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Re: TFTC Project: An update and a preview trailer

Posted: Sat Oct 03, 2020 9:38 pm
by blue_max
Beautiful! BTW, the GUN and MIS cockpits have support for DC now and we'll be releasing them soon ;)

Re: TFTC Project: An update and a preview trailer

Posted: Sat Oct 03, 2020 9:53 pm
by AngeI
Thanks! Once again I must thank ilios for providing us with these amazing backgrounds!
blue_max wrote:
Sat Oct 03, 2020 9:38 pm
BTW, the GUN and MIS cockpits have support for DC now and we'll be releasing them soon ;)
I'm very much looking forward to integrating them in :D

Re: TFTC Project: An update and a preview trailer

Posted: Sun Oct 04, 2020 2:19 am
by Griffin
Continues to look amazing, keep it up!

Re: TFTC Project: An update and a preview trailer

Posted: Tue Oct 06, 2020 7:54 am
by axeil55
Still looking great! I'm excited to hopefully check this out once Squadrons starts to get a bit stale.

Re: TFTC Project: An update and a preview trailer

Posted: Tue Oct 06, 2020 10:47 pm
by Ender910
Most impressive. I can't tell you how many years I've dreamed of playing the TIE Fighter campaign in coop with friends. Though I recognize that's probably not exactly in your design scope, I could absolutely see this being perfectly fun as-is in coop (or at least on missions where you have wing-mates already flown by AI).

Re: TFTC Project: An update and a preview trailer

Posted: Sun Oct 11, 2020 8:16 pm
by AngeI
Another video to check out, this time the very final mission in TIE Fighter, B13M8! :D

https://youtu.be/rqrZCiY9H2k

I'm also happy to report that the entire Original campaign from Battles 1 to 13 are now in a 100% playable and completable state.

Re: TFTC Project: An update and a preview trailer

Posted: Sun Oct 11, 2020 9:18 pm
by Vince T
Awesome!!

Re: TFTC Project: An update and a preview trailer

Posted: Sun Oct 11, 2020 9:39 pm
by eddyfurax
Wonderfull thank you soo much too make this dream true with original music, scenes, new background! I am very impatient too test it. We waiting for a real conversion from soo long time! I played with waylon files but the balancing was not always good. Thank you it is a very nice time with all new things !

Re: TFTC Project: An update and a preview trailer

Posted: Sun Oct 11, 2020 11:29 pm
by labc133
Fantastic work!

Re: TFTC Project: An update and a preview trailer

Posted: Sun Oct 11, 2020 11:50 pm
by korekwerner
Great work Angel, please clean the background graphics from unnecessary elements (moving objects that are static in the graphics).
Really nice backdrop.
Thank you.

Re: TFTC Project: An update and a preview trailer

Posted: Mon Oct 12, 2020 2:51 am
by AngeI
korekwerner wrote:
Sun Oct 11, 2020 11:50 pm
please clean the background graphics from unnecessary elements (moving objects that are static in the graphics).
Sorry, I'm a little lost what you mean by this ?

Re: TFTC Project: An update and a preview trailer

Posted: Mon Oct 12, 2020 8:28 am
by korekwerner
I mean meteor shower.
Image

Re: TFTC Project: An update and a preview trailer

Posted: Mon Oct 12, 2020 9:11 am
by marcop000
Hi Angel,

Can you share a video that start when you run the game until gameplay ?

I like to see what are the steps to access to TFTC ...

Re: TFTC Project: An update and a preview trailer

Posted: Mon Oct 12, 2020 10:22 am
by AngeI
Well once its released, you'd access it like you would the normal XWA campaign which is through the campaign/battle room. I'm using the Combat Simulator for ease of access to each mission in my videos as everything is unlocked.

This older video shows how I currently access it: https://www.youtube.com/watch?v=Q1XT8nmgBQU

Re: TFTC Project: An update and a preview trailer

Posted: Mon Oct 12, 2020 12:24 pm
by marcop000
AngeI wrote:
Mon Oct 12, 2020 10:22 am
Well once its released, you'd access it like you would the normal XWA campaign which is through the campaign/battle room. I'm using the Combat Simulator for ease of access to each mission in my videos as everything is unlocked.

This older video shows how I currently access it: https://www.youtube.com/watch?v=Q1XT8nmgBQU
Well done !! I see you have replace many things to match Tie Fighter style.

Only for my curiosity: the original Tie Fighter cutscenes are incompatible with XWA ? Probably for this reason you have added other custom contents ...

Re: TFTC Project: An update and a preview trailer

Posted: Mon Oct 12, 2020 1:02 pm
by eddyfurax
I know it is possible too include cutscenes from original Tie fighter. It was it in original TieFighter total conversion (Always avalaible on http://www.maxgames.it/xwc/ but not compatible with last changes of Xwa). But have you find a solution for include custscenes from Imperial Spy ? It could be very good too include it with the tatoo (perhaps we can see tatoo in crew quarter by exemple).

Re: TFTC Project: An update and a preview trailer

Posted: Mon Oct 12, 2020 2:43 pm
by AngeI
marcop000 wrote:
Mon Oct 12, 2020 12:24 pm

Well done !! I see you have replace many things to match Tie Fighter style.

