XWAU Craft Pack v1.2 released

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Re: XWAU Craft Pack v1.2 released

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Destex
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Post by Destex » Mon Apr 27, 2015 5:50 pm

There's a campaign breaking bug in 1.2. In Battle of Endor, Phase 2, the Exexutor is invincible. No matter how many times the shield generators are hit, they remain at 200% (while the Executor itself starts on 50%, for some reason, on medium difficulty). Without being able to harm the Executor, it's impossible to complete the mission.

Kharnete did some tests and these are his findings:
Tested it. The first few times I had God Mode On so I could do it quickly without worrying on the survival part, but there was no way to damage the shield generators. And as you say, the Executor always starts at 50% shields.

After several attempts I turned off the God Mode, because why not... and suddenly I was able to destroy the generators (although I died with the Executor ramming me once the mission was completed, lol). Closed and started the game to try again, and it was still working. On these last both cases the 50% shield thing was still there.

So I'm not sure. Or either it was just luck and what solved it was the multiple mission restarts, or the God Mode has something on this. Which would be weird as hell, as I suppose you aren't using it... and either in that case, the God Mode is supposed to protect you, not your enemies, lol.

If it serves, I was flying it from the simulator, not using a pilot on that mission. It shouldn't affect this, tho, but I've seen other XWAUpgrade issues with different results depending if you were on the Sim or on the Campaign.

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Post by EliteBane » Sat May 02, 2015 12:59 am

I am really interested in trying out the 1.2 craft pack, but I am having a problem. First of all, I am using Windows XP, which I have been using to play the previous craft pack for a long time. Well, after doing a fresh install of XWA from the CDs, I made sure it was patched up to 2.02, then installed the craft pack. After doing that, I tried to start the game both from the launcher and the XwingAlliance.exe and neither would work. After trying with the launcher, nothing happens (I watched my task manager and nothing would pop up). When I tried with the exe, this error would pop up: "XwingAlliance.exe - Unable To Locate Component. This application has failed to start because dxgi.dll was not found. Re-installing the application may fix this problem."

So, I tried rebooting, reinstalling it again, and rebooting again, and I still got the same results. Can anybody think of a reason why this isn't working? I saw in the readme that this was tested on Windows 7, so is that what is preventing me from playing this?

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Post by Vader424242 » Sun May 03, 2015 1:24 am

Hi all,

Once again I am amazed at the raw talent shown here in making one of my favorite games completely new: IMO, it is still the absolute best Star Wars space combat simulator out there, and it's 17 years old!!! OK, on to my question. I am not sure what to search for exactly, but I have the disc version of XWA installed on my Win7SP1 box (64-bit version), along with the XWAUCP v1.0, and it's working great. In order to install the 1.2 version, I assume that I need to first uninstall the 1.0, correct? The only way I can find to do that is in the control panel (there is no uninstall option under the START menu). Is there anything else I need to tweak other than uninstalling 1.0, rebooting, and then installing 1.2? Do I need to uninstall and reinstall XWA itself? Thanks, and sorry for asking a question that has been asked a thousand times before...:)

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Post by Darksaber » Sun May 03, 2015 8:17 am

Yes your correct you will have to uninstall v.1.0, but if you download and run v1.2 it will detect that v1.0 is installed and ask it you want to uninstall it.

Your correct there is no option in the start menu, you won't have to install or tweak anything else, v1.2 installs everything for you, it's the full package so to speak, new backdrops, new ddraw.dll, new TGsmush.dll, everything you need is in the installer, if you haven't got the 2.02 patch installed it detects that, if you haven't got the Visual C++ Redistributable Packages for Visual Studio 2013 installed it detect that and installs it.

What ever is needed to run XWA with all the bells and whistles it's in the installer :D
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Post by Vader424242 » Sun May 03, 2015 12:29 pm

Thank you, Darksaber!

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Destex
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Post by Destex » Tue May 05, 2015 8:49 am

Darksaber do you have intention to fix the reported problem in phase 2 of Battle of Endor?

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Post by Darksaber » Tue May 05, 2015 5:22 pm

I'd like to say yes, but I can't as I'm no mission guru, I can fix certain things in missions, but something like this is way over my head. You would have to ask one of the other members that are able to find the solution to this. Sorry :(
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Destex
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Post by Destex » Wed May 06, 2015 7:41 am

Darksaber wrote:I'd like to say yes, but I can't as I'm no mission guru, I can fix certain things in missions, but something like this is way over my head. You would have to ask one of the other members that are able to find the solution to this. Sorry :(
Oh I see, thanks anyway Darksaber. Could you direct me to the relevant members so I could send them the details?

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Post by Darksaber » Wed May 06, 2015 7:53 pm

Hmm that's the other problem, it's a bit like the needle in the haystack situation, since most the the XWAUP Members don't bother coming here anymore, those that do, are generally into other things these days and only look in every now and again.

There are some members that are not on the team that are good at mission making but again it's pot luck to when they come on here and if they read the thread. Sorry I can't give you any specific names, cause I just don't know these days.

