2016-02-21 - Version 1.11:
+ FFED3DAJ now supports translations for the Newspaper/Journal stories from external Unicode text files.
It will insert variables into the translated text, such as names and dates and it will re-format its display to
better fit the selected font size and screen resolution. See the ffed3daj_readme.txt file for more information.
+ Fixed Imperial Herald "Commander Decorated" story in FFE which had a malformed [Sl code and no variable to choose
the type of dealers which had been caught. It always displayed the text "ems".
+ FFE fix to correct thruster values on the escape pod/stowmaster before launching. FFE would leave the values
of the previous ship. This fix can be enabled/disabled via a patch setting and is enabled by default. To disable
the fix, set fixEscapePodThrusters=0 in the .cfg PATCHES section.
+ FFE fix to track the current position within the Military missions list and return to it when closing/accepting
a mission. FFE would always jump back to the top of the list. A new day will still reset the list position to the
top in the same way it does the main BBS message board. This fix can be enabled/disabled via a patch setting and
is enabled by default. To disable the fix, set rememberMilitaryBoardIdx=0 in the .cfg PATCHES section.
+ Passenger & Small Items roster icon will now be displayed on the console when there are only package deliveries in
the list.
+ FFE Fix to the small items/passenger roster list. This screen could only display the first 12 items from the roster
and the information was compromised further due to displaying the rotating ship. This screen has been reworked in
the assembly to add up/down scrolling of the list and the rotating ship has been removed so that the items can use
the full screen width. System co-ordinates have been added after the name of the destination system.
+ FFE Fix to the contracts page to improve layout. The rotating ship is removed so that the full width can be used.
System co-ordinates have been added to texts that omitted them, and up/down scrolling of entries has been added so
that contracts are displayed 4 at a time, without drawing off the bottom of the page.
+ FFE Fix to the crew roster page to improve layout. When using a mod that permits hiring of additional crew members
it will now replace the spinning ship with a 2nd column of crew when required.
Normally this extra column is unneccessary as the largest playable ships in FFE coincidentally only require a total
of 12 crew including the pilot. However, the manual did state that the Panther Clipper required 15 total, and there
was some code to draw a 2nd column, but it used a formatting string that output payment values to a fixed x-position
and so text would overlap! This could be the reason for the crew discrepancy in the manual; rather than fix the
display issue - perhaps it was deemed easier just to reduce the crew value to 12 and avoid needing the 2nd column!
+ Newspaper/Journals, BBS, Stock Market and Equipment/Status pages now have support for mouse wheel to scroll lists
up/down. Galaxy and System maps also support mouse wheel for zoom in/out actions.
+ Model 395 is now cached at start-up for modelPreLoad=2.
+ Some FFED3D packages were found to include a replacement grass-tile model for model 89 which is actually a 2-pad
base. Bases and cities are actually collections of sub-models, so a check has been added to prevent them from being
replaced.
+ New check during player/NPC docking event to test if stations or spaceports have docking bays/pads populated by star
dust or other non-ship objects! These will be tidied up and made available. Scenario typically happens if the player
has used BUFFET to destroy AI ships, but perhaps it can happen without. It has also been noted on open-air starports
that a pad can appear to be empty but does actually have a ship assigned to it - taking over the ship with BUFFET
causes the ship to be rendered on the previously empty pad. (It's unclear why the ship is not rendered, possibly it
is below ground level)
+ Missile viewer does not draw the model for the active missile now as previously it blocked the view.
+ Radar scanner, cockpit panel/lights and status messages are drawn again during video playback. Any scanner stalks
appear to freeze as their positions aren't updated during playback, this is the same as in JJFFE. They will also
be preserved when paused and within the Game settings/load/save menus too.
+ Static views will now be redrawn after switching screen modes or when DirectX9 is recovering from a "lost-device"
event. This fixes the problem where the Game menus text, equipment/status/mission-etc pages, journals and System
information screens didn't redraw themselves and the game would return with a blank screens or areas. New functions
were added into the FFE .asm code to allow these pages to be redrawn on demand.
+ Correction to depth-sorting which caused ECM/Energy-bomb effect to draw behind distant objects when looking through
forward view. The internal FFE value for distance had been typed as unsigned when it should have been signed, and
in this instance where the object is being drawn from behind the camera, a negative distance is required.
