Search found 3500 matches

by Darksaber
Sun Jan 20, 2019 1:27 pm
Forum: Editing
Topic: SLAM Hook
Replies: 19
Views: 269

Re: SLAM Hook

:D :2thumbs:
by Darksaber
Sun Jan 20, 2019 1:26 pm
Forum: Editing
Topic: Weapon slots
Replies: 8
Views: 61

Re: Weapon slots

Cheer Jeremy,

I guess that answers that question, slots 299 and 300 are out of bounds
by Darksaber
Sun Jan 20, 2019 9:44 am
Forum: Editing
Topic: SLAM Hook
Replies: 19
Views: 269

Re: SLAM Hook

Thanks Jeremy :) works really great :)

Just looking through in the readme, at the bottom in the Credits, I just see your name shouldn't Justagai's name be on there too, for finding the offsets and the idea?

Sorry if I'm stepping on toes here :)
by Darksaber
Sun Jan 20, 2019 9:38 am
Forum: Editing
Topic: Weapon slots
Replies: 8
Views: 61

Re: Weapon slots

Satb.opt has nothing to do with it, it just happens to be on the first line of the Equipment0.lst the first line SatB.opt = 0 Second line SatC.opt = 1 third line SatD.opt = 2 and so on If you going to start editing learn to use BHE, it's more precise and you have better control over editing than in ...
by Darksaber
Sat Jan 19, 2019 8:51 pm
Forum: Editing
Topic: Weapon slots
Replies: 8
Views: 61

Re: Weapon slots

There is one slight problem with this, if you thinking of replacing the Extra Laser 1 301 (uses RebelTurboMedium) Extra Laser 2 302 (uses RebelTurboLong) Extra Laser 3 303 (uses RebelTurboShort) Extra Laser 4 304 (uses ImpTurboMedium) Extra Laser 5 305 (uses ImpTurboLong) Your going to have to chang...
by Darksaber
Sat Jan 19, 2019 7:36 pm
Forum: Pilot Lounge
Topic: Romin - The curse of the Death Shadow
Replies: 5
Views: 81

Re: Romin - The curse of the Death Shadow

Spelling error mate

Image

It's Heavily not Haevily :D

I like the story :) well done :)
by Darksaber
Fri Jan 18, 2019 8:21 pm
Forum: Editing
Topic: SLAM Hook
Replies: 19
Views: 269

Re: SLAM Hook

Wow it actually works lol :D
by Darksaber
Fri Jan 18, 2019 3:34 pm
Forum: Editing
Topic: SLAM Hook
Replies: 19
Views: 269

Re: SLAMS

Hmm.... Nice find, I hope it works, and it's not just a remanent from the older Tie Fighter engine
by Darksaber
Fri Jan 18, 2019 12:06 am
Forum: Editing
Topic: Viper probe droid and satellite 3 overrated
Replies: 10
Views: 123

Re: Viper probe droid and satellite 3 overrated

Thanks Jeremy, that helped.

I've figured out the offsets and I've added it to my personnel version of the BHE XWA Module, which I prefer to use for editing the stats, MXvTed has a tendency to change other settings/stats.
by Darksaber
Thu Jan 17, 2019 7:07 pm
Forum: Editing
Topic: Viper probe droid and satellite 3 overrated
Replies: 10
Views: 123

Re: Viper probe droid and satellite 3 overrated

Hello, After a quick search, I've found that these point values are hard coded in functions L004D9190, L004D9770 and L004DA370. When an object type is not Craft, the game engine use a hard coded value. The value is 500 for ModelIndex_212_1_2_SatD and ModelIndex_213_1_7_Probe, and 10 for other objec...
by Darksaber
Thu Jan 17, 2019 8:06 am
Forum: Editing
Topic: Viper probe droid and satellite 3 overrated
Replies: 10
Views: 123

Re: Viper probe droid and satellite 3 overrated

I haven't a clue where those point values are coming from, I've looked at the stats in BHE and MXvTed and I can't find anything amiss, I thought the values where generated in the Spec.rci file but again nothing is showing up that would point to the value being so high The stats for all 3 of the Sate...
by Darksaber
Mon Jan 14, 2019 8:07 pm
Forum: Soft/Hardware Problems
Topic: Containers L cannot be hit by AI crafts
Replies: 22
Views: 303

Re: Containers L cannot be hit by AI crafts

Justagai wrote:
Mon Jan 14, 2019 8:00 pm
Maybe? For example, enemy craft that are attacking friendly small containers would be more difficult. But it also works in reverse.
Ok thanks, I'll probably leave it out then :)
by Darksaber
Mon Jan 14, 2019 7:21 pm
Forum: Soft/Hardware Problems
Topic: Containers L cannot be hit by AI crafts
Replies: 22
Views: 303

Re: Containers L cannot be hit by AI crafts

If I apply this to the DSUCP and XWACP, is this going to bugger up any missions???
by Darksaber
Sun Jan 13, 2019 7:26 pm
Forum: Pilot Lounge
Topic: Website and Forum have been upgraded!
Replies: 49
Views: 55830

Re: Website and Forum have been upgraded!

