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RE: New FFED3D builds from Ittiz & AndyJ
Posted: Tue Feb 23, 2016 11:31 am
by CaptainKal
Thank you very much AndyJ. Keep up the good work!!
RE: New FFED3D builds from Ittiz & AndyJ
Posted: Tue Feb 23, 2016 7:51 pm
by Geraldine
Wonderful news Andy! Thank you for your tireless work in keeping FFE3D flying! :curtsey:
RE: New FFED3D builds from Ittiz & AndyJ
Posted: Sun Dec 11, 2016 11:57 pm
by Gernot66
:)hi everybodypreface: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).[url]http://spacesimcentral.com/forum/discussion/7025/new-ship-models-for-ffed3d-by-potsmoke-gernot#latest[/url]
RE: New FFED3D builds from Ittiz & AndyJ
Posted: Mon Dec 12, 2016 2:06 pm
by walterar
@gernot66 "after loosing so much of my work (for pioneer)"Losses? Never! Your ships are more alive than ever, check here:[
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id="F_2S4hr66DU">
id="F_2S4hr66DU">
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seq="1f603" tseq="1f603">

RE: New FFED3D builds from Ittiz & AndyJ
Posted: Mon Dec 12, 2016 10:54 pm
by Geraldine
Gernot!!!! So happy to see your back making your wonderful ships again! <3
RE: New FFED3D builds from Ittiz & AndyJ
Posted: Sun Dec 18, 2016 7:35 pm
by Gernot66
hi walter ar**OFF TOPIC!**i peeped into your clips and pioneer looks great(with some restrictions).recently i can't play pioneer, thus it has no use to write just one line of a script.maybe as soon as i'm able i will pick up my puristic "Sputnik" project and bring it finally to a end.i had the idea to concetrate more on procedural generated stuff - you know me - my idea of generated missions.... however, this isn't the right place.well we have nice (kitschig) colored nebulas, but i assume except of your fine work little to do in pioneer.a game certainly attracts with it graphicsbut gameplay is something different and works even with a plain vector graphic.i assume the cities still look like out of a pepper shaker and we still have no way to seperate between hostile and outdoor worlds -am i right?promise (to you)as soon as i'm able to play pioneer again i will also start to work on my models again.**that's it so far for pioneer.**RECENTLYmy task is to fill FFED3D with models, i'm maybe not the best modeler but a productive one and two models a week are to expect.after it was such greatly enhanced by Andy there is the urge to finally replace all models, to use as much as possible of the sub-models for the cities to keep the random look.this is in my mind since long,long ago i felt i was only a fifth wheel to FFED3D, they had a team of modellers and i was the nube,this has changed much,elite-games.ru cancelled development of FFED3D and finally someone picked up the remnants,which brings little me back on the floor.v0: 2, 1, 0v2: 2, -1, 0quad: v0, v1, v3, v2besides, the task to analyze and use the city structures of FFE will also give me some experience to what i like to do for pioneer.analyze -> copy -> develop ownjust like the our friends from NipponNOi know 100 years ago gemany was feared for thisbut that's the way it works and i see no reason why copying shouldn't be good, you copy, you learn and finally you can make your own.have phun!and never forget "diesen hier"


RE: New FFED3D builds from Ittiz & AndyJ
Posted: Mon Dec 26, 2016 12:35 pm
by Gernot66
AndyJdo you solved the "pond problem" (i've read this on elite-games.ru)?sure i can take a look at such problems.buildings have a funny attitude in FFED3D, since the game is righthanded and in what i call "architectural view" with the Y axis pointing upwards. if you centre a object on the X/Y plane it will be completely wrong because the model will be centered on the X/Z plane. rotation and position can also be altered within the models toplevel frame, a mesh oriented lefthanded will stay lefthanded only the orientation matrix of the toplevel-frame changes by adding a animation this can lead sometimes to problems if one is oriented in a different way as the other.thus instead to alter the rotion of the part in blender i would try first to rotate the model with the matrix, that's maybe the best way.(kinda like that the chappel from "Schmerikon" goes around the world)i guess the pond is never called alone he's always submodel of a larger model if i remember this proper.on the other hand it should play no role in which orientation it's been called....object # 248:"2E6E 4061 ; Subobject(371:Swimming pool, Vertex(97), Orientation(40h))"object # 277:"2E6E 000A ; Subobject(371:Swimming pool, Vertex(10), Orientation(00h))"however once it's oriented the same as subobject # 371 it should appear the same as it.i will take a closer look at this at home, i can't run FFED3D on my mothers mac.
