The General BugFixing/Playtesting thread for FFED3D+mods

Would it make a difference if you tried it in windowed mode?

I ask as i always run the game windowed and for my screen shots just use the 'printscreen' button, then save it into paint as a .BMP then transfer that over to Photoshop for file type conversions and any work i might do on it etc.
 
Well the screen-grab feature works fine in Windowed mode, but Steve plays full-screen & was reporting a bug. For some reason in Full-screen mode planet atmospheres and the scanner dome aren't shaded correctly in the grab. Bit odd. Looking into alternative ways to code it but not having much joy so far... hence the mutley !
Google's full of people with the same issue and no solutions lol

Btw. If you don't need window titlebars on your screen grabs Zack, try the built-in function I added, CTRL+* instead (* on numberpad). It'll dump the current game screen to a .png with the current date/time - which saves chopping off the rest of the desktop with an editor & also uses far less space than a .BMP. (png is not a lossy format like jpg either)

If you want to do it manually though with PrintScreen, then you can paste it straight into Photoshop. If you didn't realise, when you create a new file you can tell it to default the size from the Clipboard - so just use that and paste the snapshot in. You'll never need to load MS P**nt again! <shudder!>
 
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I've figured out the screen shot problem :)

I realised that the grabs from DirectX's back buffer in full-screen mode were including and saving alpha-transparency levels on some model textures. It was this that was causing their strange appearance. A quick test saving to .jpg format, which doesn't support alpha transparency, and those screen shots displayed correctly. To fix png files, I just needed to get rid of the alpha data before saving. (capturing the front buffer instead was a bit of a red-herring!)

I thought that I could add some extra options while revisiting this area of code. You'll now be able to specify the screenshot format (bmp/tga/jpg/png, with jpg as the new default), define the name of a subdirectory to save them inside, as well as an optional 1-100% scale setting so that it will create smaller, forum friendly, screen shots.

I've also finished off the changes I wanted to make to the custom music - supporting extra events/folders and with a separate config file, and I've extended the textures .cfg file to include the other planet textures as well as exposing the values used in their colourisation. Just need to complete this final part so that it can turn off any sunlight-colouring in the shader and then pre-coloured textures can appear 'as-is' where desired.

Finally, I've just had a very quick 5 minute play with extending the z-sorting - so that it applies beyond just planets/suns in the sky when within the atmosphere, and so that it always takes effect for all objects ... and, well doing that threw up a bit of a surprise!
There are 'space nebulas' suddenly visible again when flying around in space! I'd clocked them in GLFFE, even GLFrontier and had half-wondered where they came from, but not given them too much thought ... I guess they've simply been hiding behind the background galaxy skybox until now! :eek:



Slight problem though, because they use images 428-433 and the system chart has hijacked 432/433 for its own purposes! (they're using 548-552 as well)
They also draw over the top of planets etc at the moment - oops! That is most likely easily fixable though, I think, but it's also a "seams-r-us" situation. Zak if you though the original skybox had visible gaps, well these textures have spaces wide enough to swallow a whole galaxy! I'll have to see if that is fixable or perhaps they'll need to be hidden again!

I'm keen to focus on getting the new build out at the moment though, it's already running a month or so later than intended and there's a pretty long list of changes already! So I think I'll stick with limited z-sorting to solve "planets-inside-the-sky" issues for the moment. Then take the time afterwards for a proper look into the wider implications of complete z-sorting, as well as any core textures that need correcting for a future build! Interesting though!
 
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...........
They also draw over the top of planets etc at the moment - oops! That is most likely easily fixable though, I think, but it's also a "seams-r-us" situation.

Zak if you though the original skybox had visible gaps, well these textures have spaces wide enough to swallow a whole galaxy! I'll have to see if that is fixable or perhaps they'll need to be hidden again!

I had a look at the pic and was all like "Sir! Sir! there is a huge ugly seam right across the middle of it sir!" ;)

But then i read a few lines down and see you had already thought of me, so thanks for the info and good luck in your FFE code adventure..........probably you will find the answers to life the universe and everything in there somewhere?!
 
I've also finished off the changes I wanted to make to the custom music - supporting extra events/folders and with a separate config file, and I've extended the textures .cfg file to include the other planet textures as well as exposing the values used in their colourisation. Just need to complete this final part so that it can turn off any sunlight-colouring in the shader and then pre-coloured textures can appear 'as-is' where desired.

