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 201)
Xavier69
Xavier69

Hello is this mod still being created? Any chance of getting a download?

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Azrapse Creator
Azrapse

Yes. The mod is under intensive development.
We have lots of testers for now. We will post a message here next time we recruit more testers.

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JohnMannn
JohnMannn

Thanks for your work guys, will be fantastic to play for sure!

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En-TACT
En-TACT

I'm also interested in this too.. and don't see anywhere to participate??

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CdtFox
CdtFox

Damn, why didn't I found this mod earlier?! Looks amazing :)

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xxmobiusxx1
xxmobiusxx1

I have been Following this for some time and loving what has been shown to the public so far. I honestly wish I could have been able to test the Alpha build to see exactly what has been done to improve upon the original experience of X-Wing. So all I can do and say is from what is shown. All I can suggest for now is try and add some inertia in the cockpits when you turn, for instance when you pull up the cockpit should rise since you are being pushed down into the seat from the G-forces, vice versa for putting the nose down, your body will rise making the cockpit on screen lower. Turning side to side ( aka yaw ) should shift you and roll should tilt your view. I also believe that the lasers should not create a whizzing by sound effect, or if one has to be there, lower the volume, you are in space, you are in a cockpit, you do have a helmet on so all outside noise should be muffled. Now for Tie fighters being shot down, depending on the kill shot, for instance you blast off it's wing, it shouldn't just explode. It should be surrounded by electrical effects and sparks while flipping about out of control before finally exploding moments later.

That's all I have for now, hopefully you will open for another round of testing in the future because I would love to help this be the best it can be.

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Azrapse Creator
Azrapse

Please, check this:
Moddb.com

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Azrapse Creator
Azrapse

We want to add "head bobbing" for when turning the ship. Otherwise it does feel a bit too stiff. That is how it was in the original games, but I agree it feels more natural if the camera bobs a bit to transmit the idea of inertia.
We need to be careful with that because that is an effect that could cause dizziness in VR.

We have removed the whizzing sound effect of lasers.

Ships already break in pieces by component, with electric sparks and smaller explosions. Perhaps it's not easy to see on the videos, but it is there.

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thauser3
thauser3

Is there a way to play .wav files of the music from the movie sound tracks? The Tie-fighter revamp in the early 2000s had the same music as Xwing VS Tie Fighter, which was from the movie sound track.

Also, in your demo video, the sound of the lasers going by shouldn't be there. You should only hear the sound of the lasers firing from the ships. The volume is a function of the distance of the other ship to you.

Otherwise this looks great!

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Azrapse Creator
Azrapse

Perhaps you mean the TIE Fighter Collector Series, the edition of the game for Windows 95 that was released in 1997. Indeed, that game replaced the interactive iMuse soundtrack with fixed CD audio tracks that were a mash up of different themes from the movies. Those tracks didn't react to the action and just played on and on.

In XWVM we don't have the right to include the movies soundtrack, but it shouldn't be hard for your to lower the volume of the music to zero in XWVM and play the movie soundtrack in the background at the same time that you play the game. If you own the X-WING Collector Series CD, you can play its tracks on a music player, for example.

About the sound of lasers, we have gone thru several iterations.
The original game plays a sound clip for "fly bys". That is, when a laser passes near your ship. That clips sounds like a few imperial green lasers firing, without the initial "PEW" start, just the trail.

We have tried without flybys, with flybys being more like zipping sounds, and flybys with the same idea as the original (that is, the firing clip but removing the initial "detonation" part and only leaving the trail). So far, the third option has got most approval.
It's very likely, though, that we add an option to the settings panel to allow the user to disable these flyby sounds if they so want.

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FekLeyrTarg Creator
FekLeyrTarg

There's still the possibility to have some sort of feature, which reads the audio tracks from the XW98 CD-ROM or their OGG-counterparts from the GoG/Steam re-release of XW98.
If and how such a feature will be implemented still needs to be discussed as there are currently no plans to do so yet.

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