Search found 675 matches

by JeremyaFr
Tue Jun 19, 2018 4:09 pm
Forum: Editing
Topic: Engine sounds and weapon sounds
Replies: 49
Views: 1802

Re: Engine sounds and weapon sounds

UPDATE Hello, You can now replace existing sounds for a given mission. Please redownload xwa_hook_engine_sound.zip Suppose that the mission is "[MissionDir]\[Mission].tie". To replace sounds for a given mission, create a file named "[MissionDir]\[Mission]_Sounds.txt". If a "Sounds.txt" file doesn't...
by JeremyaFr
Mon Jun 18, 2018 8:22 pm
Forum: Editing
Topic: Engine sounds and weapon sounds
Replies: 49
Views: 1802

Re: Engine sounds and weapon sounds

UPDATE Hello, You can now select 3D or non-3D sound for FlyBy. Please redownload xwa_hook_engine_sound.zip Add a line with "EngineSoundFlyBy = value". The value is between 0 and 8, 11 and 18, 21 and 28: - 0 means no sound - 1 means FlyByXW or FlyByXW3D - 2 means FlyByYW or FlyByYW3D - 3 means FlyBy...
by JeremyaFr
Sun Jun 17, 2018 7:50 pm
Forum: Editing
Topic: Engine sounds and weapon sounds
Replies: 49
Views: 1802

Re: Engine sounds and weapon sounds

Bman wrote:
Sun Jun 17, 2018 6:05 pm
Jeremy, if we force 3D sound from "Auto-detect" to "Enabled" in game menu, how would we parse out and access the other 8 non-3D FlyBy***.wav files to a different craft?
Hello,
It will be needed to modify the hook to replace and access the non-3D FlyBy sounds.
by JeremyaFr
Sun Jun 17, 2018 5:26 pm
Forum: Pilot Lounge
Topic: Resurgent Class Star Destroyer
Replies: 18
Views: 341

Re: Resurgent Class Star Destroyer

Hello,
The game crashes because the opt has too many hardpoints.
The hardpoint count limit is 256 or 128 if the hardpoint mirroring is enabled.
The hardpoint mirroring is enabled for this opt.
by JeremyaFr
Sat Jun 16, 2018 8:03 pm
Forum: Editing
Topic: Engine sounds and weapon sounds
Replies: 49
Views: 1802

Re: Engine sounds and weapon sounds

Hello,
If we assume that 3D sound is enabled, we may reassign the slots for the no 3D FlyBy sounds.
by JeremyaFr
Sat Jun 16, 2018 7:08 pm
Forum: Editing
Topic: [OPTing] a new opting tool is under construction
Replies: 190
Views: 29105

Re: [OPTing] a new opting tool is under construction

Hello,
I just found that the color of the grey squares is taken from "NEWPAL.ACT".

Here is a modified "NEWPAL.ACT" that sets the color to red. This will help to find grey squares.
by JeremyaFr
Fri Jun 15, 2018 2:32 pm
Forum: Editing
Topic: [OPTing] a new opting tool is under construction
Replies: 190
Views: 29105

Re: [OPTing] a new opting tool is under construction

UPDATE Hello I think I have fixed the grey squares bug. Please redownload XwaOptEditor The bug is related to the texture palettes. You can see the palettes with OptTextures.exe. To fix the palette for existing models, in XwaOptEditor click on "Reset illumination" in the Textures/Illumination tab.
by JeremyaFr
Wed Jun 13, 2018 3:52 pm
Forum: Editing
Topic: [OPTing] a new opting tool is under construction
Replies: 190
Views: 29105

Re: [OPTing] a new opting tool is under construction

Darksaber wrote:
Wed Jun 13, 2018 3:12 pm
Just wondering how hard would it be to move the NEW Last Command Save to the right side of the screen
Done.

UPDATE
Hello,
I've moved the history to the right.

Please redownload XwaOptEditor
by JeremyaFr
Tue Jun 12, 2018 7:19 pm
Forum: Editing
Topic: [OPTing] a new opting tool is under construction
Replies: 190
Views: 29105

Re: [OPTing] a new opting tool is under construction

Hello, For the 512 vertex count limit, the vertex count is shown in the Geometry tab. The vertices count shown in the LOD list and in the Face Groups tab is calculated as follow: a triangle has 3 vertices and a quadrangle has 5 vertices. You can ignore the error related to the vertex count. The limi...
by JeremyaFr
Tue Jun 12, 2018 4:20 pm
Forum: Editing
Topic: [OPTing] a new opting tool is under construction
Replies: 190
Views: 29105

Re: [OPTing] a new opting tool is under construction

Hello,
I will see what causes the grey squares.
As a workaround, you can import the model in OPTech (new OPZ, import OPT) and create the OPT (xwa). OPTs with texture larger than 256x256 or with vertices count larger than 512 are supported.
by JeremyaFr
Mon Jun 11, 2018 6:27 pm
Forum: Editing
Topic: Hooks
Replies: 59
Views: 2565

Re: Hooks

UPDATE

Hello,
I've updated the main hook (dinput.dll) to be compatible with the Windows' Data Execution Prevention (DEP).
See viewtopic.php?f=10&t=11902.

Please redownload xwa_hook_main.zip
by JeremyaFr
Mon Jun 11, 2018 6:22 pm
Forum: Soft/Hardware Problems
Topic: X-Wing Alliance doesn't start
Replies: 9
Views: 203

Re: X-Wing Alliance doesn't start

Fixed.

