XWVM is a mod to the original Star Wars: X-Wing game from Lucas Arts and Totally Games by Larry Holland and Edward Kilham. Our goal is to rebuild the game engine with newer technologies that allow it to run and make use of the latest hardware and improvements in gaming hardware. The mod will require the player to own and have installation of the original Star Wars: X-Wing game, or have the GOG or Steam versions of X-Wing Special Edition (either the 1993 floppy, the 1994 CD, and/or 1998 Windows edition). XWVM neither contains nor distributes any copyrighted material. All game resource files (missions, voiceovers, SFX, iMUSE automaton, etc) are loaded from the player's copy of the original game, or are original creations of our team, where the original resources are considered inadequate for today's standards.

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XWVM Pre-Alpha Test build 171001


Audio:

  • TIE cockpit now plays the correct engine sound. Also fixed other TIEs cockpit engine sounds.
  • The Anxious theme (played when there are neutrals present) should no longer transition to the Chase theme when the target is a container or a tug.

Visual:

  • Temp ISD texture made lighter. Engine glow now as blue as the Spanish Infantas eyes (dedicated to Eric Farfarello).
  • Lowered the post-processing bloom strength to counter overbright glows on the cockpit dashboard and the sun
  • Upped the emission strength of Rebel, Ion and Imperial laser masterials
  • Upped the emission strength of the Lambda Shuttle and ISD engine
  • Turned off the sun lens flare (until either proper blockers for the cockpit are in place, or a new sun shader is implemented)
  • Changed the post-processing grain settings to look a bit nicer (if you want to activate it at all)
  • New shield hit particles.
  • New tug prefab.
  • Exiting hyperspace with the overlay active should no longer change the 3D cockpit view to an invalid angle.
  • Planets will now attempt to place themselves (yes) away from hyperlanes. However, for some missions this is not possible.
  • A permanent black screen when skipping cutscene before it loaded has been removed.

Gameplay:

  • Timer no longer expires in TOD or custom missions.
  • Capital ships can now open fire up to 1.65km away. Turbolasers range greatly extended (9 seconds).
  • Message log now scrolls all the way up automatically.
  • AI ships with escorting orders should no longer consider themselves threats.
  • AI ships with escorting orders should no longer get confused (???) when their escortees leave the sector, but they still have more ships to escort coming later. Now they will circle their waypoints while they wait for more ships to escort.
  • AI Ships escorting enemy ships should no longer attack each other.
  • Objects (mines, nav bouys and comm sats) should not show name
  • Formula for initial throttle corrected. Ship can now start missions at 0% throttle.
  • Mines start firing first at 1500m, again. This was altered when turbolaser lifetime got incremented from 3 to 9 seconds.
  • Mines demoted to Veteran rank for aiming precision.
  • Ships of same IFF placed so close from each other at the beginning of the mission that they collide will now be immune to collisions for a few seconds after the mission starts.
  • Ships should no longer race right into their hangars.
  • AI Ships escorting enemy ships should no longer attack each other.
  • The message "Ship YYY is being boarded by Ship XXX" has been changed to "Ship XXX has docked with ship YYY" to better match the original game.
  • The in-game flight map will now try to focus on the center of the action, ignoring ships that are extremely far away.
  • AI think periods altered to match original X-wing more closely.
  • Neutral wingmen ships won't attack other Rebel/Imperial fighters unless they are threats.
  • Unwanted drift on AI ships is no longer applied.
  • AI flight leaders can now correctly make all wingmen move on to the next task.
  • Added a Mission Ended screen that allows the player to replay the mission, select a different mission or quit the game.
  • Complete Mission goal for ships with Hold Steady and Star Ship Sit and Fire orders will be treated as Survive Until Other Goals Completed.
PreAlpha Test application form available

PreAlpha Test application form available

News

The form for applying to take part on the preAlpha Test of XWVM is open again. People interested on helping with the development and reporting issues...

XVWM Pre-Alpha Test Guide

XVWM Pre-Alpha Test Guide

News 5 comments

The XWVM Dev Team is proud to announce the first playable closed preAlpha release of XWVM. And to help testers with it, this is a guide explaining how...

XWVM PreAlpha Test build 170815 - Changelog

XWVM PreAlpha Test build 170815 - Changelog

News

Change log for the build 170815 of XWVM PreAlpha Test

PreAlpha Test version 170810 Changelog

PreAlpha Test version 170810 Changelog

News 3 comments

List of fixes and changes in respect with previous version of the preAlpha Test build.

Comments  (0 - 10 of 169)
Danfun64
Danfun64

This looks amazing! I have a few questions about this though. What spurred you on to start this project? How is the demo recording/flight recorder feature going to be handled, if it's there at all? What led you to choosing Unity as the engine? When the closed testing period has ended, is the source for this going to be released so that others with Unity can compile it themselves? If not, are there any plans on a WebGL release alongside (if not instead of) any other releases like for Windows?

