Wing Commander Saga is a free game based on the Freespace 2 Source Code Project. It is based upon the popular Wing Commander series by Chris Roberts and Origin, and features a new story line during the final portion of the Terran Confederations deseprate fight for survivial against the Kilrathi Empire. You assume the role of 2nd Lieutenant David Markham, a recent OCS graduate in an accelerated flight training program. Victory and survival for humanity can only be bought at a terrible cost. Gather your wingmen and your courage and prepare to play your part in humanity's desperate gambit as you face the Kilrathi foe. It is a time where even average men must reach inside themselves and become heroes. Answer the call. Face the enemy. Make your mark as the Confederation faces its darkest dawn.

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Things are really cooking here. At this point, we're trying to iron out the last few design wrinkles that have reared their heads in the last few weeks.

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I think it's about time we brought you up to date with one of the changes that have been added to the engine recently: proper widescreen support. This means, that the game will no longer render HUD elements in the hard-coded 1024x768 resolution and then stretch the result to make the elements appear wider. Unlike its predecessor The Darkest Dawn does scale properly at screen resolutions that don't have a 4:3 aspect ratio. From now on HUD elements will be rearranged on the right and the left if you have a widescreen monitor, and look like the image below.

Widescreen support

Another feature we are really excited about is the support for more cut scenes. Originally implemented two years ago, this allows the game to play movies before or in place of briefings, debriefings, etc. You all know that Saga does use this to some degree. Whether we were crazy enough to drop text based briefings completely and go for only cut scenes before each mission is another matter.

Proper Widescreen Support

On the game design front the last few days were very hectic: we've shifted entirely to bug fixing. We had a team-wide play through of the game. Everyone was looking for problems and places we could add that last little bit of polish. As I've said before (ad nauseam by this point) the game we have right now is already good. All the feedback was just minor little things that we can do to really make it great.

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For a moment, I thought you meant "add widescreen support because the version of FreeSpace 2 Open we're working with has none"! However, the ability for the HUD to properly render under widescreen resolutions is an excellent addition!

Also, considering some of the advancements you've made would greatly benefit other FreeSpace 2 Open mods and total conversions, have you considered converting some of the features you've implemented into the main FreeSpace 2 Open code? I know that would probably be a very difficult task given you're working on a fork of the FreeSpace 2 Open code, not the main code.

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Tolwyn Author

We will make source code available after the release. Thing is: our code has been optimized to support our game and most of our changes were made without any regard for Freespace compatibility, so it is unlikely that it will be ported back by the SCP.

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