The FFED3DAJ Thread

Hmm, tried again today, and it's fine!
It's fine for me also.

Another obvious bug I encounter is this one: with the default ffed3daj.cfg settings I get mouse pointer offset on my 5:4 monitor such that I cannot access stardreamer properly. Setting enableBorderless=0 solves the problem. Am I the last person in the system with such a monitor?[noob]

And now a more subtle one, which I don't even know if it's a bug or a feature of FFE: sometimes the tractor beam cargo scoop doesn't work in spite of the ship being in perfect shape. Save game attached (a robots canister to be scooped).

https://drive.google.com/open?id=1SiZPyY5AilDqxpbvPF0tNq3-88I8Db75
 
Last edited:
I've had a look at the label icon bug, FFE didn't update the displayed state of the icon when docking with a space station or underground starport - and it does deliberately switch it off at the start of the docking sequence with those locations. It also didn't update the displayed state after loading or starting a new game.
There was a similar issue with the navigation computer remaining active and still displaying a list of destinations after a load/restart.

The animation speed calculation has been adjusted, so hopefully it will be the same on your computer Steve as it is on mine. (mine being the equivalent of a potato)
Let me know anyway. The docking bay animation (the ship/little man or spinning stars outside the window) will play at normal speed at x1 stardreamer setting, stops when the game is paused. It should then play x10 faster for each increase in accelerated time to mirror FFE's own animations (such as the TV screens).
FFED3D only supported a single animation on the .X models, and for the last FFED3DAJ 1.12 beta I'd added a quick enhancement to also step through any additional ones that were present. Unfortunately this broke the engine-arms of "The Red Queen" model as that had more than one loop defined, so I removed the enhancement until I could look at it properly. I think that Gernot had added some extra animations on new models (e.g. his city road areas) and it is these he has mentioned over at SSC as having lost them with 1.13.
I've reimplimented support now, tying them into stardreamer setting so that they should match the speed of other FFE animations. To avoid breaking old models, there's now a requirement that the model's tris.ini file must contain "UseExtraAnimations=1" to enable them.

I haven't gotten to looking at the lighting issue yet, but I've put a new v1.13 beta 5 build for feedback on here:
https://www.dropbox.com/s/qvmtj452d6qts45/FFED3DAJ_v1.13 beta5.zip?dl=1
As before this build needs to be added over a setup that's using the last full release of FFED3DAJ (v1.11) or has already had a later 1.12/1.13 beta build applied to it.

As for the 5:4 offset issue polaris, is it 1280x1024 that you are running at or some other resolution?
My video card & monitor supports switching to that resolution and the stardreamer controls seemed to be aligned ok for me.
What OS are you running with? Do you have any customisations/themes or changes to how windows are created? And do you have the later cockpit panel with the rounded rather than triangular lights?
Does it have any offset issues in Windowed mode?

And cargo scooping. Yeah, I've never really gotten along with this in the Frontier games.
I have managed to scoop in a Viper Defense ship in just a little testing, but with the Argents Quest it seems to be pretty much impossible to scoop without the tractor beam - it'll just bounce off the ship without it and only seems to work at low speeds. Perhaps it's really sensitive to speed & relative position to the ship.

Glad to hear the BUFFET issue resolved itself. I'm finding that it won't recognise my GLFFE installation for some reason, I'm sure it used to?!!!
 
Last edited:
The tractor beam cargo scoop issue seems to be intermittent, and i've noticed no pattern so far. Perhaps it's system-specific, at a total guess..

What i have noticed however is that i can nudge it into working if i hit pause (escape key) at the exact moment it should trigger - then it magically scoops the cargo and unpauses itself in one fell swoop, displaying the "scooped cargo" message. It's hit'n'miss, but works consistently if you time it right..
 
The animation speed calculation has been adjusted, so hopefully it will be the same on your computer Steve as it is on mine. (mine being the equivalent of a potato)
Let me know anyway. The docking bay animation (the ship/little man or spinning stars outside the window) will play at normal speed at x1 stardreamer setting, stops when the game is paused. It should then play x10 faster for each increase in accelerated time to mirror FFE's own animations (such as the TV screens).
Yeah, this all works great now. Thanks!

FFED3D only supported a single animation on the .X models, and for the last FFED3DAJ 1.12 beta I'd added a quick enhancement to also step through any additional ones that were present. Unfortunately this broke the engine-arms of "The Red Queen" model as that had more than one loop defined, so I removed the enhancement until I could look at it properly. I think that Gernot had added some extra animations on new models (e.g. his city road areas) and it is these he has mentioned over at SSC as having lost them with 1.13.
I've reimplimented support now, tying them into stardreamer setting so that they should match the speed of other FFE animations. To avoid breaking old models, there's now a requirement that the model's tris.ini file must contain "UseExtraAnimations=1" to enable them.
Now this is strange. I've never lost Gernot's little animations eg. cars driving along the roads at starports. They've worked in every beta version of v1.13! Also, I've never had to "enable" them, as you put it. They've just always worked, and at the correct speed too!

