Hook and Editing Update News

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Hook and Editing Update News

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Ace Antilles
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Post by Ace Antilles » Thu Jun 04, 2020 11:01 pm

Hello! Here is a small update on some of the latest Hook editing progress.

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A little information on some Hook updates from: May 5th 2020 until June 4th 2020.

Chief Engineer JeremyaFr has been busy as always and updated and fixed many hooks in the last month.

Whenever you have any issues in game we always recommend that you update the Hooks if you haven't recently.
Delete or backup your old Hook setup folder. Download them with XWA Hooks Setup and then copy the files into your XWA main folder.

Bug fixes lately include areas related to: Mine Fields, Weapon colours, Explosions, Hangar brightness, missing SSD and even a vertical Hangar launch option.

Also the SNM Movie Converter has been updated. For this download - XwaToolsDownloader
Export avi files in Mpeg4 format instead of MotionJpeg format.
Import any video files with the Media Foundation APIs


For more details on individual Hooks are in the XWA Hook Editing section Here
Last edited by Ace Antilles on Fri Jun 05, 2020 12:16 pm, edited 1 time in total.
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Post by Trevor » Fri Jun 05, 2020 12:20 am

Nice monthly update article. This should be in the front page :) :thumbs:

Trev

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Post by Ace Antilles » Tue Jun 30, 2020 11:32 pm

HOOK UPDATES!
Here's the news from the world of Hooks over the last month. Improvements are always coming from JeremyaFr.
Updates from June 4th - 18th July 2020.

Hook_Engine_Sound
Hello,
You can now define which sounds are played when entering hyperspace on a per craft base.

To define which sound is played when entering hyperspace, set the "HyperSoundBehavior" value.
A value of -1 means that the sound is based on the player Iff.
A value of 0 means that the "HyperStartReb" sound is played.
A value of 1 means that the "HyperStartImp" sound is played.
A value of 2 means that the "HyperStartImp" and the "HyperZoomImp" sounds is played.
So with this update you can set flyable Fighters to use the Imperial Hyperdrive noises where they may have defaulted to the Rebel option before.
A very nice change if for example you want your R41 to be equipped with Imperial drive units. :D
I've added a TieFighterWithIon option for the WeaponSoundBehavior setting.
What this means is that currently if you have an Imperial ship set WeaponSoundBehavior = TieFighter then all weapons will sound like a TIE laser.
That also includes Ion cannon sounds. With this new code you can have TIE lasers but get back the Ion laser sounds as well.

Code: Select all

WeaponSoundBehavior = TieFighterWithIon
See this topic for all the details on the hook itself.
https://www.xwaupgrade.com/phpBB3/viewt ... 33&t=11746



Hook_Joystick_ff
Hello,
I've updated the joystick hook.
I've included the patch that allows small movements.
I've added a setting to enable or disable small movement.

Code: Select all

EnableSmallMovement = value

The default value is 1, which enable small movement.
When the value is 0, small movement is disabled.
Essentially there was a deadzone in the game with Joysticks which the hook should have eliminated now.
See this topic for a little more detail.
https://www.xwaupgrade.com/phpBB3/viewt ... 0&start=29



Hook_Mission_Objects
Hello,
I've found and fixed a bug in the mission objects hook.
There was a bug that caused a Cort Gun Turret to gradually move by itself. The updated hook fixes that issue.
See this topic for a little more detail.
https://www.xwaupgrade.com/phpBB3/viewt ... 10&t=12738



Hook_Hangars
Hello,
Here is a WIP version of the hangars hook.

You can now define the x y and z positions of the shuttle.

I've added a "ShuttlePositionZ" setting.
To set the shuttle z position, set "ShuttlePositionZ = value". value is an integer. The default value is 0.
To set the shuttle x position, set "ShuttlePositionX = value". value is an integer. The default value is 1127.
To set the shuttle y position, set "ShuttlePositionY = value". value is an integer. The default value is 959.

I've added a "DroidsPositionsZ" setting to define the z position of the droids.
To set the droids z position, set "DroidsPositionZ = value". value is an integer. The default value is 0.

I've added a "IsShuttleFloorInverted" setting.
To invert the hangar floor for the shuttle, set "IsShuttleFloorInverted = 1".
When set to 0, the floor is below the player craft. When set to 1, the floor is above the player craft.
See this topic for a little more detail.
https://www.xwaupgrade.com/phpBB3/viewt ... &start=225



Hook_Hull_Icon
JeremyaFr wrote:
Wed Jul 08, 2020 1:34 pm
Hello,
I've updated the hull icon hook.
You can now define the map icon via a txt file instead of patching the xwa exe.

To set the map icon for a craft, open "MapIconList.txt" and change the corresponding line to the desired value.
If the file does not exist, default values are used.
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Post by Rookie_One1 » Wed Jul 01, 2020 2:14 am

so only bug not fixed is the player craft closing it's s-foils while going into hyperspace no matter what ?
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
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Post by Ace Antilles » Wed Jul 08, 2020 12:12 am

Not much happens and then lots in a few days!
I've edited my July update to include some recent updates.
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Post by Ace Antilles » Sun Jul 19, 2020 12:48 am

I've updated the Hook list a few posts above this.
Also as listed on the current news post there have been a few editor changes recently.

