Update 1.3.0 brings ship and weapon choices throughout the Absolute Territory campaign. Ships and weapons are restricted at first, and as you go through the campaign more will be made available to you. Choose wisely. Players can make use of this added functionality in custom missions, from within the Level Editor, under the Player ship selection tab.
The new Roadmap is not meant to give people an early estimate on when Squadron 42 will be completed. We made a conscious decision to only show the Squadron 42 work concurrently with the Star Citizen work over the Roadmap’s four-quarter window. This is because it is too early to discuss release or finish dates on Squadron 42.
As I said earlier this year, Squadron 42 will be done when it is done, and will not be released just to make a date, but instead only when all the technology and content is finished, the game is polished, and it plays great. I am not willing to compromise the development of a game I believe in with all my heart and soul, and I feel it would be a huge disservice to all the team members that have poured so much love and hard work into Squadron 42 if we rushed it out or cut corners to put it in the hands of everyone who is clamoring for it.
Greetings all! I just wanted to let you know that a new family film by Robert Rodriguez, We Can Be Heroes, will be premiering on Netflix this Christmas Day. I had the joy of being the lead orchestrator on the project as well as scoring several cues. The bulk of the score features the music of Robert's son Rebel whom I had the privilege of guiding through his very first film score. It sounds amazing! So, if you happen to be looking for something to put a smile on your face and you happen to have Netflix give it a look on Christmas Day. It will certainly lighten your mood during these dark times!George has been busy this year. On top of completing a move from Austin to Los Angeles, he's also contributed to the music for other movies like the new disaster film Greenland and the upcoming animated Jackie Chan adventure, Wish Dragon.
Worked on the next two scenes. "Launch from Lexington" is pretty much done and "Dogfight" still needs effects.Of course, for someone who never played Armada, but DID play Super Wing Commander, the fighter is clearly a Raptor while the carrier is decidedly Bengal class. And that's a Snakeir disgorging a Salthi from the similarly limited context.
Anyhow, we know that many of you are trying to be as responsible as possible and missing out on time with family this year. If you're in that boat, you're more than welcome to spend the holiday with us in #Wingnut on Discord!
On the first day of Christmas, Johnny gave to me.. rumors of Privateer three..
On the second day of Christmas, Johnny gave to me.. two Dralthi IV's.. and rumors of Privateer three..
On the third day of Christmas, Johnny gave to me.. the price freedom, two Dralthi IV's.. and rumors of Privateer three..
On the fourth day of Christmas, Johnny gave to me.. four new books, the price freedom, two Dralthi IV's.. and rumors of Privateer three..
On the fifth day of Christmas, Johnny gave to me.. five.. Prophecies.., four new books, the price freedom, two Dralthi IV's.. and rumors of Privateer three..
On the sixth day of Christmas, Johnny gave to me.. movie merchandise, five.. Prophecies.., four new books, the price freedom, two Dralthi IV's.. and rumors of Privateer three..
On the seventh day of Christmas, Johnny gave to me.. seven new episodes, movie merchandise, five.. Prophecies.., four new books, the price freedom, two Dralthi IV's.. and rumors of Privateer three..
On the eighth day of Christmas, Johnny gave to me.. eight amazing updates, seven new episodes, movie merchandise, five.. Prophecies.., four new books, the price freedom, two Dralthi IV's.. and rumors of Privateer three..
On the nineth day of Christmas, Johnny gave to me.. a brand new poll, eight amazing updates, seven new episodes, movie merchandise, five.. Prophecies.., four new books, the price freedom, two Dralthi IV's.. and rumors of Privateer three..
On the tenth day of Christmas, Johnny gave to me.. ten thousand hits, a brand new poll, eight amazing updates, seven new episodes, movie merchandise, five.. Prophecies.., four new books, the price freedom, two Dralthi IV's.. and rumors of Privateer three..
On the eleventh day of Christmas, Johnny gave to me.. the Wing Commander card game, ten thousand hits, a brand new poll, eight amazing updates, seven new episodes, movie merchandise, five.. Prophecies.., four new books, the price freedom, two Dralthi IV's.. and rumors of Privateer three..