RE: New FFED3D builds from Ittiz & AndyJ
Posted: Tue Jan 03, 2017 1:55 am
by Gernot66
hi andy,i have to take a look at what version it is, but i'm sure not 1.1 because i didn't noticed such a change to the tris.inito the church (how could this tiny model hold one this much up?)i hope i fixed this with my new model, but i can't tell exactly i never waited twelve hours to see what happensand since it shows the your machines time....but yes i quickly changed the time on the system and it alwys reflected the proper time, thus i assume it's ok now.before i worked (for what reson i forgot) with a speed of two frames per sec, now it's 1 frame per second for the clockif i remember it right i edited the previous models animation because i've made a mistake (besides i made one even this time and stupidly my clock showed seconds and minutes instead of minutes and hours).well only thing is it should show the game time....however if one likes to know what time of day it is for real he can fly to the next church - if that makes sense :)and well i removed the cross and replaced it with a weathercock - that's much more neutral.----good thing to give the possibility of rotating a object with the tris.ini, however i took a look at the pool and quickly fixed it.(sometimes but that's typically gernot, i transform models in the X mesh, whereelsefore you have a top level frame to translate, rotate and scale the whole model?).but i can't remember that it's a little to large (or really just a tiny bit), i compared it with the exported pond (or pool) model.i guess i even compared it with the original vectors (finally i got it how the models in FFE are scaled, i didn't understand it fully what's the reason but it has something with the hex system to do and that you have no floating point and must multiply and/or divide always integer numbers.however the table i wrote me down compared to the "metrical" output of FFED3D shows this,scale 7 = 0.0128scale 8 = 0.0256scale 9 = 0.0512scale 10 = 0.1024an so on).btw SCALEthe SCALED SUBMODELSGIVE ME HEADAKESreally, it's something i would really like to see solved, even if i'm not sure if there is a way to solve this problem.but it would be more as just cool if the submodels would be scaled like the original geometrythis would solve at least two issues,the scanner which is either to small or to large (even other antennas fuelscoop and such)and the dome model for which i find no acceptable solution except it's scalable.but personally i guess it should be possible,there is a scale for it in the model who calls the submodelthough this number (or table) can be read.or am i wrong?----well i have a lot of questions - really, also some issues i stumbled oversomething is annoying in the shipdata.txtbesides it's not your fault you're not responsible for the way the shipdata modfirst the main and retro thrust is mixed upretro thrust gets a bigger value when the hex value it's simply translated to a decimal numberbut mr. braben is a killerhe splitted 0xFF or 0xFFFF or 0xFFFFFF into two sections (when needed for coordinates and such valueswhich can be negative, even and also the rotation of the turrets works in this way)a lower range up to 80 (as example for a word) which reflects positive numbersa upper range counted downwards from 0xFF to 0x80 reflecting negative valuesthis system stays in the whole game if it is for the galactical coordinatesas for thrust values or many else.the values are proper but the description of what is main or retro is wrongunfortunately the bigger number is a negative value.this translating to decimal leaves more issues in the shipdata.txtand i guess the hex values would be betterhowever it could be read different (better) - no?next mistake in hex numbers is the hyperdrivethere are only type 0x0 to 0xF possiblethus numbers will range only from 0 to 15, i'm very sorry for this.i assume when this had been made for FFE the following 0x80 has been mistakely taken as leading 0x80this value hardly changes and 90% of the ships have this value on this positionit doesn't belongs to the hyperdrive type anywaythe output of 0xnn80 makes it very difficult to determine which hyperdrive it will be andto be sure i have to take the output of "show(FFE)mesh" at hand and compare the real contentto this number - in general translate it back to hex and discount the **** 0x80 (if it's 0x80,in very rare occasions this value changes and i don't know what for it is, i assumed once(what is now even listed in shipdata) "elite points" because the value stays on 256 for most shipsok 0x80 is only 128 but 128 is half of 256 but such stinks to me...however if i change the value for the hyperdrive in the shipdata.txt,i probably even change a value which doesn't reflects the hyperdrive and does anything else - anything...to take instead of a dblword a word is problematic because you know this the value will be wrongthis 0x80 FOLLOWS another word and it's not a dblword which will be read different0x0A80 isn't the same as 0x0A 0x80.but i remember that "theunis de jong" moaned much about this behave in FE2/FFE"once it's word next time a dblword or a longword or it's bit encoded, it looks like it was made randomly but it isn't"then i stumbled over a doubled output for turret and gun positionsit's a mess and i liked to show a example but i haven't it ready here in my moms place.besides what i would like as much as gun positionswould be a possibility to move the thrusters or labels if neededit's not a problem which has any priority but i would like it.
