Here's some shots of the updated Longbow... I've tried to make it look semi like the Longbows we see in Arena but I'm still working on the rear of the ship... I have to set it up in a blue-ish scheme.
I mean, suck it 1996 Hollywood. No, screw that: suck it 2010 Hollywood. Why would we ever go to a movie when we could have a way better experience on our couch?Thanks to Delance and Kilrathikiller.
Now Wing Commander, for those who don't know, is one of the most revolutionary video game series of all time. Many great people worked on those games, including Warren Spector, Richard Garriot, many members of teams from Bioware and other game companies that make cinematic games that we have come to be used to. This game was an interactive movie. Uncharted, Mass Effect, the presence of cinematics and storyline are all thanks to Wing Commander.
This patch represents several bug fixes to correct the following:
- Confederation starbase hardpoint was found to be indestructable. This was due to a hardpoint reference name error.
- Kilrathi Emperor Snakier would not fire any weapons during combat. This was bad reference name for projectile type which didn't exist.
- Kilrathi Dreadnought MKII would only fire main canons. This was due to damage value being in main hardpoint XML file.
These three bugs have been fixed and tested. My thanks to Gimpy (wcnews.com forum user) for reporting these.
My autographs came in the mail today! I waited an extra month to get the novelist/screenwriter of the movie to sign the DVD as well.
I've released a new tool for you aspiring modders out there... It's a converter that reads OBJ files and writes WCPPascal source code, which can then be compiled into an IFF using WCPPascal. The program is written in Java and the source code is included in the download.
It's still a beta version, so it may not work for some models. If you have any problems, post a description of the problem and a screenshot if necessary.
The converter is currently limited to 4096 polygons and 4096 vertices.
AUSTIN, Texas, Feb. 17, 2010 – After a two-year hiatus to travel to the International Space Station, work on a film documentary, ignite a personal rapid transit initiative, and wrap up post-flight experiments and speaking engagements, veteran game designer, Richard Garriott, is returning to the video game industry where he has been a fixture for more than 30 years – this time with a broad-based new social media company called Portalarium™. Garriott is best known for his award-winning Ultima Series (ORIGIN/Electronic Arts) of fantasy role playing games and Ultima Online, the first commercially successful massively multiplayer online game released in 1997 and still operating today.
The inspiration for Portalarium comes from all four co-founders’ wide ranging personal and professional interests in entertainment, technology, learning, science, sociology, politics and community activism. As such, the company has been created on a core set of human principles and values that will not only make it a magnet for top talent to join in the fun, but also will see Portalarium building in a very purposeful social consciousness orientation to help reduce global suffering and make a difference in the world. Together with its player community, the company will be raising money and promoting real-world activities in support of enlightened social causes. More on that to come later in the year when details on its virtual world are released.
“The Portalarium mission is exactly what I want to be doing next in games,” says an invigorated and engaged Garriott. “This really takes me back to my roots in the game business – small development teams, low barriers to entry, affordable budgets for quality projects, and unlimited new interactive frontiers to explore together with our customers.”
So the main ships page should only show faction names: Confederation, Kilrathi, Pirate, Civilian, Retro, Union of Border Worlds, Nephilim, Steltek, CIS
In those subcategories would be: Capital Ships and Fighters
Under Capital Ships: Type, Class Name, Individual Ships
Under Fighters: Type, Class Name
Under Capital Ship Type: Dreadnaught, Carrier, Cruiser, Destroyer, Corvette, Transport
Under Fighter Type: Light, Medium, Heavy, Bomber
I have more news regarding my music. I just released my first single, called "Chewbacca" of the coming album "Anker", which is German for "anchor". Chewbacca is an English song about the well-known Star Wars-Character. Not quite Wing Commander, but almost there. (I promise, I WILL write a Wing Commander-Song, soon :)).
However, the single is available at http://evanfreyer.bandcamp.com and you can pay, what you want. You can either pay nothing or whatever you like. The single includes two Techno-Remixes as well (don't hurt me ;).
