The FFED3D Thread

Cheers Zak, it's always nice to hear that FFE hasn't quite been consigned to the history books just yet - although I do hope (as a Founding Member KS backer) that Dangerous will ultimately overtake it in all areas in the very near future!

You should definitely check out the current FFED3DAJ build though if you missed it as it was a significant update - especially if planetary landings are your thing. It retains the original geometry but adds enhanced terrain texturing and atmospheres.
screen-140708-232019.png


There is an album of images for each of nanite2000's new texture packs which were created especially for it here to give a tease of what to expect!
(the terrain textures are defined in a .cfg which must be enabled in the main ffed3daj.cfg file)

pettytyrant101 also posted this nice video "FFED3AJ- Elite Frontier: First Encounters- see the galaxy for less than 3 Altarian dollars a day!" which shows off some nice atmospheres.

Obviously more bling means more memory, but if you've upgraded to x64 Windows now for Dangerous then that won't be an issue. Otherwise if you've got a video card with say 1->2GB memory, there's the option to cache main game textures in its memory rather than using system memory.
Docking sequences are also fixed after correcting the models used & I added code to control their animations so that the doors are open/shut as required. I also fixed the 'lift' area between entry room and docking bay by using FFE's original lift model but retexturing its walls so that it blends in when using the replacement .x models. Depth-sorting was completely re-worked so that planets won't eat each other like pac-men and transparent windows in models should now show models that are behind them. Draw-distance can be greatly increased so you'll still see the windows and adverts on distant city blocks - although this can prove to be very CPU intensive. Lots of other lesser fixes/enhancements - star dust finally displays again too!

Anyway, I'll post any more updates about the forthcoming FFED3DAJ v1.11 over in its own thread - I see that's also had a little bump / love-tap too :)
I'm going to let the Russian users give it a test first so that any issues with their HellMod .exe and newspaper translations can be sorted out.

BTW - I also have an answer for your old question of "why does the space ship land facing the wrong way at Hope" when you've returned after taking off at the start of a new game...
The 2 pad ports are designed such that ships will land facing towards the terminal building, much like an airport I guess.
Probably someone thought later on that it would be a much better first impression that instead of looking at a blank wall, the player should be looking out across the city at the setting sun. Rather than change the landing orientation on the port, for some reason they decided to call a routine during initialisation and rotate the player's ship to face the desired direction. So, that's why you start facing the sunset but afterwards always face the wall.

[edited to fix the postimg.org img link to postimg.cc]
 
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interesting info on the facing flip issue. I'm pretty sure i tested it also does it while on autopilot landing. Using the fastest speed setting on the StarDreamer you land fine (most of the time!), but if doing 'realistic' normal speed landing it will start to flip you over in that last 100 meters before touch down! So you either speed up time a few hundred meters up (x3 is what i normally use) or you have to disengage the Autopilot and land manually.
 
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Ah the flip issue is something else ... I think that there is a target offset above the pad/base or outside a spacestation that the autopilot initially aims for on approach.
Presumably there is then a 2nd stage target to take it into the station or to land - probably it has overtaken that point and is trying to turn back to it in the last few meters, when really it should perhaps just shut off engines and fall to the pad...
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
Admittedly it's been a little while since I've played, the forum does tend to keep me busy, but I'll be downloading the latest build soon and have a play.

Will you do a bundle with new textures as before?
 
Admittedly it's been a little while since I've played, the forum does tend to keep me busy, but I'll be downloading the latest build soon and have a play.

Will you do a bundle with new textures as before?

Hi T.j.

I've always just released my own build as a patch .zip, a set of core textures and an optional set of example ship skins. This is so I could just update the 2mb patch file each update rather than a monster download every time - as typically just the .exe files are updated. For v1.10 both the patch and core-textures zips have been updated - so if you've got an older FFED3DAJ setup that you want to update, just grab those two zips from Space Sim Central or Elite-Games.ru and then drop over an existing install. You might want to keep a copy of your ffed3daj.cfg file first in case there are any key-mappings etc you want to copy into the updated one.

nanite2000 also released some textures to go along with v1.10, you'll want to grab those as well really to get the full effect.

If setting from scratch, I really recommend Ittiz's beta pack as the best starting point - he also included all of the extra models & textures that the community had created after the original beta v1.12++ set.
The beta set itself is problematic as it doesn't enable all of the models included within it (e.g. the cockpit & 'axeblade' spacestation) and some models are outdated/broken anyway. (discovered that the courier model is missing it's engine pod just the other night following a bug report over at SSC)

Rather than re-type the set up instructions though & replicate all of the links - it's probably best to point you towards page 1 of the FFED3DAJ thread.


Now if that all sounds like a lot of faff to set up, or you aren't a member of SSC/Elite-Games.ru and don't want to join - you could also check out Donik's reddit thread here.
He's rolled the updated v1.10a patch, the core and nanite2000's textures into a single "pre-configured " download that he's shared at the top of the thread. There's also an updated beta v1.12++ based download too by looks of it.
You'll still want to edit the ffed3daj.cfg to meet your requirements, and for full planet textures set "customTexturesFilename=textures_nanite2000_terrain.cfg" in it.