RE: New FFED3D builds from Ittiz & AndyJ
Posted: Thu Jan 05, 2017 1:58 pm
by Guest
Hi everyone, maybe that's not exactly the right place to ask this question but that's the latest active thread on FFED3D so I thought I could ask here, feel free to move it if it's not, here's my question :I downloaded the ittiz pack and it works, I have yet to install AJ's stuff on top of it, at the start of the game it tells you that it's based on JJFFE 2.8a6 version, but elsewhere on internet there are mentions of a 2.8 a7 version, I'm just curious as to what are the changes between the two versions, wether AJ's version includes those changes, etc...and of course bravo to the great community that's working on FFE, fantastic job you all !
RE: New FFED3D builds from Ittiz & AndyJ
Posted: Fri Jan 06, 2017 7:12 pm
by Guest
Hi AndyJ, thank you for the clarifications, I managed to download and install all your mod and Nanite's but now I'm stuck with a game that crashes to the desktop as soon as I hit a key to leave the intro movie... I tried various resolutions, windowed and fullscreen, plus a few other things like reducing antialiasing, using original FFE models etc but it's always the same... I get to see the starting view with the starport but Windows instantly tells me the game "stopped working" without more details (windows 10). I notice that while Nanite's textures are working I still have the original FFE cockpit thou I'm sure I have installed it too... I'm using a HP laptop but the keyboard specs don't seem to have the Media Center stuff mentionned in your README.I'll keep trying stuff this week-end.
RE: New FFED3D builds from Ittiz & AndyJ
Posted: Sat Jan 07, 2017 12:09 am
by Guest
Hi AndyJ,I had one panel.X file in the models folder (as well as many other files), and the cockpit textures those from nanite in the textures folder (incidentally I noticed that while I get the original FFE cockpit, I have a more modern-looking red triangle on the right panel (the thing that tells you you can't take off when you haven't asked for clearance...)).if it can help : during the intro sequence, I get the very nice jupiter texture on the big planet, but when the earth-like planet appears in the distance at first it's only triangles, no textures, then when the camera gets closer that planet has textures but the athmosphere is too bright, completely white, on the sunlit side.I don't think it's a windows 10 issue, as I gave administrator rights to the executable.
RE: New FFED3D builds from Ittiz & AndyJ
Posted: Sat Jan 07, 2017 9:56 am
by Guest
Thank you,I'm running a HP pavillon, 64 bits windows, with 6Go memory, Intel® Core™ i3-4030U CPU @ 1.90GHz × 4the graphic card there's a Nvidia in it but I don't know how much memory it has.I tried various settings with it I'll PM you the latest ones,Install was all taken from the repo on this site : Ittiz, the 3 AJ files, the 4 nanite files, and an other one called Stars and planets (and the replacement sound FX too), I just extracted your files over the Ittiz stuff, then followed instructions from nanite to put the textures in the textures file.All this is in a FFED3D folder in my desktop folder on hard drive C:I also tested with the alternate starting positions and they crash too. If I hit th key "'4" I can access the game menu to try to load a saved game, but the graphics are blurry around the text, and it crashes too.OL
RE: New FFED3D builds from Ittiz & AndyJ
Posted: Sat Jan 07, 2017 1:02 pm
by Guest
Update : I remade a clean install with only Ittiz and your stuff, the other difference with this install is that beside the Bass.dll file I refused to overwrite the various files when asked (for model.X etc).Now I get the new version of the cockpit, I also get the nebulas in the background of the intro movie that I didn't have before.But it still crashes when I hit a key to begin the game.Is there a way to make windows give more precise data on crashes ?
