New effects and installers
Re: New effects and installers
- Driftwood
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Yes, do not install individual ships released prior to the main pack and DC installers, unless marked new and/or dated after those installers as you could create bugs for yourself by overwriting newer files as we seem to be seeing in spite of posted directions.
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- Joined: Sun May 03, 2020 9:26 pm
Hi Driftwood,
In my case I installed everything properly (all existing installers) and only then I installed only "NEW" crafts such as XWing v6.0.
Based on my understanding each time I install a new craft I have to reinstall the dynamic cockpit installer afterwards to make sure I keep the cockpit I want.
I hope the nr of new crafts will be limited otherwise the dynamic cockpit installer will be used many times...
I still do not understand why XWing 6.0 has be designed with a different cockpit hat the one used in the dynamic cockpit. strange...
In my case I installed everything properly (all existing installers) and only then I installed only "NEW" crafts such as XWing v6.0.
Based on my understanding each time I install a new craft I have to reinstall the dynamic cockpit installer afterwards to make sure I keep the cockpit I want.
I hope the nr of new crafts will be limited otherwise the dynamic cockpit installer will be used many times...
I still do not understand why XWing 6.0 has be designed with a different cockpit hat the one used in the dynamic cockpit. strange...
- Vince T
- Posts: 14056
- Joined: Fri Apr 27, 2001 11:01 pm
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You don't have to re-install the dynamic cockpit after every craft you install. If you intend to install all the rebel and imperial fighters manually, it's enough to install the cockpits once at the very end.
We are working on sorting this out and there will a proper post detailing the way forward in the near future. All we ask is a little patience.
We are working on sorting this out and there will a proper post detailing the way forward in the near future. All we ask is a little patience.
Your ship, Captain. I need a drink. - Vince Trageton
Vince T's X-Wing HQ - where the bad guys get their gear
Vince T's X-Wing HQ - where the bad guys get their gear
- Driftwood
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- Joined: Wed Oct 22, 2003 11:01 pm
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Me either, but:Bob_Sinclar wrote: ↑Fri Jun 19, 2020 10:07 pmHi Driftwood,
I still do not understand why XWing 6.0 has be designed with a different cockpit hat the one used in the dynamic cockpit. strange...
BecauseDo not install individual ships released prior to the main pack and DC installers
And if you just hang tight we can get you going in the right direction.General_Trageton wrote: ↑Fri Jun 19, 2020 10:22 pmWe are working on sorting this out and there will a proper post detailing the way forward in the near future. All we ask is a little patience.
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- Posts: 3
- Joined: Sun Jun 21, 2020 4:32 pm
If I install EffectsByBlueMax_v1.1.3.2 then the animations of my ship taking off and landing are no longer smooth. The animations will often stutter or freeze altogether although the game does not freeze nor is there any drop in FPS. If I try a separate install of XWA that only has the XWAU Craft Pack 1.6 installed, the ships taking off and landing animations are smooth. I have tried changing various options in the DDraw file, but nothing seems to change this problem. Any idea why this is happening?
- blue_max
- Posts: 2296
- Joined: Wed Mar 20, 2019 5:12 am
Try setting EnableVSyncInHangar = 1 in DDraw.cfg
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- Posts: 3
- Joined: Sun Jun 21, 2020 4:32 pm
So I found what was causing the hangar problem for me. I had my monitor set to run at 144Hz in Nvidia control panel. I changed it to run at 60Hz instead and now I no longer have any problems. But I do have to run the EnableVSyncInHangar = 1 still as the ship may freeze just as it is exiting the hangar without it.
Last edited by FatnSlo on Tue Jun 23, 2020 8:32 pm, edited 1 time in total.
- blue_max
- Posts: 2296
- Joined: Wed Mar 20, 2019 5:12 am
Didn't know this was possible. Thanks for sharing!FatnSlo wrote: ↑Tue Jun 23, 2020 6:10 pmSo I found what was causing the hangar problem for me. I had my monitor set to run at 144Hz in Nvidia control panel I changed it to run at 60Hz instead and now I no longer have any problems. But I do have to run the EnableVSyncInHangar = 1 still as the ship may freeze just as it is exiting the hangar without it.