+ Fixed the display of the semi-circular decorations which can appear on the rear half of Imperial Courier/Trader
engine pods (original polygon models) and preventing the z-fighting/shimmering that occurred. Also tweaked the
alignment of the cockpit triangles of the Courier/Trader.
+ FFE patch to prevent the Auto-Pilot from rotating the ship when about to reach the landing pad and then crashing.
It is enabled by default, to disable it set fixAutoPilotLanding=0 in the .cfg PATCHES section.
+ FFE patch to allow engine thruster noise to be played at the same time as music. FFE did not allow this.
It is enabled by default, to disable it set forceEngineSound=0 in the .cfg PATCHES section.
+ FFE data fix so that the correct value is checked to determine whether to draw the front/rear gun on the Cobra MkIII
and the front gun of the Sidewinder and Asp. Previously the opposite gun had to be installed for it to be drawn on
the FFE model!
+ New patch for each game mode that gives the option for military mission availability to be based purely on Rank, and
not to be affected by any missions completed for opposing side. This is disabled by default but arguably it makes
FFE more consistent; promotions are always earned by completing missions and irrespective of working for the
opposition. This is disabled by default as it changes original behaviour. Set syncMilitaryMissionToRank=1 to enable
this behaviour.
+ FFE data fix to correct the crazy cash value that was displayed upon payment for reporting/handing over a missing
person. FFE had an incorrect data value in its three message strings. (hex 0xFF 0x03 should have been 0xFF 0x01)
+ Start-up "tips" are now loaded from tips.ini, located in the selected language folder.
+ Additional start-up "tips" & tweaked positions. (Thank-you to Steve of FrontierAstro.co.uk for submitting some new
ones!)
+ LUA dependency has been removed as it was not really used and was causing heap corruption / random crashes at load.
+ Adjusted the Commander information screen so that the final line of medals/permits is not obscured by the cockpit
panel.
+ Corrected the apostrophe direction on Séamus and Séan NPC names.
+ Added game text translations from French, German and Italian releases, also fan-created Russian translations. These
each include additional menu options for "space colour" added by JJFFE as well as the layout/display fixes added by
this build.
+ Enhanced the Russian game text translations with additional Cyrillic characters and fixed where the translated JJFFE
build had used characters which looked similar in the game font but did not when using Windows fonts, had replaced
western characters used by the game, or referenced reserved characters such as the target direction arrows.
+ FFE patch that prevents the sector view from drawing over system information screens. The FFE code specifically
decides to do this, but it appears to be a coding error given the resulting display issue. So it appears to be a
simple bug fix to suppress the call. In case there's some side-effect I've not found, I've make the fix optional via
the .cfg PATCHES value "SystemInfoDisplayFix". The bug occurred when visiting screens in this order: sector view,
planetary view, galaxy view, system information/import-exports/government.
+ Corrected "Main Menu" button colour to display as red when defaulting game settings from .cfg file. (v1.05 bug)
+ Implemented 4:3 aspect correction so that it will work in both Window and Full-screen modes, and is now compatible
with wide-screen resolutions. It can add borders above/below or left/right to center the game display.
Set aspectfix=1 in ffed3daj.cfg to use this.
+ Game will check for 64bit Windows with >2GB memory when using replacement models. This is to see if it can default
to loading all models at start-up for a better game experience.
This feature can be disabled by setting modelPreLoadAllx64=0 in ffed3daj.cfg if a smaller memory footprint is
preferred, models will then be swapped in and out of memory.
+ Fixed animation call when a .X model has no animations - prevents the game crashing.
+ Added tris.ini for model 371 (pool) to shrink and rotate it so that it works with FFE's placement of it.
+ Redrew battle computer scanner texture tex543.png to match the original and at a higher resolution.
+ Removed specularity on asteroids as they shouldn't be shiny like plastic or glass.
+ The polygon font is not simplified now when viewed at a distance. This prevents the size discrepancies between
characters on ship Id labels, TV adverts etc.
+ Added support for rotation patches in the tris.ini files for the replacement .x models.
+ Added tris.ini fix for pond model which was rotated 90 degrees compared to the FFE polygon version and would draw
across roads etc.
+ Fixed an original FFED3D bug which occasionally caused the front laser beam to be drawn in the upper half of the
screen.
+ Restored the shimmering effect that FFE creates on Brown Dwarf objects. It was suppressed by the planet shader.