RE: New FFED3D builds from Ittiz & AndyJ
Posted: Sat Jan 07, 2017 3:13 pm
by Guest
I did use your Bass.dll in the new install, but not the textures...I'll try to move the folder to C: and use all your new textures.I'll change the name of sound directory too, but I get proper music in the intro movie.I run FFED3DAJ (tried all each other once, to same result).
RE: New FFED3D builds from Ittiz & AndyJ
Posted: Sat Jan 07, 2017 4:34 pm
by Guest
I'll try that, but maybe next week as I'm busy tomorrow.I've tested with the FFE folder directly in C: and changing FX folder name etc, and it still crashes, tried various compatibility modes that Win 10 proposed me, to no avail.Thanks for you tips anyway.
RE: New FFED3D builds from Ittiz & AndyJ
Posted: Fri Jan 13, 2017 9:52 pm
by Guest
Hi, and thank you for working on this, I'll be trying all that when I'll have some time this week-end (as I don't have much time aside week-end and on top of that I'm using Linux and have to reboot on windows to make each test with FFE).EDIT : I checked one thing that bothered me : the d3dx9_43.dll file that's needed to run the game, I do have it, one in the windows/system32 folder and one in the windows/sysWOW64 folder, but they are spelled in capital letters D3DX9_43.dll while all the other versions of the file (d3dx10_43.dll etc) are named in lower case, could that be a problem ? I'm not daring to touch anything in those folders to check...
RE: New FFED3D builds from Ittiz & AndyJ
Posted: Sun Jan 15, 2017 7:58 am
by Guest
Tried with the FX and music folders back to normal and sounds off in the settings, still crashes, I'll PM you the log file, but aside from two "non-lethal" errors while loading model 25 it reads entirely like a success story, so I wonder if it might just be Win 10 mistakenly thinking the game has ceased running while it has not (when I hit the spacebar to quit the intro sequence, my laser does shoot and I get the message from New Rossyth police that I'm fined, but there's the pop-up message that tells me the game "has ceased functioning" and then no keyboard input is taken in account and all I can do is click in the message, which terminates the program for good).EDIT : also, Bass.dll is the version from your pack (last modified in 2014 while Ittiz's is from 2006), I'll try downloading from the latest from Un4seen Developpement.
RE: New FFED3D builds from Ittiz & AndyJ
Posted: Sun Jan 15, 2017 7:31 pm
by Guest
Hi,I can have the intro repeat several times no problem, I need to check for mouse (well, pad as it's a laptop), when the dialogue appears, the game seems to still be updating as the text about the fine comes up and down and seconds are still counted during this (didn't check how long that can go on), but the laser beam doesn't vanish...as soon as I click to close the pop-up message (either on the close app button or on the red button with a cross in the up-right corner to closer its window) the game is terminated (it also does that if I try to click somewhere in the taskbar which does re-appear with the pop-up message), so I don't know how to leave it (I tried leaving the session entirely but obviously that closes everything).I don't know if I have other problems with Windows, I almost never uses it except for when I need to transfer some files via a bluetooth device which Ubuntu can't handle at the moment and so I also do a bit of text editing and (very few) internet with it. But for the few times I use it there's no problem.I'll check what I can.I tried the first updated Bass.dll, the game froze at the splash screen. I'll try the other.