Alas, the CTD when interrupting videos has returned in beta5! It takes about 15-20 clicks so may not be such an issue, though it has caught me out a few times in the past, and I didn't save my Commander [blah] It does seem to have been completely eradicated in beta4 though, so it must be something you changed since then...
 
Last edited:
I've had a look at the label icon bug, FFE didn't update the displayed state of the icon when docking with a space station or underground starport - and it does deliberately switch it off at the start of the docking sequence with those locations.

Thanks but your fix works only for stardreamer > x1 and autopilot on!

As for the 5:4 offset issue polaris, is it 1280x1024 that you are running at or some other resolution? My video card & monitor supports switching to that resolution and the stardreamer controls seemed to be aligned ok for me. What OS are you running with? Do you have any customisations/themes or changes to how windows are created? And do you have the later cockpit panel with the rounded rather than triangular lights? Does it have any offset issues in Windowed mode?

Yes, I'm using that resolution, classic theme, Win7 and cockpit panel with rounded lights. Tried to switch to res 1024x768 but have the same issue. No problem in windowed mode (I play the game this way). To be more specific, when I click a stardreamer icon the one above it is actually selected. The offset manifests also in the main window (e.g. stockmarket items), but only on the bottom part of it. I clicked so heavily on these icon items that I got a few CTDs! I'm calm now. [downcast]

What i have noticed however is that i can nudge it into working if i hit pause (escape key) at the exact moment it should trigger - then it magically scoops the cargo and unpauses itself in one fell swoop, displaying the "scooped cargo" message. It's hit'n'miss, but works consistently if you time it right..

Did you succeed with my save game above? I cannot do it with or without autopilot. I tested several approach speeds and ship orientations.

Another texture bug would be this one, a red strip above exit gate when undocking from certain space stations. I have default Ittiz+nanite2000 textures.
kiERRlt.png


Alas, the CTD when interrupting videos has returned in beta5!

Steve, did you try with enableBorderless=0 ?
 
Last edited:
Steve, did you try with enableBorderless=0 ?
I did, but the display went crazy, screen flickering like mad :S

Actually, I'm going to revise my previous report and say that the CTD is not a bug. It takes at least 20 clicks to cause the program to fail and that isn't really normal behaviour for any player, even me! I was just doing it as a test.

Regarding scooping up cargo pods, my favoured procedure in my Viper is:-

1. Let the pod drift to about 10km away.
2. Target it with the autopilot and engage the autopilot to line up on it.
3. Use Stardreamer level 2 if required until the pod is about 2km away.
4. Go back to Stardreamer level 1 and let the pod drift into the scoop.

However, I'm pretty sure the success or otherwise of this depends on the agility of your ship.
 
Last edited:
Thanks Steve for your scooping tips.[heart]

From the pilot perspective I have no problems scooping cargo. But sometimes the program refuses to pick it up. I don't know if it's a bug or something related with cargo type, equipment servicing, hull damage or just a random implemented failure.

I can live with it... most of the time.[big grin]

EDD2NDC.png
 
Thruster upgrades as future feature?

Been settling into a new Cobie 3 w/ class 5 and a 6 MW beam, 14 cabins, getting some quality passenger jobs in.. but at the expense of shields (playing Aniso's mod, i can only fit 5 shields, so hull's taking a pounding)..

..i keep thinking tho, i could manage this loadout a bit better if only i could upgrade my thrusters, and so better dodge incoming fire..

The thing is, over the last few months i've ended up concluding that the Osprey X is the 'final ship' - if you like combat, and doing high-risk, high-reward work, then there is nothing better.. no reason to try any other ship. Anything else is a combat downgrade. But while big enough for a killer loadout, it has little room for passenger work..

Hence why i'm trying to break out of that self-imposed routine by forcing myself to fly a sitting duck instead..

But if only there were some way to upgrade the thrusters - get it up to maybe 35 or 40 G or so on the main thrusters - this would provide another route to 'progress' - a goal to aim for, a way to further personalise and bond with / develop the ship.

Same point's equally valid for many of the other ships that would otherwise be dead-ends - the Moray, Tiger trader etc. etc. - to be able to really use their increased hull capacity, and not just be a sitting duck, all you really need is the possibility of up-rating their thrusters.

