Update:
The humble result of this forum discussion is the following Death Star II. Tunnel Speedrun video:
HD version:
http://www.youtube.com/watch?v=UFzm0u5Oa9UStandard version:
http://www.youtube.com/watch?v=TVEiXBIUf4c&fmt=18If you like this tunnel run, check out my
Knights of the Old Republic run and my
Hidden and Dangerous 2 run.
~
Original post:
Hello all. I'd like to discuss a new project with you, and I'm gonna need your help. I've been waiting for a while for someone to produce an X-Wing Alliance speedrun video. Or any speedrun in the X-Wing series. Well, I haven't found traces of such a thing, and I've sorta gotten into the speedrunning business recently, so I've run preliminary tests on XWA myself. Here are the results.
First, I want to gauge interest in this. X-Wing Alliance is an oldish game. Now that doesn't bother me at all, but I need to know whether the X-Wing series fan base is still big enough to 1) produce verifiers, and 2) display sufficient level of interest in the video. 1) is a live issue: I've recently submitted my
Hidden and Dangerous 2 run which still doesn't have enough verifiers. I'm not gonna invest a lot of time in a game as long and complicated as XWA if I don't know for *sure* this time that there will be enough volunteers to verify it so it can be published. 2) is just as important: I won't work on this if barely anyone watches the end result.
For the above reasons, I ask that you make your voice heard on this forum, or contact me by other means, if you're interested in 1) or 2). I won't progress further than what you can find here if enough people are not really interested in this game any more. If interest is low -- no hard feelings, I'll just invest my time elsewhere. You'll see below however that I'm nost just rambling and this plan is not just a fanboyism or wishful thinking. I already made the initial detailed feasibility study.
Game choiceWhy XWA? I really like the other sims in the series, especially X-Wing (the collector's edition for the updated gfx), also XvT and BoP. Well, the problem with X-Wing, even the collector's edition, is that it has a bit outdated gfx, and would probably not fit into the ~7-hour SDA suggested max timeframe. XvT and BoP have similar graphics, but are sometimes really annoying. Also, without a proper story line, they were a lot shallower. XWA has it all: the best gfx engine in the series, great story line, and, as you can see below, it *might just* fit in the SDA time limit.
Game lengthI've played through XWA many times. The last couple of times with a speedrunner's attitude, keeping missions to the minimum length. My biggest question was whether it would be too long to publish on SDA. The longest game published here is around 8 hours, but that's probably an exception. It's hard to imagine that peeps would download e.g. a 10+-hour flight sim video. According to my semi-aggressive initial test, the 50 missions should clock in at just under 7 hours. (The game has 53 missions, but you can skip up to 3 rebel missions. Missing out on skippable content in a speedrun is evident.)
Thus, an XWA speedrun would be twice as long as my two other runs combined. And, the segments are a lot longer as well. These are important reasons why I won't progress further without feedback that this project has sufficient interest.
Entertainment valueWhen I first had the thought of speedrunning XWA, I thought it was a crazy idea for a couple of reasons. One, length -- see above. I didn't think that a game which keeps you busy for weeks can be gotten down to reasonable length. Two, I seemed to recall that many of the missions were fixed length. E.g. enemy entering at 2 minutes into the mission. Nothing you can do to speed it up. After the test, I found that although there *are* such fixed time intervals in most missions, there are loads more opportunities to speed up the game, and it's even possible to use this "downtime" to do something that will speed up whatever comes later. On many occasions, downtime can be avoided by knowing the mission well.
The third concern I had was that today's gamers are impatient. Not everybody has the patience to play or watch a game that doesn't provide instant fun, or if it makes them wait. Well, there's no way around it: this video would not be for impatient people

When you need to get to a hyperbuoy that is 10 clicks away, you must wait that one minute to get there even at top speed. There's no going around this. I do have some ideas to make a few long and relatively uneventful journeys interesting though, as much as the game engine allows.
XWA upgrade projectThis would probably come up at an early stage. Will I use the upgraded ship models in the video? Well, on the one hand, I'd love to. I really like those fancy models and they do improve the experience. But the XWAU project makes some *non-cosmetic* changes to some ships in XWA. It may not change *a lot*, but it does. To my understanding, that excludes an SDA speedrun. Please correct me if you have reason to think I'm wrong.
A side note: the loading of the new XWAU models make the first 1-2 seconds of each mission sluggish. Whenever a new model appears, it jerks the screen. This doesn't look good on a widely published video either. Let me know if you know of a fix.
In some cases, SDA allows cosmetic skin changes though. If someone solved the video jerk problem, and made sure that the skins don't change game behaviour in any way, I'm all ears. I'll attempt to get this thfough the site crew if that's the case.
Game modeNormal difficulty. (Hard mode is considered, but only if it won't make the video significantly longer. To be tested.) All cheats are off, of course.
Several missions have the opportunity to call in reinforcements (Shift+S). Whenever that shortens the missions, I call them in. I do like the challenge without extra help, but this is a speedrun and time represents the most important extra challenge -- if a few extra fighters help meet that challenge faster, imho that must be done in this case.