Just about to say that myself :)

Force, would you have the new logo in a format with a transparent background you can share, so I can update the various images in the XWACP please

Please upload to the private forum or PM me :)

Cheers mate
by Darksaber
Sun Jan 13, 2019 12:49 am
Forum: Editing
Topic: Hooks
Replies: 133
Views: 13808

Re: Hooks

I've already mentioned this in the private forum, the Impact colours are in the Animation.dat, I doubt there is anything that can be done about it, plus you don't notice it that much Did you know there is a laser impact colour it's ok when you have the Red Geen Blue, as the impact for those are Red ...
by Darksaber
Sat Jan 12, 2019 3:36 pm
Forum: Soft/Hardware Problems
Topic: Direct3D 11 via DDraw.dll
Replies: 230
Views: 83218

Re: Direct3D 11 via DDraw.dll

Here you go OS = Microsoft Windows 7 Ultimate FeatureLevel = FeatureLevel91 B8G8R8A8UNorm Format Support = Texture2D, Texture3D, TextureCube, ShaderLoad, ShaderSample, Mip, MipAutogen, RenderTarget, Blendable, CpuLockable, MultisampleResolve, Display, MultisampleRenderTarget, BackBufferCast, VideoPr...
by Darksaber
Sat Jan 12, 2019 3:28 pm
Forum: Editing
Topic: XWA.Exe Patches
Replies: 36
Views: 7950

Re: XWA.Exe Patches

Ok thanks Jeremy :)
by Darksaber
Sat Jan 12, 2019 3:10 pm
Forum: Editing
Topic: XWA.Exe Patches
Replies: 36
Views: 7950

Re: XWA.Exe Patches

Ok I guess that's good, so there is no conflict then?
by Darksaber
Sat Jan 12, 2019 2:02 pm
Forum: Editing
Topic: XWA.Exe Patches
Replies: 36
Views: 7950

Re: XWA.Exe Patches

Thanks Jeremy :)

Hmm just a thought these are now going to conflict with the patched DSUCP and XWACP so they will have to be removed from the exe with XwaExePatcher

Hmm strange I thought they might have conflicted and you get a message, but No :? :?
by Darksaber
Fri Jan 11, 2019 9:53 pm
Forum: Soft/Hardware Problems
Topic: Containers L cannot be hit by AI crafts
Replies: 22
Views: 303

Re: Containers L cannot be hit by AI crafts

Is it possible that the upgraded container is off center? No I've checked them I still believe its the positioning of the laser hardpoints, the further away the laser hardpoints are away from the centre of the craft, I think it makes it harder for an AI craft to aim, just look at the positioning of...
by Darksaber
Fri Jan 11, 2019 9:10 pm
Forum: Editing
Topic: XWA.Exe Patches
Replies: 36
Views: 7950

Re: XWA.Exe Patches

Thanks Jeremy the disable starfield rendering works a treat, it's weird if you replace the planet.dat with the original version, BLACK SPACE :) Just a questions regarding some of the patch offsets Could these be added to one of the hooks or is there a reason why they are not included in a hook <Patc...
by Darksaber
Fri Jan 11, 2019 7:41 pm
Forum: Soft/Hardware Problems
Topic: Containers L cannot be hit by AI crafts
Replies: 22
Views: 303

Re: Containers L cannot be hit by AI crafts

Ok I've done a test, without the patch, 6 container L (sphere) vs 6 x-wing, the xwings destroyed the spheres Without Patch 6 Tie fighters again destroyed the sheres Awings same result Bwings, find it harder to hit the spheres and Firesprays couldn't hit a death star if it was right infront of them T...
by Darksaber
Fri Jan 11, 2019 7:09 pm
Forum: Soft/Hardware Problems
Topic: Containers L cannot be hit by AI crafts
Replies: 22
Views: 303

Re: Containers L cannot be hit by AI crafts

No, extract the XwaExePatcher-1.0.11.zip then add <Patch Name ="fix ContainerSphere not being hittable by AI"> <Item Offset="0119A6" From="0F842F010000" To="909090909090" /> </Patch> to the patcher.xml (you can open this with Notepad) and yes before the </ArrayOfPatch> Next goto you xwa Dir copy and...
by Darksaber
Thu Jan 10, 2019 7:46 pm
Forum: Pilot Lounge
Topic: Reopening: Vince-T's Modding HQ
Replies: 9
Views: 251

Re: Reopening: Vince-T's Modding HQ

Nice looking site update mate, fancy having a go at mine :) only joking :D
by Darksaber
Thu Jan 10, 2019 7:44 pm
Forum: XWA Upgrade
Topic: How to install / why are the packages not described?
Replies: 42
Views: 2922

Re: How to install / why are the packages not described?

The TGSmush file is now at v2.2 so fresh link to that would be good please Jeremy :) unless Forceflow hosts it, I doubt it will be updated again any time soon :) (I might be wrong though) DDraw file I believe is at v1.3.5 but Force you could just link to Jeremy's xwa_ddraw_d3d11 Git Hub Page Jeremy ...