Only for my curiosity: the original Tie Fighter cutscenes are incompatible with XWA ? Probably for this reason you have added other custom contents ...
All the original main cutscenes will be included and should trigger at the appropriate points in the campaign :)
eddyfurax wrote:
Mon Oct 12, 2020 1:02 pm
But have you find a solution for include custscenes from Imperial Spy ? It could be very good too include it with the tatoo (perhaps we can see tatoo in crew quarter by exemple).
This would be doable but trickier because they were dependent on your rank as you played the game. As it stands, XWA doesn't' have the facility that TF had for this secret ranking system or the arm ranks either. The secret order missions were also hidden or optional bonus missions, but in TFTC we've made them visible primary objectives with the tag [SO] in front of them because the secret order will always show up on a win debrief assuming you completed his task. We could still include the cutscenes of your promotions through the ranks and just have them trigger at certain points as a compromise.

Re: TFTC Project: An update and a preview trailer

Posted: Mon Oct 12, 2020 5:15 pm
by XDragon
I'm so impressed you managed to do the whole game. I can not wait to give it a shot!

Re: TFTC Project: An update and a preview trailer

Posted: Mon Oct 12, 2020 6:22 pm
by eddyfurax
This would be doable but trickier because they were dependent on your rank as you played the game. As it stands, XWA doesn't' have the facility that TF had for this secret ranking system or the arm ranks either. The secret order missions were also hidden or optional bonus missions, but in TFTC we've made them visible primary objectives with the tag [SO] in front of them because the secret order will always show up on a win debrief assuming you completed his task. We could still include the cutscenes of your promotions through the ranks and just have them trigger at certain points as a compromise.
[/quote]

I think yes it was better if you can reintroduce imperial secret order cutscenes by default in the current of the battles.

But it will be more better if they can come with secondary objectives won like in orginal!
Maybe it is possible too introduce a condition score or objectives too start the launch of cutscenes.
I believe it is possible for devs no? We have consition too add medals or things in crew quarters by exemple. Can a devs answer it ?

Re: TFTC Project: An update and a preview trailer

Posted: Mon Oct 12, 2020 6:27 pm
by AngeI
To my knowledge cutscenes can only be triggered before or after a mission, not during and can't be triggered by any particular goal in a mission. Secondary objectives do not show up as visible in the goal list until you complete them and they are not required for mission completion. The Win debrief is linear, its either you win or you don't. TF in this regard is more flexible because you had both the Officer and the Secret Order you could interact with separately and behave differently based on the goals you completed. If we want to include the SO stuff as part of the storyline in XWA, then it makes best sense contextually speaking to make them primary objectives you must complete otherwise if you ignore it and he still says "well done on doing your assignment", it makes little sense.

Re: TFTC Project: An update and a preview trailer

Posted: Mon Oct 12, 2020 6:35 pm
by eddyfurax
Custcenes/animation after mission launch when you receive a medals. Medals are give when you have a condition of points. We can imagine same things for second objectives win. Or if it not possible we can calculate a mean how many points you win with secondary objectives and start animation when the score is reached. What do you think ? After i think we can only use one animation too medals received...? and animation and cutsenes are different i know. But i am sure it is possible and not soo hard too accomplish

Re: TFTC Project: An update and a preview trailer

Posted: Mon Oct 12, 2020 6:50 pm
by keiranhalcyon7
You could perhaps hijack the Kalidor Crescent progression. Those cutscenes play based on accumulated bonus score. Isn't that the same mechanic as secret order progression?

The mission debrief would be tougher. Theoretically, you might be able to manipulate the email system based on completed/failed objectives, but the email system doesn't play audio.

Re: TFTC Project: An update and a preview trailer

Posted: Mon Oct 12, 2020 6:54 pm
by AngeI
I'll look into it then :)

All I know is right now, this is the current method of triggering a cutscene: XWAFolder/Frontres/Cutscene/Cutscene.txt. In this file it will look something like this:

// This file is for the cutscenes
// name of bitmap. Assumed already loaded.
// Description of the scene
// mission number that it plays on
// 0 = before of 1 = after the debriefing.
// * - separator.
*
battle4
cut4
!CUT_DESC_BATTLE4!Zaarin demonstrates the TIE Advanced
29
1
*
battle5a
cut5
!CUT_DESC_BATTLE5A!Vader informs The Emperor of Harkovs location
32
0

Battle 4 plays after the end of mission number 29 (which is defined in Mission.lst in XWAFolder/Missions) while Battle5a plays before the start of mission number defined as 32 (in this case B5M3).

Re: TFTC Project: An update and a preview trailer

Posted: Mon Oct 12, 2020 6:56 pm
by eddyfurax
Thank you keiranhalcyon7 too come in the conversation. It is a good track Kalidor Croissant and messagerie. The conditions exists in XWA i am sure it is not soo hard for a developpers too find a way.

Re: TFTC Project: An update and a preview trailer

Posted: Mon Oct 12, 2020 6:58 pm
by eddyfurax
AngeI wrote:
Mon Oct 12, 2020 6:54 pm
I'll look into it then :)

All I know is right now, this is the current method of triggering a cutscene: XWAFolder/Frontres/Cutscene/Cutscene.txt. In this file it will look something like this:

// This file is for the cutscenes
// name of bitmap. Assumed already loaded.
// Description of the scene
// mission number that it plays on
// 0 = before of 1 = after the debriefing.
// * - separator.
*
battle4
cut4
!CUT_DESC_BATTLE4!Zaarin demonstrates the TIE Advanced
29
1
*
battle5a
cut5
!CUT_DESC_BATTLE5A!Vader informs The Emperor of Harkovs location
32
0

Battle 4 plays after the end of mission number 29 (which is defined in Mission.lst in XWAFolder/Missions) while Battle5a plays before the start of mission number defined as 32 (in this case B5M3).
It is the operation systems for cutscenes. But you have small animation for medals too in XWA

Thank you more Angel too considered this small requets