RE: New FFED3D builds from Ittiz & AndyJ
Posted: Tue Jan 17, 2017 11:55 pm
by Guest
Hi, if it can help : the error code I found by looking up the event viewer is 0xC0000005 (access violation) it's given by FFED3DAJ, not by a dll, apparently that can be related to either :- Hardware 3D acceleration (but all the graphic setups I could find on my machine mention either performance optimisation or quality optimisation, so I don't know how to diable "hardware" stuff only)- Data exécution protection, I looked up to disable it, but all I could find was that it's already setup to only apply to windows programs so that should not be a problem, and anyway my machine has it implemented through Hardware so I would need to dabble with the boot (BCD) files to do that which I'm not sure how to do.graphics in the intro are not jerky at all even at max settings.
RE: New FFED3D builds from Ittiz & AndyJ
Posted: Sun Jan 22, 2017 12:38 pm
by Gernot66
hi folkssomething i didn't read about herethe "opengl32.dll" and "glu32.dll"on my odd old XP it appears i won't need the ones which come with FFED3D for AJ's buildsit works (now) fine with the default xp oneswhile in the past it needed the especially it's own "opengl32.dll" because of a few instructions that where different to thestandard one.i simply assumed it's because yep you preferred to use the genuine microsoft libraries to build your build.however by reading this problem it reminded me of a crashing FFED3D when i didn't used it's specific "opengl32.dll".the new build reported me sometimes therefore (but i haven't seen this message for a while)"the game will run only on a 32bit windows" (i guess) while hmmm...old XP IS ONLY 32bit.another test to try is to move some classic XP libraries to the game folderwindows will search for libraries first in the programs root folderbefore it searches in the system folders this allows to use special build libraries.by putting stuff in the games root folder your'e also on a safe sideyou didn't alter the system you only alter what's used for a specific software.usually this is the default behave of windows even for a 64bit to give priority to the root folderhowever when i tried to run old games on my 64bit win7 i needed sometimes the compatibility modeor used the more advanced compatibility "wizard" (i guess, it's a free software from microsoft but you need to download it)which gives you exact control about the settings for compatibility.sometimes they already ran by putting the proper (old) dll's in the games root foldertypical stuff isopengl32.dllmsvcrt(various versions).dllfor certain games, but this won't be the case for FFED3D, i simply had to limit the RAM to a max. of 2GB.to sad i have no win10 64bit because i guess i'm quite good in getting old 32bit games running on a 64bit platformat least i ran a lot of games which was told to be "unplayable".most of all it's the incompatibility of certain 64bit libs, expected DX version or visual-c version.but i guess all this shouldn't be the case for FFED3D, but well shouldn't....----the only thing i can say is - it crashes - sometimes often (in my case while loading the models) then again it can run very smooth, but i don't mind as long as it's that randomly neither it's really bound to the models or the cache size it just crashes sometimes 2 or 3 times then again it starts proper while i have more models or loaded more that's why i say "randomly".----i would have some technical questions, not espeacially models related but also,but i guess i better start a new thread for detailed technical questionsto keep the space here for the heavy problems.----something elsedoes FFED3D depend on the presence of FIRSTENC.EXE and MISSION.DAT?for the firstenc.exe i'm sure it doesn't depends on its presencebut about mission.dat i'm not sure - i never removed it to see what happens.the shareware FFE version is handed out without mission.dat and will of course run without it.thus if i remember right JJFFE does also you only can't hire for any of the FFE typical missions.>! even if i obtain the mission.dat also in german, i never played FE2 or FFE in another language as english. it makes no sense to me, i feel "Elite" has to be english, but i "feel" this for many games... still this or that wil remain of the original language it was made with, for FFE this are the "cheesy" clips, they remain in english and thus the game has to be played in english

- or not, it's a matter of choice. else yeah, but that's just a stupid idea, it would had to be esperanto or another artificial language made especially for a thought future community of mankind. but on the other hand, if the francophones and chinese like it or not, with a very high chance english will be the only language in future to be understood by all mankind. see that's what i guess about "translations" i also thought they are needless for pioneer but i know not everybody shares my opinion.