XWAU 2020 Mega Patch: Update 1

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XWAU 2020 Mega Patch: Update 1

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Ace Antilles
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Post by Ace Antilles » Mon Dec 28, 2020 7:59 pm

XWAU 2020 Mega Patch Update 1

Now available is our first Mega Patch: Update!
This Update contains new Opts, updated items and bug fixes all rolled into one installer.
So all you need is the original 2020 Mega Patch and the current update. The previous Fix Pack v1 is included.

We've added a bunch of stuff old and new. So please read the release notes for the full information.
We wanted to end 2020 with a final new release so we hope you enjoy it :)

NEW RELEASES

XQ2 Platform v1.0: Brand new release of the XQ2 Platform and Hangar by Vince T.
Another brilliant Station to use in game with HD textures and 4 subtly different Hangar Maps depending on your Faction.
You can see pictures and videos of the XWA Upgrade releases in the Showcase section on our website.

x1.png

Special Effects v1.5: Blue Max has updated and improved on areas of his great Effects package.
New procedural shaders for Lava and Explosions. New materials and shaders for the Death Star mission. The reactor core explosion has been replaced with Duke's explosion shader. The Death Star now has materials and other visual fixes.
For full information read the Special-Effects-Readme and the VR-README under the Readme\SpecialEffects\ folder.

Hooks – Skins: JérémyaFr’s Hooks have been updated with the latest bug fixes and new features.
There is also a great new Skins feature. Essentially it allows anyone to add their own custom looks to an Opt. You can add flightgroup colours or new textures from a folder rather than being built into the Opt itself. So mission creators now can have a lot more options for customised ships. It's something that will be used more by the XWAU Team in future releases.
For full information read this topic on the XWAU Forum, for more details - 3d models skins


UPDATES

XQ1 Platform v1.1 – Fixed misaligned turret rotation axes. Improved some texture Illuminations. Optimized file size by splitting FG Color textures from non-FG Color textures.

Imperial Star Destroyer II v2.3 – Fixed an issue where the main hull’s targeting box was above the hull rather than inside it, preventing AI to hit it at low angles.
Performance Improvements: Removed some excess details from the Bridge and Shield Generators.
Made use of the new Object Profiles feature of the hangar hook to create a set of new profiles.
Currently the default setting is optimised for FPS benefits. To restore full detail, edit the ImperialStarDestroyer2.INI and swap the Default lines.
For full information read the Readme\XWAU Crafts\ImperialStarDestroyer2v2.3Readme or consult the Forum.

Babu Frik’s Configurator and the Palpatine Total Converter have had a little make over.

Corvette FarStar, Corvette Freedom, Dreadnaught and Nebulon B Frigates have had Hangar map improvements.
So now they have Rebel, Imperial, Neutral and Pirate IFF Faction options for when landing.
Azzameen Station - Brought the Hangar Monitor inside a little, so the crew won’t accidentally fall into space.

Mission 1b0m7fw– Added the Sabra and Andrasta to the hangar bay. Removed the containers ready for evacuation.

Special-Effects-Readme has been updated.
YwingSpyderV1.0Readme has been added.
XwingSpyderV1.1Readme has been updated.

Hooks: The latest Hooks by Jérémy Ansel (JérémyaFr) as of December 26th, 2020
Note: The Hook files are only overwritten if the existing file is older than the new file, otherwise installation is skipped.


BUG FIXES

Calamari Cruiser Defiance – Added missing “Outside Hangar” hardpoint. Restored all hangar hardpoints from the old Defiance opt model.

Nebulon B Frigate – Renamed missing Hangar from “Frigate2Hangar.opt" to “Frigate2StandardHangar.opt"

Mission Fixes – Fixed issues with several campaign missions.
1B0M4FW – Fixed Mission briefing: Selu icon
1B0M6FW - Fixed Mission briefing: Original TG issue. Emkay's dialog was cut off early.
1B1M4G – Had the wrong Space Colony icon in briefing. Original TG issue.
1B2M1G - You can now land on the Liberty. The failure message was being played wrongly. A few tweaks to the message list. Hangar Map correction so as not to conflict with the Liberty hangar.
1B2M3FG – Fixed some issues with the messages.
1B6M5B – Fixed X-Wing Rogue flightgroup so they will use the right FG colors.
1B7M1W - 1B7M3W - Fixed Mission briefing: Nebulon B icons wrong. Optimised the Objects section.

INI Files – Fixed Weapon Impact colors issues on these ships:
Assault Frigate, Corvette2Cargo, Corvette2FarStar, Corvette2Freedom, Corvette2Fulcrum, Corvette2Liberator, Corvette2Phoenix, Corvette2Standard, Dreadnaught2, EscortTransport, EscortTransportMod, Frigate2Carrier, Frigate2Medical, Frigate2Standard, Frigate2Strike, ModCorvette

Film – The Film folder is created if missing. Some digital releases didn’t include it, meaning filming wouldn’t save.

Readme Files – Removed unnecessary Readme folders and extra older release versions.

CD Version Sound Issues - If you find you are missing some sounds you need to copy the WAVE folder from both CDs to the XWA main folder. If asked to replace any files then select not to do that. The sounds will then run from your PC.

