Home Forums Free SciFi Gaming Projects FFED3D New FFED3D builds from Ittiz & AndyJ

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  • #59722

    Steve
    Member

    There are two ongoing builds of FFED3D out at the moment, expanding on the work done a few years ago by Dreamzzz.

     

    I’ve put up a page with links to all the downloads at http://www.frontierastro.co.uk/Hires/hiresffe.html if you fancy a look  :music:

    #97086

    PINBACK
    Member

    Nice one Steve :drinks: not been following any of the threads on Frontier for a while.

    #97087

    Geraldine
    Member

    Seen the announcement on the Frontier Forum, great stuff Steve, Oh and Darkone has now removed that “broken” listing from the FFE3D archive on here now. If you had not mentioned it, we never would have known, so thanks for that too. :curtsey:

    #97088

    sscadmin
    Member

    Should this patch be uploaded for FFED3D for AndyJ?

    #97089

    XenonS
    Member

    AFAIK, the State of the Art version for FFD3D before AndyJ ‘s version was the “FFD3D_Complete.7z” version which I have already downloaded on this site.

    The FF3 D3D.exe corrisponds to the version 1.12b that AndyJ is recommending to use. I will surely give it a try.

    Very happy to know that finally the ingame-videos are working with FFD3D !! 😎

     

    XenonS

    #97090

    Steve
    Member

    New version of AndyJ’s build coming soon.

    • New options to Enable Multisample Anti-Aliasing to smooth model & line edges.
    • Enabled support for global model shaders. There is now a ships.fx, asteroids.fx and models.fx within the Models folder to provide a generic shader for ships, asteroids and everything else. Individual model shaders will be used where they are available to permit customisation.
    • Added multiple skins support for objects. Each can have up to 10 different skins and in the case of Police Vipers, they have their own dedicated skin. Implementation is via new shader variables. Use the ‘Buffet’ utility to tweak the colour/name of your ship if you want it to use a particular skin!
    • Improved the atmosphere shader so that the sky and clouds obscure the stars during the daytime and then fade to reveal them at night, with just a faint cloud layer visible in the night sky.
    • Reworked part of the rendering code so that when inside an atmosphere, the sky is now drawn before the sun, which in turn is drawn before the planet – so the sun can now be seen in the sky of a living planet.
    • The current sun colour was being applied when drawing your ship in the Equipment view and when viewing other ships in the ship yard. They are now correctly lit with a white light as per original FFE.
    • The “1st Encounter” Quest ship now displays throughout the intro sequence.
    • Chasing Quest ship at end of intro sequence is swapped to be the expected police Viper when using models.

     

     

    #97091

    PINBACK
    Member

    Look like some of those long standing problems are starting to get sorted out. :biggrin:

    #97092

    Geraldine
    Member

    My long held dream of all 3 of the classic Elite games re-make and fully operational for the modern day, draws a little bit closer with this news. A wonderful thing to see.

    #97093

    Steve
    Member

    AndyJ is just making a few final adjustments, such as getting the three dashboard lights (red, blue & green for under attack, landing gear down and autopilot engaged) working again, plus a few rather more technical matters.

     

    A few more days at the most, methinks  :yahoo:

    #97094

    AndyJ
    Member

    :hi:

     

    Hello everyone !

     

    Well I think I’ve made the final (final, final) adjustment and have decided to draw a line under what Steve can attest to become a never ending v1.01 build of FFED3DAJ!

    Sorry about this – it was for good reasons – so I hope the wait will prove to be worth it! :ninja:

     

    If there’s an admin about, I may need a little help with the uploading… it’s grown “a little” way beyond the 9MB posting limit … please can you drop me a PM?

     

    Cheers,  AndyJ

     

     

    The final change log ended as this:

     

    2013-08-11 – Version 1.01:

    • New options to enable Multi-Sample Anti-Aliasing to smooth model & line edges. (
    • Enabled support for global model shaders. This was disabled in the first release because it gave everything

      a dark and metalic appearance, so individual models required their own shader effect.fx file.

    • There is now a ships.fx, asteroids.fx and models.fx within the Models folder to provide a generic shader  for

      ships, asteroids and everything else. Individual model shaders will be used where they are available

      to permit customisation.

    • Added multiple skins support for objects. Each can have up to 10 different skins and in the case of Police Vipers,

      they have their own dedicated skin. Implementation is via new shader variables/

    • Improved the atmosphere shader so that the sky and clouds obscure the stars during the daytime and then fade

      to reveal them at night, with just a faint cloud layer visible in the night sky.

    • Reworked part of the rendering code so that when inside an atmosphere, the sky is now drawn before the sun,

      which in turn is drawn before the planet – so the sun can now be seen in the sky of a living planet.

    • In case your PC is unable to load the high-resolution cloud textures, or to save memory, there is a new setting in

      .cfg file- hiresCloudTextures=1. Set this to 0 to use lower resolution images.

    • The current sun colour was being applied when drawing your ship in the Equipment view and when viewing other

       ships in the ship yard. They are now correctly lit with a white light as per original FFE.

    • The “1st Encounter” Quest ship now displays throughout the intro sequence.
    • Chasing Quest ship at end of intro sequence is swapped to be the expected police Viper when using models.
    • Extended the option to hide text on loaded models so that it can apply to bases and stations too.
    • Anisotropic version now reads shipdata_aniso.txt to load the ship configuration values.
    • Correction: re-enabled specular lighting so that objects will reflect light. This was accidentally left disabled in the

      2013-04-02 release.

    • Correction: Replaced lua.dll because it required Visual C++ 2005 runtimes to be installed.
    • Added patches to allow the number of credits to be altered for each start point. Feedback was that the Anisotropic

      mod is particularly harsh – so if you want to cheat and play as a millionaire, now you can!

