[Sticky] New FFED3D builds from Ittiz & AndyJ
If translations are disabled then it'll default to the "EN" language folder for the tips.ini file.
Even if you are playing with English (language=EN) then I'd still recommend enabling translations. This allows it to use the external story files which have had a few corrections made to them, and also it will dynamically adjust the story layout for the screen width and font size. Otherwise it just displays the lines of text as however FFE decided to split them up.
You're welcome. yes, feel free to send me a PM with the file contents if it's still not working and I'll take a look at why that may be. Probably something else that needs an improved explanation in the ffed3daj_readme.txt file!
@Steve. Can you chuck me a save file - with this entry - hopefully one where it'll still be present the next day if you forward time. Again - might be worth creating a new thread for this - as I guess other issues might pop up?
Perhaps "Commander Steve's adventures in the afterlife" ? 😉
(maybe with a quick pre-amble in the opening post that the thread is for feedback regarding the extended life feature)
Obviously normal game behaviour is "You died!" at your current game point, but I don't know if that message can still pop up after completing the mission chain...
I have been unable to find find working links to download either FFED3D or AJ's mods to it.
The links I've found all point to somewhere on this site but are all broken.
It's possible I'm missing something really obvious but I'd love to have a go at this version of frontier as I'm not too impressed with ED at the moment (and I'm not sure why either).
Is there a full mega download somewhere of the new FFE ready to go? (ok, thats asking a lot I know but...)
Hi I can download all of the mods and patches ok it wont let me download FFE3d-ittiz and the andyj ones which are the complete ones i have found a working version but its not the modded one but it is in higher res the only thing is there are no videos when you get to the stations/ planets starports but this does not really effect the gameplay here is the link and it works http://ffeartpage.com/ffed3d.htm I have tried to patch this one with the andyj patches but it does not work, but as a standalone its full screen and works quite well and I am running windows 7.
Hi fwibbler download the one i said in the link then download the patches from here and copy and replace into the ffe3d folders and it works i was obviously doing something wrong and the 3 andyj versions work really well I love the custom music folder its great to have your own tracks playing you will need to edit your mp3,s otherwise you will have to listen to the whole track.
Thanks for the help Mike.
I now have the necessary downloads and FFED3D is now working fine.
I've installed the AJ patches but not sure if they're all working properly yet.
I'll have a tinker with the config files over the next few weeks and see how I get on.
Thanks for your help.
Ok, I added a download area to the main menu. It is crude for now, but I was able to download larger files without issue. I believe I secured the directory up (for you hackers out there let me know if there is a security issue, pls) and I will customize the view a bit more when I have time, let me know if this solves your download issue?
Looks like these WP plugins have issues with php requests timing out or something. I went around that so now your doing a simple http request. Its irritating this issue, because I pay for these plugins grrr so they look more professional and blend into the site well 🙂
Hi Andy, i have a question, you "corrected" the animations for FFED3DAJ 1.12 it seems, due to that there is no second animation possible anymore.
if it's vital i won't mind but it was nice to do things like this:
First i started ffed3daj1.11 (for this clip) and in this release the "second channel" (in principles when there is no animation) still works and i can use it to rotate the engine (part), unfortunately when i start ffed3daj1.12 this won't work anymore.
i'm just asking because if that stays i will have to remove the animations from a few models 🙁 and have to keep in mind that this won't work anymore. recently only two models use this trick, the stud-city ip-shuttle and the kestrel (as far as i remember).
I just like to know if you like to keep it or if you will revert it to the previous state, no matter how i will accept it.
No need to remove anything!
I disabled it because I wasn't aware of anything actually using it. The primary animation for landing gear & doors is tied to an in-game value but the extra animations weren't. I figured it was a bit dumb just to keep stepping through the animation without taking the current stardreamer (time) setting into account. I can take another look at "doing it properly" now that I know there's something to test with. (also, v1.11 steps through any number of extra animations if you need more than 2!)
BTW, I recall that you had a replacement dome model that you were working on. Have you had a chance to try it again in the new builds as these *should* be scaled now.
The scaleing of the submodels works perfect Andy!
The Domes have the proper size now after i placed it in the proper directory and after i noticed that i had to size it down very very much.
The Scanner (i assume ECM as well) appears now proper on the Ships, smaller on small fighters much larger on carriers.
True yes it's not ideal and i guess it was never ment to use the time where is no animation as a second channel (i stumbled over this issue), thus it's really not a big thing if it stays like it is for 1.12. If i really like to rotate the engine of the Kestrel i would still have the option to hack this i guess.
As far as i remember it's just rotate over y yes/no, also this would be affected by the stardreamer equal to the rotating engine pods of the courier. For the "StudCity Shuttle" it's really no problem, i won't complete a LEGO FFED3D in this life, maybe in my next and the Kestrel will be a Kestrel with or without this little extra. I neither planned it i just thought, "hey i have for this ship so many unused submodels, let's use at least one and do something with it".