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- Posts: 13
- Joined: Mon Aug 10, 2020 5:30 am
I was also getting the hanger bug and manually set the max refresh rate for XwingAlliance.exe to 60 fps in MSI Afterburner which fixed the problem without requiring me to set my monitor refresh rate down to 60. Shame though as you lose the ability to go >60 fps in-flight.
- blue_max
- Posts: 2296
- Joined: Wed Mar 20, 2019 5:12 am
There is no need to cap your game at 60fps. I can get 90+fps when running at a resolution of 1920x1080 on my laptop without issues. Just set your monitor refresh rate to 60Hzaxeil55 wrote: ↑Wed Aug 12, 2020 1:13 pmI was also getting the hanger bug and manually set the max refresh rate for XwingAlliance.exe to 60 fps in MSI Afterburner which fixed the problem without requiring me to set my monitor refresh rate down to 60. Shame though as you lose the ability to go >60 fps in-flight.
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- Joined: Mon Aug 10, 2020 5:30 am
I would rather cap the game at 60 than have to manually change my monitor refresh rate to 60 every time I play the game. Thanks though!blue_max wrote: ↑Wed Aug 12, 2020 6:24 pmThere is no need to cap your game at 60fps. I can get 90+fps when running at a resolution of 1920x1080 on my laptop without issues. Just set your monitor refresh rate to 60Hzaxeil55 wrote: ↑Wed Aug 12, 2020 1:13 pmI was also getting the hanger bug and manually set the max refresh rate for XwingAlliance.exe to 60 fps in MSI Afterburner which fixed the problem without requiring me to set my monitor refresh rate down to 60. Shame though as you lose the ability to go >60 fps in-flight.
- Ace Antilles
- Posts: 7910
- Joined: Sat Jan 22, 2000 12:01 am
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Effects V.1.1.4. From Blue Max
The latest full stable release from Blue Max is available to download NOW!
With more of his Virtual Reality improvements and wondrous effects.
Some of the new features in this release are:
* Fully-metric and distortion-free SteamVR mode.
* SteamVR Performance Improvements.
* Head Tracking in the Hangar and Concourse.
* Cockpit Shadows/Shadow Mapping.
* Reticle placement in VR.
* SteamVR Mirror Window.
* Wireframe targeting computer mode.
* POV Offsets.
Wireframe targeting computer mode
Many of you may have already tried this Beta feature but this and many more improvements will be available in v1.1.4.
Now you can get an almost retro gaming look to targeting your enemies. Also the individual components will flash to highlight them.
The latest full stable release from Blue Max is available to download NOW!
With more of his Virtual Reality improvements and wondrous effects.
Some of the new features in this release are:
* Fully-metric and distortion-free SteamVR mode.
* SteamVR Performance Improvements.
* Head Tracking in the Hangar and Concourse.
* Cockpit Shadows/Shadow Mapping.
* Reticle placement in VR.
* SteamVR Mirror Window.
* Wireframe targeting computer mode.
* POV Offsets.
Wireframe targeting computer mode
Many of you may have already tried this Beta feature but this and many more improvements will be available in v1.1.4.
Now you can get an almost retro gaming look to targeting your enemies. Also the individual components will flash to highlight them.
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- Posts: 48
- Joined: Thu Jul 02, 2020 1:00 pm
Just a heads up guys, but the Effects V.1.1.4 does not include all the latest Hooks that JeremyaFr implemented recently, not to worry, your game will still work ok, but I would have thought that something this important would be up to date in all it's features.
- DarHan
- Posts: 325
- Joined: Mon Dec 05, 2005 12:01 am
- Contact:
IIRC, the effects pack has never included hook updates except for cockpit-related hooks.
“Red Four, nothing’s gone wrong yet.”
— Hobbie Klivian
— Hobbie Klivian
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- Posts: 48
- Joined: Thu Jul 02, 2020 1:00 pm
Hasn't it really! Sorry but you recall incorrectly about this. Yes it does include other hooks necessary for the effects to work, but it also includes all the hooks, Try use a little program called 7-zip to extract the exe
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- Posts: 39
- Joined: Thu Jun 20, 2019 3:28 am
I just installed 1.1.4 and have a question about field of view. I use trackIR with the game for head tracking. My field of view is huge now. It seems I am sitting a mile away from the front of the cockpit. In the old version I could adjust this with Shift/Ctrl/Alt + Arrow keys. In the latest version this does not work. How do I adjust this now? Thanks.
