Here is Version 2 of the public Beta: 
Moddb.com

The objective of this project is to utilize warfull's Open Star Wars Mod to recreate the feel from the films. To the best of our ability we have tried to mimic the same style and overall atmosphere of the Original Trilogy space battles. So what does that mean, and how does it differ from conventional FS2O ships? For one all these ships have relatively high velocities, a focus on primary weapons, and are very maneuverable. Additionally, just as in the movies, encounters are deadly and only survived by those with experience, teamwork, and some skillful use of the force...

Features:

Latest FSO 3.7.1 features are incorporated.

Custom AI profiles have been created and have been specifically designed to be smarter,
deadlier, more realistic, and more focused on the new Star Wars type combat.
Also, each type of craft has its own custom AI set, which specifically plays on
the strengths of that craft.

Warfull's beautifully created ship models and other effects are put into full effect.

Custom music and sounds directly from the Star Wars galaxy are fully utilized.

Balance and game play have been taken into stride and corroboration with the feel of the
films. Each craft has its own specific feel, capabilities, and combat
styles--all which are directly adapted from the Star Wars movies. Balance is
key, as any craft can be deadly and efficient in the right hands. For example,
the TIE Fighter is a deadly craft that while easily destroyed, can avoid damage
through superior maneuverability and speed.

Custom missions and campaigns that will take place over the course of the Original Trilogy. The
player will have the chance to fight in and influence some of the most iconic events
from the films. Fight for either the Empire or the Rebel Alliance. Both a
‘Fight for Freedom' and ‘Imperial Enforcement' story lines will be
available.

Everything that I can think of has been modified to represent a Star Wars atmosphere. Lasers
are faster and deadly, proton torpedoes are explosive and powerful, X-wings and
TIE Interceptors have auto convergence, jumps into hyperspace are just like the
movies, ships with R2 units have some slow auto repair abilities, and etc.

Open modding and mapping capabilities, I have arranged the table files so they are make sense to others who want to alter, tweak, or expand upon the mod.

Requirements:
Freespace 2: Open engine, Media VPs 3.6.14, and FSO 3.7.1. Freespace 2 can be found on gog.com for under 5 US dollars and the free FS2 Open 3.7.1 and Media VPs 2014 are located at this site: Scp.indiegames.us

Credits: 
-coffesoft for all the ani head files, the support, advice, Mainhalls, and escape pod model.
-warfull for the amazing models.
-MetalDestoryer for advice, support, access to the custom star-field, DS2 background, and the preliminary BoE and Asteroid field missions.
-FekLeyrTarg for the support, Outer Rim Hyperspace Buoy, Comm. Satellite, container ships, missions, new X-wing maps, and pilotable Blockade Runner. 
-Hobbie for the custom escort mission.
-Steve-O for the cockpits.
-DaBrain for the updated effects.
-Puma767, Cornhelium, Darth Maul, Darth Doull and TMaster_Syrus for the sounds and music.
-m!m for the zoom script. 
-Galemp for the satellites and secondary models. 
-Raphael de BOUCHONY for the TIE Pilot.
-abdyla for the Rebel Pilot.
-Dan North for the escape pod.
-HLP Community for the support, answers to questions and advice!

Future:
I will continue to work and attempt to improve this mod based on feedback. I will also create more missions and expand the campaigns.  If anyone is interested and wants to work together with the team to  developing missions, new material, or anything else please contact us or leave a message below. It would be greatly appreciated, plus the mod will improve faster! Thanks!

Image RSS Feed Latest Screens
Player's Choice New Shielding Prologue Mission Screenshots
Blog RSS Feed Report abuse Latest News: Version 3 Update 3

4 comments by wookieejedi on May 17th, 2014

Hello,

I know a month between updates is a long time, but the team has been hard at work adding content, incorporating new features, fixing bugs, balancing, and working on missions. The full changelog will be shown with the release of Version 3 (which will likely be very soon), but for this update I wanted to focus on the new mission, shield features, cockpit additions, and bug fixes.

The main showcase of this update is the nearly complete first official mission of the Original Trilogy campaign. The mission is even voice acted (thanks to Altureus and Gen_Rhys_Dallows) thus the only aspect left to finish the mission is to fill in a few more voice dialogue lines. If anyone is interested in testing this mission send me a PM and I will gladly send you a pre-release Version 3 file pack to experiment around with. The mission puts the player in the events directly before the opening of A New Hope (fans of Battlefront 2 might be pleasantly surprised). Here are some screenshots to give a you hint of what might happen. Also in these screenshots you can see the new cockpit additions, which we are utilizing form the now defunct Star Wars Galaxy game.

Briefing screen for the Prologue mission. Battlefront 2 fans might remember fighting this mission as an Imperial in the Battlefront 2 Campaign.



The mission a;so allows the player to pick their allegiance.

In terms of new features I have been incorporating the newest features of FS2 Open into the mod. The main feature is a complete overhaul of the shielding systems on all ships. In previous versions of this mod it was difficult to tell where different shield sectors ended and started. Now, the shield sectors for each ship have been recreated and individualized for each separate ship and these changes have been subsequently matched to the HUD icons. Also, as to maintain accuracy to the movies, small craft now only have a front and rear deflector shields (re-watching the Battle of Yavin is an excellent example). Also large ships now have strategically positioned shields, such as a bridge deflector shield or engine deflector shield. The unique placement for each ship opens the door for more advanced strategies and tactics. As a result of redoing the shields, all ships now have higher quality HUD icons, too.