Hey AndyJ!

I may be a little bit late to party on this, but how difficult would it be to add support for .M3U playlist files in the custom music directories, in addition to the current MP3 file support?

It would be far easier to maintain that folder if it just contained a playlist instead of actual files, and it would help reduced the game's footprint on the disk. Also, the game crashes if I try to add more than 100 songs to each folder.

What do you think?
 

I just noticed something - that's an interesting looking planet in your screenshot!

It looks like a planet with no atmosphere, yet it appears to use procedural terrain generation (like living planets), instead of the usual texture map.

Am I just getting confused?

Ittiz enabled procedural terrains for non-living planets in his release, and it looked fantastic. Are you trying to enable the same option on your release?

If not, is this something you are considering for a future release?

(please, please, please!) :D
 
Ah, the mysterious inner workings of FFE! :D

Indeed!
I've backed out the wider sorting for the moment, it was more an experiment, but not before finding out that was models 315 & 316 being drawn. They're also only visible when using the original models too - there's replacements in the models subfolder that would otherwise override them.
#315 is the original galaxy skybox model which includes both the textures and also a number of instances of sub-model #316 to draw star clusters... or are they?
Tried a further experiment to ensure a minimum size for the points in these clusters - and while there are points that look like they're being used for star clusters/constellations... there are also a number of tiny clusters which are always either in the centre of the current view or clustered around the player's ship - could these be the absent dust particles at higher speeds? The only thing is, they don't seem to be animated at all :S
I guess #316 will be something to look at in future - but have already decided will most probably just supress those textures again from model #315 - they're basically in line with the 'cloud' of the background texture anyway and so don't really add anything... not sure about the constellations, and certainly the other clusters need investigating to see if they are meant to be moving stars/dust or not!

Hey AndyJ!

I may be a little bit late to party on this, but how difficult would it be to add support for .M3U playlist files in the custom music directories, in addition to the current MP3 file support?

It would be far easier to maintain that folder if it just contained a playlist instead of actual files, and it would help reduced the game's footprint on the disk. Also, the game crashes if I try to add more than 100 songs to each folder.

What do you think?

Hi nanite2000
tbh, next build won't have m3u playlists - I'd have to look into how to read those. But I'm assuming from the comment of reduced footspace, that you're thinking the m3u would point to music outside of the game folder?
I've been more focussed on encouraging people to provide soundtrack mods really, and have added a .cfg file to specify the sub folders, so that they can be shared between events or made separate from the default folders.
Other than the files being located elsewhere, would an m3u be played in order or still random?
Thanks for the 100 files report. Yes, the original FFED3D code just worked through the entire directory adding the filenames to an array of 100 but didn't check if it'd reached the limit, carry on and then implode into a gooey mess. (Do you want more than 100?)

I just noticed something - that's an interesting looking planet in your screenshot!

It looks like a planet with no atmosphere, yet it appears to use procedural terrain generation (like living planets), instead of the usual texture map.

Am I just getting confused?

Ittiz enabled procedural terrains for non-living planets in his release, and it looked fantastic. Are you trying to enable the same option on your release?

If not, is this something you are considering for a future release?

(please, please, please!) :D

Confused I think. (sorry!)
All planets, even those with entire skins have their terrains procedurally generated to give them their lumps n bumps and underlying colours.

This isn't a direct answer to this thread, but I've kinda ducked a few comparisons/comments about mine vs Ittiz' build before and perhaps I shouldn't keep doing so. Mine may not have been the first public re-release of FFED3D but it would be wrong to think that it was 2nd out of the starting blocks or catching up. My very first post here on these forums was after finding the sources and sharing a few weeks of research, hoping for some interest. Ittiz proceeded with r16 for his builds and I ended up going it alone, fixing versions r36-65+ and throwing out a few private builds until I was happy. Following my own 1st release I decided to continue on that way and aim for my own goals. And I'll admit they may have been more oriented towards bug-fixing than bling, but I've always held the view as a developer that it doesn't matter how many bows you tie on a pig, at the end of the day - it's still gonna be a pig! So, bugs first, bling second - and I think there has been some added bling along the way?

I always had the impression that Ittiz's build was trying to hard-set the colours of planets by using pre-coloured textures? I didn't really like that idea, and if you've read the early posts in this thread will see I've been fixing the colours throughout, with some encouragement from Zak to fix certain dayglo greens! :p
That said, I am trying to add support for pre-coloured textures in the latest build if people do want to try them out - perhaps they'd work well for asteroids, or even to get rid of the bright colours on specific terrain areas of certain planets... but I'm wondering now if they're really wanted?

