Release date: | February 23rd, 2003 |
Author: |
Mario "HCl" Brito - Programming, EXE/DLL patching, beta testing Blackwolf - Beta testing of resolutions higher than 1024x768 |
Screenshots: | First WCP mission: approaching the Fralthi II wreck - 1024x768 The TCS Midway - 1024x768 Cockpit view: firing a missile - 1280x1024 Cockpit view: mission accomplished - 1280x1024 |
Downloads: | WCP High-res, Version 1.0 (fixed installer) |
Notes: | An install program is being used, so this should work in every resolution your card and
monitor supports.
Blackwolf will be helping beta-testing the higher resolutions, as my hardware can't handle resolutions above 1024x768. Also, thanks must go to Quarto for the original research in the area of cockpit resizing. Update: I've uploaded a new installer to fix a very rare problem, which only seems to happen when using certain versions of MFC (this version of MFC doesn't seem to null-terminate strings when using the GetLine method). If you try to make the patch work at 1024x768 and you get an error saying that the game cannot run at 1024x7684x16, this will fix it. |
Release date: | N/A, under development; announcement date: January 20th, 2003 |
Author: | Mario "HCl" Brito |
Downloads: | N/A |
Notes: | Currently under development, this project aims to improve the visual quality of Wing
Commander 1 (Kilrathi Saga version). The first phase will consist in exploring the use of anti-aliasing methods to improve visual quality as much as possible. If all goes well, phase 2 will be to find a way to replace the existing sprites with more detailed ones. At that point, the patch will be ported to Wing Commander 2 (due to engine similarity, this should prove simple enough). The first phase is well underway, with Direct3D code implemented for sprite rendering, taking into account sprite rotation and scaling, although some bugs persist at this point (no releases are likely until these are fixed). The display resolution has been doubled (from 320x200 to 640x400) and color depth is now 16-bit (enough for the linear texture filters used by Direct3D). Other resolutions may be considered, although may not be too useful due to the resolution of the original WC1 sprites. More news soon regarding the progress of this project! |
Release date: | January 13th, 2003 |
Author: | Mario "HCl" Brito |
Downloads: | DLL Patches: How To |
Notes: | This document contains information on how to modify an EXE to load a new DLL containing one or several patches. |
Release date: | January 13th, 2003 |
Author: | Mario "HCl" Brito |
Downloads: | Source code of the DLL used to implement the high-res patch. |
Notes: | This is the DLL which allows using a high resolution on Secret Ops.
Useful to see how a DLL patch works. The BtnST code was created by Davide Calabro' |
Release date: | January 13th, 2003 |
Author: | Mario "HCl" Brito |
Downloads: | Source code of the DLL which implements the collection of patches used by the Unknown Enemy project. |
Notes: | This is the DLL used by the Unknown Enemy project to implement several patches and
new mission commands (new mission commands start with the "HCL_" prefix).
This source code is, unfortunately, a messy mix of Assembly and C code :( It fully works, although it could use a bit of a "house-cleaning". I have attempted to comment it a bit however, so you should be able to tell what does what nevertheless. The most interesting points of this DLL are probably the new mission commands and the functions which make use of the game objects (as under-documented as they are), since they give useful information regarding the game's inner workings. |
Release date: | January 12th, 2003 |
Author: | Jonathan Scobbie |
Downloads: | Patching program |
Notes: | Jonathan's program patches the Windows' version of Privateer2, so it's playable in modern
machines, by introducing small delays on critical game cycles. More details on the readme file.
Very nicely done, good work! :) |