Search found 861 matches

by JeremyaFr
Wed Jan 23, 2019 4:40 pm
Forum: Editing
Topic: Mission Update Project
Replies: 11
Views: 333

Re: Mission Update Project

Could a dll hook be used to prevent any AI craft from firing on escape pods and ejected pilots? Hello, I think this can be done by setting the team to 9 for the escape pods and ejected pilots. ; set team = 9 for escape pods / pilots At offset 003881, replace 8A0C45F1DC8000 with B1099090909090. At o...
by JeremyaFr
Wed Jan 23, 2019 12:29 pm
Forum: Soft/Hardware Problems
Topic: All playable crafts have S-Foils
Replies: 3
Views: 58

Re: All playable crafts have S-Foils

Hello,
I've fixed the sfoils hook.
Now it will display "Your craft does not have S-Foils" when the craft hasn't S-Foils.

Please redownload xwa_hook_sfoils.zip
by JeremyaFr
Mon Jan 21, 2019 6:02 am
Forum: Soft/Hardware Problems
Topic: Invisible Containers K
Replies: 8
Views: 92

Re: Invisible Containers K

Thanks
by JeremyaFr
Sun Jan 20, 2019 7:52 pm
Forum: Editing
Topic: Mission Update Project
Replies: 11
Views: 333

Re: Mission Update Project

For info,
The function that creates escape pods / pilots is situated at address 00404290.
The function that defines escape pods / pilots count for a craft is situated at address 0041A960.
by JeremyaFr
Sun Jan 20, 2019 5:34 pm
Forum: Soft/Hardware Problems
Topic: Invisible Containers K
Replies: 8
Views: 92

Re: Invisible Containers K

Hello,
Can you check these OPTs too please:

In XWAUCP:
  • ContainerBox
  • MarauderCorvette
In DSUCP:
  • BCFrigate
  • ContainerBox
  • DroidB
  • DroidT
  • MarauderCorvette
by JeremyaFr
Sun Jan 20, 2019 5:04 pm
Forum: Soft/Hardware Problems
Topic: Invisible Containers K
Replies: 8
Views: 92

Re: Invisible Containers K

This happens because the OPT doesn't have a low level LOD mesh.
by JeremyaFr
Sun Jan 20, 2019 1:12 pm
Forum: Editing
Topic: Weapon slots
Replies: 11
Views: 142

Re: Weapon slots

3002 corresponds to SPARKS.DAT.
5000 corresponds to CHAFF.DAT.
by JeremyaFr
Sun Jan 20, 2019 1:00 pm
Forum: Editing
Topic: SLAM Hook
Replies: 19
Views: 313

Re: SLAM Hook

You're right.
I've added Justagai to the readme's credits section.
by JeremyaFr
Sat Jan 19, 2019 9:19 pm
Forum: Editing
Topic: SLAM Hook
Replies: 19
Views: 313

Re: SLAM Hook

I've updated the hook.
Now, a second press on K will disengage the SLAM system.
by JeremyaFr
Sat Jan 19, 2019 8:32 pm
Forum: Editing
Topic: Weapon slots
Replies: 11
Views: 142

Re: Weapon slots

Hello,
If it can help, here are the stats of the weapons:
xwa_weapons_stats.PNG
xwa_weapons_stats.PNG (59.72 KiB) Viewed 134 times
by JeremyaFr
Sat Jan 19, 2019 5:05 pm
Forum: Editing
Topic: Viper probe droid and satellite 3 overrated
Replies: 10
Views: 136

Re: Viper probe droid and satellite 3 overrated

I think the answer is no. I haven't tested.
by JeremyaFr
Sat Jan 19, 2019 5:03 pm
Forum: Editing
Topic: SLAM Hook
Replies: 19
Views: 313

Re: SLAM Hook

UPDATE I've updated the hook. I've added a section named "[Slam] in the per craft ini file with a value named "HasSlam". Set HasSlam = 1 to enable the SLAM on a ship. The hook will also display a message when the player craft has no SLAM system ("Your craft does not have a [SLAM] system") and when ...
by JeremyaFr
Sat Jan 19, 2019 2:10 pm
Forum: XWA Upgrade
Topic: XWAU 1.5, Joystick not responding
Replies: 9
Views: 218

Re: XWAU 1.5, Joystick not responding

Hello,
You can try the latest version of ddraw.dll:
https://github.com/rdoeffinger/xwa_ddra ... ses/latest

If it doesn't work, you can try the previous version:
https://github.com/JeremyAnsel/xwa_ddra ... ses/latest
by JeremyaFr
Fri Jan 18, 2019 8:12 pm
Forum: Editing
Topic: SLAM Hook
Replies: 19
Views: 313

Re: SLAMS

Hello,
Here is a hook that enables the SLAM system. Thanks Justagai for the idea.
I've mapped the SLAM command to the K key.

