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Star Wars: Battle of Endor [Updated for DK2 and CV1]

DarthDisembowel
Protege
***UPDATE***

by popular demand (and because it was quick and easy for a change) I built a version for CV1. No other fixes or changes at the moment.

http://www.mediafire.com/download/qeuh18urbwfa181/Star_Wars_Battle_Of_Endor_CV1.zip


***UPDATE***

Win64 version compatible with Oculus runtime 0.8.0.0.
Note that lighting has regressed in this version as I'm unable to bake lighting since Unity switched from Beast to Enlighten, so I'm afraid the lighting is pretty stark, and it might not run well on all systems. But I've had so many earnest requests that I feel obligated to release it as is. Sorry I can't do better, but I keep installing Unity's updates and trying again in the hopes that one day I can get the lighting to work again.

http://www.mediafire.com/download/2yjgw3allma0tza/BattleOfEndor_Win64_oculus0800.zip


***UPDATE***

Windows 32/64, Mac and Linux versions
https://www.mediafire.com/folder/d10jclcy883da/BattleOfEndor

Latest version uploaded! (mostly graphical fixes and performance optimisations)

Includes...
  • layered cameras to fix flickering cockpit shadows, flickering textures, and Z-fighting at long distances.
  • improved shadow resolution
  • baked shadows
  • added objective for SSD (just destroy shields for now)
  • fixed v-sync issues on certain quality settings that caused judder
  • reduced steering limitation at high speed
  • fixed some LOD issues on certain models

    ***UPDATE***

    http://www.mediafire.com/download/h9q0sx8od87x8kx/BattleOfEndor_DK2_64_v1.3.zip
    http://www.mediafire.com/download/n2stw4krgv2nsaa/BattleOfEndor_DK2_32_v1.3.zip

    * Added detail and textures to the cockpit dashboard
    * New radar system. Radar is now forward-facing style. Shows which direction to fly relative to your position and orientation. Enemies that are behind you will clamp to the edge of the radar. Blips get smaller with distance. Still some work to do but much better than the old one.
    * speed now affects maneuverability slightly. Faster speed = slower turns, slower speed = faster turns (top speed with s-foils open remains the same as before, but for those complaining of not turning fast enough, slow down a bit). Watch out when closing your s-foils and flooring it though!
    * fixed broken objectives
    * fixed opening text crawl and transition
    * fixed the default quality settings
    * edited out the slower bits of the soundtrack which didn't fit with the space battle
    * optimized some stuff

    ***UPDATE***

    new version with better keyboard controls...

    http://www.mediafire.com/download/jul6u ... 2_v1.2.zip
    http://www.mediafire.com/download/dhup2 ... 4_v1.2.zip

    New keyboard controls...

    W = Throttle Up and Menu Scroll Up
    S = Throttle Down and Menu Scroll Down
    A = Roll Left
    D = Roll Right
    F= S-Foils
    Left Shift or Left Mouse Button = Fire Lasers
    Tab = Menu (W and S to scroll up/down, Enter to select, B to page back)
    R = Reset Oculus View
    O = Toggle Oculus Mode
    B = Skip Intro and Menu Page Back
    Esc = Quit

    Yaw/Pitch controlled by mouse or arrow keys




    ***UPDATE***

    New DK2 versions, in 32 and 64-bit flavours, but I warn you, they are pretty buggy at the moment.

    BattleOfEndor_DK2_64.zip
    BattleOfEndor_DK2_32.zip

    I'm very interested to hear how it performs on your systems, so please let me know.

    Known bugs:
    * Later checkpoints not saving
    * Fade-in/out on death not working
    * invisible collisions near Death Star docking bays
    * occasionally TIEs will disappear in front of you
    * and on my system I have pretty bad judder (not framerate-related) when looking around. I also find that the position tracking hiccups quite a bit

    ***END UPDATE***


    Well, despite the extra week of vacation, the clock finally ran out. I would have preferred to polish it a LOT more before shipping it, but I won't have as much time to dedicate to it from here on in. Its going through the approval process on the Oculus Share site, but in the meantime you can access it here...

