Not totally done yet but progress shot of a Wing Commander post card sized painting. Back from a successful mission.. but the deck officer looks less than amused.
Not totally done yet but progress shot of a Wing Commander post card sized painting. Back from a successful mission.. but the deck officer looks less than amused.
This is my rendition of the TCS Tiger's Claw from the Wing Commander Academy cartoon series. Due to a lack of good images, I had to improvise and take liberties with the design of the ship; particularly with the hangar bay and underside of the ship in general. For the hangar bay, I used a design that fits thematically with other Confed carriers in the lore.
I have most of the story finished now, and proofread. I will try to write the rest soon. It is all there in my head, but it is sometimes hard for me to concentrate and really write a whole chapter. The missions are mostly complete, with a few dialogues missing, and perhaps some testing and balancing. Concerning models, scripts and so on my mod is feature complete. I am missing some pieces of art, the minimum being a Kilrathi player portrait (or even just a WC3 style helmet to put there). The rest is optional. I wanted to do a cool main hall like Saga has, but I suck at 3D art, and both of the guys that wanted to help me aren't anwering my emails anymore.
So while my mod is pretty far in development it lacks the final touches. I couldn't motivate anybody to help me out with it (except capi who did the proofreading). It is hard to create such a thing without somebody who kicks you in the butt sometimes, giving you a nudge forward. So yeah, that's my status. :)
Here is the reissue of Oldies Games TV # 13 # 13 ... OGTV have as subject 4 Wing commander on CD-ROM PC but this game is out in the US version dvd so only in English. But for your enjoyment I remade the show with videos from the DVD version, and the sound of the CD release, a new way to enjoy Wing Commander 4.
Secret Missions 1 support is finally here!
Somewhere in the process I managed to introduce a bug that prevented the game from cleaning up the cursor, so it was just leaving cursor trails all over the place. It's the sort of bug that would have been very easy to fix if I were working from the game's source, but with access only to disassembled code, I had to dig pretty deep to figure out what was going on. In the process, I managed to figure out the game's resource and image formats (yes, I know HCl already did that) and write my own extractors. This should help with figuring out the planets issue, but before I get to that I want to at least get SM2 up and running. With more knowledge at my disposal, that shouldn't take anywhere near as long as SM1 took, so look for it in the next couple of weeks.
I'm classifying this release as a beta only because I haven't spent much time actually playing it; I am not at this time aware of any remaining issues. If you find any, please let me know.
Now go get that dreadnought!
I'm Denis Loubet, and I did most of the art for the original Wing Commander. Glen Johnson did the character faces, and I did the cockpits, backgrounds, and scramble animations. Also the explosions and debris. Plus I assembled and touched up the cover, which as everyone guessed, was not a simple screenshot.
Currently I'm trying to work directly for my fans through Patreon and Drawmycharacter. Right now my audience consists mostly of Ultima fans, but I'm curious as to how much the Wing Commander community likes my work on the early games as opposed to the Hollywood productions of WCIII and IV. Most of my drawings are fantasy based, because most of my fans are Ultima fans. But if I get some Wing Commander patrons, I can do more science fiction based art!
I'm here to answer any questions you might have about the early days of Wing Commander from the artists perspective, and would love to hear your critiques both positive and negative of the work I did for it.
Awesome! Lots to catch up on here! I didn't expect things to be so lively! :D
Let's see... Danr, The cockpits were fun to do. They were done in DeluxePaint with a lot of dithered gradients. Everything on the screen had to exist within 256 colors. I can't remember if I did them on a PC or an Apple IIgs. I suspect it was a PC. I did not know my name was used as a gunnery officer! I have learned something new today! :) Since all the readable text in the cockpits was actually functional, I think that you're right. I actually thought you could record your mission, is that not so? Maybe it only works in the PC version? :confused: And yes, the asteroids were hand drawn.
Quaker2k8, This is great news! All I have to do is wait until 2615 and my Patreon should be ROCKIN'! I'll be Rich! ;) I'll settle for those thousand oldschool fans!
