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This is your chance to act out your dream duels between Star Wars' most powerful heroes and villains across cinematic eras. Arcade Fast and Fun Arcade is a single player (or on consoles, split-screen multiplayer) mode allowing you to take on AI enemies and hone your skills across a variety of scenarios. Galactic Assault The Battle Begins.
- 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.Please check out the Millennium Falcon Experience , The Battle Of Endor, and TRON: Light Cycles
@DarthDisembowel - 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
- 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 - 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... ..
Naaa... seems i have to wait for the 'real' DK2 Version. - @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 - 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...
- @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... - Only way I got headtracking to work was to stop the Oculus service, via that service manager tool somone made
- 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... - I think most males on this forum have always wanted this experience in some form or another. This is such a wonderful experience on the rift and the immersion is second to none and its not even polished yet.
I salute you sir - Hi, this looks great from the vids I've seen, looks like fantastic work.
any chance to make a Mac version ?? would be awesome.
Cheers. - Damn, was hoping this worked on the DK2.
Your framerate drop is probably:
1. Higher resolution
2. Fast forward
3. Probably higher CPU between frames. I'm under the impression that Unity games will become CPU bound if there is expensive logic in Update(), since that runs once per render frame.
Also you're defaulting your graphics to the highest possible.
I wish there was some documentation on WTF fast forward even is. People blame it for stuff but it every time I try to google it, I just get stupid articles that use the 'fast forward to now' cliche. - Just a quick update:
I'm still working on this, though I have a lot less time to devote to it unfortunately. I jump on it every spare moment I can.
I've added more keyboard controls (having some trouble with flight stick though) , improved the AI logic so the TIEs aren't always behind you, and fixed some minor issues.
I've spent most of my time trying to get the framerate back up to a tolerable level. Since converting for the DK2 the framerate fell into the toilet. I've been optimizing models and trying to find the ideal graphics settings, but it seems to be the 'judder' issue everyone is talking about, so there's probably not much I can do until Oculus releases a fix. None of the solutions I found work for me.
I've been attempting to bake light maps to cut down on shadow rendering, but the limitations of the built in tool, namely not being able to bake a selection without losing previous bakes, is making this very frustrating. The scale of the scene is so huge that it takes hours to bake a single model, and days to render the entire scene (if I'm very lucky and it doesn't crash on out of memory first). I bought Lightmap Manager 2 but it doesn't seem to work and I haven't heard back from their tech support.
Aside from that, the conversion to DK2 went better than the first time. Positional tracking works well, though it made me realize I'll need to rig the pilot for IK and bind it to the camera, which is new territory for me. The new FOV seems to change to scale of the cockpit and makes it feel tiny, so I'll need to adjust that. Also converted to DX11 without problems, though I can't see any difference in performance. I will deliver 32-bit and 64-bit versions on the next release, hopefully within the week.
Cheers,
JPlease check out the Millennium Falcon Experience , The Battle Of Endor, and TRON: Light Cycles
@DarthDisembowel - It was a real puzzle to get this to run on the Rift on my system; but it felt like Victory when I finally did!
(Scroll Way Down to quickly get to the The Short Version)
The Long Explanation:
One thing I'm just learning, is the difference in Windows (8.1) between the numbers assigned to monitors, their Adapter numbers, and the importance of which monitor is assigned as the 'Primary' monitor.
From what I currently understand, when my Rift is in Extended Mode, and I right-click on Screen Resolution, it is extremely important to have the Rift (no matter what number is on its screen display), moved to the left-most position, as that is what the force Adapter command added to Shortcuts, ' -adapter 1' calls Adapter 1.
It is also crucial in many cases to use your graphics card controls in Extended Mode to set the Rift as the Primary display; even though this does get confusing when you have to have to try and find the next little window that wants you to confirm this setting. I've found that right after you click on Apply, pressing Tab, then Enter, will confirm the setting, even though you might not be able to see this little window through one of your Rift lenses after it has become the 'Primary' display.
It also helps at moments like this to know you can sometimes use the Windows key plus the Right or Left Arrow keys to move some of the active windows from display to display; and that you have to drag your mouse pointer far off to the right or left to get it to show up on your non-Rift monitor, or on your Rift screen if you are looking through one of the lenses.
And don't forget, if things get too confusing after you have made your Rift the Primary monitor, turning off the Rift will make Windows revert back to full-control on your regular monitor.
It also helps greatly to have Bilago's OculusServiceManager running so you can restart your Oculus Rift Drivers and Services so you can put your Rift back into Direct mode too.
The Short Version:
All that being said, when I want to run Battle of Endor, according to my notes, I put my Rift in Extended Mode, I make sure under Screen Resolution that the Rift Monitor Image is to the left, I use Bilago's OculusServiceManager to stop the Oculus Services (and leave the Watchdog off), in my Nvidia GTX 660 graphics card settings, I make the Rift my Primary display, and lastly, I click on the Shortcut I made for Battle of Endor, which includes the Adapter Force ' -adapter 1' on the end of it, and the fun begins.
And if I want to start Battle of Endor from the very beginning as a demo for anyone, rather than jumping back into the game where I left off, I rename the 'output_log.txt' file in the Battle of Endor data folder to something like 'OLD output_log.txt' so the game will start from the beginning again.
I hope this helps somebody get this and other programs running faster than I did!
Will Hart
Fullerton, California
ps
Make sure you look all around behind you while the opening text is scrolling!
And have your X-Box controller plugged in. - Un-freaking-believable. 2 days baking lightmaps and Unity crashes at %99.9. And that's with very low quality settings. This project started out so well, but now nothing seems to work right. I may have to release with no shadows
Has anyone gotten Lightmap Manager 2 to work in Unity 4.5?Please check out the Millennium Falcon Experience , The Battle Of Endor, and TRON: Light Cycles
@DarthDisembowel - That sucks man Dont give up on it..this is my by far 1 of the best demos on OCVR.
- Can't you use a modeler to bake the lightmaps ? The latest version of Blender (2.71) support FBX export for Unity and a new lightmap baking system (Cycles).
More info about FBX export : http://code.blender.org/index.php/2014/06/supporting-game-developers-with-blender-2-71/
More info about Cycles render baking : http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Bake - edited August 2014I'm afraid Disney/LucasArts has blocked the game. None of the links to the game (neither Milenium Falcon ones) seems to work. They all redirect to share.oculus.com
Sad, sad day... It was too good to last. I hope they have hired him to back up a commercial game. I'd pay for it with a loud 'shut up and take my money!'. - 0
- 0
- I know it's a poor replacement, but if anyone wants to build lowpoly ships for my multiplayer space shooter (that doesn't have as many tech issues or copyright problems) I'm totally ready to keep throwing hours at it to get it closer to what this is.
|
V
'It's like Homeworld in first person.'
Disable Aero and vSync for a completely simulator sickness free experience with 2xHz FPS.
Keep the config utility open for tracking to work. - Hi
Are we sure Disney/Lucasfilm really shut down these links ? is it official ?
I thought we could create anything star wars related as long as we don't make mony of it
thanks
cyril - You're right. I have no proof, I just have a bad feeling about this... The only fact it has disappeared from the Share site. I really hope to be wrong.
- I guess it was inevitable. How long has it been since the last Xwing game? 1997? They would rather make rail shooters for the Xbox than a real X-wing game like this. Well they can suck it. I have it saved and will continue to play it. Eat me Disney.
- Hope you guys got it while it was hot. Better save it like Gold, because I doubt you will see another for awhile. Hopefully it will live on forever in torrent form somewhere. I need to hear from the Dev or Cyber on wth happend.0
- I've just found both apps pages are still there if you go through DarthDisembowel developer page (https://share.oculus.com/profile/DarthDisembowel). It has been withdrawn from the app listing and the search engine.
Please James, let us know what's happening. - if I'm not mistaken the Battle for Endor share link is perfectly fine.
- Yep! It's back again. It has been unaccessible for 9 hours. Great news!!!
- The sad news is it's not been down because the link is being updated to a new version with some of the promised goodies.
After escaping The Invincible Faith in the last chapter, Commander Iden Versio now goes to Endor to fight the Rebellions. In this mission i.e. Battle Of Endor, you will learn a lot about fighting tactics grab new weapons and earn a few new abilities. There is also a TIE Fighter mission in the end. The objectives are simple, you have to take down the Rebel's Squad on the planet first, and then head to space for your next objective.
Mission 2 Battle Of Endor Walkthrough
Eliminate Rebel Squad:
After landing on the Death Star, you have to kill the Rebel Squads. Go quietly, take down the rebel soldiers in stealth mode. There is a supply crate on the left, it will give you a new ability, Kill stream Vanguard. Here you can customize your loadout, by clicking on Ability Details you can know more about the special abilities you can try out in battle. At the beginning, you will be having Impact Grenade, Scan and Pulse Cannon options. Go through Cards and weapons once to get familiar with the game menu. DLT-19X is a good long-range weapon, high damage rate but slow rate of fire. This is more like a sniper gun. You can shoot down distance enemies through this, use the pulse to get locations of all guards in the area. Don't use this gun when you are in close range of the enemy. You will see the markers on the screen where you have to reach the scan, you have to eliminate all rebel squad members in the area.

