faction for the HWRM mod. I'm also still hammering away at the evil that is BSP trees in the background. But I did manage to squeeze in texturing the Cerberus' bridge and get started on the recovery deck. That leaves just the plasma turret and the launch tubes...
The Wing Commander Series on the Raspberry Pi 3. Pardon the quality but the point is made. The Pi 3 is powerful enough to enjoy the series' DOS games. Using Retropie 3.8 to play the games.
Ralgha nar Hhallas, captain of a war cruiser, noble lord of the Kilrathi Empire—and a rebel. Captain K’Kai of Firekka, first of her winged species to leave her planet for the stars. Captain Ian St. John, call sign “Hunter,” hotshot human pilot—he thinks he’s just in it for the thrill of the chase. Rikik, K’Kai’s niece, hereditary leader of her clan—all she wants to do is follow in her notorious relative’s footsteps and fly the stars.
They were as disreputable a gang of misfits as ever flew between the stars. But together they would free a world!
Set in the world of the Wing Commander computer game universe.
Hey guys! We have been a little quite lately but it is for good reason. We are preparing several goodies for our next major release. However we decided in order to keep everybody in the loop to release each week a screenshot (or two) either from the additions / improvements or from behind the scenes. So without further ado we present you the... SCREENSHOT OF THE WEEK
I've extracted all of the models from WCP/SO and saved them as OBJ format, with materials. This includes:
Depending on the animation suit you use, you may have to 'flip coordinate system'. I think the SO pack is just the Prophecy pack with the extras, but included both just in case.
- All Levels of Detail (up to 4 per model)
- All unused models, including
- 'Callisto Cruiser'
- Multiplayer power up icons
- WC4 Vindicator
- Devereaux research vessel
- Devereaux worker bee
- Various boxes/shapes/effects used for testing
At the edge of the universe, all hell is about to break loose! The final battle for Earth begins on Pay Per View. Take a high flying thrill ride through time and space. For the first time on television, Freddie Prinze Jr., Matthew Lillard, Saffron Burrows: Wing Commander! Sci-fi excitement comes home on Pay Per View.
Wing Commander 3 test footage! Fake Captain Eisen? Information Officer Dallas? Blue hats? They're all here!
The perfect FMV game
Wing Commander IV: The Price of Freedom is a perfect example that FMV games don’t necessarily mean bad acting and limited gameplay. On the contrary, it’s a showcase of how the player is put into the spotlight of a suspenseful but also thought-provoking sci-fi story that is much more engaging with its realistic portrayal of warmongering than the often problematic militaristic propaganda of past games while offering still impressive CGI cutscenes and top-notch acting performances at times. While the space combat part hasn’t changed much and the replaceable wingmen mechanic is questionable, the sheer amount of dialogue options in addition to the branching story paths and alternative missions makes this the strongest entry in the saga yet that hasn’t been bettered in any other game of the genre since.
Good news to report to y'all this morning. Thanks to a very concerted effort on my part over the course of the last two weeks, I can report that - after eight solid months of work - Tarakh'ga, Chapter 2.1 of the Elegy campaign is finally 100% complete and ready for proofreading. I spent much of the week of the 23rd doing the translation work, completing a total of 48 text blocks. As the translation work progressed, I took some time each day to add any new generated and re-purposed terms to the translation table, which in several cases made certain words available for use later on in the Chapter. May 25th in particular was a busy day, with twelve blocks translated just that day alone.
Some work did take place on the next Chapter of Elegy, Dekh aq T'kon H'hra, over these past two weeks, mainly in terms of dialogue for both the prologue and epilogue of that mission. I have a rather humorous conversation planned between Nagkilin and the leader of the pirate base that Bloodeye and his crew go to in order to get a crew, and there is the scene in the prologue where we get to meet Ku'a K'le's lair-mate (Mo) for the first time. Let's just say that she's not thrilled with the notion of her spouse being in with a bunch of a) commoners and b) nascent pirates. I did make some progress on the T'kon Meth encounter this past Friday, changing things up where instead of the encounter happening on both branches of the mission it only happens on the "correct" path, and which may make getting through the Valgard system much easier for the players if they happen to get it right. I still need to re-structure the encounter; instead of having the choice of which path to take at the end of that encounter, it now happens at the beginning. With work on 2.1 finished, I'll be able to turn my full attention to 2.2 this coming week, and I'm hopeful that I might be able to knock this particular encounter out.
Arrrrgh matey! Here be a piratical Thunderbolt for ye and yer Black Lancers!
The patch notes for tomorrow's update have been released, and damn, just the high-level info means that everything will be broken but will most likely offer so many new stuff...
What does it mean for me in terms of coding? Well, I think it will be simpler and cleaner to pretty much start most of the mod again from scratch, and with paper/pen for several days before typing anything.
Official warning: you have less than a day from this post onwards to block updates on HWRM if you want to use the current version of the mod in any way. From tomorrow onwards, Flag Commander will be offline for at the very least several weeks, more likely months.
In the meantime, I think everyone will enjoy the new patch with the vanilla game, the changes are quite comprehensive and should give a new youth to HWRM. The improvements to the MP stability should make it worth it by themselves and with some luck, we could have before the end of 2016 a stable Wing Commander multiplayer RTS. No promises, though. :)
What else? Well, there's already in the current version some ammunition and fuel management systems. Good thing is, between the new patch (possibly), some outside help (definitely) and one or two new ideas (probably), I think I should be able to optimize and streamline quite a lot these codes to get a better gameplay experience for everyone. As for the two remaining factions' units, most of them are quite done, between reskins, creative use of other assets and what DefianceIndustries got, as illustrated by a recent newsflash for his cruiser. The other important feature, and one that will be pretty painful to implement reliably, is going to be the complete revamping of the economical system of the mod. A gameplay concept I would like to implement, if I can. In short, no more asteroid mining, but randomly-positioned Jump Buoys from which supply convoys will come to bring resources to each player, as long as they don't get ambushed en route, of course. Should bring some more use to frigates and corvettes. Finally, the most complicated but least complex, since it's "just" planning and coding, a full single-player campaign taking place near Wing Commander III.
So, yeah, a lot of work planned and I have no clue what will be done by the time my vacation is over, but I'll try to get you people some fresh releases during the month. :)
I made a new promo video with description of features.
Use this as a reference for study, etc. As this is a charityware screen font (not a vector image font), just the layout and its template components are under copyright.Thanks to DrJon for the tip!
- Adobe Illustrator CS2
- Mike H. Lee's scriptographic study & rendering: "Kilrathi" font seen in "Wing Commander" movie, 1999
- freeware dl @ Tommy of Escondino's Alien Fonts, a great collection. Includes Babylon 5, Star Wars, Stargate & Dune.
Mike H. Lee's Kilrathi true type font: This Kilrathi font comes from 1999 Movie: Wing Commander. The Canon letters are (A thru P), the rest of the font was invented by Mike. Kilrathi is an Ideographic language - the letters stand for a word or Idea. The little squares and dots change the meaning of the characters. The Kilrathi font, from what Mike has seen, can be written left to right & up and down. Michael Lee 3-17-99