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Messages - Cmdr_Manuel

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Galaxian Theater / Re: GT-6/GT-16/GT-28 simulation possible?
« on: August 20, 2014, 03:43:38 PM »
I'll use the models to make a prototype in Blender. That ok?

Galaxian Theater / Re: Galaxian 3 possible for DLC?
« on: February 01, 2013, 03:00:11 PM »
At least, I hope Namco will mention it/do something next year, for the 20th anniversary of the game (gt6). Let's dream... :P

Hmm, if the game is to be on Steam, we might have to buy a special game controller to help emulate the arcade experience. The only controller that I think can emulate the turret motion is the Razer Hydra.

Here's the controller:

Looking into this, they never mentioned anything about having a frame and mount for turret-based motion. So, I'll just hold off on the Hydra until they have attachments geared towards the rail shooting rarity among others like it.

Another method of emulated control might be lightgun/guncon technology. Wherever you aim on the screen, the cursor/crosshair is aimed on that spot. Precision is always dependent on the monitor's size. It's possible to use a projector for greater precision, but it might require time to setup and calibrate the "Guncon-GT" (The GT can either mean Galaxian Theater or Galaxian Turret). And if you plan to recreate the Theater at home, Valve might partner up with Namco-Bandai to provide a GT-6 Home Theater Kit, which might come in packages from the bare minimum needed to recreate the gunner stations, to more complete, yet expensive packages that can take up an entire room. Before you go any further, no, the more expensive packages probably will not include building an exact replica of the theater, rather the premium kits include what the original theater featured in terms of AV systems, just without the hassle of Laserdisc tech, since the game will operate directly from a PC via Steam. I'm talking about a sound system powered by Bose, and a video projection system powered by Sony or Panasonic. Now, if you find it cheaper to buy the AV equipment separately, Namco-Bandai might provide a list of recommended equipment for the game, even those branded with THX Certification.

Long story short, if they do release Project Dragoon on Steam, unless you have the resources to emulate the theater at home, you're better off with a mouse to aim and fire.

Galaxian Theater / Re: Lone Star Warrior: Geosword
« on: February 01, 2013, 03:31:00 AM »
In one of the audio track they say, "on-board flight navigation", I'm assuming the Geosword is piloted by a machine and you are the only one in it.

Galaxian Theater / Re: Galaxian 3 possible for DLC?
« on: February 01, 2013, 03:28:46 AM »
This game should be on Steam! We just need to rally enough supporters to convince Namco-Bandai to provide it.

Who knows they might have another Dragoon Mission in production for Steam Gamers.

Can't see the models, I hope this isn't an issue with Win7 Computers. I have the OpenGL Drivers installed, but no models are showing. All I get is:
Code=1 ~ 1
Total Parts: 515897

Every time I try to manipulate it! It's the same log entry. Is that an error?

Galaxian Theater / Re: The UGSF VR Training Initiative
« on: June 01, 2012, 07:05:46 PM »
I could do this on the Unreal Development Kit, but I need the original models, plus the simple polygon colorings. If that can't be done, then I'll have better luck with recreating them in Blender.

UPDATE: *facehoof* I just found about this now, but it was developed before I thought of my project, almost a year ago!

Alex Marshall has built a code-based System 21 SDK/GDK, using the most tedious, and picky, yet powerful language: C++.

I need to learn this coding framework, while developing a demo in the process. Too bad that you need to walk, before you can run, though.

Point data turns code into a 3D image, I kinda figured that out. But, for the game to run smoothly, not oly do you need good PC hardware and Dx3D support, but your code must agree between the master and slave DSPs. That's what the System 21 coders had to work on the most, during development of StarBlade and CyberSled.

You do know that DSP isn't just for video, but for other types of digital data. Dad told me about, just recently. Just about every piece of digital tech uses some form of DSP, for a variety of processes, not just processing point data into Low-polygon images. DSPs are versatile, but Namco decided to program theirs' for processing point data into polygons, that are to be seen on not just System 21 hardware, but other architectures to follow.

