To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
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:
Nice one Steve :drinks: not been following any of the threads on Frontier for a while.
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:
Should this patch be uploaded for FFED3D for AndyJ?
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
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.
Look like some of those long standing problems are starting to get sorted out. :biggrin:
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.
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:
: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.
: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/
Nice one AndyJ :good: will definitely have a look at this but will not be able to do it till the weekend.
Any chance of access to the source code of your version? I have been playing with the FFED3D source code from the google code project myself, as well as with the original JJFFE... There are a few mods that I like to make for my own enjoyment, in particular an old bug that was fixed by John Jordan which I like to reintroduce... It's easy with the source code, not so easy with the binarues only. 🙂
IMHO the most stable revision of the Google code project was r65, that's what I usually compile and play with.
I am very impressed with the way FF3DAj starts... unfortunately the package misses bass.dll
Any way I added the dll from another FFD3D package, and it starts up. Starting screens look very impressive.
And then it crashes :((
COuld it be I need to add some more DLL's? Ittiz's FFD3D seems to run just fine. except for distant planets being drawn /OVERBEFORE the nearby spaceship ..
It crashes on my dev PC, my Laptop . Heres the crash ,message:
Managed to fix the crash by adding FX,DATA and COmmandr folders...
Better said: I took Ittz folder, and overweriiten/merged it with the FFD3DAJ archives. Now it runs stable.
Great! Maybe I will find some time to check this version out. Big thanks Andy!!!
Strange. I've downloaded both versions (with the AndyJ's being the latest version); it fixed the missing HUD icon bug (I'm playing on default windowed mode - 800x600) but for some reason, the planets' textures are seems way too dark (or worse, some are totally black - still cities have brighter ground terrain though).
...or is it just me <_<
Just wanted to point out that AndyJ's patch has reached v1.04 and now includes - amongst other things - the ability to return to the desktop and go back to the game without messing everything up! The download page is at http://spacesimcentral.com/ssc/files/file/1036-ffed3daj/
v1.05a of my patch has now been uploaded into the downloads section here:
Just to be sure. Can I use Ittiz's build with your patch?
Thank you very much, for your answer. I have a x64 Win7 with 8GB.
Thank you very much AndyJ. Keep up the good work!!
Wonderful news Andy! Thank you for your tireless work in keeping FFE3D flying! :curtsey:
🙂
hi everybody
preface:
sorry, i opened a new account simply because the former one was registered to a no longer existing e-mail adress.
**THANK YOU ANDYJ!**
very well done, you're a sort of wizard.
your release brought me back to life (in frontier).
after loosing so much of my work (for pioneer)..... i'm happy to run a lousy FFED3D.
however,
i started to (re)create a couple of models, some are new onesy i made especially for FFED3D, some are conversions of models i made for Pioneer.
most is work in progress, some more some less.
**INSTEAD** to overload this thread with screenshots of my models,
i opened i own thread for my new and old FFED3D models (or whatever else).
@gernot66 "after loosing so much of my work (for pioneer)"
Losses? Never! Your ships are more alive than ever, check here:
[
"https://youtube.com/watch?v=F8ZxjLJRYzU")
[
"https://youtube.com/watch?v=F_2S4hr66DU")
:smiley:
Gernot!!!! So happy to see your back making your wonderful ships again! <3