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's Soundtrack

Feature 1 comment

Our collaborator Laserschwert has just released a new batch of sampled audio tracks for the classic iMuse soundtrack.

Listen to it here!

Most iMuse track were dynamic and reacted to the user input and game state, and they will keep doing so in XWVM. However, in order to present it as a normal track in Soundcloud, he chose to just chain several variations.
You can get a good example of this on the "Concourse and Leaving the Independence" track, where the theme plays first as it normally sounds, then it plays again as it would sound with the Historical Combat hangar gates open, then with the Tour of Duty hangar gates open, and finally with the Training Grounds hangar gates open.

The "Space Battle" track is a mix of the themes and event tunes heard during a mission, more or less arranged at random in this track.

Y-Wing Demo: Major Blockers

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News 2 comments

Hello everyone, as the question for a release date comes up from time to time: Before we'll do a full release, you're going to see a Y-Wing Demo containing...

PreAlpha Test 180306

PreAlpha Test 180306

News 10 comments

New build release for the PreAlpha Test program of XWVM.

PreAlpha Test version 171001 Changelog

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News 8 comments

XWVM releases Pre-Alpha Test build 171001. Changelog from 170920.

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...

Comments  (0 - 10 of 222)
Guest
Guest

Mouse aim! War Thunder does it really well. Don't always have a joystick on the road...

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bugurten
bugurten

As someone who is big fan of old star wars universe, I have a question.
As many things from 90s based on star wars, original X-Wing and TIE Fighter games was one of the best things for universe ever existed and I still enjoyed to watch and play this games. However, this games was limited back in the day in many ways and when possibility of remake occurs it feels like you have oppotunities to add or edit some stuff to provide best gameplay and universe-wise experience. Do you have such plans? What your overall opinion on universe? And also - is there any forums or chats besides moddb dedicated for this awesome project?

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Azrapse Creator
Azrapse

We have a Facebook group, if you use Facebook Facebook.com
We also have a Discord chat server, but that is more or less for developers and testers.

In regards your question:
We need to distinguish those limitations in two groups: technical and design.
Technical limitations are okay to overcome in our project. That is why we are adding new models, new renderer, new input methods, etc.
Design limitations are the big controverted subject of discussion, because it's not easy to tell what was limited by design (on purpose) or by oversight.
In general, everything that was improved in a later game in the series (like targeting computer, realtime map, multiplayer, etc) we assume it was an oversight in the original and we are improving it.
Those things that remained unaltered throughout the series, we understand they were there on purpose, by design, and we try to keep unaltered.

Do you have any particular example?

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bugurten
bugurten

Sadly, I has no facebook, but maybe it is right time to get one! Discord is nice but I understand that this is for developers only.

Regards of design, one of major things is limitations of ships. Both TIE Fighter and X-Wing overuse CR90 correlian corvettes, nebulon b/b2 frigates, same transports and containers too much. I understand that empire of cource use Nebulon ships because they was builded for them in first place etc. but it was things that developers of original games tried to change with every new game and addon, by adding new captal ships and starfighters. Basicly it was only because limitations of that times of floppy discs and things like that. Like as I remember, x-Wing even has no proper space stations and calamari crusers. In my opinion it be not bad if in some missions for a change can be added for example Imperial Calss-II Frigates, Tartan Patrool Crusers, this transport ships Starwars.wikia.com , cardan class space stations, that "Rebel one" ship, Assault frigates mk-I/II etc., I'am shure that fans be only happy.

Second, games sadly full of universe and and internal mistakes. Immobilisers called "Interdictors" and have 2 spheres instead of 4 and much bigger hangar (probably because polygon count limitations), rebels have a-wings, hell lot of x-wings, giant fleet of home one - like ships, imperials using hell lot of interceptors way before yavin battle. Something more simple like Z-95 and old modified clone wars-era ships would be more logical in my opinion. And this is only minor things - for that game even on wookipedia there a sub-article about mistakes that can be easely fixed now in re-make :D

I will not even remember all mistakes in TIE Fighter cutscenes, there a hell lot of them. But another thing would be nice if in different tours of duty we will be instructed in different rooms and by different breifing officers, since we moved to different ships but this is just things I dreaming for personally. Well, about ship scale and their possibilities I will not even tell, it be to major thing to change from original.

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Azrapse Creator
Azrapse

Ah, okay.
This is a discussion that belongs more to the group or the chats than here.
But in brief:
- We are going to leave the original campaign unaltered, to have a faithful representation of the original game, and keep the original balance as much as possible.
- We are allowing custom missions, campaigns, ships, and models to be added as additional content. On of the much talked "mods" is a canon version of the storyline. For example: rebels use U-wings instead of transports and shuttles; imperials use raider-class instead of corvettes, etc.
Also, keep in mind that the canon has recently been rewritten so rebels now have a-wings, x-wings, and b-wings way before Yavin, as does the Empire have TIE Interceptors, Interdictors (new canon name) and Defenders.

Again, I suggest you join the group for further discussion.

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SPTX
SPTX

Let's pretend disney didn't happen, please.

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bugurten
bugurten

Okay, thanx for answer, I will join group!

It's understandable to keep vanilla game by default, yes. But "canon" mod is something I can not tolerate since I hate disney universe and my dream is better version of EU-based campain but I guess if you want something - mod it yourself :D

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Guest
Guest

I'm curious about the music. Do you have something that is reading the MIDI format from the X-wing data files and playing them as such? Or is the soundtrack made up of recreations of the soundtrack from those MIDIs?

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Laserschwert Creator
Laserschwert

And speaking of music, here's a selection of (pretty much finished) tracks from the XWVM soundtrack:

Soundcloud.com

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Azrapse Creator
Azrapse

A mixed approach.
The original soundtrack was made up of many many small midi files, like 2-3 seconds long each. We call them chunks.
Together, they formed a graph, that had transitions from one chunk to the next depending on game state (arrival of enemies, loss of friendlies, etc) The game played these chunks back-to-back to make it sound seamless even when the soundtrack was reactive to the gameplay.

We do exactly the same, only that we turned each little midi file into an ogg file, synthesizing the instruments with professional sound tables and performing some additional musical arrangements. Otherwise, we build up the sound track on the fly just as the original did.

For the case when the original game muted or played certain instruments in certain circumstances, our solution is to have different versions of every chunk with some instruments muted or not.
You can clearly notice this in our videos when enemies are far away as opposed as when they get closer. Trumpets are muted when they are far away, then they start sounding again when they get closer. That was done by switching the version of the chunk being played on the fly.

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Guest
Guest

Thank you for the reply.

I'm actually quite familiar with, and fond of, the IMUSE system, though I never dug into the TIE Fighter or X-wing files to discover the inner workings.

I have been wanting to try to make something similar for my own game, but I wasn't sure if using small snippets of music or coding/buying a MIDI plug-in for Unity were the optimal approach. It's also something I would have to discuss with a composer when I reach the point where a composer can be considered.

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Azrapse Creator
Azrapse

Relatively few of the games made by LucasArts featured iMuse. I think Ron Gilbert said the reason was that it was just too complicated for the composer to have that amount of seamless chainable chunks.
By the time XWA was released, they totally dropped this system and just chained together chunks from the movies' OST by just fading out the first chunk and fading in the second chunk. The result is much worse, but much simpler.

Another option is what they did in Tales of Monkey Island. They had several several minutes long, wrapping melodies that shared rhythm but had totally different instruments and score, however they were made in such a way that you could fade one into the other and it felt like a very pleasant transition because it kept the same rhythm and beats.

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