    Oculus Share page:
    Star Wars: Battle of Endor

    Mirror:
    Star Wars: Battle Of Endor

    Hope you like it!

    BattleOfEndorSplashScreen.jpg




    How to play:
    Basically, fight off TIE fighters, destroy turrets and shield generators on Star Destroyers, and wait for objectives from Lando. The radar screen is admittedly very rudimentary and not very clear, but you should see yellow dots representing objective locations. When Lando says to engage the Star Destroyers, you need to blow up the 2 shield generators on the Star Destroyer (the one flanked by two rebel ships), after which Admiral Ackbar will tell you the shield is down. Follow the yellow objective point past the Super Star Destroyer (you can take out it's shields and turrets too) to the entrance to the shaft leading to the reactor. Avoid the obstacles, get to the reactor, and blow up the regulator on the right-hand side of the core.

    Then haul ass!

    Other notes:
    * Your guns will lead and auto-target any TIE fighter inside the green reticle, so just get him in there and hold the trigger.
    * The two strings of green lights below the HUD represent hull damage; all red... you're dead.
    * The radar screen will flash red and Artoo will trill a proximity warning when you are getting too close to an obstacle.

    Controls:
    Left thumbstick
    ------left/right = Yaw
    ------up/down = Pitch
    Right thumbstick
    ------left/right = Roll
    ------up/down = Pitch (both thumbsticks will double the pitch speed)
    Left trigger = Increase throttle
    Left shoulder = Decrease throttle
    Right trigger = Fire quad cannon
    Right shoulder = nothing (eventually proton torpedoes)
    Start = Pause menu
    Back = Recenter Oculus view
    D-Pad = Menu navigation
    Y button = Toggle S-foils (close them for more speed, but you can't shoot)
    A button = Menu item selection
    B button = Skip text crawl intro/ back out of submenu
    Letter O on the keyboard will toggle Oculus mode.


    Known issues:
    Jittery image the further you travel from the origin
    Last spawnpoint might spawn you inside the Death Star
    Occasional sound glitches
    The objectives/checkpoint system was very last-minute and is rudimentary. Expect bugs.
    No music after reloading checkpoint

    Future updates:
    Death Star turrets
    TIE interceptors
    R2D2 repairing the ship
    Improved radar
    Millennium Falcon doing the tunnel run with you
    Operational Death Star gun
    AI X-wings, A-wings, B-wings, and Y-wings
    Shields on Star Destroyers (take them out before you can damage the turrets or destroy the ship)
    Proton torpedoes
    Shields
    Graphical improvements
  • 383 REPLIES 383

    khos85
    Explorer
    Well done for creating this! I cannot seem to figure out how to use the keyboard controls... do you need a joystick?

    DarthDisembowel
    Protege
    Glowing: Yes, I will eventually add an option for the auto aim (though probably not in the next release). I was thinking of doing that anyway by adding difficulty levels, like a hardcore veteran Jedi mode. I actually only got the auto-aim working at the last minute and I personally enjoyed taking them out by leading them myself, but it is definitely harder, and I wanted this to be accessible for more casual gamers.

    Wildone106: Yes, that version was built using the older SDK. As soon as I updated the SDK I lost more than half my framerate, which is incredibly frustrating. I'll probably submit it anyway as I'm curious to see if it the same for everyone or particular to my hardware, but since the game ran just as smooth as your video on my machine with the old SDK, I tend to think the problem is in the SDK. 😞

    wildone106
    Honored Guest
    Ahh damn the new SDK is a real pain in the ass it sounds like, I hope they add some fixes to make it easier to develop for. But thanks for all the hard work you put into this. I have tried a lot of VR games/demos and this is by far the favorite. I'll definitely buy it if you release a fuller version in the future 🙂

    museumsteve
    Protege
    "bongodriver" wrote:

    I figured it out more or less, the Horizontal is yaw, no idea what Vertical does, it's the right stick Horizontal/vertical that you want to assign to pitch and roll (vertical = pitch, horizontal = roll), if you have problems with the way unity uses your joystick then I found a solution using Vjoy and universal joystick remapper, another quirk I noticed is that the throttle axis controls both forward and backward thrust (yep, you can reverse your X-wing)


    Thanks mate..I'll have another look tonight 🙂

    nicorose
    Honored Guest
    Sooo sad.... I still cant get it to work on the DK2.

    Tried everything.. Using adapter 2 method... tried all modes of the rift. Pause the oculus-service.

    I only get a picture half on the first screen (Monitor) and half on the rift... and the motion tracker dosnt work.

    And if i drag the complete GameWindow to the rift and hit alt Enter for Fullscreen it only appers on the first monitor and not in the Rift. :x

    This is the first Demo that i cant run so far. Everything else runs fine. 😐

    And n0w im crying... :mrgreen: :mrgreen: :mrgreen: :mrgreen: ..

    Naaa... seems i have to wait for the "real" DK2 Version.

    jimrooney
    Protege
    @DarthDisembowel
    The 12 year old in me is eternally grateful!
    I absolutely love the Millennium Falcon demo which has become my "go to" demo for introducing people to the rift.
    I didn't even realize the open/close of the xwing for speed/fight thing till I played the Battle of Endor... brilliant! I love this game and can not wait for the DK2 specific version. Positional tracking just adds so much immersion!
    Thank you!

    A strange quirk... playing a direct to rift game in extended mode results in far higher framerates than direct to rift in direct to rift mode.

    For example, I get 60ish fps with Millennium Falcon extended/extended
    I get 40ish fps in direct/direct
    But I get 150+ if I put my monitor/rift into extended mode and run the direct to rift exe

    @nicorose
    Man do I know your pain! It took me a while to figure out the screensize issue... I was having to use a strange mix of setting my rift resolution and screen resolution to get the right window size to shove over to the rift... it worked in the end, but I had to write down directions just so I could remember how I did it each time...
    Then I stumbled over the trick of putting my monitors in extended mode and launching the direct-to-rift link.

    I put both my DK2 and monitor in full rez and extended mode with the Rift as the secondary monitor. Then I launch the direct-to-rift exe and it puts the display in the rift automagically.

    Good luck. I hope you find a way that works for you.
    Jim
    Quadcore i5 3.5ghz GTX 970 Win8.1 64

    gunjindude
    Protege
    Is there any way to try this with headtracking on DK2? I can get it to load in the Rift but there's no head tracking...

    CRONOS
    Honored Guest
    @nicorose

    the first time it would not work.

    in the meantime i had a workaround and uninstall all oculus software.

    NOW, i have found out that it is necessary to cover the camera!
    (...and kill the oculus exe & service)

    i think it is the same bug like in the 0.4 Version. (SSE 4.1 BUG)

    i have a intel Core 2 Duo Q6600...

    wildone106
    Honored Guest
    Only way I got headtracking to work was to stop the Oculus service, via that service manager tool somone made

    stripealipe
    Honored Guest
    Quite simply the best and most immersive demo i've yet tried on my DK2! Thanks so much for your amazing efforts on this!
    The sense of size and scale is most impressive when cruising over, through and around the larger ships in the fleet.

    Really looking forward to a DK2 specific build with Direct to Rift.exe and would love to have some higher res textures for when flying close up to the larger craft to increase the sense of scale and vastness.
    That along with removing some of the glitching on the textures and this could turn out to be one of the best showcases of the rift ever.

    I'm quite amazed by how much you've achieved here and equally amazed by how little this amazing demo is talked about...

    Seriously, if you've not done so already, persevere and give it a go...