Capi3101, actually the ship designs were done by someone else. I'm not actually sure who! The Images of the ships just sort of appeared from the 3rd party that Chris had hired to do the rendering. Knowing Chris, I'm sure he had a heavy hand in the design. And I can certainly do covers and character illustrations, so break out that Kickstarter, man! ;)
LeHah, strangely I don't remember that much direction coming down from on high, which is unusual for Mr. Roberts. ;) I think the art team just clicked from the start, and was putting out what he liked. I remember making sure the cockpits of the fighters were tight, and the cockpits of the bigger ships more roomy. Chris must have told me what he wanted the Kilrathi to look like, but I don't remember that talk. I know he insisted on tumbling debris, and wanted that Battlestar Galactica style fighter launch sequence. We also had to pack a lot of stuff in the rec room, and I know we had discussions about the doors and layout of the locker room.
To answer a previous question: Looking at the characters in WC 1 and 2, I think we were going mostly for familiar stereotypes found in WWII movies, rather than specific actors. But looking at some of the portraits in WC2, the girl with the black hair has to be consciously modeled after Bettie Page! And I think paladin is Sean Connery. I'm sure Clint Eastwood was in there too. :rolleyes:
I didn't do any of the human portraits, but I did do the Kilrathi cutscenes, hence my avatar pic. They were fun to do.
Sorry my memory isn't better on all these issues, but I did SO much at Origin over the 10 years I worked there, and it was so long ago! :eek: But I'll do my best! :D
And thanks again all for making me blush!
There's a new poll that puts the Confederation's fastest fighters on deck. Rather than just simply picking the fastest ship, we've asked a question that inquires which craft has the best mix of speed and maneuverability. All of the fighters listed are quick, but they have trade-offs as well. The Wasp's booster is a huge advantage for interception, but what if the objectives also call for navigating an asteroid field? Other ships are sleek and many hold a special place in the memories of many pilots. If you needed the ability to get out and go, which would you take?highlights to get an idea of all the exciting potential!
I know what you’re thinking: “Here goes Lee again about that space combat simulator from the 90’s that he was obsessed with as a kid and is playing again as an adult. I’ve never played any Wing Commander and I never will. Skipping this article.”
WAIT. Keep reading. What if I were to tell you that one of the entries in the series was less a video game and more a movie starring Mark Hamill, Malcolm McDowell, John Rhys-Davies, and Tom Wilson…with a climax that involves the genocidal destruction of an alien race’s homeworld?
This is Wing Commander III, and this act of genocide is something that I’ve wanted to have a serious adult conversation about for a long time. So even if you know nothing about Wing Commander, strap into the cockpit and come along with me for this ride. I’ve been through a long war. We have a lot to talk about.
TYPE: Light Fleet Defense Fighter
ARMOR FRONT/BACK: 40mm
ARMOR LEFT/RIGHT: 30mm
SHIELD STRENGTH/REGEN: 200/20 joules
TOP SPEED/AFTERBURNER: 520/1400 KPS
SERVICE DATE: May 11, 2660
ARCHITECT: Kelly Chance Todd, Ph.D.
TYPE: Medium Interceptor
ARMOR FRONT/BACK: 50mm
ARMOR LEFT/RIGHT: 40mm
SHIELD STRENGTH: 220/22 joules
TOP SPEED/AFTERBURNER: 420/1200 KPS
SERVICE DATE: September 12, 2669
ARCHITECT: Garner Industries
TYPE: Heavy Fighter
ARMOR FRONT/BACK: 60mm
ARMOR LEFT/RIGHT: 50mm
SHIELD STRENGTH: 250/25 joules
TOP SPEED/AFTERBURNER: 380/1000 KPS
SERVICE DATE: December 25, 2665
ARCHITECT: Headrick, Haddock, and Roberts Co.
TYPE: Torpedo Bomber
ARMOR FRONT/BACK: 150mm
ARMOR LEFT/RIGHT: 150mm
SHIELD STRENGTH: 500/100 joules
TOP SPEED/AFTERBURNER: 320/700 KPS
SERVICE DATE: July 24, 2673
ARCHITECT: Christa Kiefer, M.S.D.
TYPE: EXPERIMENTAL PROTOTYPE
ARMOR FRONT/BACK: 55mm
ARMOR LEFT/RIGHT: 55mm
SHIELD STRENGTH: 250/25 joules
TOP SPEED/AFTERBURNER: 500/1300 KPS
SERVICE DATE: March 17, 2676
ARCHITECT: Seraphim Shipyards
I've recently been playing the original Wing Commander after prolly decades of absence from the game. Ahhhh... all of the good retro memories of playing WC1 on my old 286 12MHz PC :)
Thanks to akula65 for the tip!
