SLAM Hook
Moderator: JeremyaFr
Re: SLAM Hook
- Darksaber
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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
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
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
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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.
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.
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.
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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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
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
I'm sure Jeremy will be able to think of something way better for this, and it's quite late for me
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.
- Darksaber
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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
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
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
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- John Lydgate
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Hmm I'll have to find those values later, it is getting late for me.
Hope the other values help
Hope the other values help
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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.
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.
- Darksaber
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These are the Wave files Fek'LeyrTarg is referring too, if these waves can be used as a custom Wave file, here they are
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“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
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- JeremyaFr
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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.
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.
- Darksaber
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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
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
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
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- John Lydgate
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- JeremyaFr
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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.
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.
- Darksaber
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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
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
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
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- Rookie_One1
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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
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
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- Phoenix Leader
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That's exactly what happens when a craft enters hyperspace.
Replicating such effect might do the job.
Replicating such effect might do the job.
- JeremyaFr
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UPDATE
I've uploaded the updated hook to GitHub and OneDrive.
Please redownload xwa_hook_slam.zip
I've uploaded the updated hook to GitHub and OneDrive.
AddedRookie_One1 wrote: ↑Mon Jan 28, 2019 5:13 amOnly thign missing would be to double the engine glow output when the slam is activated, but not sure if it's doable
Please redownload xwa_hook_slam.zip
- Darksaber
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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?
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?
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
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- JeremyaFr
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Currently the AI doesn't use SLAM system. I don't know if this can be enabled.
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
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- John Lydgate
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- Rookie_One1
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I'm not sure. AFAIK, only 2 campaign missions existed where you had a wingmen in a missile boat in TIE Fighter
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
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No, it did not exist for AI unfortunately. Was only for player's craft.
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- Rookie_One1
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Yep, I confirm.
AI in Star Wars TIE Fighter was not intelligent enough to use it it seems
AI in Star Wars TIE Fighter was not intelligent enough to use it it seems
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
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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.
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.
- Darksaber
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Perhaps the SLAM should be limited to Type: Fighters
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
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- John Lydgate
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Either that or perhabs the system could be updated to disregard turrets and olny take cannons into consideration.