I can't even begin to describe how happy this makes me. Absolutely beautiful work (aside from the radar screens those look kinda funky lol). Bravo dude, I'm literally downloading the game now on Steam and am about to head to Best Buy for a joystick haha. So much nostalgia.
After watching this, I can't even express how great those games were, barely anyone makes those these days, the sound, the voice overs, the small laser charges that tickle down while shooting, the mission design! Slower, atmospheric, not the instant action, respawn shit we get today. I hope the Star Wars Squadron team are true fans of those old games!
Even SW Squadrons didn't really capture the same feeling. The story felt more like training for the multiplayer fleet battle mode than anything. I would have loved to see more little touches like open/closing s-foils, cockpit getting blown out, etc... The ideal game for me is a story based simulator game where the missions can either be played with AI or human players with multi-part tour of duties for both sides in the same vein as the old xwing/tie fighter games.
Woot! I remember being excited about XWAUpgrade when I was a kid playing this game. And it’s still going strong and looking better than ever. That’s fantastic! Keep up the good work!
One thing I've always wanted - ever since buying X-Wing vs. Tie Fighter from the shop in 1997 is for the radio chatter to change, so that when they say 'this is 2' or 'this is 3' it can be changed to say 'this is red 2' or 'this is red 3', and when it says 'this is 1' change it to 'this is red leader' - that would be my pet peeve hehe
Something HAS to be done about those sensors during the S-Foil transition. LOL It might also help to lean the top of the right monitor outward a few degrees. But the model is done, right? Hmm looks like missiles and torpedoes have no explosion sometimes.
Thanks for the suggestions. The idea that the sensors open in this way is very simple. In X-Wing we do not have radar on the main desktop, but we have critical sensors to fight. Attached permanently to the top of the cockpit, they looked like mickey mouse ears and would prevent the pilot from entering the ship. That's why I came up with the holographic screens that the pilot manages. The effects of torpedo explosions did not actually work. I don't know why, but when I test various options, unfortunately there are a lot of dependencies. Including how the object to which we shoot is built (textures and curvatures), ddraw.dll and changes in it, the contents of the explosions.dat file and the image sequence.
@@SWArtisticTeam Well, if you have that set up that way, I might suggest a bit more of a holographic look, or a sort of glitchy transition, kind of like turning on an old CRT monitor. Having them look like magic-grow is kind of immersion-breaking and out of place. It also looks like you're growing rear-view mirrors. Just my thoughts. Looks great, overall!
I can't even begin to describe how happy this makes me. Absolutely beautiful work (aside from the radar screens those look kinda funky lol). Bravo dude, I'm literally downloading the game now on Steam and am about to head to Best Buy for a joystick haha. So much nostalgia.
After watching this, I can't even express how great those games were, barely anyone makes those these days, the sound, the voice overs, the small laser charges that tickle down while shooting, the mission design! Slower, atmospheric, not the instant action, respawn shit we get today. I hope the Star Wars Squadron team are true fans of those old games!
I hope I'm wrong, but what you wrote will probably remain just a dream. Fortunately, we have XWA :-)
Even SW Squadrons didn't really capture the same feeling. The story felt more like training for the multiplayer fleet battle mode than anything. I would have loved to see more little touches like open/closing s-foils, cockpit getting blown out, etc... The ideal game for me is a story based simulator game where the missions can either be played with AI or human players with multi-part tour of duties for both sides in the same vein as the old xwing/tie fighter games.
@@aeroripper ppff squadrons writing was god awful, couldn't stand the aliens talking like humans and all the gender neutral or strong women bullshit.
I was hoping this would be what squadrons multiplayer would be like, story based coop rather than a generic fleet battle.
Me too :(
Woot! I remember being excited about XWAUpgrade when I was a kid playing this game. And it’s still going strong and looking better than ever. That’s fantastic! Keep up the good work!
One thing I've always wanted - ever since buying X-Wing vs. Tie Fighter from the shop in 1997 is for the radio chatter to change, so that when they say 'this is 2' or 'this is 3' it can be changed to say 'this is red 2' or 'this is red 3', and when it says 'this is 1' change it to 'this is red leader' - that would be my pet peeve hehe
Great idea.
This looks so good!!! Well done.
Thank you.
Something HAS to be done about those sensors during the S-Foil transition. LOL It might also help to lean the top of the right monitor outward a few degrees. But the model is done, right? Hmm looks like missiles and torpedoes have no explosion sometimes.
Thanks for the suggestions. The idea that the sensors open in this way is very simple. In X-Wing we do not have radar on the main desktop, but we have critical sensors to fight. Attached permanently to the top of the cockpit, they looked like mickey mouse ears and would prevent the pilot from entering the ship. That's why I came up with the holographic screens that the pilot manages. The effects of torpedo explosions did not actually work. I don't know why, but when I test various options, unfortunately there are a lot of dependencies. Including how the object to which we shoot is built (textures and curvatures), ddraw.dll and changes in it, the contents of the explosions.dat file and the image sequence.
@@SWArtisticTeam I Hope you can fix the problem with the Torpedo explosions
@@SWArtisticTeam Well, if you have that set up that way, I might suggest a bit more of a holographic look, or a sort of glitchy transition, kind of like turning on an old CRT monitor. Having them look like magic-grow is kind of immersion-breaking and out of place. It also looks like you're growing rear-view mirrors. Just my thoughts. Looks great, overall!
Great video! Keep them coming!
This is a fantastic cockpit, My only complaint is that the radar screens seem a bit to small, but overall the cockpit is great.
Thank you.
i know this is a pretty old video but how do i get this cockpit? Which of the mods on the site do I need to download for it?
Not yet.
@@SWArtisticTeam Aw damn. Any idea when it might go up? Thanks for the quick reply!
@@MrMoli192 I'm sure before SW Squadrons premiere.
Can you map buttons to a hotas and change sensitivity?
Yes i can, use vjoy and gremlin - whitemagic.github.io/JoystickGremlin/quickstart/
My game has the hangar freeze whenever I dock in it. Is there a fix for that?
change the camera setting with the 1-9 buttons when a jam occurs.
well... I have to say I`m glad I didn`t buy SW Squadrons :D I`ll just replay this again instead :D