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Azrapse Creator
Azrapse

Hi. To complement what FekLeyrTarg said, I would like to comment that many of the decisions taken during development were in accordance to the main goal of the project, that is "To get it done".
I know all projects want to be completed, but usually they become too ambitious and fatigue soon draws them to a halt.
- Unity has high productivity, it uses C# that I am very familiar with, has plenty of libraries and a big community. Also, it targets many problems and is constantly getting updates.
- The flight recorder is not yet there, but it will eventually be. I am not sure how possible it is to make it compatible with old recordings. I think it will be almost impossible, because even the smallest deviation would end with a very different "playback". It even happened in the original!
For XWVM, we will probably use something similar to what we will have for the netcode, so we will tackle both at the same time.
- The game source will be open, but not all the libraries, eventually, since they are paid for. In any case, we are aiming at having releases for all 3 PC platforms (Windows, Linux, Mac) at some point.
- XWVM requires you to have the original game files installed in your computer or at least in their retail CD, since most of the assets are read from there. A WebGL build is run on a browser in a sandbox (unless I am mistaken) and won't have access to the hard disk or the optical disk drive. Even when Unity can effortlessly create a WebGL build by just selecting it from a dropdown, it is just not something fitting the nature of XWVM.
- Finally, the first: What spurred us on to start this project?
X-wing isn't just going to happen any time soon. A game with a keybinding reference card that players need to memorize? Joystick basically required? Keyboard required? Hard-sim mechanics? Attempt same mission several times, without checkpoints?
With today's market, it's just not going to happen that EA or Disney will remake X-wing.
And XWA is so old and not really modding friendly, so why not creating our own engine that plays the original missions, but that isn't limited to what LucasArts created?

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FekLeyrTarg Creator
FekLeyrTarg

First of all, it's good to see you again. It has been a while since we worked together on the X-Wing Conversion for XWA, hasn't it? :)

1) A flight recorder feature is indeed planned. How the re-implementation will look like, it can't tell yet. Hopefully, we will even support viewing recordings from the original game.

2) IIRC, Unity was choosen in one part due to Azrapse's familiarity with C#. He can tell you all the details.

3) OpenSourcing is yet to be decided upon. At the moment, only parts of the source could be opnened due to the use of necessary paid external libraries, including the input system and the planets. Also, the codebase needs to reach a certain stability, from which we're still quite far away, before opensourcing.

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Danfun64
Danfun64

I didn't realize you were on the team! Nice to see you again too!

I still regret my paranoid decision to delete my original google/youtube account several years ago. I forgotten some of the things that ended up lost due to that terrible mistake (Am I allowed to say "I was young and stupid!"?).

Planning on possible compatibility with watching recording from the original game? That'll be tough. Flight recorder demos are only compatible with the version of the game they were recorded on. DOS Floppy demos only play on DOS Floppy, DOS CD demos only play on DOS CD, Windows CD demos only play on Windows CD, and i'm pretty sure Mac CD demos only play on Mac CD.

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FekLeyrTarg Creator
FekLeyrTarg

I still fondly remember the trailers you produced for XWC all those years ago. With any luck, I may still have them on one of my backup DVDs. :)

Yes, that's true regarding recordings.
Fortunately, we have good people who would be able to figure out the different formats for each edition.

In this past 3/4 year alone, we figured out many secrets regarding X-Wing to make reading the original files and emulating the original behaviors possible. :)

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FekLeyrTarg Creator
FekLeyrTarg

By the way:

If you're interested, come over to xwaupgrade.com to see what has been happening in the past 3 years alone.
Not only have new upgraded models been released (including the Assault Transport), but also entirely new tools, backgrounds and special effects as well as modability-extensions (DLL-hooks).
Now XWA can have custom-made iMuse soundtracks, per-craft custom hangars, animated s-foils for all craft, chatter for ships having the Imperial IFF and much much more. :)

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Guest
Guest

Wow, I cannot believe how awesome this looks. Great work from you and your team! I cannot wait to try it out. I do not have any coding or art skills but would be more than willing to help test. I'll keep an eye on your facebook group for future updates.

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Tatetab
Tatetab

Hey guys, This looks amazing, been wanting someone to rework this for a while. Just wondering. Will this require the game to be already installed? I've just moved computers, built myself a new one, and atm I can't install XWvsTF due to its 16 bit installer. Does this mod rework that as well, or is it just an extension? I have the game disks, for XWvsTF and Balance of Power but I can't make it run atm.

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FekLeyrTarg Creator
FekLeyrTarg

This is currently for the original X-Wing only.
The good thing is that you can simply put your MS-DOS or Windows 95 CD-ROM into your drive to play X-WingVM.
You can also have the GoG and Steam-versions on your hard disk to do so.

By the way: If you wish to install XvT from your original CDs, you can do so using these replacement installers:
Markusegger.at

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Guest
Guest

This sounds amazing, I used to play this game all the time as a kid. Can't wait for this to be finished

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Guest
Guest

I would love to be a tester, is this possible?

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FekLeyrTarg Creator
FekLeyrTarg

It still is. :)
Moddb.com

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