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:: the faq

1.00 General
1.01 What is the current release schedule?
1.02 Will Call of the Force be a commercial product?
1.03 Aren't you worried about being shut down by LucasArts/Lucasfilm?
1.04 What's the setting in the Star Wars universe?
1.05 How closely do you follow the timeline?
1.06 Are stormtroopers "accurately" modeled?
1.07 Will Vader/Boba Fett, etc. be in CotF?
1.08 Shouldn't the Dark Jedi be called Sith?
2.00 Technical
2.01 What engine is CotF using?
2.02 What operating system is CotF being developed for?
2.03 What will I need to play CotF?
2.04 Do I need a 3D accelerator to play CotF?
2.05 Will you be allowing us to modify/create add-ons for CotF?
2.06 What programs do you use to create CotF?
3.00 Gameplay
3.01 How does the Force system work?
3.02 Will there be a third-person perspective for the lightsaber?
3.03 Any chance of seeing a double-bladed saber?
3.04 How does melee combat work?
4.00 Multiplayer
4.01 How many player models are available?
4.02 Can I use existing Q2 PPMs with CotF?
4.03 Can the saber color be changed in multiplayer?
4.04 Do you plan to include a co-op mode?
4.05 Will there be bots?
4.06 What type of multiplayer games will be included?
5.00 The Team
5.01 Just who are you people anyway?
5.02 How did MamboKing create the soundtrack?

1.00 General
1.01 What is the current release schedule?
CotF 1.9, the latest release, is a DM-only version of the TC that includes several weapons and Force powers, five mutliplayer environments, fully functional bots, and more. CotF 1.9 can be downloaded from the files page. As all of the art assets used in 1.9 are unique, it is compatible with Quake2maX.
The team is currently working on version 2.0, which will provide several gameplay tweaks, completely redesigned force and saber systems, TGA/JPEG/CIN texture support, new models and effects, and new maps (among other things). 2.0 is scheduled for release during the spring in 2002. Suggestions are always welcome, so feel free to stop by the forums and voice your opinions.
COTF 3.0 will contain the final version of the CotF code as well as the first chapter of the SP game. Subsequent chapters will be released as add-ons to CotF 3.0.
1.02 Will Call of the Force be a commercial product?
No. CotF will be released entirely for free via our web site. The full source code will also be available, in compliance with the GPL.
1.03 Aren't you worried about being shut down by LucasArts/Lucasfilm?
That is a possibility, as we are technically in violation of copyright by creating this TC. We consider Call of the Force to be "interactive fan fiction". ;)
1.04 What's the setting in the Star Wars universe?
The events in CotF unfold approximately 20 years before Star Wars: A New Hope.
1.05 How closely do you follow the timeline?
Quite closely, but we have taken a little artistic liberty, mostly in regards to some EU material. If you are looking for games that more closely follow the canon, LucasArts publishes some fine titles that are well worth your money. Star Wars Jedi Knight II: Jedi Outcast, currently being developed by Raven Software, is the sequel to LucasArts' 1997 smash hit game Star Wars® Jedi Knight®: Dark Forces® II. It should be available in March, 2002. :)
1.06 Are stormtroopers "accurately" modeled?
Yes and no. They will be dressed in the familiar white armor. They will brazenly attack in large groups, hoping to overcome you with numbers and sheer firepower. They will go down in one or two hits. They will yell clever one-liners like, "You there!" and "Blast him!" However, if you think you can use sticks and stones to defeat them (like a certain fuzzy race of teddy bear creatures) you are sorely mistaken.
1.07 Will Vader/Boba Fett, etc. be in CotF?
While we have created a cast of unique characters to populate CofF, we understand the desire to see familiar faces. In that respect, Emperor Palpatine will play a key role, as will his apprentice Darth Vader. There may be other cameos, but that is entirely up to the team. That said, it is likely several characters from the movies will be available as avatars for DM.
1.08 Shouldn't the Dark Jedi be called Sith?
Actually, no. "Dark Jedi" are simply Jedi who have been seduced by the Dark Side of the Force. Sith, on the other hand, are not, nor are ever likely to be, Jedi. They're trained in the Sith arts, and there are never more than two at one time (in this case, Palpatine and Vader). According to EU, the Sith were originally another race of beings with red skin and fleshy apendages on their chins. They bred with humans and had big wars and eventually wiped themselves out, leaving behind only their teachings. But EU can be very silly sometimes. Regardless, CotF's baddies are in fact Dark Jedi, thus the term is correct.