@nanite2000 - The previous screen shot is just using a greyscale planet texture and the underlying FFE generated colours per terrain triangle. The texture is tex711 which actually I notice is present in FFED3D but not at all in Ittiz's pack?
The planet object is the same as the Moon in Sol. The version of the texture that I have is also nicer than the standard heavily cratered FFED3D one ... Oh, LOL it's come from installing your mod "TEXTURE - nanite2000s Textures (512)"! :cool:
It's looking like I'm going to have to issue my own preferred set of textures though before long just to get everyone on the same page and then take suggestions for improvements! Probably I now need to make sure that the next core textures zip includes a complete set of planet skins/terrains. I suspect that the skins I'm happily playing with nanite2000 are from your mod - would you be ok if I included & credited them in the next core textures pack?

The next build has a further improvement as I've fixed the code that colours gas giants, they were always incorrect in their lower half and all rendered the same red/black stripes due to exceeding their colours table. I've also exposed the values in the calculations so that they can be tweaked to some extent to suit any future texture changes...

Here's a night view from Merlin showing both Aster and Willow behind the clouds ... And yes, Aster was meant to be purple not half red as in earlier versions!
 
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Hi nanite2000
tbh, next build won't have m3u playlists - I'd have to look into how to read those. But I'm assuming from the comment of reduced footspace, that you're thinking the m3u would point to music outside of the game folder?
Hey!

Yea - that was the general idea, so I wouldn't have a copy of my existing tracks. A few hundred MP3's spanned across the game music folders is occupying around 1.3GB of disk space right now! It also meant I could manage my playlist in a decent media player (like MediaMonkey) and I could just add to it whenever I felt like it without drastically increasing the game folder size.
I've been more focussed on encouraging people to provide soundtrack mods really, and have added a .cfg file to specify the sub folders, so that they can be shared between events or made separate from the default folders.
Totally understand.
Other than the files being located elsewhere, would an m3u be played in order or still random?
I never thought about that. I guess random, since I can't think why anyone would want tracks to be played in a specific order.
Thanks for the 100 files report. Yes, the original FFED3D code just worked through the entire directory adding the filenames to an array of 100 but didn't check if it'd reached the limit, carry on and then implode into a gooey mess. (Do you want more than 100?)
Ummm...well, I kind of feel spoilt enough already by having as much as a 100 to be honest! :D

I thought the problem may have been due to memory limitations, and so felt that a list of filepath references would be more efficient than storing all the songs into memory. Since it looks like it's doing that anyway, then it's probably a moot point, and you could probably increase the upper limit to 1000 (for example) without affecting memory usage too much - am I right?

If so, then go for the easier option - don't waste time coding in support for M3U playlists when there's other things that take priority. I'm only doing it for selfish reasons anyway (so I don't use too much disk space). ;)

Confused I think. (sorry!)
All planets, even those with entire skins have their terrains procedurally generated to give them their lumps n bumps and underlying colours.
Thanks for the detailed answer on this. Again, I totally understand your preference to fixing existing bugs before adding the bling. I couldn't remember if you and Ittiz ever shared/merged your code bases, so I wasn't sure if you had access to his method of adding terrain textures to non-living planets.

It's looking like I'm going to have to issue my own preferred set of textures though before long just to get everyone on the same page and then take suggestions for improvements! Probably I now need to make sure that the next core textures zip includes a complete set of planet skins/terrains. I suspect that the skins I'm happily playing with nanite2000 are from your mod - would you be ok if I included & credited them in the next core textures pack?
Yea man! Totally happy for you to use anything from my pack. To be honest, I'm not a texture artist, and I think Ittiz had some better textures than me (especially his tex64.png which looks *much* better for living planet terrains).

I actually have a couple of updated icons and textures I can send you that you're welcome to use if you find them useful. Let me know if you're interested and I'll post up a link to download them.

Also, since it looks like Ittiz is no longer updating his release, it might be worth dropping him a line to see if you can harvest some of his textures too.