Since the sales will be reported to SoundScan, it is possible for me to claim the US-Charts. So let's get these fake pop-singers from number 1, won't we? ;)
Evan (or well..Obee *g*)
You can see where a few of the turrets will be. There's a total of 5: 2 on top, 2 on bottom, and 1 on the rear. I'm kinda waiting on implementing capships (I need some more info and time I guess to figure it our correctly) so I might as well take some time to improve on a few of the models I've done. I added a few details such as Kilrathi writing.
The San Diego-Class Cruisers are very powerful ships and are primarily used as fleet escorts to larger ships such as Battleships, Carriers or Dreadnoughts, however Cruisers themselves are often used as command ships of much smaller ship groups.
"Incoming Piranhas, this is the TCS Midway ^^"
After 3 weeks I finally got the stupid polystyrene and added a few greebles. This weekend I painted the carrier. Here the results. The blue part on the front isn't finished yet.
Hope you all like it. XD Best regards,
Well, that’s good news then for Xbox 360 gamers who will get to play the game for themselves this Summer. We could use a good old fashioned spacecraft-based shooter, one cut from the same fabric (of space and time?) as classic games like Wing Commander, Privateer or Freelancer. All of those games let you unleash your inner Han Solo, piloting your own personal space ship around the galaxy, engaging enemy craft like a World War II dog-fighter or transporting goods like an interstellar tramp steamer. It’s a well established genre, though one that’s been almost exclusive to PC’s. DarkStar One – Broken Alliance should bring that classic form of space-trading opera to Xbox 360 gamers for the first time.
With a 30 hour storyline, countless more hours of side missions and resource trading and 40 minutes of rendered cut scenes, DarkStar One – Broken Alliance looks like it will be a sufficiently meaty experience for gamers, with plenty of stuff to do. Despite the ship upgrades, exploration options and a reputation system that should add an extra layer to the experience, it’s probably not right to call DarkStar One – Broken Alliance an RPG. But it’s a lot more than a simple space-combat game where you’re shooting down one enemy ship after another. Whether or not the story and presentation of the game will truly grab a hold of Xbox 360 gamers remains to be seen, but if the promise of full 1080p graphics running at ultra-smooth 60 frames per second comes true, that could be a big selling point. The game is slated for release this Summer, and hopefully we’ll get to spend more time exploring the game’s missions and side-quests before then. As for now, all we know is that we can expect a solid space-shooter, a genre that’s more than welcome on the Xbox 360.
The tribal Kilrathi just a little bit before the civilization stage.
Okay guys, here it is, the final mission in this little campaign, "Blasting the Cap Blaster!" Included in the .zip is the mission, the new flyable ship, the new music, mission info, the sector (just in case), and a LOAD of screenshots (which hint at the ship you fly ;) )! As before, everything was made with MISB and MED. Instructions on what files do what and where to place them are in the zip!
Download "Blasting the Cap Blaster" Here! (8.5 meg zip)
Although we cannot gain assistence from the Kilrathi clan in the system near us, a nearby Comm Relay Station has sent forces to our position. Take the wings to the Kraken's location and finish this threat once and for all. Due to our low resources at the moment, your wing will be flying Excaliburs. By the time this breifing is over the loadouts for the Excaliburs should be complete. The fate of this system is in your hands now, send them all to hell.
Download "Kraken Campaign Mission Pack" Here! (16.5 meg zip)
Also, I made a complete zip called the "Kraken Campaign Mission Pack", it includes all missions, text, sectors, screenshots, and new ships that replace the Tigershark and Wasp in the simulator! It also includes a new .mgi I made myself for the first mission! It's a must-have if you didn't get the first zip!