OPTECH V2:
A few additions have been made recently plus some reordering on the transformation tab.
He's added copy and paste buttons to the HardPoint and Engine Glow controls.

For all the information on this editor please visit this topic here.
https://www.xwaupgrade.com/phpBB3/viewt ... =9&t=12105


XWA OPT EDITOR:
The Xwa Hangar Map Editor included in this program has been updated and improved.
It has been brought up to date with some recent changes to Hangar Maps and closed S-foils.
Also: You can now export a hangar scene to an opt or obj file.

For all the information on this editor please visit this topic here.
https://www.xwaupgrade.com/phpBB3/viewt ... =9&t=11083


ZT CREATOR PATCHER
Zt Creator and Zt Patcher are tools to create and apply a patch to a file.
Zt Blank is a tool to create a patch for a specific craft.


For all the information on this editor please visit this topic here.
https://www.xwaupgrade.com/phpBB3/viewt ... =9&t=12775


XWA DAT EDITOR: I've updated XwaDatEditor.
I've added a feature to save images and groups to dat file:
* add multiselect in the lists.
* add "save DAT" buttons
* add image index


For all the information on this editor please visit this topic here.
https://www.xwaupgrade.com/phpBB3/viewt ... =9&t=12253

To get these programs use XwaToolsDownloader. This will grab and download the newest versions.
https://raw.github.com/JeremyAnsel/XwaT ... loader.zip
Last edited by Forceflow on Sun Jul 19, 2020 6:47 pm, edited 1 time in total.
Reason: Corrected Hitpoint to Hardpoint
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Post by Safe-Keeper » Sun Jul 19, 2020 6:12 pm

I love how this project has been trucking along for so many years, giving out new opts off and on, then been in a state of near-hiatus for a significant time, and then suddenly returned with a vengeance to turn the whole engine upside down.

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Post by Ronin65 » Sun Jul 19, 2020 6:26 pm

Could you explain what a "Hitpoint" is please? I can't seem to find it in Optech :(

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Post by Forceflow » Sun Jul 19, 2020 6:47 pm

Ronin65 wrote:
Sun Jul 19, 2020 6:26 pm
Could you explain what a "Hitpoint" is please? I can't seem to find it in Optech :(
Ah, Ace misunderstood. HP in this case is meant for 'Hardpoint' and not hitpoint. I'll correct it in the post.
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Post by Ronin65 » Sun Jul 19, 2020 6:51 pm

i noticed it on the news page lol

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Post by Ace Antilles » Tue Aug 11, 2020 9:46 pm

HOOK UPDATES
A few of the recent updates in Hook world over the last month. JeremyaFr never stops.
Updates from 18th July - 11th August 2020.

Xwa Hooks Setup
I've updated all the hooks that have a config file.
I've added support for a global "hooks.ini" file. This file contains all the individual cfg files.

I've also updated XwaHooksSetup.
All the individual cfg files are merged into a single global "hooks.ini" file.
All the individual readme txt files are merged into a single "Hooks_Readme.txt" file.
This is a new simplified Hook system that will be integrated into our next updates.
There is now one INI file rather than many individual cfg files.
If you have made any special modifications to your CFG files you can copy the information into the new INI file.

See this topic for more details.
https://www.xwaupgrade.com/phpBB3/viewt ... &start=285


Hook_Hangars

ual002 and JeremyaFr have been updating the Hangar options almost daily!
There are options for roof rack or ground launching, Shuttle and player orientation, Hangars based on IFF and more.
What this means is we can make some really cool Hangar maps for Imperial Starships in particular and they are being put to good use.
New features are:
- ShuttleOrientation setting
- HangarIff setting
- PlayerOffsetX, PlayerOffsetY, PlayerOffsetZ settings
- IsPlayerFloorInverted setting
- load files by IFF

To set the shuttle orientation, set "ShuttleOrientation = value". value is an unsigned integer. The default value is 43136.
To set the hangar flightgroup color, set "HangarIff = value". value is an integer. The default value is -1. -1 means that the IFF of the command ship is used.
To set the x position offset of the player craft, set "PlayerOffsetX = value". value is an integer. The default value is 0.
To set the y position offset of the player craft, set "PlayerOffsetY = value". value is an integer. The default value is 0.
To set the z position offset of the player craft, set "PlayerOffsetZ = value". value is an integer. The default value is 0.
To invert the hangar floor for the player craft, set "IsPlayerFloorInverted = 1". When set to 0, the floor is below the player craft. When set to 1, the floor is above the player craft.

To load a file based on the IFF of the arrival craft, append the IFF index (starting at 0) to the file name.
This apply to HangarObjects, HangarCamera, FamHangarCamera, HangarMap, FamHangarMap.
For instance, if the IFF index is 1 and the file name is HangarObjects, then the name of the section in the ini file will be HangarObjects1. If HangarObjects1 doesn't exist then HangarObjects is used.
See this topic for more details.
https://www.xwaupgrade.com/phpBB3/viewt ... &start=233


Hook_Mission_Tie
I've fixed a crash that happens in the Pilot Proving Ground when the HangarMap contains more than 30 objects.
See this topic for more details.
https://www.xwaupgrade.com/phpBB3/viewt ... 2&start=29


EDITOR UPDATES
Some of the Editing programs have had some updates.

