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XWAUCPv1.5 Release

PostPosted: Mon Jan 15, 2018 3:14 pm
by Forceflow
I am proud to release the newest version of the XWAUCP. The team is still working hard to enhance it and make it a better experience for all! This is what Darksaber has to say about it:

Darksaber wrote:
The main reason for the update to v1.5 was that JérémyaFr has updated the way the Hooks works, instead of the offsets being changed through patching the XwingAlliance.exe, the offset modifications are now applied at runtime to XwingAlliance.exe.

JérémyaFr has also created a couple of NEW Hooks
Wingmen Voices - enables setting wingmen voices for imperial IFF
Mission Objects - allows you to replace Mission objects, also the craft turrets are no longer limited to CorellianTransport2, MilleniumFalcon2, and FamilyTransport. You can now enable turrets for any craft.

Darksaber's fixed a few issues with the XWAUCP, like the missing Pinook Fighter (Piggyback.opt), so if you tried to fly the craft the game would crash, this has now been resolved, there was also an issue with the Awing firing a missile when it should be firing lasers, this has also been fixed.

Reimer, has also updated the DDraw.dll to v1.5.2 fixing a few issues.

The DUSCPv2.5 will also be available from Darksaber's X-Wing Station

Re: XWAUCPv1.5 Release

PostPosted: Mon Jan 15, 2018 3:48 pm
by Darksaber
Thanks Force :D

Re: XWAUCPv1.5 Release

PostPosted: Mon Jan 15, 2018 8:37 pm
by JeremyaFr
Thanks

Re: XWAUCPv1.5 Release

PostPosted: Tue Jan 16, 2018 1:32 am
by Bman
Great job everyone. Thanks!

Re: XWAUCPv1.5 Release

PostPosted: Tue Jan 16, 2018 7:22 pm
by PunkFriday
thank you for all your hard work!
do we just run the install over the old one, or are there special instructions?

Re: XWAUCPv1.5 Release

PostPosted: Tue Jan 16, 2018 7:40 pm
by JeremyaFr
Hello,
I suggest to uninstall the previous version before to install the new version.
Before doing that, you may want to save your pilot files (*.plt).
After the install, you will have to reapply the widescreen resolutions (with XwaHacker) as changed made to the exe are lost.

Re: XWAUCPv1.5 Release

PostPosted: Wed Jan 17, 2018 6:19 am
by OverDhill
I am starting from scratch using the GOG version of XWA. There is XWAUCPv1.5 and DUSCPv2.5. Are these used together to upgrade XWA? If so in what order are they installed. If not then what is the recommended upgrade to use?

Re: XWAUCPv1.5 Release

PostPosted: Wed Jan 17, 2018 6:58 am
by alienpilot036
Hey thanks for the update keep the good work! I guess you change something to the way the game uses the controller (if I'm mistaken please tell me)? XBOX 360 controller now has configurable triggers which is very nice, the rudder axis is now left and right which is great too, only there seems to be a problem... inverting the Y axis in the controller makes the ship move down only, cant go up. Again if this isn't a problem with the craft pack tell me. Again thank you for the constant updates and the hard work.

Re: XWAUCPv1.5 Release

PostPosted: Wed Jan 17, 2018 8:00 am
by Darksaber
OverDhill you can install either but not both, if you just want to install the X-Wing Alliance Upgrade Craft then install XWAUCPv1.5, but if you want to install X-Wing Alliance Upgrade Craft, Plus other Custom Craft then install DUSCPv2.5, the choice is yours, there is no right of wrong.

alienpilot036 The controller settings are NOT changed by either Craft Pack, you should be able to configure your controller within game as you have always been able too. I would recommend using a Joystick though.

Thanks

Re: XWAUCPv1.5 Release

PostPosted: Wed Jan 17, 2018 8:15 am
by alienpilot036
Yes, I fixed it by setting JoystickEmul to 0 in the ddraw.cfg file, a shame cuz it reverts the rudder axys to up and down to roll instead of left and right.

Re: XWAUCPv1.5 Release

PostPosted: Wed Jan 17, 2018 12:04 pm
by Mark_Farlander
I have a problem with the DSUCP v2.5. I don't know if this is the right section. It seems some craft statistics are a bit overrated: for example the Corellian Corvette has a hull rated at 752 RU, 4 times the value it should be and the Providence-class Destroyer has a hull rated at 18560 RU, way too much for its class.

