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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

    javdog
    Honored Guest
    False alarm rogerpasky! Grrrrrr. :lol:

    DarthDisembowel
    Protege
    LOL 😄

    Wow, so much activity today while I was at work! Yes I noticed the link was broken last night and informed Oculus support, and they appear to have fixed it. No longer a "Featured" game unfortunately. 😞

    Sorry, nothing new yet, I just don't have enough time to devote to it now that I'm back at work, plus all the delays due to upgrading Unity, and oculus drivers, lightmap baking problems, and judder isues, etc. I promise I will dedicate a full day or two this long weekend and deliver something by monday night. Fair warning though: I haven't solved the judder issues and I doubt that I will without new drivers, so DK2 might suck for the time being, unfortunately.

    (I admit, I also thought maybe the axe had finally fallen)

    KWUEST
    Honored Guest
    Not sure how to make this work on my system with the DK2. I cant seem to get the program running in extended mode. Simply because I can't figure out how to get it going with the windows UI and with my monitor config.

    Direct to Rift mode would be great, so I can see what this is all about!

    wildone106
    Honored Guest
    I stop the OVR service and when the game window pops up, I have to 'manually' drag it into the Oculus view and line it up, but it works great after that


    "KWUEST" wrote:
    Not sure how to make this work on my system with the DK2. I cant seem to get the program running in extended mode. Simply because I can't figure out how to get it going with the windows UI and with my monitor config.

    Direct to Rift mode would be great, so I can see what this is all about!

    stubboyo
    Explorer
    I was able to get it to go straight to the Rift by creating a shortcut and using the "-adapter 1" commandline option for the shortcut. This worked for a lot of DK1 demos and still works when the Rift is in extended mode on demos that don't support Direct to HMD.

    -stubboyo

    Wireline
    Explorer
    Bilago's game manager gets this working a dream. Make sure you ask it to set the game as 1920x1080, force adapter "Rift as Primary", and disable services. That worked a charm here.

    In addition, has anyone figured out how to map joystick / throttle / HOTAS / rudder pedals into this? I have them all sitting in front of me and would love to use that joystick sitting between my pilots legs (oo-er)

    :mrgreen:

    Wireline
    Explorer
    "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)


    Hi there

    Can I ask how yo managed to get VJoy / UJR to do what you want? At the moment it just seems like an impenetrable wall of WTF 😞

    Anonymous
    Not applicable
    "Wireline" wrote:
    "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)


    Hi there

    Can I ask how yo managed to get VJoy / UJR to do what you want? At the moment it just seems like an impenetrable wall of WTF 😞


    I think there are 2 vjoys out there, the one to use is this one:

    http://vjoystick.sourceforge.net/site/index.php/download-a-install/72-download
    it was simple for me, what issues are you having?

    Wireline
    Explorer
    "bongodriver" wrote:


    I think there are 2 vjoys out there, the one to use is this one:

    http://vjoystick.sourceforge.net/site/index.php/download-a-install/72-download
    it was simple for me, what issues are you having?


    Yeah thats the one Ive got, along with the universal joystick remapper thing. There seem to be a multitude of different windows. In the UJR documentation, he says to use "Configure VJoy" first. But this just has a random selection of axes which I am unable to tell what any of them are. I am trying to map my joystick, throttle, and rudders. Does this window refer to all of them at once?



    Then he goes onto to talk about another two windows, but not to do anything with these until the first one is done.



    To be honest I'm new to remapping and its an information deluge! I am in the "unknown unknowns" territory - I haven't got a clue what I haven't got a clue about 😛 Is this intended for devs?

    I thought the aim would be to replace the inputs from the gamepad with 'virtual' inputs from the joystick and rudders etc. Or are we doing something else here?

    Anonymous
    Not applicable
    in Vjoy just select all the axes (it doesn't matter if your physical stick doesn't have them all) and as many buttons as you want (same deal), I found the hat switch a bit of an isse, no matter what I select the virtual stick never has a hat switch in UJR (no biggie in this case)

    once you have a virtual stick done you then use UJR to first find it (according to ID) and then you can start mapping