For this week's update we would like to showcase our rendition of the Kilrathi supply base. These bases are scattered throughout the war zone and serve as staging points for Kilrathi capital ships to conduct repairs, and rearm themselves, and replenish their supplies. They have docking facilities to accommodate a single capital ship and a hangar bay that accommodates a small squadron of fighters. While they are not as powerful as larger Kilrathi starbases, the logistical support and refuge they supply for Kilrathi forces make them both a threat and an important target in the Confederation's war efforts.
Today is a very special day for Command & Conquer fans world-wide, and for some of us, we can call it an early Valentines Day. We might swear the timing is coincidental! As of this moment, you can now officially relive the glory of Tiberian Sun & the expansion pack Firestorm on your PC with our new freeware offerings. And to add greatness to this measure, we've also included our original freeware releases of Tiberian Dawn and Red Alert 1 on one simple, nostalgic, CLASSIC page: www.commandandconquer.com/classic
If you're curious about the download sizes:
Get set for Command & Conquer 4 by reliving the epic Tiberian saga where it all started. Enjoy Commander!
- Tiberian Sun/Firestorm (1.2 GB)
- Tiberian Dawn GDI/NOD ISO’s (600MB each)
- Red Alert 1 Allied/Soviet ISO’s (520MB each)
You don't see a lot of animated gifs on the internet these days, but there's so few chances to pull out the Love Arrow. Here you go - Happy Valentine's Day!
Wing Commander Academy is a must-have for all Wing Commander fans, and it helps us eat through our bandwidth allowance too! We're frequently asked questions about the Wing Commander series that are answered by events in the television show. The three-gigabyte series follows the Tiger's Claw through a very exciting year in Wing Commander history. Grab all thirteen episodes, plus some special features, below.
NOTE: Wing Commander Academy episodes are no longer available for download. Please support the franchise by buying the complete DVD set through the link above.
The "Tarpon" I think should be a new type of Bomber perhaps a lil slower than the Manta but heavily armored. I actually just did a Blue Cannon in the middle because I just thought it would be something diff (Little Plasma maybe?) instead of all green ... I haven't really thought about armament yet.
In Part 8 we are going to see the invasion of Toyr’diablo which of course involves the invasion force entering the atmosphere, and of course that means clouds…creating, animating and rendering clouds can be a pretty arduous task, not so much the creating and animating, but the rendering is astonishing depending how big your clouds get. One 200 frame (roughly 8 seconds long) shot took 16 hours to render – crazy huh?
"With this successful experiment, the Airborne Laser Testbed has blazed a path for a new generation of high-energy, ultra-precision weaponry. ALTB technology and future directed-energy platforms will transform how the United States defends itself and its friends and allies. Having the capability to precisely project force, in a measured way, at the speed of light, will save lives."
Currently (2-8-10), Wing Commander Missions are 95% completed. I am concentrating on mission entries. Aeronautico is working on ship entries while Wedge has been recently editing existing entries. We are always looking for more people to help. If you wish to contribute to the project, sign up for an account and ask what you can do to help. I'm looking for people to people to help with Ultimate Strategy Text and entering WC1 script text. In the future I will also be looking for wingnuts to help with other games scripts.
We have also implemented a new ship infobox which has an increased selection of variables for more widespread use with fighters, capships and space stations. Ship articles are being updated and we are looking for people to help update existing pages.
8 February 2010
From the first Ultima game, programmed in by Richard "Lord British" Garriott and Ken Arnold one of their parents' homes, to its legacy, Ultima Online - listed in the Guinness Book of World Records as the longest running MMORPG in history - Origin Systems Inc. always stayed true to the spirit of their motto, "We Create Worlds." Since its founding in the spring of 1983, by Richard Garriott, Robert Garriott, Owen Garriott (their father), and Chuck Bueche, their games, including the award-winning Ultima, Wing Commander, Crusader, and Privateer series, presented major innovations and broke new ground in their respective genres.
