Hi TehnoMag - Good to see you! Thanks for all the work yourself & DreamZ put into it!Hello Andy. Until now, I have not had the opportunity to thank you for continuing the work started by DreamZ and me. So I'm doing it now. Thank you.
No, no!And hey! you delete my wingman`s feature! How dear you!!!![]()
meh, it`s never worked. I added LUA only for experiments. I Haved plans to moving all game logics to the scripts but never finished itnot LUA as that got rejected in the early days because I never got it to play nice with debug mode
meh, it`s never worked. I added LUA only for experiments. I Haved plans to moving all game logics to the scripts but never finished it
By the way, have you tried working with the surface generator that DreamZ did? I can see that the old one is still in use
btw:in the original 1.13 I planned to add wingmen hiring to the billboard and make them a full-fledged game mechanic. With payment, etc. This is so, for reflection on further builds
I've been attempting to get First Encounters set up for a fairly vanilla play through (I'd got the original running via DOSbox on my Android tablet but unfortunately bugged controls have put me off - classic Elite control method doesn't work properly in-atmo and is far too sensitive anyway) so I've tried to get AJ's mod to look like the original.
When I've got the resolution at 320x200 all the text is unreadable, like it's being rendered higher and displayed lower. I can't seem to get the original skybox, planet surfaces or atmospheres either. I know this sort of defeats the object of the mod, but is there any way I can replicate the original game while still benefitting from all the bug fixes?
Any help or pointers would be much appreciated![]()
Thanks for the detailed response - what I’ve been trying to do is get a fairly vanilla version of FFE working, with varying problems cropping up along the way.320x200?
Yes it's certainly going to be "a challenge" to get it useable at this resolution - the bare minimum resolution is 640x400 really.
I should mention that internally the FFE code which FFED3D used had a resolution doubling patch applied to it. I'm unsure if running it lower at a lower resolution could cause any click/positioning issues - in a quick test it didn't appear to, but you may find otherwise. Also Windows itself doesn't support such a low native resolution, so I'm not really surprised trying to draw fonts so small is problematic. It probably is scaling them smaller than their minimum supported size - really a bitmap font would need to be used instead if you were deliberately creating a game at such a low resolution and you would then have drawn it at the pixel level. Reimplementing FFE's pixel font is a probably non-starter tbh - it's certainly complicated now by the changes to support translations & wider character sets, and some of the screen redesigns to fit extra information.
The star field of FFE is also problematic. While I do have some original resolution images of the milkyway textures, the other background stars are actually a special model which the draw routines of FFED3D/AJ doesn't support - it was replaced with a textured sphere instead. You'll find that there's a lot of sparkling pixels with this sphere at 640x480 and lower, I've not really experimented much but think downscaling stars.tga to a lower size might help. (if you have any problem with it losing transparency, save it as a .png file instead and remove/rename the original .tga file)
Planets are the main problem though. They aren't drawn with original FFE code - but a reverse engineered, heavily mangled replacement to add extra detail and texturing. The original FFE code to draw atmospheres of planets wasn't part of the FFED3D implementation and this whole area in the assembly is -extremely- complicated, so I've no plan to try to find or convert it. (I may ultimately have to revisit the planet mesh generation to figure out why FFE generates the double asteroids differently, but it won't be soon)
You could alter the terrain textures referenced in the active textures.cfg file to set the terrain graphics to something more retro. FFE used a special texture (tex94) on the planet's triangles to generate different terrain details such as shores & cliff faces. This image was taller that others and it selected a section of it to draw. I guess you could create individual tiles from it to replace the specific textures for cliffs, shores & snowy patches but it'd be a load of effort.