On the twelfth day of Christmas, Johnny gave to me.. Thrakhath's severed head, the Wing Commander card game, ten thousand hits, a brand new poll, eight amazing updates, seven new episodes, movie merchandise, five.. Prophecies.., four new books, the price freedom, two Dralthi IV's.. and rumors of Privateer three..
Evening all from the art department. Another asset for the demo is now ready.
The Hermes shuttle is one of those fun little guys that never really got enough screen time. Read all about it here.
V 1.8.0 of Topaz Video Enhance AI just dropped, so I thought I'd run one of my experiments again. The new Theia Detail model is exceptionally good at rendering fine edges from low-quality source material. Keep a keen eye on edges like shoulders and cheeks to see it really shine.
Also, I FINALLY figured out a way to use the DVD source footage while maintaining its original resolution, interlacing etc. to get a proper quality comparison. In previous examples, After Effects and Premier Pro actually improved the source footage by applying scalers and de-interlacing filters.
Since both DAINApp and Topaz Video Enhance AI recently received major updates, I thought I'd revisit my Wing Commander III workflow and see what improvements we could reap.
On the DAINApp side, I'm now able to increase the frame rate fourfold (from the original 15fps to a nice, modern 60fps). DAINapp does an impressive job and the scene change detection function is now far more accurate - so there are no longer any noticeable fluid transitions between jump cuts.
The new Artemis AI model in Topaz Video Enhance is also much improved. This model is especially good at cleaning up blocking and other compression artefacts in low quality footage - perfect for the CD-ROM FMV from WC3 on the Playstation.
The Cyberpunk 2077 headlines have me thinking about a similar story from the Origin days that I think the entire world has forgotten about: the Pacific Strike launch. Pacific Strike was a World War 2 game built on the Strike Commander “RealSpace” engine, to be the first of a historical flying game series. It had lavish 90s 3D work and a Wing Commander-style branching story.
This was a Japanese aerial combat game released for the PS1, set in World War II. One of the few titles where you can play as the Japanese, you incarnate a pilot who must engage in dogfights and bombing missions using a variety of japanese aircrafts including the Kyuushuu J7W Shinden. You also get to interact with NPCs between missions, and play a free VS mode. An interesting fact about this game is that it's based on an American game for DOS called Pacific Strike, but in that title you controlled the Americans.
I played the hell out of this game when I was 8 years old or so, I didn't even understand English back then, let alone Japanese, but the game it's so intuitive that you don't need any sort of instructions.
If you've been part of the Wing Commander community long enough then you've surely heard every possible complaint about the 1999 movie: the casting, the writing, the lore, the acting, the editing, the CG ship design and so on are alternately blamed for its box office failure in take after take. But there's one thing you've never heard anyone complain about, regardless of their feelings on the film: the sets. That's because from the moment the camera pans into the control room of Pegasus Naval Base you are THERE in the 27th Century fighting the evil Kilrathi. There's not a painted plywood wall or a loose nail to be seen aboard the Diligent, Tiger Claw, Concordia or ConCom. From the first shot, each set and its dressing expertly sells the cramped, naval-inspired look of a space battleship on the front lines of a desperate war.
Those sets were the work of brilliant production designer Peter Lamont, who passed away today at the age of 91. Mr. Lamont's storied career saw him working as an art director, set dresser and production designer on dozens of classic films ranging from Chitty Chitty Bang Bang to Aliens. He was best loved for his contribution to the world of 007, where he influenced the look of every James Bond film from Goldfinger (1964) to Casino Royale (2006). In 1997, Mr. Lamont won the Academy Award for art direction for James Cameron's behemoth Titanic. The next year, in a shocking testament to Chris Roberts' seemingly natural ability to attract top talent to his projects, he agreed to serve as production designer for Wing Commander. There, he led a team of artists and craftsmen to turn a warehouse in Luxembourg into alien corridors, spacecraft bridges, cabins, rec rooms and a full length, half width flight deck complete with a full squadron of homemade space fighter craft. He absolutely nailed the claustrophobia of naval warships and created props and signage that sold the viewer on the setting without question. From propaganda posters to warning signs to exposed pipes and rounded doorway hatches, the Tiger Claw and others are absolutely believable throughout.