Origin Systems Inc. was founded after the relative success of Garriott's first three games: Akalabeth, Ultima, and Ultima II. Not long after the completion of Ultima III: Exodus in 1984, Origin Systems began distributing their games through Electronic Arts. Eight years later, Origin Systems was acquired by Electronic Arts, under which they continued to produce games for twelve more years. Before its closing in 2004, Origin Systems Inc. produced more than 60 highly acclaimed games including more than 25 titles in the Ultima series. This included their most popular title: Ultima Online, one of the earliest and most influential MMOGs, changed the way people viewed the genre. Even after a decade of continuous play, Electronic Arts continues to run Ultima Online, carrying on the legacy of Origin Systems.
A Kilrathi fighter group should be coming through the Jump Point to us, where we will then launch an attack on the alien Kraken in this system. Bring the Kilrathi forces back to us, defend them at all costs. If you encounter too much trouble, more Kilrathi forces, bigger ones, will jump in.
Hi all, here's another fan-mission by yours truly! This one is for Secret Ops. The .zip includes two text files, one with mission info and the other with file info. It also includes the actual mission (s0.mis), and finally, a COMPLETELY FAN-MADE SECTOR FILE! That's right, included in this is a a.sec customized for this exact mission. It uses several beta objects never before seen in the game, and one planet from the first missions of Secret Ops! I hope you all enjoy this, and expect more to come soon! I'm also not ashamed to admit this mission were not made with WCPPascal, but with the very underused MISB! It was also tweaked with a bit of Origin MED. :) So enjoy! OH! Almost forgot, the .zip includes 3 screenshots from the mission, showing off the sexy new blue sector!
To add the sector file, simply place "a.sec" in the mission folder. Whenever you play a mission that uses "a.sec" as the space (background), you will see my newly created version.
Thank you for the compliments on the Wing Commander ships.
I have to admit that I'm a bit proud of what I created. But don't ask me how many hours I needed for all of them - I didn't count them.
“EA is growing share in our packaged goods business and our digital businesses continue to grow rapidly,” said John Riccitiello, Chief Executive Officer. “Mass Effect 2 is the first blockbuster of 2010 and we are looking forward to the launch of Dante’s Inferno and Battlefield Bad Company 2.”
“We are expecting an increase in FY11 full year non-GAAP earnings per share on the basis of strong cost controls and growth in our digital businesses,” said Eric Brown, Chief Financial Officer.
As you already know, the Confeds have the Pelican repairal tender. The Comcon has a dual purpose. Firstly, it has the ability to use a "sensor ping" anywhere on the map. This sensor ping will last for about 30 seconds and reveals a limited sized area. Secondly, this ship also has a much larger "field of view" and will clear the Fog of War to a much better distance than ANY other ship in the game. It is also limited to being constructed 3 times in any game.
The ship is made off polystyrene and a plastic called Forex. I used 0.5 mm sheets for the main hull and 1 and 2 mm sheets for the frame. I started with the frame about two months ago. At the moment I am waiting for some thinner (0.1 - 0.3 mm) sheets for the plating and greebles.
Later I will color the ship (hope those damn sheets arrive soon! ^^). One of these pictures shows the Midway-model compared to the Galactica-model from federationmodels.
Best regards, Challenger
- Fixed incorrect numbering on the roulette.
- Fixed bug that wouldn't allow you to buy an Orion.
- Fixed bug that made it impossible to exit Combat Mode when engaged in combat on the Lucky Lady.
- Fixed bug that messed up the game if a ship that you're docked with is destroyed (this will now also destroy your ship).
- Added keypad support for entering bet amounts in the casino.
Massively: Can you tell me about Reakktor's approach towards the design of the Black Prophecy mission system?
Lorenz: From the beginning, the mission system for Black Prophecy was directly tied into the general gameplay design. We all are very much influenced by the early and mid '90s space action games like Wing Commander, Privateer or X-Wing and Tie-Fighter. While we also like the simulation aspects that can be found in a lot of space games, our design approach was to focus on the action aspect found in these games. Stuff like crazy dogfights, bursting lasers, maneuvering through asteroid fields with the enemy on your trail. Another thing which was clear from the start was that Black Prophecy was going to be an MMO. So our design approach is and was to really give the player an action feel in addition to the MMO experience. This means fast paced, FPS-like encounters with real collision and a physics system, coupled with the multiplayer feel of a persistent world.
