Hooks

A Forum dedicated to the Suggestion, Creation and Editing of XWA Dynamic Link Library Files

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Re: Hooks

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JaggedFel
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Post by JaggedFel » Sun Sep 15, 2019 6:01 pm

I've added the ability to edit mission-specific hook settings to YOGEME (Backdrops, Engine Sounds, Hangars, Mission Objects, and Mission Tie) under the "Tools" menu. It will need to detect both the XWA installation and the individual hook DLLs. It can read from the old individual TXT files (but only from the Mission directory) as well as the current [Mission].ini, but it will always write back out to the INI and clean out the old TXTs in the process.
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Libraries / Format specs: *.tie, *.plt, *.tfr, *.lfd , *.act, *.dat image files, *.fnt

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Driftwood
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Post by Driftwood » Tue Oct 08, 2019 10:40 pm

Okay, so this is a super low priority inquiry to lead off, but I was thinking that for ships that have say two turrets but in non-identical forms, is there a way to call a different Shipnamegunner.opt dependent on position 1, or position 2 independently?

I came to the realization on debating how to implement a ship like the K-wing, with two different gun turret styles to have both playable from the interior gunner perspective, that there's no way to do it as it stands.
Obviously I could pick and choose which one is playable, and which one isn't. Though I'm not sure if there aren't any other technical issues having one turret playable and one auto-turret.

I'd also still like to see a hook to swap the joystick Yaw, and Joystick Roll axis so it functions as it technically should given how actual rudder/stick inputs function on real aircraft.

Also, is there a way to orient an engine glow projection any other direction than rearward? Say up, down, or forwards?

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Darksaber
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Post by Darksaber » Tue Oct 08, 2019 11:08 pm

Driftwood wrote:
Tue Oct 08, 2019 10:40 pm
Also, is there a way to orient an engine glow projection any other direction than rearward? Say up, down, or forwards?
Yes in Optech
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keiranhalcyon7
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Post by keiranhalcyon7 » Wed Oct 09, 2019 12:41 am

Driftwood wrote:
Tue Oct 08, 2019 10:40 pm
I'd also still like to see a hook to swap the joystick Yaw, and Joystick Roll axis so it functions as it technically should given how actual rudder/stick inputs function on real aircraft.
Have you tried something like Joystick Gremlin to swap the axes upstream of XWA?
Also, is there a way to orient an engine glow projection any other direction than rearward? Say up, down, or forwards?
The Mobquet is a prominent example.

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JeremyaFr
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Post by JeremyaFr » Thu Oct 10, 2019 4:50 pm

UPDATE
Hello,
I've updated the mission objects hook. You can now define a second gunner opt.

Suppose that the player craft is "FlightModels\[Player].opt".

The possible involved files are:
- "FlightModels\[Player]Gunner.opt"
- "FlightModels\[Player]Gunner2.opt"
- "FlightModels\CorellianTransportGunner.opt"

To define a custom gunner opt, create a "[Player]Gunner.opt" file.
To define a second custom gunner opt, create a "[Player]Gunner2.opt" file.
Driftwood wrote:
Tue Oct 08, 2019 10:40 pm
Okay, so this is a super low priority inquiry to lead off, but I was thinking that for ships that have say two turrets but in non-identical forms, is there a way to call a different Shipnamegunner.opt dependent on position 1, or position 2 independently?
done
Name the second gunner "Shipnamegunner2.opt".

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Driftwood
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Post by Driftwood » Thu Oct 10, 2019 10:33 pm

Wow, thanks!

DS: Interesting, makes sense given the Mobequator as mentioned and the fact optech was used to develop that ship. Guess it still has some plus sides function wise over opt editor.

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DarHan
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Post by DarHan » Sat Oct 12, 2019 1:29 pm

Hey. I was just wondering, would it be difficult to modify the speed at which ship enter or leave hyperspace? I’ve always felt the speeds used in-game were a bit low: especially with large ships, XWA hyperspace jumps look (to me) noticeably slower than on-screen OT jumps, and blatantly slower than in the Prequels and later media.
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ual002
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Post by ual002 » Sun Oct 13, 2019 12:42 am

DarHan wrote:
Sat Oct 12, 2019 1:29 pm
Hey. I was just wondering, would it be difficult to modify the speed at which ship enter or leave hyperspace? I’ve always felt the speeds used in-game were a bit low: especially with large ships, XWA hyperspace jumps look (to me) noticeably slower than on-screen OT jumps, and blatantly slower than in the Prequels and later media.
I usually don't agree with unnecessary cosmetic style changes, but in this case, I fully agree, especially about the large ships. Mostly that the large ships arriving from hyperspace don't have that snap.. sorry I have no better way to explain.
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JeremyaFr
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Post by JeremyaFr » Fri Dec 27, 2019 2:08 pm

UPDATE
Hello,
I've updated the weapon color hook.