XWA OPT EDITOR
I've updated XwaOptEditor.
Now, when a file dialog is shown, the tool remenbers the directory for each type of dialog (open, save, import, export, each file type).
This applies to XwaHangarMapEditor, XwaOptEditor, XwaSFoilsEditor.

I've added a scale by percent feature.
I've added a button to remove unused textures.
For all the information on this editor please visit this topic here.
https://www.xwaupgrade.com/phpBB3/viewt ... =9&t=11083


XWA OPTER (OPT FIX)
Hello, I've updated XwaOpter.
Now the tool remembers the file dialog last directory.
The directory path is stored in a file named "XwaOpter.cfg".
For all the information on this editor please visit this topic here.
https://www.xwaupgrade.com/phpBB3/viewt ... =9&t=12281


XWA OPT PILOT FIXER
XwaOptPilotFixer is a new tool. It fixes an issue that affects the rotating Pilot Heads in the game.
XwaOptPilotFixer scans all OPT files in a selected directory and fixes a bug related to the mesh type of the meshes used by the pilot mesh animation.

It changes the mesh type from RotaryCommunicationSystem to MainHull for all pilot related meshes.
For the base and exterior OPT, the tool reads "Pilot.txt" or the "Pilot" section of the ini file for that OPT.
For the cockpit OPT, the tool reads "PilotCockpit.txt" or the "PilotCockpit" section of the ini file. if the PilotCockpit data don"t exist, the tool reads the data for the base OPT ini or txt file.
The fixed OPT is stored in a "FixedOpts" directory. Only the modified OPT are saved.
For all the information on this editor please visit this topic here.
https://www.xwaupgrade.com/phpBB3/viewt ... =9&t=12834
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Post by Ace Antilles » Fri Sep 25, 2020 10:29 pm

HOOK UPDATES
A few of the recent updates / fixes to the Hooks. Updated 25th September.

Hook_D3dl
A fix to this hook which was affecting Hangar shadows.
See this topic for more details.
https://www.xwaupgrade.com/phpBB3/viewt ... 33&t=12558


Hook_Mission_Objects
With this change you can add a ships POV into the INI file.
So if you use the replace trick to use different opts in a mission then the POV won't be wrong.
JeremyaFr wrote:
Fri Sep 11, 2020 11:39 am
UPDATE
I've updated the mission objects hook.
Now you can overwrite the cockpit pov settings when an opt is replaced via the hook.
Suppose that the new craft is "FlightModels\[Model].opt".
To define the cockpit POV, set CockpitPovX, CockpitPovY and CockpitPovZ in a file named "FlightModels\[Model]CockpitPov.txt" or create a section named "[CockpitPov]" in "FlightModels\[Model].ini".

Hook_Hangars
More hangar improvements.
JeremyaFr wrote:
Wed Sep 09, 2020 3:23 pm
UPDATE
Now you can customize the Hangar Roof Crane animation.

New settings:
- HangarRoofCranePositionX
- HangarRoofCraneAxis
- HangarRoofCraneLowOffset
- HangarRoofCraneHighOffset

To set the Hangar Roof Crane position, set "HangarRoofCranePositionX = value X", "HangarRoofCranePositionY = value Y" and "HangarRoofCranePositionZ = value Z". The values are integers. The default value for HangarRoofCranePositionX is -1400. The default value for HangarRoofCranePositionY is 786. The default value for HangarRoofCranePositionZ is -282.
To set the Hangar Roof Crane axis, set "HangarRoofCraneAxis = value". 0 means the X axis. 1 means the Y axis. 2 means the Z axis. The default value is 0.
To define the range of Hangar Roof Crane animation, set "HangarRoofCraneLowOffset = value" and "HangarRoofCraneHighOffset = value". The values are relative to the Hangar Roof Crane initial position.
See this topic for more details.
https://www.xwaupgrade.com/phpBB3/viewt ... &start=250


Hook_joystick_ff
JeremyaFr has actually created a brand new tool which can help to configure Joystick controls in XWA.
It's still WIP but you can use it to create profiles and assign buttons.
Read this topic for more details. Please read carefully as it's still in progress so there maybe a few bugs so testing feedback is helpful.
https://www.xwaupgrade.com/phpBB3/viewt ... 34#p174234
JeremyaFr wrote:
Fri Sep 04, 2020 12:05 pm
WIP
Here is a WIP version of the joystick hook.

You can now have the main axis and buttons on separate controllers.
You can define more than 16 buttons and 4 POVs.
XwaJoystickConfig_02.png
For more Hook information please check the Forum Hook subsection.
https://www.xwaupgrade.com/phpBB3/viewforum.php?f=33
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Post by Ace Antilles » Sat Dec 26, 2020 1:27 pm

HOOK UPDATES

Been a lot going on so I've missed a few things I'm sure. Here are some of the more notable Hook updates of late.
JeremyaFr has taken a lot of the teams ideas and made them happen! It seems very little not possible these days.