Showing an example of the new shielding sector for the X-wing.

Also in regards to new features is the incorporation of subsystems on all ships. For example, if your craft’s engines get destroyed the vessel will stop, or if your sensors get critically damages the radar and messages fail. Also, subsystems are present on both large and small ships.

In addition, the interface has been tweaked and improved again, so take a look.  


There have been many bug fixes as well. The infamous ERANGE error is now longer present. Crashes in community created missions have also been fixed. Also, while not exactly a bug, the Falcon’s cockpit has been correctly positioned to the correct side.

In summary, these are just a few of the aspects to Version 3. The complete release will be publicly available soon and upcoming work will focus on mission creation. The goal of the finished campaigns is to insert the player into the events of the movies, fighting for either the Empire or the Rebels. This concept stems from the desire to be able to replay and relieve the events of the movies from the cockpit of Star Wars vessel, such as an X-wing of TIE Fighter. In order to complement replaying the events of the movies, the missions that occur between movie events will be structured somewhat differently. These missions will focus less on linear game play and more on randomized events, all in an ultimate effort to increase replayability. For example, the possibilities of ambushes, available reinforcements, and changing objectives will vary each time the mission is played. These missions will not only span the movie event missions, but also tie into the setups of those events as well. For example, saving a ship (or capturing) in one mission may allow that ship to appear later in a movie event. Overall, our campaigns start directly before the beginning of A New Hope, and ends with the conclusion of Return of the Jedi.

Of course if you have any comments, concerns, and/or questions please post in the comments or PM me. As always, if you feel like you want to help with the mod in anyway, we would be more than happy to hear from you. Thank you for your support and comments, and may the force be with you!

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
SW OT Mod, Public Beta Version 2

SW OT Mod, Public Beta Version 2

Aug 24, 2013 Full Version 0 comments

This massive update concentrates on totally revamping and correcting the turret systems for the large ships, supplying a large visual upgrade for the...

Overview Mod Guide for Players and Modders

Overview Mod Guide for Players and Modders

Aug 4, 2013 Guides 0 comments

I wanted to include a quick overview of the differences this mod possesses in comparison to classic Freespace mods. I also wanted to provide an more detailed...

The Original Trilogy Mod Public Beta Readme

The Original Trilogy Mod Public Beta Readme

Jul 28, 2013 Guides 0 comments

The readme and description of the mod, the download link to the mod itself is included.

Post comment Comments  (0 - 10 of 98)
pomate
pomate Jun 23 2014, 8:35pm replied:

Hi, in order to avoid ship classes warnings you should avoid to launch all Campaign missions and use the Single Player missions, except the UNTITLED ones (which are the one wookieejedi said are side-effects).
There is also one Battle of Endor mission which cause a warning on one ship if I remember correctly.
Regarding any ERANGE errors you may see, if you are running in Windows you can click Ok and the missions will start. The problem is only due to particular .ogg file formats, but beside that the beta2 almost all missions are playable (please take a look to Operation Mynock which is one of my favorites).
Pomate

+1 vote     reply to comment
wookieejedi
wookieejedi Jun 22 2014, 10:10am replied:

Do you mean you can't find them in the FSO launcher?

+1 vote     reply to comment
LITTLEMM
LITTLEMM Jun 22 2014, 10:16am replied:

It said"Freespace was unable to find 28 sihp classes while loading this mission.This can happen if you try to play a campaign that is incompatible with the current mod.(The current mission is "Freespace 2",and the current mod is star wars mediavps 3612)

+1 vote     reply to comment
wookieejedi
wookieejedi Jun 22 2014, 10:19am replied:

Are you trying to run the missions from the Tech Room Mission Simulator? The campaign will not work, nor will three missions in the Tech Room (since they are a side effect of using the Media VPs).

+1 vote     reply to comment
LITTLEMM
LITTLEMM Jun 22 2014, 10:27am replied:

Still had that warning

+1 vote     reply to comment
wookieejedi
wookieejedi Jun 22 2014, 10:44am replied:

Are the Media VPs 2012 still in your FS2 folder? The upcoming version 3 uses the 2014, but I think the older version might be using the 2012 VPs...

+1 vote     reply to comment
LITTLEMM
LITTLEMM Jun 22 2014, 10:46am replied:

I only have 2014,should I download the 2012 vps?

+1 vote     reply to comment
wookieejedi
wookieejedi Jun 22 2014, 11:55am replied:

Yeah probably. Version 3 (which will be out shortly) uses 2014, but I think version 2 uses 2012. Sorry about the confusion.

+1 vote     reply to comment
LITTLEMM
LITTLEMM Jun 23 2014, 6:13am replied:

Thanks for helping me~~

+1 vote     reply to comment
wookieejedi
wookieejedi Jun 23 2014, 7:20am replied:

Anytime!

+1 vote     reply to comment
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Developed By
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Release Date
Released Jul 27, 2013
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