Hooks
Moderator: JeremyaFr
Re: Hooks
- JaggedFel
- Posts: 435
- Joined: Wed Sep 06, 2006 11:01 pm
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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.
Ye Olde Galactic Empire Mission Editor v1.15.6
Current software WIPs: TIE Layout and Cutscene Editor, TIE/XvT Cockpit Editor
Libraries / Format specs: *.tie, *.plt, *.tfr, *.lfd , *.act, *.dat image files, *.fnt
Current software WIPs: TIE Layout and Cutscene Editor, TIE/XvT Cockpit Editor
Libraries / Format specs: *.tie, *.plt, *.tfr, *.lfd , *.act, *.dat image files, *.fnt
- Driftwood
- Posts: 2174
- Joined: Wed Oct 22, 2003 11:01 pm
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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?
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?
“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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Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- keiranhalcyon7
- Posts: 599
- Joined: Tue Jan 02, 2018 6:41 am
Have you tried something like Joystick Gremlin to swap the axes upstream of XWA?
The Mobquet is a prominent example.Also, is there a way to orient an engine glow projection any other direction than rearward? Say up, down, or forwards?
- JeremyaFr
- Posts: 4001
- Joined: Mon Jan 18, 2010 5:52 pm
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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.
Name the second gunner "Shipnamegunner2.opt".
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.
done
Name the second gunner "Shipnamegunner2.opt".
- Driftwood
- Posts: 2174
- Joined: Wed Oct 22, 2003 11:01 pm
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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.
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.
- DarHan
- Posts: 325
- Joined: Mon Dec 05, 2005 12:01 am
- Contact:
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.
“Red Four, nothing’s gone wrong yet.”
— Hobbie Klivian
— Hobbie Klivian
- ual002
- Posts: 983
- Joined: Wed Sep 24, 2008 2:23 am
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.DarHan wrote: ↑Sat Oct 12, 2019 1:29 pmHey. 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.
![Image](https://i.imgur.com/5vfNZHl.png?1)
![Image](https://i.imgur.com/JrFPoL6.png?1)
![Image](https://i.imgur.com/CYTyoW3.png?2)
![Image](https://i.imgur.com/Gy8vkc2.png?1)
![Image](https://i.imgur.com/MxJa1Af.png)
- JeremyaFr
- Posts: 4001
- Joined: Mon Jan 18, 2010 5:52 pm
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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
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
- Driftwood
- Posts: 2174
- Joined: Wed Oct 22, 2003 11:01 pm
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I don't suppose flares/chaff and/or missile projectiles could have FG colors similar to the lasers?
-
- Posts: 1170
- Joined: Mon Apr 05, 2004 11:01 pm
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 . . .
The Chaff is a .dat file I believe.
![big grin :D](./images/smilies/icon_biggrin.gif)
The Chaff is a .dat file I believe.
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.
- Driftwood
- Posts: 2174
- Joined: Wed Oct 22, 2003 11:01 pm
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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?
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?
- Driftwood
- Posts: 2174
- Joined: Wed Oct 22, 2003 11:01 pm
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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?
- Driftwood
- Posts: 2174
- Joined: Wed Oct 22, 2003 11:01 pm
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Okay, cool. Thanks for the reminder.
- Red_Leader
- Posts: 406
- Joined: Fri Mar 08, 2002 12:01 am
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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.
"I want my sanity back." - Wedge Antilles
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- JeremyaFr
- Posts: 4001
- Joined: Mon Jan 18, 2010 5:52 pm
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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?
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?
"I want my sanity back." - Wedge Antilles
https://www.freewebs.com/redleaderxwa/
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- JeremyaFr
- Posts: 4001
- Joined: Mon Jan 18, 2010 5:52 pm
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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
2. Browse to the crash event (in Windows -> Application)
3 . Select and Copy the text
4. Paste it here
- Red_Leader
- Posts: 406
- Joined: Fri Mar 08, 2002 12:01 am
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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:
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
- Posts: 4001
- Joined: Mon Jan 18, 2010 5:52 pm
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Which version of ddraw.dll are you using?
- Red_Leader
- Posts: 406
- Joined: Fri Mar 08, 2002 12:01 am
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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
- Posts: 4001
- Joined: Mon Jan 18, 2010 5:52 pm
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You can tet that:
EDIT: link removed
EDIT: link removed
- Red_Leader
- Posts: 406
- Joined: Fri Mar 08, 2002 12:01 am
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I just tried a quick skirmish and it still crashed. ![grübel :?](./images/smilies/icon_confused.gif)
![grübel :?](./images/smilies/icon_confused.gif)
"I want my sanity back." - Wedge Antilles
https://www.freewebs.com/redleaderxwa/
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