Here's a night view from Merlin showing both Aster and Willow behind the clouds ... And yes, Aster was meant to be purple not half red as in earlier versions!
:cool:
 
I wouldn't worry about selfish reasons lol. Feedback comes from a fairly small number of players these days so every opinion is worthwhile!
I had a quick look at M3U and PLS files earlier and found they're both plain text files. PLS got the nod though as it's in standard config-file format and so is much easier to process using existing functionality. This format should also be widely available in playlist editors, so I decided to add game support for it too!
It did take a little longer than a cup of tea (or two) to rejig code, test and tidy, but you'll be able to drop a playlist.pls file into the custom music folders next build instead of duplicating mp3 files. Filenames from the playlist or the directory are also just read in once and cached at start-up, original FFED3D rescanned the entire folder every time it wanted to play the next mp3!
I've also ditched the original fixed size array that held the filenames (yuk) and replaced it with vector arrays that'll just extend as required ... so I guess that'll mean you can go completely nuts if you really want to!
It might yet need a little tweaking with regards to tracks being stopped unexpectedly for a new one to start, I've not used it nearly enough yet to know, but hopefully with continuous music enabled and combat/docking turned off there wouldn't be many/any track interruptions if you did just want a constant soundtrack. But, I'm sure that I'll get some feedback once the build's out ;)

Thanks for the ok about including that 711 texture - I'll add it into the core textures pack then to make sure nothing's missing for people who are dropping on top of Ittiz's beta package. I may add a new texture I have for volcanic planets & will also double check which other planet textures are normally present vs your mod. If you have some better icons, especially for the console I'd definitely be keen to see those!

When you say the tex64 image is better - I believe that Ittiz's build stopped using that one and other standard terrain tiles, and switched to using the set of coloured images in the 799-829 range?
I added a textures.cfg file in v1.07, to allow individual sun types to have their own definable texture, but I also added support for the inhabitable planets to specify alternate terrain textures. So theoretically you can use Ittiz's new textures for the terrain areas and I've included an example texture cfg file based off his documentation. You said 'non-living' though, are those the texture changes that you meant or was there something else I missed? I never really tried those builds.

As far as textures in general though, where it comes to 'best of breed' or aesthetic/memory-saving choices, I'd rather encourage other members of the community to put some mods together again, rather than take it on myself - so I can concentrate more on the code! SSC is really good for hosting mods as they have their own page, sectioned by game/category and are versioned automatically, have feedback etc.
 
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I had a quick look at M3U and PLS files earlier and found they're both plain text files. PLS got the nod though as it's in standard config-file format and so is much easier to process using existing functionality. This format should also be widely available in playlist editors, so I decided to add game support for it too!
Awesome! Thanks so much! Glad it wasn't too much hassle for you to do that. :)

Thanks for the ok about including that 711 texture - I'll add it into the core textures pack then to make sure nothing's missing for people who are dropping on top of Ittiz's beta package. I may add a new texture I have for volcanic planets & will also double check which other planet textures are normally present vs your mod. If you have some better icons, especially for the console I'd definitely be keen to see those!
Check your private messages - I sent you a link to the download pack that contains the textures. Feel free to include any of them in your pack.

When you say the tex64 image is better - I believe that Ittiz's build stopped using that one and other standard terrain tiles, and switched to using the set of coloured images in the 799-829 range?
Correct - he did. I grey-scaled one of his textures and used it to replace it the standard planet terrain texture (tex64.png). I personally think it looks a lot better, but YMMV. Judge for yourself.

You said 'non-living' though, are those the texture changes that you meant or was there something else I missed? I never really tried those builds.
I meant for solid non-earth like planets (Barren Rocky Planetoid, Small Barren Sphere Of Rock, Rocky Planet With A Thin Atmosphere, Rocky World With Thick Corrosive Atmosphere, etc...). Ittiz enabled a feature where hillsides, low-plains, high-plauins, beach and water all had different textures that became gradually more detailed as you flew closer (like living planets), rather than a huge close-up of the planet's texture (e.g. tex719.png).

For example, the picture below is the standard render for Groombridge 1618 3 from far away:

Groombridge1618_3_Far_AndyJ_zps7d87dfec.png


And below is Ittiz's render:

Groombridge1618_3_Far_Ittiz_zps2c610c26.png


Notice how he's not using the planetary texture at all, but rendering each land mass with different textures, just like living planets.

Below is how it normally looks up close:

Groombridge1618_3_Close_AndyJ_zpsf8e8bc9b.png


And below is Ittiz's version from the same distance:

Groombridge1618_3_Close_Ittiz_zps3f38f4cd.png


Notice how cliffs and valleys are rendered similarly to living planets, rather than an ill-defined blur.