New meshes count limit per opt
Some great editing news about Opt limits!
See this topic for more details.
https://www.xwaupgrade.com/phpBB3/viewt ... 33&t=13195
JeremyaFr wrote:
Sat Dec 26, 2020 2:29 pm
Hello, I've updated the opt limit hook.
The meshes count limit of 50 meshes per opt is now broken. The new limit is now 254 meshes per opt.
I've updated the mission objects hook, the pilot hook and the sfoils hook to support the new limit.

Hook_32bpp
There is a great new Skins feature that went from Forceflows mind to creation in only the last week!
Essentially it allows anyone to add their own custom looks to an Opt. It's something that will be used more by the XWAU Team in 2021.
Anyone though with a little knowledge and some picture editing skills can create their own too!
See this topic for more details.
https://www.xwaupgrade.com/phpBB3/viewt ... 94#p177917
JeremyaFr wrote:
Fri Dec 25, 2020 7:38 pm
I've updated the 32bpp hook.

There is a new feature: Skins.
With skins, you can customize the appearance of the 3d models.

Suppose that the craft is "FlightModels\[Model].opt".
To create a skin named "[Skin1]", create a folder named "FlightModels\Skins\[Model]\[Skin1]\".
To replace a texture, place it in the skins folder with the same name and dimensions of the original texture.
The supported image formats are bmp, png, jpg. Use the png format to get transparency.
See "Skins\XWing\Default\Tex00033.png" for an example for the vanilla X-Wing.

Suppose that the mission is "[MissionDir]\[Mission].tie".
To define a skin for a craft, create a file named "[MissionDir]\[Mission]_Skins.txt" or create a section named "[Skins]" in "[MissionDir]\[Mission].ini".
The format is
CraftOptName = SkinNameA, SkinNameB
CraftOptName_fg_# = SkinName1, SkinName2, SkinName3
# in CraftOptName_fg_# is an integer for the opt color marking index, starting at 0.
The default SkinName is "Default".
See "Skins.txt"

Hook_Mission_Objects
This update is also very new but it is used in the very next XWAU Update.
Essentially you can hide areas of the craft without having a whole different Opt. All based on an INI code.
For example you could create a Death Star and then later in another mission have it look like it's the DS2 half built just by hiding some meshes.
It has some good potential and creators like Vince T are already putting it into use.
See this topic for more details.
https://www.xwaupgrade.com/phpBB3/viewt ... 33&t=13090
JeremyaFr wrote:
Wed Nov 18, 2020 3:18 pm
Here is an update of the mission objects hook.
You can now hide meshes of a craft for flightgroups of a mission.

# object profiles
Suppose that the new craft is "FlightModels\[Model].opt".
To hide meshes for a craft, create a file named "FlightModels\[Model]ObjectProfiles.txt" or create a section named "[ObjectProfiles]" in "FlightModels\[Model].ini".
The format is:
ProfileName = indices
indices are a comma separated list.

Suppose that the mission is "[MissionDir]\[Mission].tie".
To define an object profile for a flightgroup, create a file named "[MissionDir]\[Mission]_Objects.txt" or create a section named "[Objects]" in "[MissionDir]\[Mission].ini".
The format is
ObjectProfile_fg_# = ProfileName
Replace # with the flightgroup index.
The default ProfileName is "Full".

Hook_Sfoils
Some more updates to give lots of S-foil options.
See this topic for more details.
https://www.xwaupgrade.com/phpBB3/viewt ... &start=225
JeremyaFr wrote:
Sat Oct 10, 2020 3:01 pm
Hello, I've updated the s-foils hook.

Changes are:
- fix CloseSFoilsInHyperspace for player craft
- add AllowFireWhenSFoilsAreClosed
- add AutoCloseSFoils

The CloseSFoilsInHyperspace setting now works for the player craft.
With the AllowFireWhenSFoilsAreClosed setting, the player can fire when the s-foils are closed.
With the AutoCloseSFoils setting, you can choose between automatically or manually close and open the s-foils and landing gears.

Hook_Dock
Part of this improvement you may have seen already in our Mega Patch.
Now when you dock with something if your ship is close to the surface it no longer flies back up a long way before going back to dock.
You can also create custom values for different craft too.
See this topic for more details.
https://www.xwaupgrade.com/phpBB3/viewt ... 33&t=13029
JeremyaFr wrote:
Mon Nov 02, 2020 9:08 pm
You can now modify the player dock position.

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

To define a dock elevation, create a file named "FlightModels\[Model]Dock.txt" or create a section named "[Dock]" in "FlightModels\[Model].ini".
The format is:
DockElevation = value
If the file does not exist, default values are used. The default value is 0 for the ModelIndex 170 SpaceColony2, and 932 for the other crafts.

To force a dock elevation value, set the ForceDockElevation setting.
Set -1 to use per model values, or set a int value to use the same elevation for all crafts.

Hook_Joystick_Ff
The new Joystick features are part of our Mega Patch but with so many controllers out there getting it perfect is tricky!
Jeremy has added a few fixes since the release and here are some notes since this post was updated too.
See this topic for more details.
https://www.xwaupgrade.com/phpBB3/viewt ... 6&start=75
JeremyaFr wrote:
Fri Dec 11, 2020 8:38 pm
Hello, I've updated the joystick hook.
I've improved the enable or disable small movements feature.
I've added 2 settings. 1 for invert the throttle axis and 1 for invert the rudder axis.
I've improved performance of the hook.