Eliminate Rebel Reinforcements:
Head to the next marker and you will see a reinforcement group in your path. You can easily kill them using DLT-19X, and with few handful of grenades. Once you are done with regrouping with Meeko.
Star Wars Battle Of Endor Game Model
Reach Platform 4:
Battle Of Endor Space Only
Follow to the next marker, and you will spot rebel squad. After dealing with the first pack of the squad on the right end you will see supply center, you can get a new weapon like Barrage, a launcher to that launches fire explosive shots. There will be next pack of squads ahead. Use the pulse for the location of guards, find a cover position for attack, and do not go in open to fight. You will also get a Rocket Launcher after killing the last enemy.
Eliminate Officers:
In this objective, you will have to target the enemy officer first, take cover behind trees, and attack the squad members.

Secure Platform 4:
On the next marker, you will regroup with your team, interact with the supply box for two new abilities, Flash Grenade and Shield. After equipping proper weapons to head to the next red marker. Scan and you will see a lot of rebellions around the area. Kill them, and secure the platform. A turret will be a tough one to bring down, try to locate and kill the officer. Keep scanning to get locations of enemies, and kill them all. Next, go o the top of the platform.
Secure TIE Fighters for Inferno Squad:
Lego Star Wars Battle Of Naboo
You will spot more rebellions on the top of the platform, kill the rebel officer to destroy the turrets. Next, kill all the remaining rebellions and head to the extraction ship.
Follow Agent Meeko:
After escaping a TIE Fighter mission begins, follow agent Meeko, from the debris. This will be more like a tutorial mission you will learn to control the plane, perform full throttle, etc. Keep following and you will spot the enemy hips. This will offer you info on the ships fighting abilities.
Destroy Y-Wing Bomber Squadrons:

Fly around following the red markers, and take down the bombers. Best way to target these ships is to stay at a distance and shoot when the ship is exactly in your corsair. Defend the Corvus is your mission here.
Once you are done defending the Corvus, the chapter ends when Commander Iden Versio is called to retreat. You can read our walkthrough on the next Mission The Dauntless or you can read our Star Wars Battlefront II Wiki for more updates on the game.