Please redownload xwa_hook_main.zip
by JeremyaFr
Mon Jun 11, 2018 4:11 pm
Forum: Editing
Topic: Engine sounds and weapon sounds
Replies: 49
Views: 1802

Re: Engine sounds and weapon sounds

Hello,

In "FlightModels\[Model]Sound.txt":

Code: Select all

EngineSoundFlyBy = 8
8 means custom (first unused) or custom3D (second unused)

The count of unused sound slots (in SFXBLASTNEW.LST) is very limited. To add custom sounds, you can either use the "unused" slots or replace existing ones.
by JeremyaFr
Mon Jun 11, 2018 4:48 am
Forum: Soft/Hardware Problems
Topic: X-Wing Alliance doesn't start
Replies: 9
Views: 203

Re: X-Wing Alliance doesn't start

darkwinx wrote:
Mon Jun 11, 2018 1:03 am
Thanks for your help. Is the DEP issue something that can be fixed, or does the hooks require some fancy hacks that Windows will never like?
I will fix my dll.
by JeremyaFr
Sun Jun 10, 2018 3:54 pm
Forum: Soft/Hardware Problems
Topic: X-Wing Alliance doesn't start
Replies: 9
Views: 203

Re: X-Wing Alliance doesn't start

Hello, I'm able to reproduce the crash and I fixed it. The crash at offset 0x0019cd60 seems to be related to the Windows' Data Execution Prevention (DEP). I have enabled DEP for all programs and XWA doesn't start. Then I have exclude XWINGALLIANCE.EXE and the game starts. If DEP is enabled, you can ...
by JeremyaFr
Sat Jun 09, 2018 12:41 pm
Forum: Soft/Hardware Problems
Topic: X-Wing Alliance doesn't start
Replies: 9
Views: 203

Re: X-Wing Alliance doesn't start

Hello,
It seems to be the same problem as described here: viewtopic.php?t=11826.
For short, I don't know why the game crashes.
by JeremyaFr
Fri Jun 08, 2018 8:06 am
Forum: Pilot Lounge
Topic: The last one: Z-95 Mk.II - Released
Replies: 9
Views: 241

Re: The last one: Z-95 Mk.II - Released

Well done :thumbs:
by JeremyaFr
Thu Jun 07, 2018 8:25 pm
Forum: Editing
Topic: [OPTing] a new opting tool is under construction
Replies: 190
Views: 29105

Re: [OPTing] a new opting tool is under construction

UPDATE
Hello,
I've updated the editor. Now the last commands are saved and you can restore the last changes.

Please redownload XwaOptEditor
by JeremyaFr
Tue Jun 05, 2018 7:39 pm
Forum: Editing
Topic: Untargettable missiles?
Replies: 1
Views: 69

Re: Untargettable missiles?

Hello,
You can try this patch:

Code: Select all

At offset 0FECCC, replace A128968D00 with EBF7909090.
This will disable the I key (Target nearest incoming warhead).
by JeremyaFr
Tue Jun 05, 2018 3:29 pm
Forum: Editing
Topic: Problem with adding ships using MXVTED/XWAUCP
Replies: 5
Views: 625

Re: Problem with adding ships using MXVTED/XWAUCP

Hello, Is the ship classed among starships in the Tech Library? If not, you need to regenerate the "SPEC.RCI" file. Instructions to do that are here: viewtopic.php?f=9&t=11337 Do you use a localized version of the game? If yes, you need to edit or rename the "XWA.TAB" file. This file is situated nex...
by JeremyaFr
Fri Jun 01, 2018 8:44 pm
Forum: Editing
Topic: Imperial IFF Chatter
Replies: 63
Views: 2621

Re: Imperial IFF Chatter

UPDATE Hello, I've updated xwa_hook_wingmen_voices. I've Added random voices support for imperial IFF. To choose an imperial wingman voice, set pilot voice to the desired value or set IFF to 1 (imperial). For values IP1 to IP12, ISP1.LST to ISP12.LST will be loaded. If IFF is set to 1 (imperial), r...
by JeremyaFr
Thu May 31, 2018 4:00 pm
Forum: Editing
Topic: [OPTing] a new opting tool is under construction
Replies: 190
Views: 29105

Re: [OPTing] a new opting tool is under construction

UPDATE

I've updated XwaOptEditor to show the vertices count in the "Face Groups" tab.
by JeremyaFr
Wed May 30, 2018 8:12 pm
Forum: Soft/Hardware Problems
Topic: deusdbg (xwa trace log)
Replies: 3
Views: 508

Re: deusdbg (xwa trace log)

It helps for debugging purpose.
by JeremyaFr
Wed May 30, 2018 4:08 pm
Forum: Editing
Topic: [OPTing] texture limits
Replies: 88
Views: 15067

Re: [OPTing] texture limits

UPDATE

Hello,
I've fixed a crash with OPTs that have a FaceGroup with more than around 1024 3d vertices. I've increased the size of the execute buffer to fix the buffer overflow. The limit is now around 32768 3d vertices.

Please redownload xwa_hook_opt_limit.zip
by JeremyaFr
Tue May 29, 2018 6:30 pm
Forum: Editing
Topic: Imperial IFF Chatter
Replies: 63
Views: 2621

Re: Imperial IFF Chatter

deusdbg command parameters are explained here:
viewtopic.php?f=10&t=10516&p=154393#p141394