- blue_max
- Posts: 2296
- Joined: Wed Mar 20, 2019 5:12 am
Those keys still work (I just double-checked). I assume you didn't run xwahacker to modify any settings, so try erasing your FocalLength.cfg file and run the game again. If that doesn't work, you can put the following line in that file:Chri360936 wrote: ↑Fri Aug 14, 2020 11:49 pmMy field of view is huge now. It seems I am sitting a mile away from the front of the cockpit. In the old version I could adjust this with Shift/Ctrl/Alt + Arrow keys. In the latest version this does not work. How do I adjust this now? Thanks.
real_FOV = 52
(Yes, the real default FOV in XWA is around 50 degrees)
If that still doesn't work, then I'd like to see your SSAO.cfg, FocalLength.cfg, DDraw.cfg and POVOffsets.cfg files (you can PM them to me).
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- Posts: 39
- Joined: Thu Jun 20, 2019 3:28 am
I feel like a moron, but I can't find a focallength.cfg file. The others are all there.
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- Joined: Thu Jun 20, 2019 3:28 am
Here is an image to give you an idea of what I see.
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- blue_max
- Posts: 2296
- Joined: Wed Mar 20, 2019 5:12 am
This file is only created if you press Ctrl+Alt+Shift + Left/Right Arrow. If it isn't there, that means that your xwingalliance.exe is using a large FOV by default now. Go ahead and create a FocalLength.cfg file in your XWA directory and put 50 degrees in there like I posted above.Chri360936 wrote: ↑Sat Aug 15, 2020 3:01 amI feel like a moron, but I can't find a focallength.cfg file. The others are all there.
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- Posts: 39
- Joined: Thu Jun 20, 2019 3:28 am
I created the file and put that line in and it had no effect. When I hit the key stroke combo the cockpit flickers then goes right back to the large FOV. This only started happening with the new effects version. Worked great on the last version. I hope that helps narrow it down.
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- Joined: Thu Jun 20, 2019 3:28 am
Somehow I've made it worse by deleting the recently created focallength.cfg and then restoring the file to the directory.
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So I think I found what the problem may have been. In my DynamicCockpits folder, the XwingCockpit.DC file has the following line:
;FIELD OF VIEW
xwahacker_fov = 89
xwahacker_large_fov = 95.5
Originally the 89 was 165.something. It was huge. I changed it to 89 and it is much better. I still can't change the FOV in game though.
;FIELD OF VIEW
xwahacker_fov = 89
xwahacker_large_fov = 95.5
Originally the 89 was 165.something. It was huge. I changed it to 89 and it is much better. I still can't change the FOV in game though.
- blue_max
- Posts: 2296
- Joined: Wed Mar 20, 2019 5:12 am
Alright, I think I know what's going on now. There's 3 FOV settings now: the global FOV, which is set through FocalLength.cfg, and 2 per-craft FOVs which are set for regular play (xwahacker_fov) and wide-res screens (xwahacker_large_fov). These FOVs were introduced because some people like to play on regular screens and some people like large screens and yet some people do 3-monitor super-wide screens. To cycle between the different FOV settings, press Ctrl+F. I believe the shortcut keys should work on all FOV settings, but I'll check that.Chri360936 wrote: ↑Sat Aug 15, 2020 3:49 amSo I think I found what the problem may have been. In my DynamicCockpits folder, the XwingCockpit.DC file has the following line:
;FIELD OF VIEW
xwahacker_fov = 89
xwahacker_large_fov = 95.5
Originally the 89 was 165.something. It was huge. I changed it to 89 and it is much better. I still can't change the FOV in game though.
Anyway, the simplest fix would be to remove the xwahacker_fov and xwahacker_large_fov lines from the DC files, and also remove FocalLength.cfg. That should restore the default FOV (and the shortcut keys).
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- Joined: Thu Jun 20, 2019 3:28 am
I'll give that a shot. Thanks for taking the time to look into this. The work you and the team are doing on this is incredible. Thank you all so much.