

Maybe we can find a use for RB31, then, like playing it when the mission is completed.

I guess it's supposed to be a sort of "desparate battle" song, except it also plays if you drain your shields to go fast. RB21-24 only kick in when you personally destroy an enemy fighter. You can also hear EM31 when you destroy the frigate Anvil in ToD 4, Mission 5. That's also why you hear it a lot in TIE Fighter's demo: Being able to have thousands of slots would allow to put all the variants, prequel ships, "uglies", and other extended universe oddities in the game.įekLeyrTarg: The "FL" tracks kick in when your craft's shields are down. XWA itself has a limited number of slots and things like mines and warheads use some too. Having the ability to easily add new ships would be great, too. The physics part could be reduced to simply map properties (in the same way that Doom engine ports reconcile the differences between the various games with a MAPINFO lump containing important settings). Missile Boat and TIE Defenders being nerfed in XvT and XWA). There could be different versions of the same ships to handle differences between games (e.g. Ideally that'd allow you to use XWA's models in the older games so they all get a facelift (especially with XWAU). Get it to load all the installed games at once. I don't see any reason why that couldn't happen. Then the Balance of Power campagins would be just another Tour of Duty or TIE Fighter campaign. Or would any of you see imposible that LucasArts would have come out with a single pack of the whole series, where we could run one single game and there choose which career we want to take: Rebel or Imperial. I'd say, it could be possible to reduce those differences to just some background settings, and alter the mission parser, and the "concourse" part for every game.
#SHEEPSHAVER SHEET MUSIC SERIES#
We all know the differences between the different games in this series (laser speed, turning physics, whether missions have multiple sectors or just one, multiplayer support.). My greater goal (although ridiculously far fetched at this stage) is to develop a general X-Wing Saga-like engine, able to run all games in the series in the same way that ScummVM allows to run multiple graphical adventures under the same main native program. Instead of trashing this track, the musician added it to the main battle loop, only with a low probability of being used because it sounds quite "sad" compared to the rest. In any case I bet Michael Land, or whoever wrote the music for this game, made a track for the case of failure, and then the devs told him that their engine could not report a failure. I don't know the reason of that, but I guess they didn't find an easy way to know when the objectives couldn't be completed anymore. In respect to the FL track, if I am not mistaken, X-Wing doesn't detect when a mission is failed (one of the main problems for new players), so you can end in a walking-dead scenario that you can't win and you will never know until the debriefing. As you say, there is probably some chance value and priority value associated with every fragment and/or track. Please, tell me in which file did you find this, and if you know, what is the format structure of that file, and where do the transition tables appear. What we need is a program to do that for us, as it will anyway have to do it in the final "game", when importing the original resources. It could just be that anything that happens while an "event" bit is playing is simply ignored Hey, that is awesome!ĭon't bother to manually logging every transition. I'll have to play around with that later and see how it happens. For example, "FL" seems like the obvious failure track, yet I often seem to hear it even when the mission is going just fine.Īlso I haven't gleaned every loop table yet, there's one for every prefix and most of them are quite long.Īs for picking a transition at random, I think the game might have a priority system or some kind of queue for them. Read through my text files and see if you have any ideas that I'm missing. Tarvis: Here's the link to the extraxted inflight MIDI files and my notes There are only a couple bits I can't quite figure out what causes them.