2.00 Technical
2.01 What engine is CotF using?
Call of the Force is based on a heavily modified version of id Software's Quake 2 engine.
2.02 What operating system is CotF being developed for?
CotF is currently being developed for Windows based machines. If you have programming experience with another OS and would like to assist in porting CotF, feel free to contact us via email or the forums.
2.03 What will I need to play CotF?
To run Star Wars Quake 1.9, you need either a full registered and patched (3.20) version of id Software's Quake 2, or Quake2maX. Release 2.0 will be packaged with its own executable, and will require no additional software to run.
2.04 Do I need a 3D accelerator to play CotF?
Yes. Due to the inclusion of some features supported only by 3D cards, you must have a 3D accelerator to play CotF. 1.9 may run in software mode, but we have not tested it and do not support it. CotF 2.0 will require an OpenGL compliant 3D accelerator.
2.05 Will you be allowing us to modify/create add-ons for CotF?
Yes. The SDK is available from the files section. In compliance with the GPL, every public version from 2.0 onward will be released with the full source code to CotF.
2.06 What programs do you use to create CotF?
We use a variety of programs to bring the TC to life. Some are the common freeware tools that you can find around the internet, and some are much more powerful (and expensive). Here is a list of the programs we use in each department:
L E V E L S

Worldcraft
BSP
QERadiant
QuArK
M O D E L S

qME
Q2 Modeller
3ds max
2 D A R T

Wally
Paint Shop Pro
Adobe Photoshop
C O D E

LCC-Win32
Microsoft Visual C++

3.00 Gameplay
3.01 How does the Force system work?
We are currently redsigning the Force system for the single player game. A great effort is being made not to penalize the player for choosing one alignment over another. We also feel that the system in place in 1.9 is clumsy and are working our best to streamline it without losing functionality. Rest assured the team is trying to create an organic and rewarding Force system.
3.02 Will there be a third-person perspective for the lightsaber?
Yes, players may toggle between first and third person views at any time.
3.03 Any chance of seeing a double-bladed saber?
Yes there is. Dual sabers are also a distinct possibility.
3.04 How does melee combat work?
Melee combat (lightsabers, vibroblades, etc.) is getting some much-needed attention for 2.0. The goal is to create a system that is intuitive enough for novices, yet offers plenty of room for growth for more advanced players. More information will be provided as we get closer to the release date. ;)

4.00 Multiplayer
4.01 How many player models are available?
CotF 1.9 has several, although some do not currently have any skins, and thus cannot be used in MP. Basically, CotF 1.9 only has one usable avatar with several skins. CotF 2.0 will have more. Again, we will update this information when we are closer to the release date. ;)
4.02 Can I use existing Q2 PPMs with CotF?
No. Character models in 1.9 use a different set of animations than Quake 2. The format of player models will completely change with version 2.0. At that time we will release a tutorial explaining how to create your own PPMs for CotF.
4.03 Can the saber color be changed in multiplayer?
Yes, you can select from a dozen or so different blade colors. The color of your Force lightning (for Dark Side players) can also be selected. In 1.9 this is done via a configuration file edited outside of the game. In 2.0 it will be accomplished via an in-game GUI.
4.04 Do you plan to include a co-op mode?
As the developers of CotF are great advocates of co-op play, we will definitely be considering this. The only major hurdle is development time.
4.05 Will there be bots?
Yes. They are incredibly accurate and cheap bots, but they are bots nonetheless. They have full command of the Force, as well as weapon preferences. Bots can be added by typing sv bot in the console.
2.0 will feature brand new bots with "personalities". Each bot will have its own preferences in regards to force powers, weapons, and manner of attack. There will be several "ready-made" bots included with the release, and players will be able to create their own opponents via a simple scripting language.
4.06 What type of multiplayer games will be included?
1.9 features deathmatch with various options such as sabers only, no force, etc. 2.0 will feature similar options, as well as objective-based maps (think Counter-Strike), team DM, and of course the infamous Capture the Jawa.

