Hi Steve,
Regarding the stories - no, I'm afraid that there's not an easy way to force specific stories.
I'd have to alter the .asm code to do this and I wouldn't really want to meddle with that area more than I have already!
The way stories are selected for display is quite convoluted and I didn't have the time/patience to completely debug it and figure out what was generating the data it uses.
I'd suggest that you use the various save games that you sent me as they have a good spread across game-time & will populate the variables required. If you can get a set that starts at day 0 + 5 months, +11 months, +17 months etc to build a collection of saves displaying 6 new stories each time then that's probably the easiest way forward. There's a .cfg setting to display the story id's in the text (displayJournalStoryId).
If you do spot some errors or invalid variables being used, could you let me know and I'll fix them in the core set of texts too, cheers!
In your optimised textures screenshot, it looks like you either lost the alpha channel on the cloud textures there, or the texture might even be missing. Not sure what's happened to the sea but probably the same issue.
It's a bit late to give advice I guess but you need to be careful of preserving the transparencies on some of the textures - one or two of the ships use this for the cockpits, e.g. that on the Hawk. Also if you reduce colour-depth then you may see obvious 'banding' on textures that have gradual transitions into transparency - for example those used for the lights and in-game suns. Ground/building textures aren't really an issue.
On 32-bit Windows systems, the game is limited to about 1.7GB of memory before it goes 'pop', on 64bit Windows it appears this is increased to about 3.1GB system memory. Decreasing the quality of the textures will help most where it's not possible to load them into video memory.
Loading textures to video memory was just a quick experiment and so it only supports the \Texture files and not the models.
Well.. it used to...
The good news is that I had time over the weekend to take a proper look at loading model textures into video memory too!
It was a bit of work as it needs to handle releasing and reloading them should the device get lost, or when switching between Fullscreen & Window mode. I'm not entirely sure how well it'll react if used with dynamic loading/dropping of models over an extended play session, but a limited test seems ok... so let's experiment anyway and see how it goes!
Now loading all of the model skins and textures definately pushes usage beyond the 2GB that my card has onboard, so I've added two .cfg settings so that there's the option to load ship skins/textures and one for the 'other' .X models.
(missiles & ship parts are included in with the main ship models)
Curiously though, DX9 (dxdiag) reports that my nVidia GTX 750TI card has 4GB video memory available to use - which is perhaps a Windows/driver feature - and as far as I can tell, it does actually appear that all of the textures+skins can be loaded into this memory! [where is it]
The extra docking-entry & underground landing bay models, as well as the 'piston' of the intro Thargoid ship all appear to be correctly skinned. I double-checked this in a debug build - and it seems legit - it didn't hit a load failure. Wow!
So, unbelievably, FFED3DAJ.exe is now running in 806MB of system memory, and
with all of the models pre-loaded!
I've also had time to look at where I left the last build and finish up the changes I was making for borderless mode.
The game can now be run with user-defined start-offsets and size rather than auto-fitting to the primary display. This will allow it to be launched on a different screen, or even stretched across mulitple screens. (Windows have definable offset values too)
I've also removed the "defaultBorderless" setting as Borderless mode is now treated as an alternative to native (exclusive) Fullscreen mode. The game can be run that way or in Windowed mode.
To start fullscreen & in borderless mode then both of these .cfg values will now need to be set to 1 but I think it seems more sensible this way. Windowed mode is then separate and the user can switch to/from it using CTRL-F12.
The documentation has also been updated to cover these changes, as well as the enhanced joystick support that was added into last year's v1.12 beta builds.
The lighting changes that helps tie in the cities/buildings to the planet terrain still need some work, and seeing a silhouetted city scape in the start-position's sunset may not prove popular, so for now...
>
there's a v1.13 beta 1 lurking on my dropbox here. <
(It needs to be added onto an existing FFED3DAJ v1.11 or higher set-up)
Oh, btw Steve, there's also a speculative fix for your over-aged Commander that'll hopefully let him fly on again without the game crashing... let me know!
Have fun!
o7