jeremyansel / xwa_hooks Goto Github PK
View Code? Open in Web Editor NEWHooks for X-Wing Alliance.
Hooks for X-Wing Alliance.
Quoting you:
"; Must contain at least 4 object line.
; Format is : model index, position X, position Y, position Z, heading XY, heading Z
; Numbers can be in decimal or hexadecimal (0x) notation.
; When position Z is set to 0x7FFFFFFF, this means that the object stands at the ground."
Can we add something right after model index for FG color?
This would allow easy visualization of the frame rendering timeline in GPUView.
It will help modify the hook_d3d to optimize performance and reduce latency.
I would propose to emit one event each time a hook callback function is called, so it should be implemented in hook_main.
Before putting a big effort on it, do you think it makes sense @JeremyAnsel ?
An additional feature could be generating a ETW on demand for a list of given call
instructions, provided by their address in a config file.
This would allow a low-overhead dynamic instrumentation of xwingalliance.exe useful for reversing and hooking analysis/design.
Hook_main would need to implement the necessary memory patching to capture the flow without altering the execution.
Is this second feature even feasible?
Thanks in advance!
It seems that whatever opt is installed to represent the default hangar in missions also represents the proving ground as well. If that changes so does the proving ground. Can we have a way to hard set the proving ground hangar in a cfg?
I've been playing around with adding a hangar to DTM's Gozanti Cruiser. It works pretty well other than the animation rising the ship into the cruiser a bit at launch (If we can ever modify the animation that would be awesome).
However, I have centered the TIE fighter so that it sits perfectly under the clamps, but every other TIEs parked height is spaced further down from the cruiser.
If I can suggest a change to the flightmodel.ini section that overrides ride height for a specific craft for just that mother ship's hangar.
Example:
In Gozanti_FullHangar.ini
Add a section "[ParkedHeightOverride]"
So I could add
";ModelIndex_006_TieInterceptor
6, 0, 0, 0x7FFFFFFF, 16600, 0"
Where
Format is : model index, position X, position Y, position Z, heading XY, heading Z
Then I could change "0x7FFFFFFF" to say "25" and that would raise the player's TIE Interceptor in that specific hangar by 25 without affecting the ride height of other fighters you might choose.
This is a request to implement specific hangar map text loading based on the IFF of the model in question. This will allow multi faction ships to have multiple different interiors based on mission context and IFF set for said ship. when reading an flightmodel.ini, read the [HangarMap] and [ReplaceOpts] sections by default, but if say the flightmodel in mission is IFF Imperial, load [ImpHangarMap] and [ImpReplaceOpts] section from the ini
Whatever format works, but here is another format example.
[RebelHangarMap] [RebelHangarObjects]
[ImperialHangarMap] [ImperialHangarObjects]
[BlueHangarMap] [BlueHangarObjects]
[YellowHangarMap] [YellowHangarObjects]
[RedHangarMap] [RedHangarObjects]
[AzzameenHangarMap] [AzzameenHangarObjects]
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