I've fixed a crash in the Death Star mission.

Please redownload xwa_hook_weapon_color.zip

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Driftwood
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Post by Driftwood » Mon Jan 06, 2020 12:18 am

I don't suppose flares/chaff and/or missile projectiles could have FG colors similar to the lasers?

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Post by Bman » Mon Jan 06, 2020 7:51 am

I think yes they can. Especially upgrading the concussion missiles, proton torpedoes, and even space bombs with the bloom effects could really look even better than it is now. Reminds me of the Star Trek movie "First Contact" when the Federation ships were blasting the hades out of that Borg cube, with all their bright photon torpedoes . . . :D
The Chaff is a .dat file I believe.
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JeremyaFr
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Post by JeremyaFr » Mon Jan 06, 2020 5:00 pm

Driftwood wrote:
Mon Jan 06, 2020 12:18 am
I don't suppose flares/chaff and/or missile projectiles could have FG colors similar to the lasers?
Missiles can have FG like any OPT.
You can select a FG markings for weapons fired by a craft with the weapon color hook.

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Driftwood
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Post by Driftwood » Wed Jan 08, 2020 12:30 am

Hmm, okay I'll have to play around with this then. Thanks!

Also, I don't suppose it would be theoretically possible to increase the number of player controllable gun turrets beyond 2x for an opt, each with their own custom interior/position and be defined beyond the two slots in MxVTED via ini file on how many per craft or something?

And maybe increasing the player/gunner functionality beyond the 1 pilot 1 gunner in skirmish?

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Driftwood
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Post by Driftwood » Fri Jan 10, 2020 4:16 am

Remind me again, when it comes to the weapon colors defined on a per-opt basis, are they also able to be defined on a per FG basis also?

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JeremyaFr
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Post by JeremyaFr » Fri Jan 10, 2020 7:32 pm

Not in the current hook.

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Driftwood
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Post by Driftwood » Fri Jan 10, 2020 11:51 pm

Okay, cool. Thanks for the reminder.

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Post by Red_Leader » Sat Jan 11, 2020 5:08 pm

Hey JeremyaFr, my XWA game crashes whenever Space Colony 1 is destroyed. Any chance this is a hook related issue? I'm pretty sure I'm updated with the latest hooks.
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JeremyaFr
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Post by JeremyaFr » Sat Jan 11, 2020 5:40 pm

Hello,
I've just done a quick test in skirmish and the game has not crashed.

Can you attach a crash report from the events viewer?

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Post by Red_Leader » Sat Jan 11, 2020 5:51 pm

JeremyaFr wrote:
Sat Jan 11, 2020 5:40 pm
Hello,
I've just done a quick test in skirmish and the game has not crashed.

Can you attach a crash report from the events viewer?
Sure. How do I go about doing a crash report?
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JeremyaFr
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Post by JeremyaFr » Sat Jan 11, 2020 7:04 pm

1. Go in the Events Viewer.
2. Browse to the crash event (in Windows -> Application)
3 . Select and Copy the text
4. Paste it here

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Red_Leader
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Post by Red_Leader » Sat Jan 11, 2020 7:33 pm

This should be it. Let me know if you need anything else. Thanks JeremyaFr.


Faulting application name: XWingAlliance.exe, version: 2.0.0.2, time stamp: 0x3765a9b7
Faulting module name: DDRAW.dll, version: 1.3.7.0, time stamp: 0x5d2def27
Exception code: 0xc0000005
Fault offset: 0x0000a8e7
Faulting process id: 0x6dc
Faulting application start time: 0x01d5c8b590c71fa4
Faulting application path: C:\PROGRA~2\LUCASA~1\X-WING~1\XWingAlliance.exe
Faulting module path: C:\PROGRA~2\LUCASA~1\X-WING~1\DDRAW.dll
Report Id: d06f994f-dd03-41c6-be46-4c3a12156936
Faulting package full name:
Faulting package-relative application ID:
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JeremyaFr
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Post by JeremyaFr » Sat Jan 11, 2020 7:40 pm

Which version of ddraw.dll are you using?

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Post by Red_Leader » Sat Jan 11, 2020 7:51 pm

JeremyaFr wrote:
Sat Jan 11, 2020 7:40 pm
Which version of ddraw.dll are you using?
I believe v1.3.7 that was released on July 16, 2019.


Edit -Its from this site here https://github.com/JeremyAnsel/xwa_ddra ... tag/v1.3.7

If that is the up to date version, did I also need the 2 source code downloads below it?
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JeremyaFr
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Post by JeremyaFr » Sat Jan 11, 2020 8:10 pm

You can tet that:

EDIT: link removed

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Post by Red_Leader » Sat Jan 11, 2020 8:18 pm

I just tried a quick skirmish and it still crashed. :?
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