I "abused" the animation for certain stations even i didn't feel really comfortable with them, they are useless imo and as you stated they won't be affected by the stardreamer (i guess the robot can stay but the shuttles are really not to see if you don't go close to them).
I like to place a wish or a thought (or two) here, much more of importance as a second animation will be.
I noticed that the Domes have now a collision detection or a collision mesh of some sort, personally i wonder where it comes from because the original Dome submodel are only edges and it has no collision detection, everybody knows you can fly through the Domes. The "mesh" (i assume a bounding box) is quite larger as the model itself, i collide with the dome long before i reach it. Now i was always wondering if collision detection is based on the original geometry or if it's taken from the replacement models. This because i would like to lower or lift certain ships which are positioned wrong now when landed, but this would mean they leave the boundaries of the original geometry, but if it's a bounding box (or diameter) based on the dimensions of the replacement model it won't matter.
I would like to know if it's safe to reposition the ships even when they leave the boundaries of the original geometry.
The second is an experiment i made with the shader, i guess i posted this already last year. Recently i "abuse" the texture to influence specularity of the materaial, this works so and so and neither i know if i did that in a proper way, it works that's all.
But if i use the texture as specularity map all dark colored areas will be flat shaded, dark windows to.
Thus obviousely a specularity map would be the right thing, it's just that i couldn't get this working, whatever i did (last year) when i used a greyscale the model had no texturing at all afterwards or was lit in a strange way from inside, most probably i have no idea what i'm doing.
Already the use of the texture as specularity map makes a big difference, buildings i lowered much in specularity using the shader, for the ships i re-used the texture which let's them look less synthetic with the drawback that i.e. windows will be flat shaded.
I noticed that i have changed one city groundtile in specularity, this i will have to check out i forgot what i did but it looks quite good almost like a bumpmap, the terrain looks bumped (due to varying specularity).
Thus maybe i have a solution but forgot it already, i will have to see.
These two things would make me much more happy as a second animation ever can because they are well to notice and for the specularity it makes a big difference in appearance. i neither would need a bump map, i can replace this well with the effects of the specularity map, a bumpmap i would need if i like to get studs on the LEGO bricks but not to give a surface a certain structure.
As default the shader could still fallback to use the texture as specularity map, certain models will look alright in this way (buildings or stations).
I guess that's all - i will remember what else i thought of when i'm at home where i have no web, as usual.
I “abused” the animation for certain stations even i didn’t feel really comfortable with them, they are useless imo and as you stated they won’t be affected by the stardreamer (i guess the robot can stay but the shuttles are really not to see if you don’t go close to them).
That's a shame as I quite like them. Good fun watching the little vehicles buzzing along the roads!
Just a very quick post that I've dropped a new v1.13 beta4 build here:
I've run the zip through VirusTotal and just a FYI it does trigger 1 of 61 antivirus tests.
Ikarus antivirus which doesn't like the anisotropic/hellmod executables for some reason, but I'm confident that this is a "false-positive" result.
This build should restore the animations Gernot, and they're linked to the speed of the stardreamer now as well.
RE your questions. FFE shouldn't know about the meshes of .X models. The only collision code deals with planet surface meshes and I think a simple collision 'sphere' for ships (and perhaps space-stations)
You should still be able to fly through and land inside domes even as a .x model.
IIRC ships also use the same collision detection when landing on planets. Speed and landing gear position determine a safe landing or collision damage I think.
I can't really go into the specularity/bump-map shader stuff tonight as I'm just typing this very quick response before I'm away until next week.
Extra textures will be available to use for this sort of thing, it's something I'm experimenting with and so haven't documented yet.
Anyway got to go. Back next week.
That previous post was actually from last week (18th) but required moderation, not sure why.
There's a brand new beta7 here: https://www.dropbox.com/s/1sy63x0dk6puy3y/FFED3DAJ_v1.13%20beta7.zip?dl=1
(For anyone just joining the thread, this beta build needs to be added over a setup that's using the last full release of FFED3DAJ (v1.11) or has already had a later 1.12/1.13 beta build applied to it.)
Hi. I've been trying to download the FFED3D-beta3-Ittiz.7z quite a few times, but the download does not complete because the transfer is aborted after a few tens of megabytes, so I'd guess that the core issue of the previously mentioned problem of downloading (larger) files from the site is still there. Is there an alternative location from where I could find that particular file?
Ugh, I will try to investigate this issue this week. I have no clue why the server does this? Last week I called GoDaddy and of course they said everything is fine :/ so I will look into some settings. I was able to download the corefiles but I had a failure (2x) trying to download the whole package.
I believe my .htaccess is preventing direct download, so I will look into relaxing that so people can download directly and not have to go through site. I will keep you updated I will make a post in the admin area when I think its fixed.