Re: XWAUCPv1.5 Release

PostPosted: Wed Jan 17, 2018 12:21 pm
by Mark_Farlander
Of course I can provide a full list of the suspicious stats. It's all in the tech library.

Re: XWAUCPv1.5 Release

PostPosted: Wed Jan 17, 2018 1:52 pm
by Darksaber
Yes this is the wrong section for the DSUCP

Could I direct yout to this thread in the Pilot Lounge please **NEW** DSUCPv2.5 Release **NEW** in future if you have any questions regarding the DSUCP could you post them there please

But as the stats are exactly the same for the XWACPv1.5 as they are for the DSUCPv2.5 I'll let this ride

Anyhow, your welcome to edit your own stats using MXvTed of BHE both available from my website (link below)

I would be curious to see what you think the stats should be though!

Re: XWAUCPv1.5 Release

PostPosted: Thu Jan 18, 2018 12:23 am
by Red_Leader
Awesome work! I haven't had time to check myself due to the closing of my first home (yay adulting!) but if I install XWAUP 1.5, then, say the U-wing in a different slot, the S-foils will work properly?

Re: XWAUCPv1.5 Release

PostPosted: Fri Jan 19, 2018 1:09 pm
by JeremyaFr
Yes, the S-Foils will work.

Re: XWAUCPv1.5 Release

PostPosted: Fri Jan 19, 2018 6:17 pm
by Reimar
alienpilot036 wrote:I guess you change something to the way the game uses the controller (if I'm mistaken please tell me)? XBOX 360 controller now has configurable triggers which is very nice, the rudder axis is now left and right which is great too, only there seems to be a problem... inverting the Y axis in the controller makes the ship move down only, cant go up. Again if this isn't a problem with the craft pack tell me. Again thank you for the constant updates and the hard work.


As you seem to have figured out, the latest ddraw.dll added XInput support.
However the way it works is rather trivial: it queries the axis via the XInput API, copies the values over and returns it to XWA via the ancient multimedia API (from back when joysticks were something you connected to a gameport).
I have a hard time imagining how inverting the Y axis could break that. How are you inverting the Y axis? Because I am rather tempted to blame the Y axis inversion feature to be broken.
I only have a Steam controller (and not much time to actually play) so I can't really test this myself.
I guess one fairly obvious solution would be to add a Y axis inversion option to ddraw.cfg, if there is sufficient interest?

Re: XWAUCPv1.5 Release

PostPosted: Sat Jan 20, 2018 12:17 am
by ual002
Excellent news!

JérémyaFr, did you manage to actually see if the imperial wingmen voices work since last I checked because I was having trouble with the hook's functionality when we were testing a little while back.

Re: XWAUCPv1.5 Release

PostPosted: Sun Jan 21, 2018 3:59 pm
by JeremyaFr
ual002 wrote:JérémyaFr, did you manage to actually see if the imperial wingmen voices work since last I checked because I was having trouble with the hook's functionality when we were testing a little while back.

not yet

Re: XWAUCPv1.5 Release

PostPosted: Wed Jan 24, 2018 4:17 am
by DJO Maverick
Hey there-

First off, love all the work you guys have continued doing over the year. ;)

Quick bug report on the current release though:
- Y-Wing installs with a single ion cannon (installing separate Y-Wing download over it fixes it)
- B-Wing installs with all ions emanating from a single point (installing separate B-Wing download over it fixes it)
- Rings are invulnerable in proving grounds (DS has previously posted fixed mission files; guess they haven't made it into the installer yet)
- Changing the laser count appears to make Prologue Mission 6 impossible; ISD2 bombs the holy hell out of everything and there is naught to do to stop it; did not test any missions past that with the option on (may want to consider defaulting that option 'off')
- CRV and M/CRV shield/hull stats are DRAMATICALLY altered; they are stronger than NEBs, as strong as a STRKC. I see someone mentioned this one previously. I'm ASSUMING this is a bug, since the FAQ still says the patch only intends to be cosmetic...? Or is this intended?

Thanks-

Re: XWAUCPv1.5 Release

PostPosted: Wed Jan 24, 2018 10:36 am
by Mark_Farlander
Have you tried to attack the ISDII Corrupter in Prologue, Mission 6?
Just attack it as soon as it exits hyperspace with all your laser fire power set to forward position (cannons+turrets).
If you take its shields down to 24 % the imperials withdraw.