In the current version, all crafts have SLAM. I will add a section in the ini file to define which ships have SLAM.
Done

xwa_hook_slam.zip
by JeremyaFr
Thu Jan 17, 2019 9:15 pm
Forum: Editing
Topic: Viper probe droid and satellite 3 overrated
Replies: 10
Views: 136

Re: Viper probe droid and satellite 3 overrated

With MXvTED, replace the following lines in "data.txt" under the XWA section:

Code: Select all

Unknown2name =Object Type
Unknown2type =Byte
Unknown2SlotOffset =2
Unknown2MainOffset =Shiptype
Then you can modify the object type in the Unknown tab.
by JeremyaFr
Thu Jan 17, 2019 5:43 pm
Forum: Editing
Topic: Viper probe droid and satellite 3 overrated
Replies: 10
Views: 136

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 object...
by JeremyaFr
Wed Jan 16, 2019 5:12 pm
Forum: Soft/Hardware Problems
Topic: Direct3D 11 via DDraw.dll
Replies: 234
Views: 83663

Re: Direct3D 11 via DDraw.dll

UPDATE
Hello,
I've updated my ddraw.dll v1.3.6.

The changes are:
  • Improve performance
  • Add support for 16-bpp textures
https://github.com/JeremyAnsel/xwa_ddra ... tag/v1.3.6
by JeremyaFr
Mon Jan 14, 2019 6:54 pm
Forum: Soft/Hardware Problems
Topic: Containers L cannot be hit by AI crafts
Replies: 22
Views: 306

Re: Containers L cannot be hit by AI crafts

It seems that the people category is never used.

s_V0x07CA1A0 is a data structure used by the AI code. esp18 is the object index of the target craft. s_pXwaCurrentCraft is not a pointer to s_V0x07CA1A0. It is a pointer to a structure that contains data related to a craft.
by JeremyaFr
Mon Jan 14, 2019 5:23 pm
Forum: Soft/Hardware Problems
Topic: Containers L cannot be hit by AI crafts
Replies: 22
Views: 306

Re: Containers L cannot be hit by AI crafts

Hello, The code that defines gun convergence for AI crafts looks like this: s_pXwaCurrentCraft->LasersConvergence = LasersConvergence_Off; if( s_XwaObjects[s_V0x07CA1A0.ObjectIndex].ShipCategory == ShipCategory_Starfighter || s_XwaObjects[s_V0x07CA1A0.ObjectIndex].ModelIndex == ModelIndex_051_0_38_E...
by JeremyaFr
Sat Jan 12, 2019 9:44 pm
Forum: Editing
Topic: XWA.Exe Patches
Replies: 36
Views: 8021

Re: XWA.Exe Patches

Bman wrote:
Sat Jan 12, 2019 9:12 pm
Oh, is implementing type-25 32-bit colored images with alpha channel into .dat files and .cbm files still a possibility?
It is not yet supported.
by JeremyaFr
Sat Jan 12, 2019 8:48 pm
Forum: Editing
Topic: XWA.Exe Patches
Replies: 36
Views: 8021

Re: XWA.Exe Patches

Not rendering the starfield leads to a black background in missions where DTM's starfield backdrops were not added. When DTM's starfield is used, it overwrites the default starfield. So the default starfield is not visible and can be removed. This improved a bit the performance. The hyperspace anima...
by JeremyaFr
Sat Jan 12, 2019 3:42 pm
Forum: Soft/Hardware Problems
Topic: Direct3D 11 via DDraw.dll
Replies: 234
Views: 83663

Re: Direct3D 11 via DDraw.dll

Thanks
by JeremyaFr
Sat Jan 12, 2019 3:15 pm
Forum: Editing
Topic: XWA.Exe Patches
Replies: 36
Views: 8021

Re: XWA.Exe Patches

Yes, there is no conflict.