Galaxian Theater / Re: [NEW] - Starblade : Operation Black Noise
« on: May 25, 2012, 02:41:58 PM »
While they develop Operation Black Noise, I'll be working on a customizable Starblade Scenario Engine, from scratch. If only I could find a free 3D Game engine distributed under the GNU General Public License v3.0. Or any other open source license, for that matter. I plan to use one of those game engines for the backbone of my project. It's called, the UGSF VR Training Initiative. The premise of my project is that all the ace gunners got their start somehow. The most common training tool for gunners is the simulation. So, the scriptic side of the story is that you play as an ace gunner-in-training, and UGSF regulations state that gunners-in-training must log 1000 hours of simulation, or successfully accomplish 160 different scenarios, whether they are made by you, others, or the UGSF VRTI Dev Team. To have your character graduate from the UGSF Academy of Marksmanship, you must meet one of two requirements:
Log 1000 hours across all simulation, regardless of successful finsh or explosive failure.
Successfully complete 160 different scenarios of your choice.

If you do meet the second condition, you will get a special ending. I won't spoil it, but you can if you can figure it out.

Development ideas for my project are open for discussion on this topic:

Galaxian Theater / The UGSF VR Training Initiative
« on: May 25, 2012, 02:15:17 PM »
Ever wondered if you could create a new Starblade Scenario, with a new threat, new enemies, a new ship, and new player weapons? I'm not saying it's impossible for me, concept-wise, but financially, it's a challenge. I'm writing ideas for a new Starblade scenario, FOR THE PC, and possibly Macintosh if I can find a transplantation team! I'm trying to make a near-perfect arcade to PC conversion, no MAME System Required, all bugs intact, compatible for Windows XP, Vista, or 7; 32-bit or 64-bit. Will soon provide support for Mac OS X. This conversion project will only be distributed through one source, provided you agree to a simple terms of use, acknowledging that the copy you downloaded is for private exhibition only. Once the conversion is done, and Namco-Bandai agrees to let me distribute the Starblade conversion. I will also ask them if I could reverse-engineer the transplanted code to determine if manipulation of the game's engine is possible. They may not allow their code to be modified, at first. But, with time and money, they'll agree to make the game's code and data public domain.

Once I unshackle the game from Namco-Bandai's "total" propriatorship (meaning they can only allow modification through their moderation.), I will assemble a team of Starblade fans that can code and model, to create a Starblade Scenario Editor, entitled "The UGSF VR Training Initiative". This will allow mod-savy players to create their own Scenarios, from the simple shakedown runs, to the more complex planetary surface assault operations, like the original "Operation: Starblade". You can't recreate "Operation:Starblade", unless you plan on doing a hardcore mode/version/edition of it. But you can create your own, original scenarios, complete with your own dialogue, radio chatter, briefings, strategic recess sessions, etc. It's the Skyrim Creation Kit, for Starblade. Custom Content is open for public demonstration and exclusive distribution. Heck, create online co-op scenarios, if you know someone that loves Starblade but wants to play it with you.

Sound's like a crazy idea, but I feel like simply creating the tool, first. Then, recreate the original scenario with the tool. Any ideas on how to get the models from the game, with its correct colors? They're just polygons with colored faces, I don't plan on creating or swiping mapping textures for them. I just want to recreate the scenario as it was in the Arcade version, first. Then, compile the beta exe with ini for binding configuration. Then, create menu interfaces to enable the playability of different community-made scenarios. Then worry about adding the "alpha" textures, for the final touch-up.

So, who want's to train new Geosword pilots?

Galaxian Theater / Re: Galaxian³ - Official Materials Book
« on: May 25, 2012, 01:18:22 PM »
Please scan this into PDF. I'm sure I can copy the text and run it through Google Translate.

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