Some older games even feature live action in them, such as those in the Wing Commander and Command and Conquer series, and I've been lucky enough to work on a few - including the likes of Privateer: The Darkening, with Christopher Walken and John Hurt among its cast.
Graphics, sound and music delivery have advanced considerably in the last decade or two, and where once cutscenes often looked and sounded like separate productions they are now more likely to share the look, sound and feel of the rest of the game.
Indeed, they are often so seamlessly interwoven with gameplay that the line between taking an active role in a game and exposition has become increasingly blurred, affecting approaches taken to music in the process.
The thing is, this isn’t a “do once and relax” ordeal, as you’d have to tinker with these files anytime you get more memory or have to load a new driver. Some games used XMS, some used EMS.
Thankfully, you don’t have to do this stuff anymore, but I dunno… I still feel like it was an important learning experience for a young gamer, like a geeky rite of passage or something. It definitely made me feel more pleased with myself once I finally got my games to work!
Thanks for the comments guys, and the votes! Always an honor to contribute to this great community. Still adding markings, weathering, battle damage, weapons... tons more detail to come!
- Install GOG Prophecy
- Download HCl's WCP Enhancement Package, and unzip the files straight into the WCP folder. Make sure you DON'T overwrite Prophecy.exe or WCPHR.DLL
- Install Pedro's OpenGL Package
- Right-click on Prophecy.exe, select "Properties", "Compatibility" tab, and remove the "Win98" compatibility flag. Make sure you also click on the "All users settings" button at the bottom and remove it there too.
- Download the DVD movies, and unzip them into a folder called "Movie" in the WCP folder.
Note that the high res movies should only work in OpenGL mode. This has also been primarily tested with Windows 7, so there could be slight differences with other operating systems. Visit the CIC Forums if you have something else to add or if you find an issue that needs to be addressed.
Flat Universe. They made a big splash when first announced in 2013, but progress accelerated last year with regular status updates, art previews and playable test releases. Their responses to initial player feedback has also helped earn a dedicated following.
Sometimes votes are close and there are more than just a single winner or runner up who've made a significant impact, and in cases like this we'll give out two awards.
Klavs' Model Archive. Fans have enjoyed seeing Klavs' models in exquisite renders, make surprise appearances in other fan projects and even physically interact with them as 3D prints. In 2014, other aspiring modders got a big boost when Klavs' digital fleet was posted for download to jump start the creation of even more projects.
Prophecy Fan Movie! Although Beckmen kept a relatively low profile leading up to its release, the project was clearly very time consuming and was in the works for quite a while. The final product allows fans to recap and experience the game again in a compact format that doesn't require any PC tweaking or relearning controls. But it's captivating enough that some pilots end up digging out their joysticks again after watching!
Daedalus Station! We don't always allow multiple nominees from a single person or group into the contest, but the Maslas Brothers have earned their top honors in both categories this time around. The Flat Universe game is its own distinct experience, and its website has distinguished itself as another premiere entity with a flashy WC-style interface, useful information and its own in-universe magazine. Either one could stand out on their own, but fans have come to appreciate both for what they've done over the past year!
While we congratulate the latest winners, we also appreciate the contributions of all of the other nominees and dedicated Wingnuts everywhere. We're always surprised and impressed by the different things that wind up in the news each year. Let's make 2015 great together!
The original Ultima Underworld was released in 1992. Players and critics were blown away by this innovative take on a fantasy RPG. It was the first game to have a texture mapped first-person 3D world, pioneering the category of immersive games. Beyond its cutting-edge visuals, it heralded an era of sandbox, dynamic play, giving players the tools to craft their own stories. Far more than simple dungeon crawls, Ultima Underworld and the 1993 sequel Ultima Underworld II, were fully-realized worlds.Ben "Bandit (LOAF)" Lesnick and James Pugh have conducted this awesome interview with Neurath, Starr Long and Richard Garriott about the project and their time at Origin. We also only recently discovered this fun Kilrathi-themed easter egg in the Stygian Abyss.