So with our missions, we did not want to just give the player the classic delivery, collect and kill missions found in MMOs. With Black Prophecy we want to be able to tell stories with unpredictable events and streamlined dramatics. We want to give the player the feeling of not just completing tasks on a list, but to really be involved in what is going on in the mission. This includes new objectives given throughout the mission, mission objectives changing because of unexpected events or just simple things like radio chatter depending on what's going on around you.
The EA Play Label of Electronic Arts Inc. (NASDAQ:ERTS) announces the celebration of the ten year anniversary of The Sims™, the groundbreaking game that allowed players to create and live a virtual, simulated life on a computer. Since the original The Sims debut on February 4, 2000, the unstoppable, award-winning franchise has produced three core games – The Sims, The Sims 2, and The Sims 3 – supported by dozens of expansion and stuff packs with lifetime unit sales eclipsing 125 million worldwide. As the best-selling PC game* in nearly every major video game market worldwide, The Sims has continuously reset the bar over the past decade delivering new content, gameplay elements, platform support, and partnerships that resonate with its global fan base in meaningful ways and take the play experience to new levels of fun and entertainment.
A few years ago I was working on a mod that was supposed to be a complete overhaul for Freelancer but somehow after a while the project closed due to lack of enough people on the team. During that time I created a number of models that were supposed to get textured and imported in the game but unfortunately they never made it.
A couple of months ago I remembered about the game when I was browsing on a gaming site for new combat scifi games to play and realized I still have those models on a usb stick somewhere. I found it after a while searching all around the house and thought it would be cool if I give all these models to the community, maybe someone will find a use for some of them. Anyway I released my models for public download on another Freelancer community website (The Starport) and since then I've created some more, some even textured. I hope my gift for you and all the hard I put in these models will be appreciated. There are about 70 or more models available for download, most are WIPs and they're in 3DS and OBJ format. You can use them for any mod/game you wish.
Part 8 is looking good so far, I’m very happy with it, there have been some really demanding renders, we’re talking 2 hours plus for a 150 frame shot which works out to only 6 seconds long at 24 fps, so you get an idea how there are times when you can do nothing except wait for the computer to get your shot complete for you.
... I have two wallpapers both taken from the Invasion of Toyr’diablo – during the landing operations involving the UC-78 Raven Carryalls – both wallpapers are 1152×864 please let me know if you would like different resolutions and I can provide and I’m sure there’ll be more to come.
I started on the Tarpon... Let me know what you think so far. It tips the scales at the moment at a whole 415 polys.
The guns haven't been added yet. I was thinking that also the Puffer needs some guns added. At the moment the Puffer is some kind of missile boat. The Tarpon I was thinking on being some kind of extremely fast fighter, heavily armed but not armed heavily in the weapons area. To be honest it's so much easier to make a crazy looking ship than something that is uniform for some reason. The textures will look similar to some other Nephilim fighters a little different but similar
2639.033 - Kilrathi forces occupy McAuliffe and take a quarter of a million humans hostage under orbital guns. The Confederation attempts an attack, made difficult by the presence of hostages. The Confederation deploys an attack force consisting mainly of Raptor class fighters equipped with Porcupine mines. The Raptors drop their mines in a region of space near a main jump point. This forces the Kilrathi to avoid the area. While the Kilrathi concentrate on destroying the Raptors, a radio signal detonates all of the mines allowing the Terran fleet to jump in-system. The Terran fleet smashes the orbital guns and enemy ships with minimal loss of life to the colonists. The Kilrathi are forced to retreat, however losses on both sides are about equal.
Heya, I thought this model that I'm building at the moment could be interesting for you at the WC CIC. If you are interested I could send you more pictures.
Best regards from Germany,