Re: XWAUCPv1.5 Release

PostPosted: Wed Jan 24, 2018 1:18 pm
by Darksaber
DJO Maverick wrote:Hey there-

First off, love all the work you guys have continued doing over the year. ;)

Quick bug report on the current release though:
- Y-Wing installs with a single ion cannon (installing separate Y-Wing download over it fixes it)
- B-Wing installs with all ions emanating from a single point (installing separate B-Wing download over it fixes it)
- Rings are invulnerable in proving grounds (DS has previously posted fixed mission files; guess they haven't made it into the installer yet)
- Changing the laser count appears to make Prologue Mission 6 impossible; ISD2 bombs the holy hell out of everything and there is naught to do to stop it; did not test any missions past that with the option on (may want to consider defaulting that option 'off')
- CRV and M/CRV shield/hull stats are DRAMATICALLY altered; they are stronger than NEBs, as strong as a STRKC. I see someone mentioned this one previously. I'm ASSUMING this is a bug, since the FAQ still says the patch only intends to be cosmetic...? Or is this intended?

Thanks-
Thanks for the bug report

Fixes for the XWACPv1.5 are:
- Fixed the Y-Wing as it was only firing one Ion cannon.

- B-Wing, there is nothing wrong with the Bwing Ions, they look as if they fire from a single point, but I can assure they don't, 1 fires from the bottom wing the other 2 fire from in front of the cockpit, I changed around the firing sequence for the Bwing to bring it inline with the Battlefront II Bwing firing sequence.

- Added the fixed Melee Missions. sorry about that :(

- Changed the Laser Count option in the components page of the installer, if you want to install it, you will have to check the box now.

- I’ve streamlined some of the Craft Stats as some of the Calamari Cruisers Shield Power and Hull Rate was far too powerful, plus I messed up the Corellian Corvette type craft by setting them as Starships instead of Freighter/Transport, this has now been reversed fixing the problem, sorry about that.

- JérémyaFr has created another new Hook called
Opt Limit – The opt vertices count per mesh is limited to 512. When a mesh contains more vertices than this limit, the game may crash when the mesh is hit. The hook fixes this crash, by default, the dll will use a value of 4096.

Fixes for the DSUCPv2.5 are:
- Fixed the Y-Wing as it was only firing one Ion cannon.

- B-Wing, there is nothing wrong with the Bwing Ions, they look as if they fire from a single point, but I can assure they don't, 1 fires from the bottom wing the other 2 fire from in front of the cockpit, I changed around the firing sequence for the Bwing to bring it inline with the Battlefront II Bwing firing sequence.

- Changed the Laser Count option in the components page of the installer, if you want to install it, you will have to check the box now.

- I’ve streamlined some of the Craft Stats as some of the Calamari Cruisers Shield Power and Hull Rate was far too powerful, plus I messed up the Corellian Corvette type craft by setting them as Starships instead of Freighter/Transport, this has now been reversed fixing the problem, sorry about that.

- JérémyaFr has created another new Hook called
Opt Limit – The opt vertices count per mesh is limited to 512. When a mesh contains more vertices than this limit, the game may crash when the mesh is hit. The hook fixes this crash, by default, the dll will use a value of 4096.

Please download the fixed versions of either the XWACPv1.5 or the DSUCPv2.5

Thanks

Re: XWAUCPv1.5 Release

PostPosted: Wed Jan 24, 2018 8:56 pm
by JeremyaFr
Thanks

Re: XWAUCPv1.5 Release

PostPosted: Fri Jan 26, 2018 7:44 pm
by bombinsky
Hi there star fighters pilots. I'm old fan of Xwing Aliance (First Box Edition) and currently steam version bought after many years.
I tried to download craft pack from xwaupgrade.com and darksaber.xwaupgrade.com but both links don't work.
Can you help me please how can I get this amazing mod?

Re: XWAUCPv1.5 Release

PostPosted: Fri Jan 26, 2018 9:04 pm
by Darksaber
Both are offline at the moment, sorry

Re: XWAUCPv1.5 Release

PostPosted: Sat Jan 27, 2018 12:03 am
by Safe-Keeper
I can't express enough how awesome it is that you guys are still going strong after so many years, despite the tiny community for this game.

Not to suck up, but have you considered getting yourselves a Patreon? You deserve one.