If you are still using the old CDs for XWA it is getting harder to support that system. We do recommend you upgrade to a digital version such as sold by GoG.com etc. They can be very cheap in sales.


PREVIOUS UPDATES

Fix Pack v1.0 – November 28th, 2020
Added a XWA game shortcut on your Desktop pointing to Alliance.exe.
Please run the game from Alliance.exe. Not Steam or other shortcuts.

Fixed some colors in the X-Wing Red opt.
Fix for TIE Advanced Dynamic Cockpit
Fix for the Toscan Fighter warhead launcher settings.
Set HUD to be off by default with Dynamic Cockpits in Babu Frik. Press D to toggle on or off.
Update of all Hooks to fix some bugs.
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Post by batuta » Mon Dec 28, 2020 10:50 pm

yujuuuuuuu thank you very much. This is the best game ever.

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Post by marcop000 » Tue Dec 29, 2020 5:14 pm

Excellent job Ace !!!

I have a question: in the some previous version to avoid frame drop, you must set to 60Hz your monitor each time.

There is a fix about in this version that solve the problem ?

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Post by DarHan » Tue Dec 29, 2020 7:04 pm

Hey, I just tested the ISDII in skirmish mode and there seems to be a couple of transparent faces on the forward ridges (between the secondary hangar and the tip of the ship, and in the same position on the upper side of the ship.
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Post by Vince T » Tue Dec 29, 2020 8:11 pm

OK I see the issue. The bits that are missing are part of the Details mesh that is hidden by default.
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Post by Rookie_One1 » Tue Dec 29, 2020 11:44 pm

Time for an hotfix ? :p
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Vince T
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Post by Vince T » Wed Dec 30, 2020 3:29 am

Here's a hotfix for the ISD2. I've assigned the missing faces from the details mesh to the main hull mesh so they're visible no matter what profile is selected.
Just unzip this OPT in the Flightmodels Folder.
[Link removed]


EDIT: We just updated the Mega Patch to v1.1 to fix this issue.
If you download the Mega Patch again it will install the fixed version automatically.
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Ace Antilles
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Post by Ace Antilles » Wed Dec 30, 2020 11:12 pm

marcop000 wrote:
Tue Dec 29, 2020 5:14 pm
Excellent job Ace !!!
I have a question: in the some previous version to avoid frame drop, you must set to 60Hz your monitor each time.
There is a fix about in this version that solve the problem ?
Thanks but it's a team effort.
There has been no fix for this issue. I don't even know if it can be fixed. @blue_max knows more on this.
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Post by blue_max » Thu Dec 31, 2020 6:19 am

Ace Antilles wrote:
Wed Dec 30, 2020 11:12 pm
marcop000 wrote:
Tue Dec 29, 2020 5:14 pm
Excellent job Ace !!!
I have a question: in the some previous version to avoid frame drop, you must set to 60Hz your monitor each time.
There is a fix about in this version that solve the problem ?
Thanks but it's a team effort.
There has been no fix for this issue. I don't even know if it can be fixed. @blue_max knows more on this.
I don't think there's a fix for that yet. If you're experiencing stuttering in the hangar, you may have to set:

EnableVSyncInHangar = 1

(Although I believe one of Jeremy's hooks handles that automatically now)

And also you'll have to set your monitor's refresh rate to 60Hz

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Post by marcop000 » Thu Dec 31, 2020 2:41 pm

Thank Ace and Max, I will try.

In the meantime have a nice new year !!

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Post by Ace Antilles » Thu Dec 31, 2020 5:28 pm

DarHan wrote:
Tue Dec 29, 2020 7:04 pm
Hey, I just tested the ISDII in skirmish mode and there seems to be a couple of transparent faces on the forward ridges (between the secondary hangar and the tip of the ship, and in the same position on the upper side of the ship.
ANNOUNCEMENT
We just updated the Mega Patch 1 to fix this issue.
Also added a small bug fix from Blue Max.
XWAU 2020 Mega Patch Update 1.1 – December 31st, 2020
Imperial Star Destroyer II: Bug fix. Assigned missing faces from the details mesh to the main hull mesh.
Added missing Rebel and Imperial Laser Turbo material files.
Please download it again and install to fix the ISD issues.
Sorry to have to do this so soon people but better to get it out now and fixed than later.
Any other bugs and issues will be in our next update whenever that is ready.
Thanks people. Happy New Year!!
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Post by darklord » Sat Jan 02, 2021 5:40 am

That's excellent news Ace! I was wondering how that particular hotfix would be handled, and another downloaded patch for the patch seemed a step backward. Especially as this was just released and I'm sure will be a while till the next one.

Anyway great job team! I never would have guessed how far this project would have come. Especially without the source code.

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Post by Safe-Keeper » Tue Jan 05, 2021 4:19 pm

Holy shit, that XQ2 platform.