Editing the textures file would also allow you to remove clouds if you don't want any. Find the entries for lowerCloudRatio & upperCloudRatio and set them to 0 for each planet type using them. (recommend saving any customised file with a new name and then edit the entry in ffed3daj.cfg to use it)
It would probably be useful for me to have a look at getting a buildable version of JJFFE sorted out at some point to be able to watch it in debug mode and figure out why the double-asteroids don't render correctly with the replaced planet mesh creation. If I do, I'll see which patches can easily be added to it - is there anything specific, or are you just looking for an updated version? (No promises that I will or timescales of course)
I've had another quick mess around with GLFFE and I think that's the route I'm going to take using Xpadder or something similar - at 320x200 there seems to be a blur filter which makes any text a bit too fuzzy but it all looks fine at 640x400.Oh, the positions of stations in FFE are completely broken due to the terrain generation instead of the planet being a simple sphere. Those that have cities surrounding them are the worst effected as they are laid out as a single model in a flat plane, then placed at a single central point (the station I think) and doesn't account for surrounding height variations at all. The problem is there in Frontier too with its spherical planets, but the extremely low resolution and limited colours of the original platforms largely masked the issue .
There's no mapping of the joystick in GLFFE or JJFFE that it's based on I'm afraid, just values to adjust the deadzone and sensitivity in glffe.cfg/ffewin.cfg - you will indeed need to use 3rd party mapping software. (if you do need to alter these, then you can use the mapping in the FFED3DAJ_Config application to get an idea of how the values work as it's still basically the same IIRC)
Personally, I never played either originals with the elite-style controls or a joystick 'back in the day', it was always much easier with mouse and the keys to roll, as roll was only really required for docking. And my brain just isn't wired for a gamepad after decades of flight sims and now Elite: Dangerous- so I can't offer any help on how best to map one!![]()
Aye, I’d managed to get all the original cabins and whatnot back, but thanks for the original banner and the pointer for blurry textIn GLFFE - setting filterfont=0 in glffe.cfg will remove the blury text, and I presume you've also set replaceconsole=0 to get the original cockpit graphics.
You can also remove/rename the graphic file 96.JPG for the original cabin backgrounds.
Doing away with title.JPG will replace the garish GL intro banner with the text 'FIRST ECOUNTERS', but it doesn't use original graphic for some reason.
I've attached a version I had knocking about that you could drop in instead: View attachment 199505 (click on it to see the full image, then right click on that to save)
Videos don't display in GLFFE, just the sound can be heard. It's a known bug - can't tell you why, as again I've ever compiled it from the source code but they did work in the final JJFFE 2.8 release. At a guess, it probably is drawing the video frames but they're behind the background wallpaper. I think I remember FFED3D having the same problem...
Safe travels Commander! o7
(Should probably get back on topic now...)
Just a quick update on the videos. JJFFE lets the original game code draw directly to its display buffers and then renders them as an image each screen update - so it's pixel-perfect to the original.Aye, I’d managed to get all the original cabins and whatnot back, but thanks for the original banner and the pointer for blurry text
Pity about the videos, but I think I’m all set for FFE next year. Cheers once again![]()
Thanks for the update - I’ve been messing around with GLFFE but I’ve finally settled on using JJFFE in combination with Joy2Key mapping software - the replacement videos work, I’ve got controls that work correctly and I’ve got the chunky old graphicsJust a quick update on the videos. JJFFE lets the original game code draw directly to its display buffers and then renders them as an image each screen update - so it's pixel-perfect to the original.
GLFFE allows the original code to run but captures the draw commands of primitive shapes such as the textured triangles - so they get drawn at a higher resolution with the original textures, their edges are sharper even if the texture is more blurred. The videos however still render their frames directly onto the original display buffers, and GLFFE doesn't draw these but renders a background wallpaper image instead, so the video frames aren't displayed. The original FFED3D beta1.12++ fell into the same trap IIRC, but the later unreleased beta code rendered the video frame into an special image ready to draw like any other over the cabin wallpaper - it just required some positional & aspect related fixes according to the current screen resolution to scale the image, and similar corrections to redraw the an area of wallpaper to "blank" the previous frame before drawing the next as FFE doesn't update the whole screen when they are playing.
ut.rgb = saturate(max(0.1,dot(lightDir, normal)) * diffuse * 2.0);
+ Multi-coloured, bump-mapped Cobra MKIII skins & shader.
Duh! yeah, brain fart on my part - should have been the Asp explorer!Code:+ Multi-coloured, bump-mapped Cobra MKIII skins & shader.
but unfortunately Cobra MKIII model folder does not contain any change. Maybe I look in a wrong place, or it should be about Asp?
Now back to flying...