SLAM Hook

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Re: SLAM Hook

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Darksaber

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Post by Darksaber » Sun Jan 27, 2019 9:27 am

Hmm, wouldn't the HyperstartImp.wav and Hyperend.wav be a better choices?

Or even DSACCELERATION.WAV and DSDECELERATION.WAV

What the wave values are for these I haven't a clue ??

Edit: or you could use LandingGearUp.wav and LandingGearDown.wav

Edit: Oh hold on I'm listening to DSUCP sounds lol :( :(

Edit: Yes listening to vanilla sounds the HyperstartImp.wav and Hyperend.wav would be better, they are the same in DSUCP too
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Justagai
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Post by Justagai » Sun Jan 27, 2019 9:34 am

Found them:

The vanilla sounds are IMPERIALSHUTTLEBLASTOFF.WAV and IMPERIALSHUTTLETAKEOFF.WAV

EXPLOSIONCONTAINER1.WAV and EXPLOSIONBREAK1.WAV are the DSUCP ones

Changing them back to the default won't help in this case unfortunately.

Darksaber wrote:
Sun Jan 27, 2019 9:27 am
Hmm, wouldn't the HyperstartImp.wav and Hyperend.wav be a better choices?

Or even DSACCELERATION.WAV and DSDECELERATION.WAV

What the wave values are for these I haven't a clue ??
I wanted the SLAM sound to sound unique. Hearing the hyperspace sound when not going into hyperspace sounds off to me.

I was thinking of those two Death star sounds that you listed, but I couldn't find them. Their index numbers could be significantly higher which is why I didn't come across them. Also, they don't sound as "powerful" as the ones I've found. But that is my opinion and you are free to change them to anything else.

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Post by Justagai » Sun Jan 27, 2019 9:43 am

I wonder if its possible to add the DSUCP sounds to XWAUP, and readd the DSUCP sounds so that their indexes line up?

I'm sure Jeremy will be able to think of something way better for this, and it's quite late for me :D

EDIT: Ok, I'll get the hyper sound indexes

EDIT: 0x73 is HYPERSTARTIMP and 0x75 is HYPEREND

EDIT: Ah yes those sounds do sound much different from vanilla. I'll try to find them
Last edited by Justagai on Sun Jan 27, 2019 9:51 am, edited 2 times in total.

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Post by Darksaber » Sun Jan 27, 2019 9:46 am

Yes, the DSACCELERATION.WAV and DSDECELERATION.WAV are way better in the DSUCP

The shuttle sounds you hear all the time in the hangars, I don't think they are unique enough

Honestly I would be happy with the HyperstartImp.wav and Hyperend.wav sounds, I know they aren't unique enough, but they give you that feeling of acceleration :)

Anyhow I'll let other have a say see what they think :)

Edit: yes I could add the sounds to XWAUP that would solve a lot
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Post by Justagai » Sun Jan 27, 2019 10:01 am

Hmm I'll have to find those values later, it is getting late for me.

Hope the other values help

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Post by Fek'LeyrTarg » Sun Jan 27, 2019 11:01 am

I recognise that explosion sound effect from "Star Trek: Starfleet Command". :)

What about the original sound effects as used in TIE Fighter and XvT, POWERUP.WAV and POWERDN.WAV?
Perhabs these could be re-used for the hook. They could also serve as a basis for remixed sound effects.

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Post by Darksaber » Sun Jan 27, 2019 12:56 pm

These are the Wave files Fek'LeyrTarg is referring too, if these waves can be used as a custom Wave file, here they are
SLAMXvTWaves.rar
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Post by JeremyaFr » Sun Jan 27, 2019 1:19 pm

The index for HyperstartImp.wav is 115.
The index for Hyperend.wav is 117.
The index for DSACCELERATION.WAV is 162.
The index for DSDECELERATION.WAV is 161.

Which sounds should I use?

I will see if we can add custom sounds and use POWERUP.WAV and POWERDN.WAV.

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Post by Darksaber » Sun Jan 27, 2019 1:46 pm

I wouldn't bother with the DsAcceleration.wav or DsDeAccelaration.wav unless your using the DSUCP. The original waves sound rubbish

And to be honest, I don't really want to start adding wave files to the XWAUCP due to the it just being a Craft Upgrade ONLY patch, I don't want to start adding anything other than craft to it if possible.