5.00 The Team
5.01 Just who are you people anyway?
We're simply a group of people who love Star Wars and want to give you a rich gaming experience. Ages and nationalities are all across the board, but we're bound together by one common goal: to give you one heck of a game to enjoy. If you're really curious, you can find more information about us on the talent page.
5.02 How did MamboKing create the soundtrack?
Here's the word straight from the man himself:
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Well, a few of you have asked what I use to make your ears bleed, er.. that is, what I use to score ?, so here's a short breakdown of the hardware and software in my studio.
My studio is based around my (recently rebuilt) PC, a Celeron 300A @ 450MHz with 128 MB of RAM. It has two HDs, one for system and apps, and the other faster drive for audio and video recording and playback. I have two soundcards: an AWE 64 Gold for SoundFonts and games, and a MIDIMAN Delta 1010 for pro audio recording and playback. There's a Voodoo3 2000 AGP in there, (gotta have my Glide) and I also have a miroDC30Pro for video capture. In the synth racks are two Korg X5DR modules, a Korg M1 keyboard, a Korg SG1D sampled grand piano, and an Akai AX60 analog synth. The synths are routed through a Mackie 1202 mixer whose outputs are routed to the Delta 1010's inputs for recording into the computer. I monitor through a pair of Event 20/20bas reference monitors.
For MIDI and audio production I use Cakewalk Pro Audio 9. It's the best MIDI sequencing tool I've found, as its linear approach is best suited to film and video scoring, as opposed to other "loop-based" apps. It's also the easiest tool to use when it comes time to rerecord the synths back into the computer as audio for mixing, mastering and conversion down to .mp3 files for [CotF].
In [CotF] I've made particular use of an audio processing plugin called Audio FX3 Soundstage Reverb, also from Cakewalk, a very cool piece of technology that uses ray tracing to simulate a three dimensional space, wherein I can simulate placement of these orchestral instruments in order to create the illusion that they were recorded on a soundstage or orchestra shell.
Regarding "mechanical considerations" for [CotF], I know I've got to rip John Williams off hard, so I've got the SW scores, as well as Raiders and Superman, filling my head. I can't think of anything else these days! Thus far, I've been writing music to play behind specific levels, so knowing what the level has in store, I'll make decisions about tension level, tempo, loudness, just trying to determine how jacked up the player's adrenaline level needs to be at a given point. Also, because we're limiting each level loop to sixty seconds, I've got to write in a way that the end of the thing can go right back into the beginning of it without sounding like a hiccup.
As far as actually writing the music goes, I do it all with 16th Century state-of-the-art technology: pencil, manuscript paper, and eraser. It's usually mostly finished in my head by the time I set pencil to paper, but some harmony stuff might require me to bang on the piano a bit first. That, and certain timing things I'll still need to work out on a calculator. Things like, at a certain tempo, just how many beats can I squeeze in during sixty seconds? And if it's not enough, by how much can I bump up the tempo without it getting out of control?
Once I've got the piece sketched on paper, I'll move over to the computer and started inputting instruments, one at a time. I'll usually work from the bottom of the score up, so I'll lay down contrabass and cello first, then violas and violins. Brass is next, then come the woodwinds. At this point I'll decide what special instruments I need and where. Things like snare drum, tympani, cymbals, harp, piano, other percussion... so that by this point, it's starting to shape up pretty nicely. Finally, I'll rerecord the output of the synths back into the computer as audio for further equalization, mixing, and processing.
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