I'm not suggesting Panthers and Pumas etc. should ever be capable of matching fighter craft accelerations, but still, being able to upgrade them by an appreciable, worthwhile percentage would seem a great way to incentivise more diversity in ship ownership, instead of just converging to 'Osprey X is best' Darwinism..

I know i can tweak thruster values in BUFFET, but then i'm 'cheating' - i can mitigate that somewhat by also giving random NPC's similar upgrades using BUFFET's 'ship replacement list' editor, but it's no less hacky, and 'outside the game' interference..

What might the prospects be for adding thruster upgrades to the in-game upgrades menus? 10% per-tonne or whatever - perhaps the rate of fuel burn could also be adjusted accordingly?

So for example, one might choose to increase one's main thruster power, whilst also down-grading retro-thrusters in order to save some space - basically trading A for B - and opting to fly manually (ie. accelerating at full power for half the journey, then flipping 180° and continuing to give it max thrust in reverse, a la The Expanse).

Conversely, perhaps you'd prefer to use autopilot, but your retros are much weaker than your main thrusters, causing overshoots and those annoying 'planet chasing' episodes.. and instead of 30 G and 15 G you'd prefer a 50:50 split, so 22.5 G front and back, type stuff. Whatever, it just opens up a whole new slew of customisation and playstyle options.. and prevents 'ship progression' from plateauing at a single-best all-rounder.. followed by a succession of increasingly-compromised sitting ducks..
 
Did you succeed with my save game above? I cannot do it with or without autopilot. I tested several approach speeds and ship orientations.

Just tried it, and same-same - won't scoop for shiznit, unless you tap the 'escape' key at the very last second..

What also works is hitting it slightly early, then keeping one finger on 'escape' and another on '6' (stardreamer x1), and then pause/play in rapid succession, as the cargo pod passes below. Works for me, anyhow.

If replicable it suggests some kind of timing issue or something? Pausing somehow interrupts whatever's preventing the tractor beam scoop from triggering..?
 
Thanks but your fix works only for stardreamer > x1 and autopilot on!

Ah, right. So now I know that particular function in FFE is for autopilot only. It took a bit of digging but I've been able to find two more functions now, one for manual landing at a space station and the other at an underground base. The docking sequence clears the navigation target to remove the tunnels so I'm also making sure that if the navigation display & icon is also deactivated.

Yes, I'm using that resolution, classic theme, Win7 and cockpit panel with rounded lights. Tried to switch to res 1024x768 but have the same issue. No problem in windowed mode (I play the game this way). To be more specific, when I click a stardreamer icon the one above it is actually selected.

It looks like the classic theme isn't compatible with how borderless mode works. For some reason it doesn't remove the caption bar, only the borders & buttons when it's told to change the window style. Basic theme seems to suffer the same issue.

I have tried creating the window as a 'pop-up' style instead and this then does remove the caption bar and it correctly renders in Classic theme - but it still has a problem as switching from full-screen to windowed then doesn't repaint the rest of the screen and leaves the FFED3DAJ screen image behind.

I think that I'll have to just document it as a known issue at this point, there's no straight-forward or 100% fix.
Is there a particular reason for running classic theme as I was under the impression that it turns off 2D hardware acceleration of windows?

Did you succeed with my save game above? I cannot do it with or without autopilot. I tested several approach speeds and ship orientations.
Yes but it just bounced off the ship. I found it a bit time consuming trying to chase it down so eventually found & made another save that had a much slower cargo item - but same issues. I tried this in GLFFE quickly too and it seemed to behave the same. <shrug>
I guess the best test case would be the mission to find Mic Turner as IIRC there's some stationary cargo to collect.

Another texture bug would be this one, a red strip above exit gate when undocking from certain space stations. I have default Ittiz+nanite2000 textures.

I suspect that this is a Coriolis space station that you're exiting?
These have an outer door that's on the station model itself - this is the red rectangle you are seeing. Other stations don't have this outer door, just a gap. The docking bay area itself is a separate model which also has a pair of animated doors at either end.

From the pilot perspective I have no problems scooping cargo. But sometimes the program refuses to pick it up. I don't know if it's a bug or something related with cargo type, equipment servicing, hull damage or just a random implemented failure.

As far as I can tell, the scooping process just checks that the player isn't dead, that a cargo scoop is fitted and that the object is either a cargo canister or ships log object.
I assume that the tractor beam must set the same equipment flag value when fitted as there isn't a separate check for it.
There's some vector related stuff that's non-obvious (being raw assembly code) so I'm wondering if it's being dealt with as a collision in most instances.