You can now replace each axis: Yaw, Pitch, Throttle, Rudder
XwaJoystickConfig_03.png

Dinput.dll
Some bug fixes which help with mouse issues.
See this topic for more details.
https://www.xwaupgrade.com/phpBB3/viewt ... 33&t=12061
JeremyaFr wrote:
Sat Dec 26, 2020 1:54 pm
Hello, I've updated the windowed hook and the main hook (DInput.dll).
I've fixed the mouse move in the hangar when using High DPI Desktop. This is done by calling the SetProcessDPIAware function.

We will update the Hooks in future releases as always but if you want to update them manually then see below:
Delete or backup your old Hook setup download folder. Download them with XWA Hooks Setup and then copy the files from Setup into your XWA main folder.
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Post by Blazingfirestorm » Mon Dec 28, 2020 7:06 pm

Hi I've just updated it and I seem to get this error message

xwa_hook_main (Dinput.dII)

"To call the hook that sets the craft offsets" is not correctly initialized.

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Post by JeremyaFr » Mon Dec 28, 2020 7:30 pm

Hello,
There is a known conflict between the new hooks and the patches applied to the xwa exe.

See viewtopic.php?p=178026#p178026

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Post by Forceflow » Mon Dec 28, 2020 7:31 pm

Blazingfirestorm wrote:
Mon Dec 28, 2020 7:06 pm
Hi I've just updated it and I seem to get this error message

xwa_hook_main (Dinput.dII)

"To call the hook that sets the craft offsets" is not correctly initialized.
See the last post by JermyaFR here
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Post by Ace Antilles » Mon Dec 28, 2020 7:50 pm

Blazingfirestorm wrote:
Mon Dec 28, 2020 7:06 pm
Hi I've just updated it and I seem to get this error message
xwa_hook_main (Dinput.dII)
"To call the hook that sets the craft offsets" is not correctly initialized.
This issue has already been fixed in XWAU 2020 Mega Patch: Update 1
Which is now available to download.
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Post by Blazingfirestorm » Mon Dec 28, 2020 9:19 pm

it's cool thanks though

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Post by Ace Antilles » Sat Jan 30, 2021 6:12 pm

HOOK UPDATES

As always JeremyFr is busy adding new functions or fixing issues in others for our ancient game!
Here's a look at some of the fixes over the last month. We thank him for his amazing work.
All relevant hooks will be included in our next XWAU release.
Visit the Hook section of the Forum for the individual posts.
https://www.xwaupgrade.com/phpBB3/viewforum.php?f=33
JeremyaFr wrote:
Sat Jan 30, 2021 4:04 pm
UPDATE
Hello, I've updated the d3dinfos textures hook.
Now the illumination is not rendered for disabled crafts.
This is a neat new idea the team was working on. Now when a ship is disabled the bright lights go out! It doesn't change textures, just illumination.
JeremyaFr wrote:
Sat Jan 30, 2021 3:44 pm
UPDATE
Hello, I've updated the weapon color hook.
I've merged the changes from the WIP version into the stable version.
This fixes a bug where AI ships were being sneaky and firing lasers and Ions at the same time.
JeremyaFr wrote:
Sun Jan 03, 2021 1:17 pm
UPDATE
Hello, I've updated the 32bpp hook.
I've fixed a bug with the skins mipmaps.
I've fixed a bug with the skins feature in the Tech Library.
More skin support fixes.
JeremyaFr wrote:
Sun Jan 03, 2021 2:41 pm
UPDATE
Hello, I've updated the mission objects hook.
Now the object profiles are loaded in briefing and tech library.
More Profile support fixes.
JeremyaFr wrote:
Sat Dec 26, 2020 2:29 pm
UPDATE
Hello, I've updated the opt limit hook.
I've fixed a bug with the meshes count limit. There was a few missing offsets.
To use default values for the meshes count limit, set "MeshesCount = 0".
Fixes a bug with the Salvage Yard
JeremyaFr wrote:
Sat Jan 16, 2021 9:48 pm
UPDATE
Hello, I've updated the the joystick hook.
You can now select the controllers either by their index (position starting from 0) or by their ID (Product identifier).
More Joystick improvements.
JeremyaFr wrote:
Sun Jan 17, 2021 5:40 pm
UPDATE
Hello, I've updated the TgSmush dll.
I've fixed a bug where when multiple movies are played, then only the first movie is played.
Fixes issues with custom movie playback.

