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Very Hot Topic (More than 25 Replies) Klingon Honor Guard (Read 22516 times)
ShinDarkfox
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Re: Klingon Honor Guard
Reply #15 - Apr 22nd, 2014 at 5:03pm
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You just need to get the original Klingon Honor Guard game. It is technically abandonware if that helps any.
  
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Amaroq Clearwater
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Re: Klingon Honor Guard
Reply #16 - Apr 22nd, 2014 at 9:48pm
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medor wrote on Apr 22nd, 2014 at 11:57am:
Where can i found original KHG installation ?

I was about to ask the same question. Due to my limited (nonexistent) funding, even if I was able to find a copy of the game on eBay or Amazon I couldn't get it.
  

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Re: Klingon Honor Guard
Reply #17 - Apr 22nd, 2014 at 10:25pm
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Amazon.com lists about 15 units. I'm sure medor can get his own copy for a couple of bucks.
  

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Amaroq Clearwater
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Re: Klingon Honor Guard
Reply #18 - Apr 22nd, 2014 at 10:33pm
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...why on Earth is this rated E?
  

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ShinDarkfox
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Re: Klingon Honor Guard
Reply #19 - Apr 22nd, 2014 at 11:06pm
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Amaroq Clearwater wrote on Apr 22nd, 2014 at 10:33pm:
...why on Earth is this rated E?


Good question, because its ESRB rating is actually Mature.

But hm... tough topic with this game... technically there are no true official retailer left. What you buy is not new copies but either used and repacked boxes or something similar (note, "similar") to bootlegging where they print out the boxart and such.

So, I just say, obtain it how you feel more comfortable with, but know that MicroProse no longer receive any revenue from the sales. Kinda sad, really. The licenses too have long expired... 10 or so years ago.

Though if you are a collector, like me... used is as good as any.

Edit: $108.86 for Star Trek: Klingon... what?

Edit 2: Want to note that I'm not inspiring people to do warez or not do warez, my position is neutral. But you can obtain this game through legit abandonware sources. I just won't provide links, sorry.
  
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Amaroq Clearwater
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Re: Klingon Honor Guard
Reply #20 - Apr 22nd, 2014 at 11:34pm
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The same year they made KHG, MicroProse also made the first MechCommander and MechWarrior 3, and their related expansions.
  

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ShinDarkfox
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Re: Klingon Honor Guard
Reply #21 - Apr 22nd, 2014 at 11:38pm
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Amaroq Clearwater wrote on Apr 22nd, 2014 at 11:34pm:
The same year they made KHG, MicroProse also made the first MechCommander and MechWarrior 3, and their related expansions.



Reminds me that they released the source code for MechCommander 2 in 2006. This was likely due to the license reaching expiration (only 2 more years) without plans for renewal or the fact FASA, the developer, was preparing to close down which they did a year later in 2007.

You have no idea how sad I was when FASA fell.
  
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Re: Klingon Honor Guard
Reply #22 - Apr 23rd, 2014 at 12:21am
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Yeah. Harmony Gold ignored their end of the agreement with FASA and Tatsunoko, and claimed the rights to the mech designs that were legally owned by FASA. Because Harmony Gold had more money, and because Microsoft didn't feel like backing FASA up, the plug was ultimately pulled.

Since that happened, I stopped watching Robotech, and made a Mechwarrior shrine in my room.
  

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ShinDarkfox
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Re: Klingon Honor Guard
Reply #23 - Apr 23rd, 2014 at 12:35am
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Harmony Gold is a shambling ghost in denial of its own departure from the mortal coil.

But anyways, if any of you can find out why the sounds aren't playing (well, they will only play at times from certain damagetypes, but this... just shouldn't happen) and weapon aiming is coming out wonky I'd be very appreciative!

Also, since there are some overlapping actors I will probably provide a few edited maps in the future to fix singleplayer.
  
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Amaroq Clearwater
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Re: Klingon Honor Guard
Reply #24 - Apr 23rd, 2014 at 5:12am
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While you are at it, MusicallyInspired has been working on De-CDifying KHG's soundtrack. Maybe you could ask him to provide some Oggs you could use.
  

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Re: Klingon Honor Guard
Reply #25 - Apr 24th, 2014 at 8:43pm
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Thanks for reuploadimg this!!

And yeah, the music files I've made from the CD audio tracks are seamless loops. Does 227 support OGG files? That would put the file size down dramatically
Also it'd be a lot easier I'm sure to make some kind of custom activators in maps that allow for the music track changes I've been wanting to implement properly.
  

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Re: Klingon Honor Guard
Reply #26 - Apr 24th, 2014 at 8:55pm
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Yes, 227 supports Ogg Vorbis Tongue
BeyondTheSun.umx is actually an Ogg.

I wonder if 227 also supports Ogg Opus... What I personally want though is a version of the Ogg codec that supports loop points, that way I can get the imported UT3 soundtrack to loop properly.
  

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Re: Klingon Honor Guard
Reply #27 - Apr 24th, 2014 at 10:07pm
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MusicallyInspired wrote on Apr 24th, 2014 at 8:43pm:
Thanks for reuploadimg this!!

And yeah, the music files I've made from the CD audio tracks are seamless loops. Does 227 support OGG files? That would put the file size down dramatically
Also it'd be a lot easier I'm sure to make some kind of custom activators in maps that allow for the music track changes I've been wanting to implement properly.


It may be easier for me to edit the scripts so it just passes to the song files rather than from a CD track. I'm certain that exists in the scripts somewhere... that way the actual map editing will be minimal save for patching those overlapping actor names.
  
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Re: Klingon Honor Guard
Reply #28 - Apr 24th, 2014 at 11:44pm
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Sorry that's not what I meant. I'm working on setting dynamic music changes for each level depending on action and location like the original Unreal. Different music tracks for being above ground and in the sewers, for instance, or being in a ship/station and going out into space. It becomes difficult when you have a level like the Klingon Homeworld and there are multiple exits and entries to the sewers all over the city. The KHG levels are mostly non-linear unlike Unreal. Still, the experiments I've made are very effective. The problem is you can't compile anything in KHG's UnrealEd it just crashes so it's very limiting.

It was actually very trivial to get the levels to play from UMXs instead of CD Tracks. What I couldn't change and was hardcoded was the music change on level completion. Attempting to alter anything in scripts and compile it like I said just crashes UnrealEd so I've been unable to experiment there.
  

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Amaroq Clearwater
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Re: Klingon Honor Guard
Reply #29 - Apr 25th, 2014 at 12:26am
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Well, you could create an actor that links multiple MusicEvents together to all behave as one, and to not reactivate unless a conflicting music event has been activated afterwards.

For instance, you could place these custom music events all over a map, and use some custom function to manually link the nodes together. Once you touch any of these Networked MusicEvents, then the music will change once. The music will not change at any point until you touch a MusicEvent in a different network or one that is isolated. For instance, moving between certain districts of a city or sectors of a ship, like in KHG.

You could even set special properties, such as having a song play only once, and then having it activate another MusicEvent network. This example would be especially useful in a Metroid-style game, such as picking up a missile expansion and then having it return to the area's music.
« Last Edit: Apr 25th, 2014 at 7:41am by Amaroq Clearwater »  

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"What is it, darling?"
"The next Unreal won't have Deck16..."
"That's harsh."
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