I've never lost Gernot's little animations eg. cars driving along the roads at starports. They've worked in every beta version of v1.13! Also, I've never had to "enable" them, as you put it. They've just always worked, and at the correct speed too!
Actually the roads/landing pads with the cars/robots weren't the right example for the lost animations - these use the primary animation, which are now ticked by time/stardreamer setting. For ships the primary animation is linked to the landing gear animation from FFE - the animations Gernot was talking about were for some ship models (I assume WIP) that have extra ones - I think he was talking about a rotating engine that might use animation #2.
For the existing "Red Queen" imperial courier model, the landing gear animation (#1) also extends the arms that the engine pods are mounted to. Unfortunately there's an animation #2 too that conflicts with it and also wants to set the arm positions, causing them not to extend if it is used - so I had to protect against that happening and for new models the tris.ini settings is the creators way to indicate any extra animations are safe to use.

Actually, I'm going to revise my previous report and say that the CTD is not a bug. It takes at least 20 clicks to cause the program to fail and that isn't really normal behaviour for any player, even me! I was just doing it as a test.

Well.... It's a CTD and shouldn't happen at all ideally. I've been trying to eliminate them, so please report them if they happen as they are likely to be bug.
Although I want to make sure the icons match up with the stardreamer setting, I'm not comfortable with a change that's possibly introducing a crash - and one that might be random - so potentially the 1st time or 100th time... I've taken this change out for the next build - which is here: https://www.dropbox.com/s/9yqyb4ly9jwv71t/FFED3DAJ_v1.13 beta6.zip?dl=1
 
Last edited:
Thanks Steve for your scooping tips.[heart]
Weren't much help though, were they? :D

I guess the best test case would be the mission to find Mic Turner as IIRC there's some stationary cargo to collect.
There is. I've got a save game at that point, with your Commander in the Turner Class ship, which you can test. The autopilot certainly won't help here!

https://www.dropbox.com/s/7jzi7vxeoapraxb/Cannisters?dl=1


Well.... It's a CTD and shouldn't happen at all ideally. I've been trying to eliminate them, so please report them if they happen as they are likely to be bug.
Although I want to make sure the icons match up with the stardreamer setting, I'm not comfortable with a change that's possibly introducing a crash - and one that might be random - so potentially the 1st time or 100th time... I've taken this change out for the next build - which is here: https://www.dropbox.com/s/9yqyb4ly9jwv71t/FFED3DAJ_v1.13 beta6.zip?dl=0
Thanks Andy. Testing now :cool:
 
Last edited:
There is. I've got a save game at that point, with your Commander in the Turner Class ship, which you can test. The autopilot certainly won't help here!

https://www.dropbox.com/s/7jzi7vxeoapraxb/Cannisters?dl=0
I was able to scoop pretty much everything with a wide range of approaching speeds, from 20 to 2000 km/h (both basic and full manual control).

Thanks but your fix works only for stardreamer > x1 and autopilot on!
It works nicely now.[smile]

It looks like the classic theme isn't compatible with how borderless mode works. For some reason it doesn't remove the caption bar, only the borders & buttons when it's told to change the window style. Basic theme seems to suffer the same issue.
The bug happens also with the default Win7 Aero theme (which has a titlebar also [???]).

I suspect that this is a Coriolis space station that you're exiting?
Is the type of station pictured below. Other stations have outer gates colored in brown or gray, which are less contrasting.
vNwTCFD.png


There's some vector related stuff that's non-obvious (being raw assembly code) so I'm wondering if it's being dealt with as a collision in most instances though
The program probably fails at checking the proximity conditions between the cargo and the ship (a total guess [wacky])

Is lighting texture bug a hard one?

What also works is hitting it slightly early, then keeping one finger on 'escape' and another on '6' (stardreamer x1), and then pause/play in rapid succession, as the cargo pod passes below. Works for me, anyhow.
Thanks Bounder, this is a million credits recipe. It works!!!
 
Last edited:
The bug happens also with the default Win7 Aero theme (which has a titlebar also [???]).

Well that's odd as I'm using Windows 7 with Aero theme here without issues.

Is it definitely running in Aero mode? There should be semi-transparent task-bar and window captions like the window on the left in the image below, or does it look like the one on the right with the buttons inside the caption area rather than on the edge?