We will update the Hooks in future releases as always but if you want to update them manually then see below:
Delete or backup your old Hook setup download folder. Download them with XWA Hooks Setup and then copy the files from Setup into your XWA main folder.
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Post by Ace Antilles » Sun Feb 28, 2021 3:21 pm

HOOK UPDATES

Time for another update of Hook News! Sponsored by JeremyFr and Sienar Fleet Systems :D
Here's a look at some of the fixes over the last month. We thank him for his amazing work.
All relevant hooks will be included in our next XWAU release.
Visit the Hook section of the Forum for the individual posts.
https://www.xwaupgrade.com/phpBB3/viewforum.php?f=33

JeremyaFr wrote:
Tue Feb 02, 2021 8:02 pm
UPDATE
Hello, I've updated all the hooks.
Now the CFG files are read before the ini files.
This is a main change to all the Hooks. Hooks.ini still controls the Hooks if you edit a section in that file.
It was starting to cause issues with custom builders as every time a new Hook package was released then it could accidentally be overwritten and settings lost.
So now if you have a config file in the main directory for example Hook_Hangars.cfg then the game will read that file first for the appropriate Hook.
Standard XWAU users do not need to change anything with future or previous updates. :)
JeremyaFr wrote:
Sat Feb 20, 2021 1:57 pm
UPDATE
Hello, I've updated the hangars hook.
I've added a ShuttleAnimationElevation setting to set the elevation of the shuttle.
I've added a PlayerAnimationStraightLine setting.
To set the player craft straight line animation length, set "PlayerAnimationStraightLine = value". value is an integer. The default value is 0.
This allows us to make the Shuttle go higher before take off and the Player longer. Items we've already put into use :)
JeremyaFr wrote:
Thu Feb 25, 2021 5:34 pm
UPDATE
Hello, I've updated the s-foils hook.
I've added a "ParkOrderSFoilsClosed" setting.
To close the S-Foils when the craft is parked, set the ParkOrderSFoilsClosed setting. To enable, set "1". To disable, set "0". The default value is "0".
So thanks to Jeremy we've pushed this Hook to a final one, but for now we are not going to enable it in all XWAU craft.
We may put the commands into place on some but disabled. There are some issues with the wings staying shut after leaving a Parked order. It only works correctly on some missions if those missions are edited so that they progress to the right orders and the wings open correctly.
So until either all the relevant missions are checked and corrected we don't want ships flying about with S-foils closed lol
You can read more details in this thread and for the ambitious can obviously experiment themselves.
https://www.xwaupgrade.com/phpBB3/viewt ... 33&t=13298
JeremyaFr wrote:
Thu Feb 25, 2021 5:41 pm
UPDATE
Hello, I've updated the 32bpp hook.
I've added the skin name as a suffix for the textures names.

Suppose that the craft is "FlightModels\[Model].opt".
To create a skin named "[Skin1]", create a folder named "FlightModels\Skins\[Model]\[Skin1]\".
To replace a texture, place it in the skins folder with the same name, or the name of the skin appended, and dimensions of the original texture.
The supported image formats are bmp, png, jpg. Use the png format to get transparency.
For example, if the name of the skin is "Skin1", the name of the texture is "Tex00000", and the texture extension is ".png", then the texture filename can be "Tex00000_Skin1.png" or "Tex00000.png"
Some more improvements for compatibility with using Skins.

That's your Hook report for February. Stay tuned for more next time!
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Post by Ace Antilles » Mon May 31, 2021 2:05 pm

Been a bit behind on the Hook news with the release of our last update. I'll try and sum up what I might have missed.

EDITING UPDATES
JeremyaFr wrote:
Fri May 21, 2021 7:06 pm
UPDATE
Hello, The XwaToolsDownloader.zip package now contains a launcher:
Now in the XWA Tools Downloader there's a simple launcher which if used you can access all the Editing tools from. Handy with so many things to look through.
Full thread here: http://www.xwaupgrade.com/phpBB3/viewto ... =9&t=12335

JeremyaFr wrote:
Sat Apr 03, 2021 2:28 pm
UPDATE
Hello, XwaOptEditor now contains a new tool: XwaOptProfilesViewer.
With XwaOptProfilesViewer, you can easily view the object profiles and skins for crafts.
XwaOptProfilesViewer.png
Xwa Opt Profiles Viewer is an amazing new tool and viewer. It allows us to see the different Object Profiles now included in many ships.
Also the Skins we've done too. So you can apply them to see the finished ship or one you are working on. Plus mix and match a little.
There is a CLEAR button at the bottom and now also a RELOAD if you made any INI changes. You can also see FG colours in it too.

XWA Opt Editor has had many fixes and changes of late.
JeremyaFr wrote:
Thu Apr 08, 2021 5:58 pm
UPDATE
Hello, I've updated XwaOptEditor.
The changes are:
- XwaOptProfilesViewer: add Version selection
- XwaOptEditor: reset illum for all selected textures
- I've disabled the opt error check message box as now it is mostly obsolete.
- I've added checkboxes next to meshes to show/hide meshes.
New features are you can reset illumination for many textures at once.
Also you can now select meshes to hide. Which helps in creating an object profile.

Full thread here: http://www.xwaupgrade.com/phpBB3/viewto ... &start=325


JeremyaFr wrote:
Sun Apr 18, 2021 3:45 pm
UPDATE
Hello,I've updated OPTech.
Now the textures are sorted by name.
Now the mesh selection is cleared when you switch between high and low lod view.
OPTech improvements.
Full thread here: http://www.xwaupgrade.com/phpBB3/viewto ... &start=175
JeremyaFr wrote:
Wed May 26, 2021 12:50 pm
UPDATE
Hello, I've updated XwaExePatcher.
I've added a "Create .202" button next to each patch to create a .202 patch file.
XwaExePatcher can now export 202 files for campaign builders.
http://www.xwaupgrade.com/phpBB3/viewto ... 2&start=50


HOOK UPDATES
JeremyaFr wrote:
Mon May 18, 2020 1:42 pm
UPDATE
Hello, I've updated the 32bpp hook. I've fixed a bug related to the dat images mipmaps.
This fix will be added to our next Update as always.
Full thread here: http://www.xwaupgrade.com/phpBB3/viewto ... 7&start=75

JeremyaFr wrote:
Fri May 28, 2021 2:04 pm
UPDATE
Hello, I've updated the mission tie hook.
I've added percents for stats for all crafts.