So unless you can add the Custom waves i.e. Powerup.wav and PowerDown.wav from XvT TIE Fighter, I would personally choose the HyperstartImp.wav and Hyperend.wav :)

Oh can I ask if it's possible to make it so it's none case specific please :)
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Post by JeremyaFr » Sun Jan 27, 2019 2:55 pm

Hello,
Here is the updated hook to test.
EDIT: link removed

I've add the powerup and powerdn waves.

Setup:
Copy the "overdrive.lst" file and the "overdrive" directory in the "WAVE" directory.
If "overdrive.lst" exists, "powerup.wav" and "powerdn.wav" will be used, else "HyperstartImp.wav" and "Hyperend.wav" will be used.
Last edited by JeremyaFr on Mon Jan 28, 2019 5:35 pm, edited 1 time in total.

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Post by Darksaber » Sun Jan 27, 2019 3:20 pm

Excellent :) will test now

Well that defiantly works, with or without the Overdrive.lst

With Overdrive.lst = Power Waves
Without = Hyper Waves

Also tried changing the case of the file names to capitalise them, that works and change the case of the files within the lst file, still works :)

Well done :)
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Post by Bman » Sun Jan 27, 2019 4:28 pm

Beautiful! Thanks so much everyone.
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Post by Rookie_One1 » Mon Jan 28, 2019 5:13 am

Image

More seriously, that is a really nice addition.

Only thign missing would be to double the engine glow output when the slam is activated, but not sure if it's doable
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Post by Phoenix Leader » Mon Jan 28, 2019 12:00 pm

That's exactly what happens when a craft enters hyperspace.
Replicating such effect might do the job.

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Post by JeremyaFr » Mon Jan 28, 2019 5:38 pm

UPDATE
I've uploaded the updated hook to GitHub and OneDrive.
Rookie_One1 wrote:
Mon Jan 28, 2019 5:13 am
Only thign missing would be to double the engine glow output when the slam is activated, but not sure if it's doable
Added

Please redownload xwa_hook_slam.zip

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Post by Darksaber » Mon Jan 28, 2019 7:58 pm

Thanks Jeremy :)

Not really a question for just Jeremy, but for anyone that could answer it, the question is Do you know if AI craft can control/use the SLAM system?
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Post by JeremyaFr » Mon Jan 28, 2019 8:36 pm

Currently the AI doesn't use SLAM system. I don't know if this can be enabled.

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Post by Darksaber » Mon Jan 28, 2019 8:45 pm

Ok thanks, I was just curious
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Post by keiranhalcyon7 » Mon Jan 28, 2019 9:21 pm

Did the AI use SLAM in any prior game?

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Post by Rookie_One1 » Tue Jan 29, 2019 12:13 am

I'm not sure. AFAIK, only 2 campaign missions existed where you had a wingmen in a missile boat in TIE Fighter
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Post by Bman » Tue Jan 29, 2019 12:20 am

No, it did not exist for AI unfortunately. Was only for player's craft.
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Post by Rookie_One1 » Tue Jan 29, 2019 12:26 am

Yep, I confirm.

AI in Star Wars TIE Fighter was not intelligent enough to use it it seems
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Post by evilmark » Tue Feb 12, 2019 2:47 am

I have a question about how the SLAM itself is supposed to function. I only played TIE Fighter once back in the early 2000s, but if I remember correctly it had some kind of recharge or cooldown mechanic to it. I've added the SLAM to an X-Wing and the YT-2000, the X-Wing is able to go about 2km before the SLAM disengages and starts to recharge, but the YT-2000 seems to be able to use it indefinitely. I tested the YT-2000 in Battle 4 Mission 3 (the one where you rescue Aeron from the Vergesso asteroid base) and I was able to use the SLAM from the moment I left the Liberty's hangar until the moment I re-entered the hangar to end the mission (I did turn it off while docked with the asteroid base because why have it on if I'm not moving).

Should there be a recharge as the X-Wing seems to indicate? Is there a bug with using the SLAM on freighters?

EDIT: Nevermind I figured out that it draws power from the lasers. The YT-2000 probably gets to use it infinitely due to how the gun turrets function.

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Post by Darksaber » Tue Feb 12, 2019 9:14 am

Perhaps the SLAM should be limited to Type: Fighters
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Post by Fek'LeyrTarg » Wed Feb 13, 2019 3:53 pm

Either that or perhabs the system could be updated to disregard turrets and olny take cannons into consideration.

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