+ FFE fix: extended characters in names are now replaced with an equivalent lowercase letter before drawing the
station name on a 3D model. For example "du Prés City", the "é" will be replaced with a basic "e" character.
Without this check, the game crashes. JJFFE fixed this issue in FFE by removing the extended characters and
changing the names. I didn't want to undo the corrected names, but this does mean that any save games at affected
locations won't be compatible with JJFFE, GLFFE or the original FFED3D. Hopefully a small concession.
+ Added a separate "small" Font and size setting that can be used to override the font used for names in the cargo
inventory screen as well as medals/permits. This is to help with names that are longer after being translated.
The default font is Verdana size 11. The font can be activated in the text data files with the character 0xF0.
+ Fixed culling issue that affected Asteroidal bodies when rendered in the 3D planetary view.
+ Cockpit panel is not drawn during the death animation.
+ New patch to extend the commander's lifespan beyond 1st January, 3317 by around 250 years. It can be enabled for
each game version by setting "ExtendedLifetime=1" within the appropriate [PATCHES_xxxx] section of ffed3daj.cfg.
+ The blue explosion stars in the final segment of the intro sequence are now displayed for a shorter period so that
they do not stretch and draw across the entire screen.
+ Additional corrections to ShipData .txt files:
+ Renamed the numeric sections to contain the ship/missile names, corrected turret view value names, removed some
unknown and untested value names.
+ Corrected rear view values for Escape Capsule, Interplanetary Shuttle, Thargoid Fighter.
+ Corrected turret view values for Lion Transporter and Panther Clipper.
+ Corrections for displaying the ships which aren't normally flyable in the Equipment view/Ship yard when the user
selects one using tools such as BUFFET. Credit to George Hooper of
http://ffeartpage.com/ for the display fixes.
+ Corrected swapped value names for main/retro thrusts, retro thrust is also converted into a positive value for
easier editing.
+ Drive data is now correctly split into two byte values: Default Drive Class and Maximum Drive Class.
+ Added an additional .exe build for HellMod v0.15a001 created by Helga, XL and Steel of
www.Elite-Games.ru.
This was an extension of the Anisotropic mod and Nic's later GLFFE mod of it. It further balances ship data,
replaces the Moray with a Cobra Mk IV, tweaks NPC combat and creates populations which are spread throughout the
entire galaxy.
This build includes all enhancements and fixes that I have added into the FFED3DAJ Anisotropic version to date.
Otherwise, it is provided "as-is" and I won't be attempting to fix any issues that are specific to the mod itself.
*** Experimental Planet settings ***
Planetary draw has been tweaked to boost FPS within the 3D system view and within the gaming views. This is still
a "work-in-progress" and can be switched off by setting "preoptimizedDistantDivides=0".
+ Improved planetary mesh generation when displaying 3D System views so that the visible side of objects have a
higher and consistent detail level, whilst the hidden faces aren't needlessly subdivided to create detail that
won't be seen.
+ Gas giants, Red Dwarfs and Asteroid mesh generation has also been simplified in the game view to avoid dynamic
detail generation. This was causing excess CPU load and causing tears/glitches in the meshes. Have yet to
solve how to simplify hidden faces and enhance visible faces (especially at low level) as they are generated
differently to the 3D System views.
There are also some "work-in-progress" settings to perhaps improve some graphical issues that FFE had. They adjust
planet scales so that the ship lands above, rather than below the surface, and try to adjust starport/base
placement to solve the issue where they float above the terrain. Some success has been seen at the various start
points, however wider testing is time intensive.
These settings may or may not prove to be worthwhile. Please feel free to experiment and report back with any
successes or failures!
+ Experimental change to reduce instances of the ground disappearing when landing on planets and moons and being
able to see straight through into space. The issue was present in FFE/JJFFE/GLFFE but worsened in FFED3D.
Should the change prove problematic, it can be disabled by setting "surfaceFix=0" in the ffed3daj.cfg file.
Individual planet types can have their scale values tweaked in the .cfg file with the "surfaceMultiplier_nnn"
values, where nnn is the planet object #118 to 133.
+ Experimental change to reduce the height that planetary stations/bases are placed at.
Set "AlternativeStationPlacement=0" to disable the change.
Individual planet types can have the height values tweaked in the .cfg file with the "surfaceMultiplier_nnn"
values, where nnn is the planet object #118 to 133.
These values take effect when hyperspacing into a system and will not adjust stations in existing save games.