From the start of the game series, Wing Commander has always proved that the difference between a game and a universe you want to live in is an incredible attention to detail, making sure to add the textures and little touches that make the thing whole. We'd like to thank Mr. Lamont for so-well adding that texture to the universe seen in the film, helping to give it an enduring legacy and to create a wider continuity that we've all enjoyed inhabiting over the years. Here is just a small sample gallery of shots from Wing Commander which display his team's awesome work:
Finally, here is a short interview with Peter Lamont from Wing Commander EPK. It certainly warms the heart to hear him refer to "our Rapiers"!
j'ai encore le thème Kilrathi dans la tête. Comment ça vous marque à vie... :D :P
I still have the Kilrathi theme in my head. How does it mark you for life ... :D :P
Trying to organise the home office a little to get some more room and came across this Dorland Kingsley book on Multimedia with a four page feature in Privateer 2 I’d completely forgotten about. Was just about to Chuck it away.
Art department here. We've closed out the new and improved HF-66 Thunderbolt and updated the turntable animations in the media section accordingly.
The original Tbolt (below) was a reskin from the Secret Ops Model Upgrade pack. The model was a fine workhorse and helped us refine the workflow for import/export in Usagi as well as turret animation and code but she just wasn’t as polished as the game demanded – and in case anyone disagrees, I’m just going to leave this here (with a special thanks to ODVS)…
Another random thing I noticed was how the names are listed in the kill board. At first it didn't make much sense to me (and I liked how in WC1 the names were ranked by number of kills). Then I noticed that the callsigns are listed, but they are ordered alphabetically by last name (Buckley, Chang, Dillon, etc.) Blair is listed last (probably for the benefit of the player) and I guess they alphabetize Hobbes either by his callsign or using "Hhallas".
Hello everyone. With the holidays right around the corner I wanted to say for starters, Happy Holidays to everyone and I hope you are all doing well and have a Merry Christmas. I'm going to start with a few (small amount of) fun details as I've done a ton of under the hood work lately. I always like to include the technical details in case anyone is interested and to let you all know what I've been up in regards this program.
- Now working with latest version of WCDX. So go and update that if you haven't already given it a try. It's a great program and fixes a ton of stuff. Glad to see you back Stinger! Great work!
- Updated my tree system to limit the amount of string compares and makes it a bit more manageable and readable.
- As my end goal for this is to create the most definitive and complete version of the games as possible so I created a little video player to run before the start of Secret Missions 1 and add the SNES intro to the PC version. Now you can be treated to the SNES intro when launching that Campaign. It is skippable so you can jump right into the game if you want. :) I plan to make make some edits to the intro to make it a bit quicker and cleaner with better audio in the future but for now a placeholder version had been created for testing and Proof of Concept and it works perfectly. ;P
- A lot of under the hood fixes and enhancements to make things smoother and more efficient. Might not be exciting for everyone but rest assured it's much better now and resolves some problems I foresee going forward.
-------Tech Info here-------------------
That's about it. I know it's a lot of programming stuff in this update but I want you all know that I'm still working on this on my free time and wish to make it the best it can. Stay safe, Happy Holidays and see you in the New Year.
It's your 1 AM meandering thread about the Kilrathi freighter with the absolute best name: the DORKIR! Dorkir appear throughout Wing Commander I configured as transports, tankers, command staff ships and troopships. Concept art:VDU images for both of the game appearances:
Hello all, minor update to share - has it really been two months?
DainApp recently reached V1.0 alpha status and entered open source development, so I started tinkering with the new version to see how much more stable it is - and the answer is "much more stable".
So I started playing around with the WCIV video and produced some stable, glitch-free and totally smooth 60fps videos.
I think this is a massive improvement over the previous 60fps experiment (from waaaaaay back in May) - so much so that I think we're going to make them an option in Wing Commander IV Remastered.