    • Ships now display their radar dishes and antenna. Added temporary model 197 for the Naval ECM antenna which is

      just a copy of 196 with a different texture. The new Panther Clipper and Lynx engine models are now used as well.

      (problematic equipment submodels can be hidden)

    • Additional fixes for characters in names, e.g. du Prés’s Wreck at Lawacan, Köhl’s Hole at Zeiocan etc.
    • The final line of each of the initial journal stories can now be scrolled up into view and read.
    • Console warning lights now illuminate when under attack, undercarriage is lowered or auto-pilot is active.
    • Updated the “Hints” messages in the start-up script to be in-keeping with the game.
    • The Eagle Mk2 and Mk3 now use their separate models correctly and won’t draw the long range variant over the top

      as well! Models 24 & 25 in FFE inherited the base Eagle from model 23. The change supresses drawing of model 23

      but retains missiles, ECM and thruster pines. (Primitive models of the ships render as before)

    • Model 271 (spaceport) and model 302 (hangers) can now have their name labels hidden by specifying notdrawtext=1

      under the [MODEL] section of their tris.ini file. This can be used to finally hide the “Old  Blackelk” text on the replacement

      spaceport model.

    • Cargo containers on Lifters (model 153) now have a color/skin value passed to it so that it can change its  appearance

      using a shader effect.fx file. (Example provided of programmatic color changing of default skin)

    • Fix for Nic mod “NoMassMissiles=1” hack: ship doesn’t gain 1t cargo space when launching a missile now!
    • New option in .cfg file “modelPreLoad”. This defines whether to pre-load models during start-up sequence.
    •  0=no pre-loading, 1=intro models, 2=intro & default start position models.
    • Application is now responsive during start-up. It can be moved/closed, and doesn’t show “not responding” in the title bar.

      Resources are loaded by separate worker-threads.

    • Proximity mines don’t display the missile object as well now.
    • Added texture1-5 tga/png for models which shaders can use for bump maps etc
    • Sub-models will also hide text as well now if specified in tris.ini, e.g. Aggy’s wind turbines.
    • Mouse pointer doesn’t jump to top left corner now when right-clicking in full-screen mode.
    • Shutting down will now wait for the model manager thread to terminate first!
    • Only supported Textures present in the range above tex600 will be loaded to safeguard memory.
    • New checks for out-of-memory when trying to load a model and its textures. Stale objects will be dropped immediately and

      a re-load of the model attempted.

    • Found and fixed a memory leak when passing colors over to the planet shader. (dates back to r8 of the original ffed3d source)
    • Rewritten model cache management thread. This will now limit the number of models loaded into memory to avoid running

      out of resources. Settings are available in FFED3DAJ.cfg to customise …

    #97095

    Geraldine
    Member

    :girlimpossible:  WOW. What a massive amount of work you put into this Andy. I think I speak for most on here by saying thank you very much for this. :curtsey:  I am sure Pinback or Darkone will be around shortly to sort out the upload limit for you. Once again, space sim fans prove why they are the best in gaming! :fans: :girldance:

     

    Oh one more thing, could any Russian speakers out there please spread the word over on the Elite games site? I think those guys would really like to see this too.

    #97096

    PINBACK
    Member

     

    :hi:

     

    Hello everyone !

     

    Well I think I’ve made the final (final, final) adjustment and have decided to draw a line under what Steve can attest to become a never ending v1.01 build of FFED3DAJ!

    Sorry about this – it was for good reasons – so I hope the wait will prove to be worth it! :ninja:

     

    If there’s an admin about, I may need a little help with the uploading… it’s grown “a little” way beyond the 9MB posting limit … please can you drop me a PM?

     

    Cheers,  AndyJ

     

     

     

    Excellent work AndyJ looks like you have squashed the long standing bugs 😎 😎

    You will need to contact Darkone/SSCadmin or a post here http://spacesimcentral.com/ssc/forum/3-ssc-administration/ although you should be able to upload 1.95GB to the download area http://spacesimcentral.com/ssc/files/

    #97097

    AndyJ
    Member

    :girlimpossible:  WOW. What a massive amount of work you put into this Andy. I think I speak for most on here by saying thank you very much for this. :curtsey:  I am sure Pinback or Darkone will be around shortly to sort out the upload limit for you. Once again, space sim fans prove why they are the best in gaming! :fans: :girldance:

     

    Oh one more thing, could any Russian speakers out there please spread the word over on the Elite games site? I think those guys would really like to see this too.

     

    Thanks Geraldine & PINBACK 🙂

     

    Actually I was able to get in touch with the Russian folk overnight and v1.01 is uploaded over there already.

    I’ve already had some feedback that there’s an issue with the Anisotropic build cycling ships in the Sol system when a new day starts. Easily reproducible so taking a look at that now and have a probable cause for it – seems the FFED3D guys replaced some AI function calls for their own… :wacko:

     

    This issue doesn’t affect the ‘standard’ FFE game though, so I’ll try and unwind their changes and issue a new patch to update aniso in the next couple of days.

     

    I didn’t realise that I could upload to a downloads area, sorry – I’ll try and sort that out right away!

     

    Edit: Wish I’d realised it was that simple, sorry… The patch is in the downloads area here:  http://spacesimcentral.com/ssc/files/file/1036-ffed3daj/

    #97098

    PINBACK
    Member

    Nice one AndyJ :good: will definitely have a look at this but will not be able to do it till the weekend.

    #97099

    AndyJ
    Member

    I’ve just updated the patch in the downloads area to v1.02; the anisotropic mod should now be playable for those who want to do so!

    The textures and skin packs are unaltered.

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