Bha5j7F.jpg

Win7 Aero theme | basic theme

Anyway I've had another look at the problem with borderless mode under classic/basic win7 theme.
I don't know if this is a Windows 7 bug - because it's adding a caption on the window when it's been told not to. I've found that I can get rid of the caption bar if the window style is defined as 'maximized'. This now allows it to start in automatic fullscreen borderless mode without a caption or offset issues in these non-aero themes. This 'fix' doesn't appear to conflict with running it on Win7 with an Aero theme or on Windows 10.
Unfortunately there remains 2 issues with these themes. Windows doesn't repaint the desktop/other applications that are behind it when using CTRL-F12 to switch into windowed mode, it just leaves the last game image behind! It also won't be able to support custom sizes in borderless mode as I won't be able to set the window style to maximized to get rid of the caption bar. These will be left as known issues I'm afraid. [knocked out]


Is the type of station pictured below. Other stations have outer gates colored in brown or gray, which are less contrasting.
It's an original FFE vector model. The 'doors' are just solid colour rectangles and when they 'open' the game draws them with decreasing height until the disappear rather than sliding them. Perhaps one day someone will be brave enough to try to create a replacement .x model to draw instead of it!


Is lighting texture bug a hard one?

Patience young padawan, I haven't had time to look at that yet!
 
Last edited:
Is there a particular reason for running classic theme as I was under the impression that it turns off 2D hardware acceleration of windows?

Simplicity, and I thought is lighter on resources.

Well.... It's a CTD and shouldn't happen at all ideally. I've been trying to eliminate them, so please report them if they happen as they are likely to be bug.

It's definitely better than beta5 on my machine.

Well that's odd as I'm using Windows 7 with Aero theme here without issues.

I don't want to bother you further with this minor issue, but my borderless "aero" window looks like this

2WiTDZp.png


Patience young padawan, I haven't had time to look at that yet!

Master, you have all the time in the Universe! [smile]
 
I don't want to bother you further with this minor issue, but my borderless "aero" window looks like this
When you run other windowed applications in "aero" mode, do the buttons match either example that I posted earlier?
One other idea - you haven't changed the compatibility settings against the .exe have you - running it with "Disable desktop composition" ticked?


Anyway I've fixed the lighting problem - I was exceeding the number of active lights supported by the display device. [blah]

There's a new beta 7 here:
https://www.dropbox.com/s/1sy63x0dk6puy3y/FFED3DAJ_v1.13 beta7.zip?dl=1
As before this build needs to be added over a setup that's using the last full release of FFED3DAJ (v1.11) or has already had a later 1.12/1.13 beta build applied to it.
(for anyone just joining the thread)

One test that you could do polaris, start up in fullscreen borderless mode, then switch to Windowed mode using CTRL + F12.
Does Windows redraw the desktop and any other applications that were underneath it, or does it leave behind the game image?
 
Don't wanna be 'that guy' but FWIW borderless windowed mode is working perfectly for me under Win7.

Useless suggestion - does Polaris maybe have any Windows GUI enhancement apps running (like Windowblinds or whatever)?
 
Don't wanna be 'that guy' but FWIW borderless windowed mode is working perfectly for me under Win7.

Useless suggestion - does Polaris maybe have any Windows GUI enhancement apps running (like Windowblinds or whatever)?

I think it's most likely that something is switched off in Windows - or less likley it's being run on an old PC/Video card, or doesn't have the video drivers installed. (surely not)

If the "Desktop Window Manager Session Manager" service (wonderful name) is stopped/disabled, then this turns off the desktop composition functionality that aero mode requires.

Alternatively, it might have been disabled in the "Performance Options" window. This is accessed from Control panel -> System and Security -> Check the Windows Experience index (or enter "Control Panel\All Control Panel Items\Performance Information and Tools" into the control panel address box, or via hotkey: Windows key+Break)
In this window there's the option to "Adjust visual settings" on the left. This pops a list of options that can be enabled or disabled. It may have been set to "Adjust for best performance", or Enable desktop composition has been disabled in the list.
 
What might the prospects be for adding thruster upgrades to the in-game upgrades menus?

Have you seen that scene in Scanners where the dude's head explodes? It'd be that level of a headache... [uhh]

Adding new UI elements/screens to FFE's assembly code & data is a bit of a non-starter to be honest, and you'd also need to figure out somewhere safe to store the new equipment in the save data so that it didn't get lost.
 

Windows Defender is kicking off about the FFED3DAJ.exe file, saying it's infected with Trojan:Win32/Fuerboos.E!cl

VirusTotal doesn't seem to mind, including the Microsoft check!

I know you've had issues with this recently but I'm holding off running the exe until it's confirmed not to be a virus :(

Update: As expected, the Microsoft scan on the file has come back negative. All very odd.

Clear.jpg


https://www.virustotal.com/#/file/4e6c6cbd533329cfc7eca8c9d533e50f514ed38293cd23ecf552b0c6e7e76505/detection




 
Last edited:
Back
Top Bottom