Far more than a dungeon crawl, Underworld Ascendant is a next-generation sequel to the legendary fantasy RPG's Ultima Underworld & Ultima Underworld 2. It not only modernizes the series' visuals and user interface to take full advantage of the today's powerful PC's, it innovates in bold new ways.
Earth's only hope against the evil Kilrathi Empire are two young fighter pilots who must stop the enemy and warn Earth of an imminent attack.
Missiles are fully operational. The missile types are exactly the same as in every WC game (DF, HS, IR, FF, Mines, Torpedoes) and with almost the same characteristics. It might be possible that you didn't notice that in this version of the game there is an option for weapon selection on the same terminal display that you select your ship. Some hardpoints have certain missile restrictions. For example the Hornet has 3 hardpoints with capacity of 1 missile each. The center hardpoint can take either a HS or a DF whereas the other two only take DFs. Different hardpoint restrictions exist on both the Scim and the Raptor.
In order to complete a successful missile launch your ship's fore (nose) must be within a 45 degree angle from your target and the target must be locked (default key L). This is the basic logic for almost all the missiles except the FF which doesn't need locking nor certain aiming from your side. Finally, be warned that HSes are useless against targets without engines. In other words: HS vs Turret = no boooom. I know what you might be thinking, "HSes are useless right now." And the answer is, "Yes, they are!"
We are still tweaking the gun ranges. We are also considering reducing their ranges a little so they should fit into the window of a 16:9 ratio screen. However, be reminded that we encourage you to use the camera zoom and follow capabilities. They work fast without interrupting the player from the gameplay.
There will be a mission editor but it is scheduled for a very later versions of the project. As our motto says, "Coming sooner or later."
I didn't try and categorize all the nearly 6,000 files. I left it separated by disk. I did do a quick runthrough of the first disk, so all the named files in the root directory of the zip should be duplicates of disk one. I've made a preliminary attempt at naming them. So what you will find in the disk folders are a bunch of sequential wav files... It's not as much of a mess as it would first seem. You can pretty much ignore the last four digits of the 12 digit file-names. The first eight are the ones that count. The files are named after the extracted IFF files that they came from (@HCl's awesome but ancient treman doesn't preserve the original internal IFF naming unfortunately). So the program I batch converted these in preserved the IFF file number and appended a four digit sequential numbering on the entire batch.
Now about duplication: Yes... There's a lot here. But it wasn't practical (at least short term) to get rid of them all. Quite a few of the comm audio replies are repeated between disks (but not all) and in a few cases are repeated even within the same disk. (one trick is to put them all in the same folder and sort by time length and file size. Pretty much all duplicates will be side by side but it will be time consuming to get rid of the extras)
There are two versions of wingmen replies based on their morale. In some cases there's quite a few enemy taunts, but the game seems to pick from only half a dozen really common ones for whatever reason depending on who you're flying against. There's a handful of taunts that are supposed to be for pirates if I'm not mistaken, but you only really have 3 missions where you fly against pirates.
For sure though, I've never heard at least half of these comms before (or just never paid close enough attention?). I was a bit amazed at the sheer variety of audio clips in the game. It's kind of funny that you often end up hearing the same half a dozen replies anyway.
I also find a number of the "second wing" comm lines interesting since it's fairly obvious the team had planned on a much more robust and fleshed out system for the secondary objectives that you would have had to step in and help complete from time to time, but it doesn't seem like the system got fully fleshed out in the final game. For me these clips are the most interesting as most of the pilots have options for being on the second wing.
No, it's not weird, and it may be because you're noting a limitation in the regular WC1 explosion.
In comparison, the low-memory flak burst (on the right or bottom) has 10 cels, each displayed for 1 frame. It may be smaller and shorter, but it is smoother.
Let's watch them in slow motion, the way our 286-using ancestors did.
The WC2 fighter explosion (below left or top) has 17 cels, and the WC2 capital ship explosion (below right or bottom) has 12 (ending with the whole screen flashing yellow, then white, then fading back.)Bitmap Navigator. While WC1 and WC2 store their explosions in GAMEDAT\OBJECTS.VGA, the programmatic enhancements to each (the scaling in WC1 and the fading in WC2) mean you probably can't just use editing tools to swap explosion sequences between the two games.
With all that said, I still have a soft spot for the 6-cel WC1 explosion and its scaling tricks. However, there's no question that every other explosion used in WC1 and WC2 animates more smoothly.