Don't worry for those of you who hate the dreaded "Soap Opera Effect" - I had a word with @Pedro and he said we can make 60fps video optional in the game settings. If you don't like it, you can turn it off and every other frame of video will be skipped, dropping playback back to 30fps.
I probably won't be releasing this as stand-alone HD Video Pack for the GOG/Origin releases as I have for previous versions, mainly because I don't think it they'll handle 60fps footage very well. Also, the download size will be enormous if I try to encode using h.264. For the Remastered project, we can look into using a more efficient video codec to keep those file sizes down.
One of the main goals for the remaster project is to make the transition between FMV and gameplay as seamless as possible - and I think this would go a long way to helping with that goal - going from 60+fps in-engine to 30fps in the FMV is ok, but if we can keep everything buttery smooth, I think that would be a better overall experience.
So, here are some samples :^)
Talkin' Games: Let’s move back deeper into history again. 1992 was an important milestone for you as a musician. You were hired by a big and successful studio that developed games across many platforms. You are also known to arrange music for the Amiga port of Wing Commander, which had an excellent original soundtrack that I can easily backtrack in my memories. Perhaps even because of the fact I gave the game another complete playthrough not long ago. Was this the very first game you worked on?Sonic Fuel has a similar interview that starts out with his beginnings and then follows his career.
Mark Knight: It was the first full game I worked on. I wrote one track for a game before that: Guy Spy and the Crystals of Armageddon. Wing Commander was my first proper gig, I suppose, and it saved me in some ways because I had left college. I’d been turned down to do music technology at university because, and I quote, “Classical musicians can’t deal with music technology.” So, I didn’t really have anywhere to go. I was 18 or 19 years old, not going to university. I ended up filling out a form to do management training at one of the national supermarkets when Mindscape phoned and asked me if I was interested in working on Wing Commander. I think I really got the gig because Richard Joseph was the composer that normally worked for Mindscape, but from what I understand, I undercut him by about 50 percent. So I got the gig by being cheap [laughing].
But it was a way in. It was only a freelance job, a contract job. But very, very close to the end, the development manager at Mindscape – a guy called Richard Leinfellner, who was a successful Commodore 64 programmer that worked for Palace Software and did games like Barbarian and Barbarian 2 – called offering me a job. And Mindscape was only based around about ten miles away from where I lived in Brighton, so it was extremely lucky really. I’d send disks to as many games developers as I could find the addresses for back in those days, and luckily the one that was closest to me offered me a job.
Chris: Could you share your experiences designing sound effects and arranging music on such titles?Give the Amiga version a listen in this Back to the Roots longplay:
Mark Knight: Wing Commander was the most fun to do because of the challenge within the tracker environment that I was already familiar with. I was supplied with the PC MIDI files, which were basically 24 track arrangements for orchestral instruments, and I needed to get that sounding good on the Amiga in less than 200k per tune. I basically had the MIDI files running on my Atari ST computer, using Cubase, and then created a set of samples to make best use of the 4 Amiga sound channels. Major and minor string and brass chords samples were used to fill out the arrangements (not unlike the multiplexed chords used on the C64) and I then re-arranged everything in to 4 channels using Protracker. The music was also interactive in that it switched to different tunes, with no delay, based on the gameplay. We did it, and it got a lot of praise. I listen to it now, and pull my face quite badly when I hear some of the samples, but actually because of the massive constraints I’m proud to have managed to achieve what we did. We also had to take into account the SFX, and the requirement for those to take one of the four sound channels, so the music was arranged in that it was always the least important channel musically which played the SFX.