ProgressIt's possible to use a completed pilot file and rerun all missions from the historic missions chamber. The choice of ships, weapons and beams is much greater that way. You can make the ship faster by installing the beam weapon and never using it. Should a speedrun begin with a rookie pilot, just as during normal game progress, or can I use a completed pilot file? (I'm asking because in Star Wars Episode I Racer, the speedrunner races on all courses in the best vehicle that he got himself in a previous run.)
If this method *IS* allowed on SDA, I need to know now as there are significant speedups resulting from the full ship customization in the historic missions room.
Technical problems to solveOk, where do I begin. Running this Windows 95 game on a modern computer is a challenge of its own. Thankfully, I've managed to overcome all but the fanciest obstacles. If you can help with the outstanding issues, that'll make the end result better quality, and more pleasing to watch.
First of all, running this game on a modern computer isn't easy. If you've got one of the newer nVidia or ATI cards (which covers like 95% of video cards out there), the default setup won't let you play the game as intended. After reading various forums, it seems that Radeon HDxxxx cards won't play it at all. If you've got an nVidia 8xxx or newer (I have a 8400 based card), then you have the choice of using older drivers, in which case, the targeting box won't show up. Or, you can use new drivers, but then as soon as a backdrop image comes into view, all else disappears.
On my system, the combination of Vista32 and driver version 178.26 seems to have solved the above problems.
The next problem is recording. Once you start recording your gameplay with Fraps, it slows down to 5-6 fps which is unplayable and unwatchable. I've still made it work with a tool called D3DWindower (just google it). This tool runs full-screen DirectX apps in a window. If XWA is run in such a window, then recording won't make such a huge impact. I haven't found any other game recorders that would handle this game better. Recording analog TV output is not an option I believe.
D3DWindower has a side effect though. If you set it up so the flight engine works, it breaks all animations *outside* the flight engine. If the animations work, the flight engine doesn't. Now it's possible to record the animations separately and append the videos together, but *technically* this increases the number of segments from 50 to 100 or 150. Will they count these between-mission sections as separate segments then?
The next problem is resolution and anti-aliasing. The Concourse is 640x480, while the flight engine can be customized to run at higher resolutions. Recording and appending multi-part & varying resolution video files into a single video is cumbersome, and would make the end result vary in quality. (I.e. concourse in low res, flight in high res.) Therefore, the best option seems to be to use the 640x480 resolution all along. This makes the recorded video files more manageable in size, BUT limits the the resulting top video quality at HQ. No extreme quality, no insane quality. I tend to think that's an acceptable sacrifice in the case of a 7-hour video though. Let me know what you think.
Which brings up another problem. 640x480 is very blocky. However if I turn on anti-aliasing to fix that, all objects disappear when the flight engine kicks in. This is true in full screen and D3DWindower alike. Tested with other driver versions. Under Windows XP, anti-aliasing works but you have the missing targeting box problem... I even used a utility called nHancer to force various custom AA modes but no combination has solved this.
Anyway, cookies for anyone who can make anti-aliasing work on newer nVidia cards, without breaking anything else.
The problem might be that XWA runs at a 16-bit colour depth, while new nVidia cards need 32-bit depth to use AA correctly. If I force 32-bit depth, the game won't start and complains with a "Directdraw Init Failed at 2" message. If you know how to force 32-bit depth without inducing this message, let me know.
Mission clock. The mission clock is fast, compared to the actual video length. I *really* hope that's not because the game is slower on newer computers. If someone could test the game on an old system and let me know if the mission clock is in sync with a stopwatch, I'd appreciate it.
The last problem is fonts. The in-game fonts that ship with XWA display incorrectly on nVidia cards. There are 4 further font fixes available on LucasFiles. One of them works, but it's really ugly, at least at 640x480 resolution. There's a way to fix the original fonts *properly* with the XWA Dat Customizer utility. To be done.
A gameplay problemThen there's something I don't understand about the game engine. I'm sure you remember the freighter ships (Corellian transports YT-1300 and 2000, called Sabra and Otana respectively, and the Millennium Falcon). The auto turret, activated by the F key, sometimes fires at targets non-stop, and sometimes just sluggishly. I haven't figured out what made that difference. Needless to say, this takes its toll on how fast you can finish a mission.
I've even fired up the Alliance Mission Editor called AlliEd, but I haven't found any mission settings that would slow down the automatic turret.
If you know the reason, please help me out. I'd like to make the speedrun video as good as possible.
Finally, I wanted to let you know that this video (if it ever comes out) won't be perfect. I'm not the best hotshot out there -- my strengths lie elsewhere. For example, I'm quite good at eliminating unnecessary elements while planning a mission.
See what I'm doing? I'm lowering your expectation so if the video *is* born and published, you don't discard it because I miss a few shots, for example. There, I'm glad we made that clear

Anyway, I'm waiting for your input. Please share your wisdom. If you do, and the game ever gets published, I'll give credit where credit is due.
Thinkshooter