Code: Select all

SpeedPercent = integer
AccelerationPercent = integer
DecelerationPercent = integer
PitchPercent = integer
RollPercent = integer
YawPercent = integer
ExplosionStrengthPercent = integer
HullStrengthPercent = integer
SystemStrengthPercent = integer
ShieldStrengthPercent = integer
*Percent applies to all crafts.
You can define them in the misson ini or in the global default.ini:
create a file named "FlightModels\StatsProfiles.txt" or create a section named "[StatsProfiles]" in "FlightModels\default.ini".
An update to the StatsProfiles function. Now you can change more stats as a percentage.StatsProfiles
Full thread here: http://www.xwaupgrade.com/phpBB3/viewto ... 2&start=25
JeremyaFr wrote:
Mon May 03, 2021 3:52 pm
Hello, I've published an updated version of the targetbox toggle hook.
This hook toggles targetbox on Ctrl+T key.
*** Credits ***
- Blake Guthrie - Jérémy Ansel (JeremyaFr)
There was an issue with the target box hook causing crashes. So Jeremy has rewritten it to fix this.
It is now included in the Hooks downloads and future XWAU releases.
Full thread here: http://www.xwaupgrade.com/phpBB3/viewto ... 33&t=13437

Sound Hooks: There have been major changes to some hooks in relation to adding sounds.
We can now define custom sounds on a craft basis for lots of cool options.
I'm going to elaborate more on that in a dedicated post but here are the threads for them.
Whew, that's it for now. Thanks to @JeremyaFr for his wonderful work as always :)
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Post by Ace Antilles » Fri Nov 26, 2021 2:36 pm

Just a small update to you inform of a current issue with a Hook.

HOOK FAULT
There's an issue with the newest hook_32bpp_net.dll[/b. Dated 23/10/21
It only happens in missions that feature skins it seems. The mission starts loading and crashes to desktop as soon as the hangar would normally appear.
This isn't part of Update 4 but is available atm if you try and manually update the Hooks. So best not to do that until Jeremy can return and fix the issue.

This issue will NOT be present or affect Update 5 and all other Hooks will be updated anyway. So no need to update Hooks anyway.

Hook_Weapon_Color.dll - There was a previous issue with this Hook.
Flying with the cockpit off will cause the player craft to receive much higher damage.
This hook has now been FIXED and updated and will be included in Update 5 :)
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Post by Ace Antilles » Sun Nov 28, 2021 3:15 pm

Ace Antilles wrote:
Fri Nov 26, 2021 2:36 pm
HOOK FAULT
There's an issue with the newest hook_32bpp_net.dll[/b. Dated 23/10/21
It only happens in missions that feature skins it seems. The mission starts loading and crashes to desktop as soon as the hangar would normally appear.
This isn't part of Update 4 but is available atm if you try and manually update the Hooks. So best not to do that until Jeremy can return and fix the issue.

This issue will NOT be present or affect Update 5 and all other Hooks will be updated anyway. So no need to update Hooks anyway.

Good news everyone! ;) Jeremy has fixed the issue with the Hook 32bb_net.
There's no need to necessarily download any updates now but it's great that it's resolved for the future anyway :)

HOOK NEWS

Some great new features are now available to test and create.
1st is Hangar Doors!
Full thread here: https://www.xwaupgrade.com/phpBB3/viewt ... &start=225

JeremyaFr wrote:
Sat Nov 27, 2021 2:58 pm
WIP

Hello, Here is a WIP version of the S-Foils hook.
I've added a new feature: hangar doors.

To create hangar doors, create a file named "FlightModels\[Model]SFoilsHangarDoors.txt" or create a section named "[SFoilsHangarDoors]" in "FlightModels\[Model].ini".
The format is a line per mesh:
mesh index, angle, opening speed, closing speed.

When a craft of the same team approach the hangar, the doors are opened. The doors are not opened if an enemy craft is near the hangar. When there is no craft near the hangar, the doors are closed.
To define the distance from the craft with the hangar, create a setting name "HangarDoorsDistance". The default value is 16384.
The hook uses hangars for Starships, Freighters, Platforms, and uses near crafts for Starfighters, Utility Vehicules, Transports, Droids.


The other new feature is different Cockpit POV Profiles for use in missions.
Full thread here: https://www.xwaupgrade.com/phpBB3/viewt ... 33&t=13747

JeremyaFr wrote:
Sat Nov 27, 2021 2:48 pm
UPDATE
Hello,
I've updated the mission objects hook.
You can now define profiles for the cockpit POV.
To define the cockpit POV for a craft, you can either directly define the coordinates for the craft int the "CockpitPov" section, either define profiles and use them on a per-mission basis.
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Post by Ace Antilles » Fri May 06, 2022 8:50 pm

I've got very behind on keeping up with some great new Hook features.
I'll try and list some of the ones that have been improved recently. Great work from Jeremy as always. :D

Hangars: In a Flightmodels INI hangar map listing you can now add more details for the Droids.
You can change the Opt to be used as the droid model.
Also you can now use any FG colours that the Opt has in the hangar too.
This feature will start to be used in missions in our 2022 later release.
JeremyaFr wrote:
Fri Dec 24, 2021 1:50 pm
Hello, I've updated the hangars hook.