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Post by XDragon » Wed Jan 06, 2021 2:39 pm

Hey, just wondering but could I just install this over dsucp 2.6 and use the palpatine to load shipsets?
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Post by DTM » Thu Jan 07, 2021 8:14 am

XDragon wrote:
Wed Jan 06, 2021 2:39 pm
Hey, just wondering but could I just install this over dsucp 2.6 and use the palpatine to load shipsets?
Sorry, but that wouldn't work. It would be very easy for us to adapt the DSUCP to Palpatine, but unfortunately no one is allowed to distribute Darksaber's OPT files anymore, except those that were created for the XWAUP. I believe we must consider the DSUCP as dead. Fortunately, there are other possibilities, more Shipset coming, which can be used with Palpatine. We just ask for a little patience, as these shipsets will not be able to contain spaceships created by Darksaber, so we are forced to work to find other new combinations of spaceships. Nothing difficult, but it's a job that takes some time ...

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Post by XDragon » Thu Jan 07, 2021 9:25 pm

DTM wrote:
Thu Jan 07, 2021 8:14 am
Sorry, but that wouldn't work. It would be very easy for us to adapt the DSUCP to Palpatine, but unfortunately no one is allowed to distribute Darksaber's OPT files anymore, except those that were created for the XWAUP. I believe we must consider the DSUCP as dead. Fortunately, there are other possibilities, more Shipset coming, which can be used with Palpatine. We just ask for a little patience, as these shipsets will not be able to contain spaceships created by Darksaber, so we are forced to work to find other new combinations of spaceships. Nothing difficult, but it's a job that takes some time ...
No worries DTM, I'm not in a rush. It's not like I can't input the ships manually by making my own .shp files from everything. It was just a thought I had while trying to minimize my time commitment hah

Loving what you're all doing with this and Palpatine has been a great asset.
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Post by Will T » Tue Jan 12, 2021 10:56 am

XDragon wrote:
Thu Jan 07, 2021 9:25 pm
DTM wrote:
Thu Jan 07, 2021 8:14 am
Sorry, but that wouldn't work. It would be very easy for us to adapt the DSUCP to Palpatine, but unfortunately no one is allowed to distribute Darksaber's OPT files anymore, except those that were created for the XWAUP. I believe we must consider the DSUCP as dead. Fortunately, there are other possibilities, more Shipset coming, which can be used with Palpatine. We just ask for a little patience, as these shipsets will not be able to contain spaceships created by Darksaber, so we are forced to work to find other new combinations of spaceships. Nothing difficult, but it's a job that takes some time ...
No worries DTM, I'm not in a rush. It's not like I can't input the ships manually by making my own .shp files from everything. It was just a thought I had while trying to minimize my time commitment hah

Loving what you're all doing with this and Palpatine has been a great asset.
Just to throw in my very unofficial two cents on the back of what DTM said, I almost feel like the concept of the DSCUP is effectively obsolete now that we have the Palpatine tool.

DSUCP was a curated list of ships whose sole purpose was to utilise all the spare ship slots to get the most out of the game. But by trying to fill every slot, and by trying to maintain a balance of creators and opt type (starfighter, cap ship etc) there wasn't really a 'theme' to the UCP. You had Prequel ships hanging out with Sequel era ships etc. There was also basically no customisation there. You went with what DS wanted in the pack, or else you filled every one of those slots yourself, one by one, manually.

The Palpatine tool means you can get more ships available easily in game than just from filling the slots, but also lets you sort by theme for a more consistent feeling. It also lets you completely chop and change whole sets of ships. So if you don't like the prequels and only want the EU ships from the OT era, then in theory that's now easy to achieve. If you love the prequels but only want the game to run up to the XWA timeline with no ships from a later period, that becomes an option. But more intricately, if you want more flyable starfighters and transports but don't want to use up slots on unflyable cap ships, that could also be an option.

TL;DR. There's no point just finding all the opts you can to fill up all the slots anymore. You can get all the same variety, but now it's controllable and customisable. And in theory, creating the necessary shipsets isn't hard. It just takes a little more time if you want to make everything complete and easy for the user, as this requires setting up all the dat files etc and integrating them into an installer.
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Post by Luke_Skywalker » Wed Jan 13, 2021 12:41 am

The patch notes for B0M4 say that the briefing icon for the Selu is fixed, but I see nothing different and instead the Andrasta icon is flipped 180 degrees.
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Post by Gurrian » Wed Jan 20, 2021 9:04 am

hello thank you very much in advance for your incredible work. My problem is in Mission 7. The container c / c chi 8 is in a place in the hangar that is impossible to pick up. Is there any solution? thanks!

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Post by Ace Antilles » Wed Jan 20, 2021 3:34 pm

Gurrian wrote:
Wed Jan 20, 2021 9:04 am
hello thank you very much in advance for your incredible work. My problem is in Mission 7. The container c / c chi 8 is in a place in the hangar that is impossible to pick up. Is there any solution? thanks!
There was a problem with this initially but it was resolved. I've just tested it and it's working fine.
You do have the Update 1 patch installed don't you? The container should be floating just in the middle. While it's a tight fit you can pick it up ok.
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Post by Gurrian » Wed Jan 27, 2021 10:31 am

Thanks Ace !! I reinstalled it and everything resolved. You're the best.

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