TFTC Project: An update and a preview trailer

A forum for the TIE Fighter Total Conversion Project (TFTC). Here you can find out news, updates, FAQs or just ask questions about the project.

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Re: TFTC Project: An update and a preview trailer

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ual002
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Post by ual002 » Sun Jul 12, 2020 3:07 am

MaarekStele wrote:
Sat Jul 11, 2020 10:20 pm

Also did you edit the training missions and if so what's the solution to pass the TIE Bomber missions where you 1. after launching from the training platform are told to test-launch proton torpedoes at a frigate from stand-off but since its just you the frigate easily targets the missiles with its laser batteries long before the torpedoes get close (CIWS Phalanx style) but in the original game it doesn't do that lol. I'm guessing you can use Allied mission editor to make it hold fire?
Training missions have been actually separated from the campaign and relegated to a specicial missions folder in the sim using the MP hook. They will all need a pass and we will have to come up with inventive, reimagined solutions. That or finally figure out how to turn off the cap ship behavior to shoot missiles down. At least for that mission, hopefully on a per craft basis. I imagine the targeting sensors on some ships just aren't advanced enough to target small incoming objects like missiles. ;)
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madadh7267
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Post by madadh7267 » Mon Jul 13, 2020 9:44 am

Ooo can't wait to see if you need beta tester lol

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Post by Commissar » Mon Jul 13, 2020 3:19 pm

Oh man I'm glad there's more work being done on this!

Since it's being built on the XWAU stuff, does that mean the VR mod will work with it?

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ual002
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Post by ual002 » Mon Jul 13, 2020 4:10 pm

Oh yea. We've got some nice stuff planned. You're gonna apreciate it.
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Post by Commissar » Mon Jul 13, 2020 5:47 pm

BRB canceling my preorder to Squadrons!

(Not really, but man my family is never going to see me again)

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ual002
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Post by ual002 » Mon Jul 13, 2020 7:08 pm

Lol. I think this will outlive squadrons, hands down. There's too much EU content squadrons will be missing.
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madadh7267
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Post by madadh7267 » Wed Jul 15, 2020 7:13 pm

one thing i loved about xwa was mission adding used to make alot of missions but that was years ago

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MaarekStele
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Post by MaarekStele » Thu Jul 23, 2020 6:42 pm

ual002 wrote:
Sun Jul 12, 2020 3:07 am
Training missions have been actually separated from the campaign and relegated to a specicial missions folder in the sim using the MP hook. They will all need a pass and we will have to come up with inventive, reimagined solutions. That or finally figure out how to turn off the cap ship behavior to shoot missiles down. At least for that mission, hopefully on a per craft basis. I imagine the targeting sensors on some ships just aren't advanced enough to target small incoming objects like missiles. ;)
Ah I sea, actually I was impressed (impressive... most impressive) how the cap ships target the missiles in XWA as it seemed like a proper real-world thing to do but if we can't pass the missions... yeah, lol. Thanks for answering btw, I'm a fan of yours - espesh wot you did with the medals and helmet art in the barracks - Impressive mod work man, respect.

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MaarekStele
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Post by MaarekStele » Thu Jul 23, 2020 6:56 pm

Hi I wanted to edit the in-flight music for this but without a proper tutorial I don't really have the time to get my head around it by trial and error, oh well c'est la vie.

What I *did* do however was - since the way I like to play TiE Fighter is by first playing the mission in MSDOS Collector's CD with iMUSE emulated on Gravis Ultrasound (and a seperate cockpit sound playing in the background at the same time since there isn't one lol), then the exact same mission in the 1998 version and then finally the same mission for the third time in TFTC - was to edit the ogg files in the 1998 version to my personal remix of Samuel Kim's Star Wars "Epic Versions". For example, this is the source for the first song in my newly edited Tie Fighter in-flight Suite:

https://www.youtube.com/watch?v=uPOdAuLafvA

Then, what I normally do is turn the in-flight music OFF in X-Wing Alliance and simply play my new ogg files in the background in Windows 10 (with my keyboard media keys) whilst in the cockpit. Hey, it works :)

If you want to try it, I just uploaded it; my main remixed battle suite Track02 is around 25 mins long and I updated Track03 and Track04 as well. Just extract the files in the archive to your MUSIC folder in your 1998 TiE Fighter game folder and overwrite the originals (make backups first, obvs). Personally I think it really "changes up" TiE Fighter to a whole new level and I love it, since - as good as the reorchestrated tracks are - if you're going to update the graphics then it makes sense to give the music a "little boost" too, right? Let me know what you think:

TiE Fighter 1998 Suite - Epic Heroic Version.rar

Code: Select all

https://mega.nz/file/yf4xFIbZ#MMCmLG5-fW9JKZuwvuHV7wNxRZpiwU48KZjyc4YNrBk
PS first one to name all the tracks correctly in my ogg files and CAN ALSO name the source of my Death Star Trench Run *album art* gets a prize (that picture is my current windows background btw)

PPS Enjoy it and take it easy

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ual002
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Post by ual002 » Fri Jul 24, 2020 5:52 pm

MaarekStele wrote:
Thu Jul 23, 2020 6:42 pm
Thanks for answering btw, I'm a fan of yours - espesh wot you did with the medals and helmet art in the barracks - Impressive mod work man, respect.
Much appreciated. But you only fuel my already inflated ego. :)
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Post by Q » Fri Jul 24, 2020 8:03 pm

MaarekStele wrote:
Thu Jul 23, 2020 6:56 pm
https://www.youtube.com/watch?v=uPOdAuLafvA

PPS Enjoy it and take it easy
I love it, I also really love the theme from Star Wars First Assault by Wilbert Roget II:
https://www.youtube.com/watch?v=0uKU_Z05vPQ
"I like work; it fascinates me. I can sit and look at it for hours."

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keiranhalcyon7
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Post by keiranhalcyon7 » Tue Jul 28, 2020 8:25 am

MaarekStele - Oof. Your file is labeled a rar, but I think it's a 7zip. WinRAR gags on it, at least; but 7zip is fine.

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Post by axeil55 » Mon Aug 10, 2020 7:05 am

Wow, this looks really good! Excited to see this released! I can tell you've put in a lot of effort so far.

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AngeI
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Post by AngeI » Sun Sep 06, 2020 5:50 pm

Hello fellow pilots. I've just posted a new progress update video for those of you interested, enjoy :)

https://youtu.be/r0G-ITjVgsE

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Post by Metathrom » Sun Sep 06, 2020 7:37 pm

Awesome! I love the transparency and think the schedule is looking great. Looking forward to play the first batch of campaigns soon. :)

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Post by Vince T » Sun Sep 06, 2020 8:36 pm

I'm so looking forward to this!
Outstanding work on the whole backdrop composition, btw!
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Post by Ousted » Mon Sep 07, 2020 3:21 pm

Why are the Assault Gunboat's wings closed before they enter hyperspace? Surely the wings would only be closed upon landing, they would remain open when entering hyperspace!

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AngeI
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Post by AngeI » Mon Sep 07, 2020 5:21 pm

Ousted wrote:
Mon Sep 07, 2020 3:21 pm
Why are the Assault Gunboat's wings closed before they enter hyperspace? Surely the wings would only be closed upon landing, they would remain open when entering hyperspace!
Its a bug that's all, we just need to tell them not to do that :)

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JeremyaFr
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Post by JeremyaFr » Mon Sep 07, 2020 6:08 pm

Hello,
You can try to define the wings as landing gears instead of s-foils.

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keiranhalcyon7
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Post by keiranhalcyon7 » Tue Sep 08, 2020 12:10 am

JeremyaFr wrote:
Mon Sep 07, 2020 6:08 pm
Hello,
You can try to define the wings as landing gears instead of s-foils.
I thought there was an "s-foils behavior" craft setting that handled this?

Setting them as landing gear handles the automated behaviour, but if the craft got actual landing gear in the future, it would be impossible to manually close the s-foils without also deploying the landing gear.

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Post by Kampher » Tue Sep 08, 2020 12:19 am

Are those new backdrops? They look amazing.

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Post by Griffin » Tue Sep 08, 2020 2:24 am

AngeI wrote:
Sun Sep 06, 2020 5:50 pm
Hello fellow pilots. I've just posted a new progress update video for those of you interested, enjoy :)

https://youtu.be/r0G-ITjVgsE
Fantastic work! At 3:40 in the video you mention you are going to have all new voice overs? Happy to help :D

If there are any missions you need made or tested, let me know.

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JeremyaFr
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Post by JeremyaFr » Tue Sep 08, 2020 8:25 am

keiranhalcyon7 wrote:
Tue Sep 08, 2020 12:10 am
I thought there was an "s-foils behavior" craft setting that handled this?
Yes, there is a "CloseSFoilsInHyperspace" setting.

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Post by st3ph3n » Fri Sep 18, 2020 10:56 pm

Wow. I'm drooling over this. I just completed a playthrough of the 1998 version of TIE Fighter with some mods to make it work better on Windows 10. It was weird having 4K rendered ships with super low rez textures and pixelated cockpits, lol.

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Post by XDragon » Sat Sep 19, 2020 1:35 am

I second Griffin's offer. If you need voices, I'll happily be TIE Pilot 27
Founder of Z3R0 (Zero Command)
https://xdragon2688.wixsite.com/z3ro/

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