New settings are:
- Droid1ModelIndex
- Droid1Markings
- Droid2ModelIndex
- Droid2Markings

To set the first droid model index, set "Droid1ModelIndex = value". value is an integer. The default value is 311 (HangarDroid).
To set the first droid markings, set "Droid1Markings = value". value is an integer. The default value is 0.
To set the second droid model index, set "Droid2ModelIndex = value". value is an integer. The default value is 312 (HangarDroid2).
To set the second droid markings, set "Droid2Markings = value". value is an integer. The default value is 0.
Full thread here: https://www.xwaupgrade.com/phpBB3/viewt ... &start=275


The Slam Hook has had some minor fixes.
JeremyaFr wrote:
Sat Feb 26, 2022 9:55 am
Hello, I've updated the slam hook.

There was a bug where the SLAM system could be activated by repeatedly pressing the K key, even if there is no energy.
Now, when there is no energy, the SLAM system will not be activated and the MSG_OVERDRIVE_UNABLE message (Engine overdrive boosters cannot be engaged) will be displayed.

I've added a "SlamEnablePenalty" setting.
To define the SLAM enable penalty, set the "SlamEnablePenalty" setting in "hook_slam.cfg". It is an integer value. The default value is 4.
Full thread here: https://www.xwaupgrade.com/phpBB3/viewt ... 0&start=50


There's a new Jamming Hook. This can be used with Starships to control the jamming field that they give off around a Hangar against enemy ships.
JeremyaFr wrote:
Thu Mar 31, 2022 11:31 am
NEW HOOK
Hello, Here is a new hook: jamming hook.

This hook permits to define the hangar jamming behavior for any craft.

To enable or disabled jamming, edit the "hook_jamming.cfg" file.
The format is:
; IsJammingEnabled = 0 or 1
; When set to 0, disable jamming
; WHen set to 1, enable jamming
IsJammingEnabled = 1

Suppose that the craft is "FlightModels\[Model].opt".
To define the jamming behavior, create a file named "FlightModels\[Model]Jamming.txt" or create a section named "[Jamming]" in "FlightModels\[Model].ini".

The format is:
; HasJamming = 0 or 1
HasJamming = 1
; JammingDirection = All or Up or Down
JammingDirection = All
; JammingDistance = integer
; -1 = disabled
JammingDistance = -1
; JammingBehavior = None or HangarMeshCenter or InsideHangarHardpoint or InsideHangarHardpointAndJammingPoints
JammingBehavior = InsideHangarHardpointAndJammingPoints

If the file does not exist, default values are used..
Full thread here: https://www.xwaupgrade.com/phpBB3/viewt ... 33&t=13857


You can now change the laser colour of an opt depending on it's FG choice. Either via the Flightmodels INI or Mission INI.
So for example a ship can be FG1 firing red lasers, and in another mission FG3 firing blue if you wanted.
JeremyaFr wrote:
Sat Apr 02, 2022 5:48 pm
Hello. Here is a update of the weapon color hook.

You can now define settings on a per mission basis.

Suppose that the mission is "[MissionDir]\[Mission].tie".
To define settings on a per mission basis, create a file named "[MissionDir]\[Mission]_WeaponColor.txt" or create a section named "[WeaponColor]" in "[MissionDir]\[Mission].ini".
All the settings defined in a [Model] file can be replaced in a [Mission] file. The key of the setting in the mission file must be prefixed with "[Model]_".
For example, "WeaponColor" in "[Model].ini" become "[Model]_WeaponColor" in "[Mission].ini".
Full thread here: https://www.xwaupgrade.com/phpBB3/viewt ... 7&start=75


Also you can now compress images in dat files for the relevant format needed.
This can reduce file sizes a lot, but we have found it can also increase mission loading times too in some cases, depending on the dat or mission.
JeremyaFr wrote:
Fri Dec 24, 2021 12:26 pm
UPDATE

Hello, I've updated XwaDatEditor.

I've added support for a new DAT image format: Format25C. The format 25C is like the format 25 but the images are compressed with the LZMA algorithm. To use the format 25C, you need an updated 32bpp hook.
I've added new buttons to convert the format of all the images of a dat file.
Full thread here: https://www.xwaupgrade.com/phpBB3/viewt ... =9&t=12253


Lastly there has been an update to the main XwaHooksSetup. So any WIP Hooks will be downloaded also to a different folder.
JeremyaFr wrote:
Fri May 06, 2022 6:39 pm
UPDATE

Hello, I've updated XwaHooksSetup.

Now the tool will also download the WIP hooks to a separate directory ("Hooks_WIP").
Full thread here: https://www.xwaupgrade.com/phpBB3/viewt ... &start=325

Still after all this time we are finding ways to include neat new ideas into this amazing aging game :)
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