|Fan Projects of the Year||Runners Up|
|2019||Prophecy & Secret Ops Model Upgrade Pack||WC4 Fan Remake / Wing Leader|
|2018||Flat Universe||Secret Ops Model Upgrade Pack / WC1 Sprite Refresh|
|2017||Secret Ops Model Upgrade Pack||Homeworld Remastered / Flat Universe|
|2016||Flat Universe||Homeworld Remastered / Secret Ops MUP / Enhanced Soundtracks|
|2015||Homeworld Remastered Mod||Flat Universe / Secret Ops MUP / Klavs' Model Archive|
|2014||Flat Universe||Klavs' Models / Prophecy Fan Movie|
|2013||Collected Works of HCl / Klavs' Models||Defiant Few|
|2012||WC Saga||Klavs' Models|
|2011||OpenGL Patch for WCP & Secret Ops||TacOps Online & Standoff|
|2010||Astro Commander's Mini Models||DirectDrawHack|
|2008||Ascii Sector||Flight Commander|
|2007||Standoff & WC Saga||Ascii Sector|
|2006||WC4 Homeworld 2 Mod||Das Erwachen|
|2005||Standoff||Privateer Gemini Gold|
|2003||Standoff & WC Saga||Holding the Line & Vega Strike|
|2002||Unknown Enemy||Kilrathi Empire & WC Saga BS|
|2001||Unknown Enemy||Holding the Line & Vega Strike|
|Web Sites of the Year||Runners Up|
|2014||Daedalus Station||Wing Commander RPG Wiki|
|2013||Concordia Hangar||Daedalus Station|
|2012||Pix's Origin Adventures||Wing Commander RPG Wiki|
|2010||Paper Commander||Prelude to Darkness|
|2009||WC Saga||Standoff & Paper Commander|
|2008||Paper Commander||Standoff & WC Saga|
|2007||HCl's Wing Commander Editing Site||Pericles' Paper Inside|
|2006||HCl's Wing Commander Editing Site||Wedge's Wing Commander|
|2005||WC Saga||Fleet Tactics|
|2004||Fleet Tactics||Wedge's Wing Commander|
|2003||Wing Commander in Russia||WC3D & Wedge's Wing Commander|
|2002||Wing Commander in Russia||BlackLance HQ & WingCenter|
|2001||Wing Commander in Russia||Acenet Central|
|2000||Acenet Central||Wing Commander in Russia|
|1999||Wing Commander in Russia||Acenet Central & HCl's WC Editing Site|
The events of The False Armistice are a key point in the Terran-Kilrathi War depicted in the Wing Commander series. Humanity is lulled into a false sense of security by an unexpected peace proposal from the Kilrathi Empire. The aftermath of these events set in motion the dire state of the war for the Terrans by the time of Wing Commander 3.
I'm sure someone will correct me on how to say Firekka/n.
"Hahahahahaha... Bugs Bunny the Great War Hero! Those fools in the psychological warfare department!"
I thought of a plot:
Haga Kaligara comes to Earth for the premiere of the Documentary and meets a young boy who is being bullied. The boy is coerced by a classmate into coming to Haga Kaligara with a rusty Confederation flight helmet to get his autograph.
Haga Kaligara is very angry and criticizes the boy for his weakness.
Is this reasonable? Thanks!
Wing Commander IV: The Price of FreedomAlso, check out that URL! http://www.ea.com/origin.html was a very short lived site. By mid 1997 everything had transitioned over to www.origin.ea.com
Source: Next Generation 13 (January 1996)
Scan source: RetroMags
Well, there are a few options here:
- I really would like to get cockpit damage fixed, as that's really the final missing feature for WC1.
- I also need to go back through this thread looking for any reported unaddressed bugs (I really should be tracking this in GitHub).
- WC2 has some input issues (clicking during cutscenes sometimes counts as two clicks, for instance), and also appears to stall whenever entering autopilot. It also doesn't play well with non-QWERTY keyboard layouts (I use Dvorak).
There's certainly plenty of work here to stay busy, but time is certainly at a premium and I can't promise that any of these things will happen soon. If there's anyone out there who would like to collaborate, please let me know!
- I would like to spend some time investigating cutscene timing in WC2.
- People have asked for graphics filters such as pixel smoothing, and I agree that would be a neat feature. This is something simple that others could reasonably handle if they were inclined to contribute to the project.
- Throttle support in WC1 and WC2 would be awesome.
- I could start work on WC3, with the specific goal of supporting ODVS's work on enhanced cutscenes.