I hope someone will come along, and holds there hand up to take a look at this mission.
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Post by Bman » Thu May 07, 2015 2:12 am

Destex/DS, what specific mission number (file) ? I could look at it. There's probably some conditional string(s) in the mission file that is used. AlliED is tool to use.
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Post by Destex » Thu May 07, 2015 4:50 am

Bman, the mission file is 1B7M2W.tie (Phase 2: That Thing's Operational!). Would be great if you could take a look at it!

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Post by Bman » Fri May 08, 2015 6:49 am

Destex, I looked at it but did not test it. It could be a number of things.....

First, i would recommend you patch your exe. based on Jeremy's idea of increasing the number of crafts to 192 for this part of battle of Endor.
See Editing Forum and the thread: "http://www.xwaupgrade.com/phpBB3008/vie ... =9&t=11014" Craft Limit, Starship Limit, etc...

Reason why is if too many craft are present (default was 96 concurrent limit for this Region 1), then A-Wing Green Leader may not spawn until enough fighters are eliminated. But I doubt that is the case.

There could be other reasons but no need to clutter up this post. So onto the solutions...

One solution is to set the A.I. skill level of all rebel fighters to "Top Ace" or "Jedi" for each FG. Also because the SSD is so massive, probably good idea to set the "Z" height co-ordinates of the Rebel FG's way above the x,y,z position of the SSD Executor. And have the ending waypoint of their attack order ending near the bridge of SSD so the FG's have a clear vector path to the shield generators. Otherwise game may not process orders accurately and starfighters can get stuck trying to not collide with hull structures. A lot too depends if the hardpoints are opted correctly with the each mesh of a massive starship like the Executor.

Second, better solution.... when A-Wing Green Leader is destroyed this should trigger a condition where the SSD is suppose to automatically jump to a "self-destruct" order. In AlliED, open the mission file (turn off the file "read-only" property first) and select the SSD Executor.
See the below image to change the criteria of the SSD's Jump tab of it's third command order:
B7M2.PNG

See if that works. Let us know.
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Destex
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Post by Destex » Sun May 10, 2015 11:26 pm

Sorry, I don't know how to operate AlliED, but what makes you think editing any of the rebel flight-groups will change anything? The Millenium Falcon and the other rebel fighters successfully hit multiple times the the SSD's shield generators but they are not affected (stay at 200%).

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Post by Destex » Tue May 19, 2015 11:13 am

I just realized that Escort Shuttles never fired at me. Can someone confirm that with XWAU 1.2 ES don't use their lasers?

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Post by Darksaber » Tue May 19, 2015 1:06 pm

Just because the XWAUCP got updated to version 1.2 doesn't mean to say that every craft contained within has been updated, the Escort Shuttle has remained the same since 2007 with no complaints about it not firing lasers within that time.
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Post by agorageek » Tue May 19, 2015 8:42 pm

Destex wrote:I just realized that Escort Shuttles never fired at me. Can someone confirm that with XWAU 1.2 ES don't use their lasers?
I noticed the same thing the other night. But I guess since no one has noticed since 2007, the problem doesn't exist. :lachtot:

Then again, I always hated those small ships with :zensur: rear gun emplacements. ;)

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Post by Darksaber » Tue May 19, 2015 9:13 pm

Ok since the cocky little git above thinks he's funny, it would help if Destex explained which lasers he's referring too, if your talking about the three wing tip lasers they should fire fine, but if your referring to the rear gun, it won't fire anything as it's just for show.

The decision was made to leave the laser hardpoints off, because the lasers only fire forward, and would fire through the craft instead of the direction the guns are pointing, it's not a problem with the craft, it's hardcoded into the exe which direction small craft fire.

You may argue that the original Escort Shuttle has laser hardpoints on it's rear gun, but watch the craft in flight you will see the lasers fire through the craft.

Destex, if your referring to the wing tip laser's on the Escort Shuttle, perhaps a better explanation of what you mean might be appropriate other than
Destex wrote:I just realized that Escort Shuttles never fired at me. Can someone confirm that with XWAU 1.2 ES don't use their lasers?
Thanks

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Post by Destex » Tue May 19, 2015 9:58 pm

Thanks for the reply! Yes, I meant the rear gun. My point of reference was the game TIE-Fighter (in which these ships are a tough nut to take out because of that gun), that's why I expected to be fired upon when I approached them from the rear. I actually didn't see it firing its front lasers as well, maybe that's because it never got a chance to line up for a shot... don't know.

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Post by agorageek » Tue May 19, 2015 11:48 pm

Haha, sometimes it takes a "cocky little git" to rouse a grumpy old curmudgeon. ;)

In any case, thanks for the more concise response. There was no real offense meant in my original response.

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Destex
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Post by Destex » Mon Dec 07, 2015 10:24 pm

Destex wrote:There's a campaign breaking bug in 1.2. In Battle of Endor, Phase 2, the Exexutor is invincible. No matter how many times the shield generators are hit, they remain at 200% (while the Executor itself starts on 50%, for some reason, on medium difficulty). Without being able to harm the Executor, it's impossible to complete the mission.
Ok, correction on that. There is a problem, but ONLY with the highest shield generators on the bridge. The other three are vulnerable to the Millennium Falcon weapons, destroying those is enough to trigger the destruction of the bridge. Sorry for the false alarm.

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