I don't know how he did this, or if it's possible with your build, but I thought it was worth mentioning if only to for comparison purposes.

As far as textures in general though, where it comes to 'best of breed' or aesthetic/memory-saving choices, I'd rather encourage other members of the community to put some mods together again, rather than take it on myself - so I can concentrate more on the code! SSC is really good for hosting mods as they have their own page, sectioned by game/category and are versioned automatically, have feedback etc.
Yea, I agree with that.

Having said that, given how lazy people are these days (myself included), I think most people would simply prefer to have an 'uber' pack where everything is contained in a single download and looks as good as possible.

I'm not bothered either way mind, and I wouldn't worry about it too much if I was you. ;)
 
@AndyJ Some amazing work sir! Very impressed. A quick query, which won't have a quick answer I think.. My mate was wanting to add 'radio station' chat like stuff ab bit like GTA style radio, but there are obvious problems with that. Is it possible to the game remember which track it played from a particular folder, if the user changes music or the game does? IE Having a folder (like Radio Lave) with music, chat clips whatever- probably quite short ones (acting as a radio channel tracks etc) user changes music at some point and changes back to radio and the game remembers the last one played and selects the next on the list?

I suspect this is a bit of a bo go, but I thought I'd ask anyway.


Cheers.
 
Away from home til Monday eve with just my iPhone.
Thx for screenshot. Not sure if that was deliberate as note there's sky/cloud once near to landing that probably shouldn't be there? but anyhow would be fairly trivial to implement. have already been exposing settings in the textures cfg. Some planets have a single 'skin' applied instead of the per-terrain-triangle texture. I did turn the skin off for gas giants when testing colours, wasn't sure it'd be wanted beyond my test but I can add it easily enough. The Hills do look a lot better up close.

Music - think continuing last track would probably only need to apply to random (continuous) music and would just be the case of incrementing track number instead of picking a random one. The api to the player dll exposes getting/setting position with a track too so it could probably be 'paused' for an interruption & continued. Hey add forward/back buttons and suddenly FFED3DAJ is the best media player in the Allied galaxies lol !!
 
Thx for screenshot. Not sure if that was deliberate as note there's sky/cloud once near to landing that probably shouldn't be there?
I think the sky/cloud is because it's a 'Rocky Planet With A Thin Atmosphere'. For example, present day Mars has a thin atmosphere, and the sun creates similar atmospheric views:




But yea - the clouds probably shouldn't be there.

but anyhow would be fairly trivial to implement. have already been exposing settings in the textures cfg. Some planets have a single 'skin' applied instead of the per-terrain-triangle texture. I did turn the skin off for gas giants when testing colours, wasn't sure it'd be wanted beyond my test but I can add it easily enough. The Hills do look a lot better up close.
Cool! It would be interesting to see how it looks!
:)
 
Just my 2 cents re those screenshot comparisons nanite2000 posted of Groombridge 1618 3, i much prefer the smoother look of the first versions. If the triangles in Ittiz version were much smaller i could see that being cool, but as is they stick out as 'not very real'.

Anyway awesome work and news from everyone :cool:

I'm currently talking to one of the Frontier guys about getting permission for a cabin background, it looks like it was probably a concept art for Elite: Dangerous, and fingers crossed it is able to be allowed to be used in FFED3D. Or we might all get shut down! So it could go either way......... ;)
 
excuse me? you've said what, and 'we' might get shut down? for a cabin texture from their unreleased game that they'll be understandably protective towards? omg, not impressed.
 
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Yes, I'd always be wary of involving FD directly in any "unofficial" project.

FWIW, I also prefer the smooth landscape, out of the two.
 
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excuse me? you've said what, and 'we' might get shut down? for a cabin texture from their unreleased game that they'll be understandably protective towards? omg, not impressed.

Sorry i should have used a ;) on the end of that sentence! (I thought the joke was clear though?).

But so far it seems to be going ok if in circles, i'm hoping my last PM does the job re getting an answer. Long story short i had to shunt around between different peoples PM, explaining it each time etc etc.

I'm 50% that we will get the permission for the cabin background i was asking permission to use, this one (thinking of cabin1.png?):

http://cghub.com/images/view/379818/

And 99% that we will not get 'shut down' (joke! i mean 100%), as it would have happened by now if it was going to happen. Don't Panic! (where is my towl?) ;)
 
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