Shout if you need help!

Cheers

AndyJ


[edit - Jan 2021] updated FFED3DAJ thread link & lost file from forum upgrade:
[edit] For anyone who needs it, here's the missing model that I mentioned for affected FFED3D-beta 1.12++ based packs.
Double check if your Models\56 contains 'The Red Queen' imperial trader model + skin first, and then that Model\215 only has a 3KB .x model. If so, then the attached zip file can be extracted into the Models folder to restore the engine on the Imperial Courier. (215.zip)
 
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i need some help, the game opens up window and instantly closes it. tried windowed mode/fullscreen set compatablity to windows 7,run as admin. didnt work. how to fix this?
 
i need some help, the game opens up window and instantly closes it. tried windowed mode/fullscreen set compatablity to windows 7,run as admin. didnt work. how to fix this?

This is not my area of expertise but what version are you trying to run? I would recommend you run the latest FFED3DAJ version, thread here:


Follow the steps for downloading and installation from that and see if that sorts out your issue?
 
window with game opens and instantly closes. but it appear to be corrupted downloaded as redownload fixed it for now..

is there any way to mod ships? (wanted to give viper mk 2 more missile slots)
 
thank you. now my beloved warship can punch more.. by the way any news about these broken missions that never got completed/released? i mean bombing the miackce thargoid station with mycoid missile,ejecting the mined vaccine from hotice planet etc.

another thing that keeps me stirring,is there any way to implement forgotten features from previous frontier game? in frontier elite 2 there was unreleased/incomplete feature about space convoys and escort duty.. and few other things like fighter launch device.. would be cool to make it usable

oh one more thing,is there way to make space more alive aka adding more traffic more ships in space,maybe making AI mining stuff (if possible)
 
Maybe you should redirect your questions to "The FFED3DAJ Thread".
I think your third request can be accomplished via scripts. Anyway, space becomes more alive if you activate various Anisotropic mod features (ffed3daj.cfg file). :)
 
I bring sad news to the Frontier Forum. Andy J sadly passed away last July, its only now I found out about this and thought I would share this sad news with you all. My thoughts go out to his family and friends and I just want to say thank you to him for all his amazing work on FFE3D. Rest in peace Andy J. 😔
 
I bring sad news to the Frontier Forum. Andy J sadly passed away last July, its only now I found out about this and thought I would share this sad news with you all. My thoughts go out to his family and friends and I just want to say thank you to him for all his amazing work on FFE3D. Rest in peace Andy J. 😔
Oh bloody hell - what terrible news 😕

Andy J’s work on FFE has been enjoyed by many players and he was never less than extremely helpful in the few interactions I had with him.

Although very belated, my commiserations to his family.

o7, CMDR
 
Thank you, to both of you, for your dedications. As for me, apart from playing Andy's FFE3D, I can think of no better tribute to him that use a video he himself linked to further up in this thread. Says everything that needs to be said, at least to me.
 
as for multiplayer mode for FFE and FE2.. i tried luck myself but realized that could be too hard.

basically i could see the multiplayer mode and some basic stats like
  • amount of player kills
  • amount of npc kills
  • systems visited
  • planets landed
  • asteroids mined. (once asteroid is exhausted it explodes so counts as mined dry)

problem is coding whole multiplayer stuff,we need make client,server and some statistics server for basic information like player/npc kills
the server stuff - it would not take many resources at all,it could be even home machine with atleast 32gb ram amd ryzen 5 and linux debian or ubuntu. plus 2-3 500gb ssd disks and like 10gb/s internet.

basically game would need to be recreated from scratch. because missions could be done in coop and missions would need to be included into multiplayer mode
 
I bring sad news to the Frontier Forum. Andy J sadly passed away last July, its only now I found out about this and thought I would share this sad news with you all. My thoughts go out to his family and friends and I just want to say thank you to him for all his amazing work on FFE3D. Rest in peace Andy J. 😔
Oh no, that's awful news. I exchanged messages with Andy on numerous occasions when he was bringing out new versions of the game. Clearly a very talented coder who knew more about the program than anyone barring David Braben himself. A very helpful person; patient as well as I tried to figure out what was going on sometimes!
Condolences to his friends and family. Rest In Peace Cmdr AndyJ ☹️
 
Oh no, that's awful news. I exchanged messages with Andy on numerous occasions when he was bringing out new versions of the game. Clearly a very talented coder who knew more about the program than anyone barring David Braben himself. A very helpful person; patient as well as I tried to figure out what was going on sometimes!
Condolences to his friends and family. Rest In Peace Cmdr AndyJ ☹️
Hi Steve. Long time no see, for me at least. Yes, bad news, sorry to have brought it to the forum but I felt you all should know about it. Andy J will be missed. May he rest in peace. 😞
 
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