Hyperspace Hook

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Hyperspace Hook

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JeremyaFr
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Post by JeremyaFr » Sat Jul 30, 2022 8:58 am

NEW HOOK

Hello,
Here is a new hook named Hyperspace Hook.

This hook permits to define the hyperspace effect.
When enabled, the speed of the ships entering or exiting hyperspace is increased. By default, it is disabled.

You can define settings for the hyperspace animation in "hook_hyperspace.cfg" or in the "hook_hyperspace" section of "hooks.ini".
The format is:
ShortHyperspaceEffect = value
value can be 0, or 1
0 means original behavior
1 means new behavior

Suppose that the mission is "[MissionDir]\[Mission].tie".

The possible involved files are:
- "[MissionDir]\[Mission]_Hyperspace.txt"
- "[MissionDir]\[Mission].ini", section "[Hyperspace]"

To define the hyperspace animation for a given mission, create a file named "[MissionDir]\[Mission]_Hyperspace.txt" or create a section named "[Hyperspace]" in "[MissionDir]\[Mission].ini".
The format is:
ShortHyperspaceEffect = value
value can be -1, 0, or 1
-1 means use the global setting
0 means original behavior
1 means new behavior

For EnterHyperspace sounds, sounds defined in "Wave\Sfx_EnterHyperspace.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For ExitHyperspace sounds, sounds defined in "Wave\Sfx_ExitHyperspace.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.

Download:
You can download the hook via XwaHooksSetup or via this link:
xwa_hook_hyperspace.zip
Last edited by JeremyaFr on Sun Jul 31, 2022 7:16 am, edited 1 time in total.
Reason: Add download link

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Vince T
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Post by Vince T » Sat Jul 30, 2022 9:06 am

Great work, Jeremy!

An example for how this can look and sound can be found here:
https://youtu.be/oGVFesXg9aM
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Rookie_One1
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Post by Rookie_One1 » Sat Jul 30, 2022 10:40 pm

Oh now i'm looking forward to that!
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Ace Antilles
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Post by Ace Antilles » Sat Jul 30, 2022 10:59 pm

Rookie_One1 wrote:
Sat Jul 30, 2022 10:40 pm
Oh now i'm looking forward to that!
It looks great. Took some time to get it to work right.
Right now though we don't know what balancing issues it may make.
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Rookie_One1
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Post by Rookie_One1 » Sat Jul 30, 2022 11:03 pm

Technically speaking, since it only affect entry and exit from an area, technically it should be none, but we never know
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Ace Antilles
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Post by Ace Antilles » Sat Jul 30, 2022 11:13 pm

Rookie_One1 wrote:
Sat Jul 30, 2022 11:03 pm
Technically speaking, since it only affect entry and exit from an area, technically it should be none, but we never know
Well the only thing is ships arrive in system and at the final spot super fast.
So you don't get those few moments to clock new ships, turn to face them and see where they arrived.
Think like the end of Rogue One. ISD exits hyperspace and is on top of you in moments shooting right away almost.

It's going to need mission testing and will be an option that can be turned on / off.

The hook is available now.
Just download the latest updated Hooks Setup file from the download page and download the newest hooks.
Then turn it on in Hooks.ini
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Rookie_One1
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Post by Rookie_One1 » Sun Jul 31, 2022 7:34 pm

Testing it right now, actually works pretty well.

Only bad things is that in B0M4, if you are too close to Viraxo 54 when the VSD arrive, you get identified pretty quickly
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Vince T
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Post by Vince T » Sun Jul 31, 2022 8:22 pm

Yup that's exactly the kind of potential game-breakers Ace was referring to. Same thing comes to mind during the mission where you steal the Tydirium. Just as you approach the final jump point there's a Star Destroyer coming in right in front of you.

While I absolutely adore this new feature it will require thorough testing of every mission to ensure such game breakers do not occur.

Edit: OK just tested that mission, the VSD coming in is still far enough away to not ID you.
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Ace Antilles
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Post by Ace Antilles » Sun Jul 31, 2022 8:44 pm

Rookie_One1 wrote:
Sun Jul 31, 2022 7:34 pm
Testing it right now, actually works pretty well.

Only bad things is that in B0M4, if you are too close to Viraxo 54 when the VSD arrive, you get identified pretty quickly
@Rookie_One1 if you fancy testing any of the missions for issues that would really be appreciated?
Best to make a new post in the Mission Balancing section though and keep it all in 1 thread.
Plus if you are up to this then we might have other new stuff that needs testing :D
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Post by Rookie_One1 » Sun Jul 31, 2022 8:47 pm

Ace Antilles wrote:
Sun Jul 31, 2022 8:44 pm
Rookie_One1 wrote:
Sun Jul 31, 2022 7:34 pm
Testing it right now, actually works pretty well.

Only bad things is that in B0M4, if you are too close to Viraxo 54 when the VSD arrive, you get identified pretty quickly
@Rookie_One1 if you fancy testing any of the missions for issues that would really be appreciated?
Best to make a new post in the Mission Balancing section though and keep it all in 1 thread.
Plus if you are up to this then we might have other new stuff that needs testing :D
I'll start the thread then do a full run of the game and note everything in there :)
Vince T wrote:
Sun Jul 31, 2022 8:22 pm
Edit: OK just tested that mission, the VSD coming in is still far enough away to not ID you.
Really depends on where you are, on a second attempt I was not identified, but I was a bit farther, destroying the Selu/Venix.
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Ace Antilles
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Post by Ace Antilles » Sun Jul 31, 2022 8:50 pm

Trying to avoid detection and steal the Tydirium is a bugger of a mission sometimes
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Post by Vince T » Sun Jul 31, 2022 9:06 pm

Rookie_One1 wrote:
Sun Jul 31, 2022 8:47 pm
Really depends on where you are, on a second attempt I was not identified, but I was a bit farther, destroying the Selu/Venix.
Ah sorry, I was referring to the Tydirium mission
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Post by Leofus » Tue Aug 02, 2022 5:41 pm

awesome work! im loving it!

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JeremyaFr
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Post by JeremyaFr » Thu Aug 04, 2022 7:43 pm

UPDATE

Hello,
I've updated the hyperspace hook.

I've fixed a bug with the player craft when it is controlled by the AI like in the second mission where the player is forced into the turret.

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Post by JeremyaFr » Wed Nov 22, 2023 11:56 am

UPDATE

Hello,
I've updated the hyperspace hook.

I've improved the sounds. Now they are played when the config setting is 0 or 1.

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Post by JeremyaFr » Fri Mar 01, 2024 2:11 pm

UPDATE

Hello,
I've updated the hyperspace hook.

I've added per-craft settings.

Suppose that the craft is "FlightModels\[Model].opt".

To define the hyperspace speed create a file named "FlightModels\[Model]Hyperspace.txt" or create a section named "[Hyperspace]" in "FlightModels\[Model].ini".
The format is:
OutOfHyperspaceSpeed = value
IntoHyperspaceSpeed = value
OutOfHyperspaceSetPosition = value

If value is -1 then default values are used.
If the file does not exist, default values are used.
The default value for the speed from the exe is 3600.
The default value for setting the position is 1.

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