There was a typo in the new block that I merged, but I had 4 JSON linters all tell me everything is fine. Sometimes it annoys me how the trailing comma is ‘sometimes’ allowed. The auto-deployment failure was caused by a JS peer dependency resolving to the wrong version.
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@Gold_Sear said in Dev's Limit Breaking 101 Techniques:
EDIT: the sync seems to be lost again: where did I make a typo?
Think it’s unrelated. Something broken with the auto-deployment. I will investigate.
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Took a quick look, looked good, merged.
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I have refactored the V2 page to hopefully be a bit more usable. Please let me know if you encounter bugs or have any feedback about the new design.
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I finished beta 2.2: Download beta 2.2
Example video: FLAR beta 2.2.mp4
The focus was mainly helping modders and smaller improvements.
Changes are:
- Added additional developer options window which allows you to reload textures within “FLARDATA\Textures” folder, reload shader, reload “materials.json” file, edit materials live and save the changes (see video for details)
- Screenshots are now saved as PNG
- Existing keyboard hook will now be recognized and handled accordingly (meaning no crash anymore)
- Offset hack for low resolution texture problem on some PCs is now applied on startup
- Minor shader cleanup
Note: Texture preview for non power of two texture sizes does currently not work, as the GUI I use does not support it (will fix it later)
To use the new developer options window you have to add the additional key bind “USER_RADAR” the same way as I described for the settings window in my first post.
@Timmy51m Thanks
Let me know what you think once you checked it out!
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Thanks
Will continue and currently working on the next features (this time the focus is helping modders).
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Regarding the SVN problem: My suggestion is to start the SVN server, check each repo out with git SVN brigde (e.g. Tortoisegit has it integrated right into the clone dialog) and then upload it as a git repo. You can have the full history from SVN this way. You just need to do this correctly. I have some SVN repos checked out as git repo just before it got shut down this way. But not all of them.
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I finished beta 2.1: Download beta 2.1
The focus was mainly rendering bugs / improvements.
Changes are:- Fixed rendering bugs with old lighting (affects also starspheres etc.)
- Made old lighting very similar to FL lighting (including cubemaps)
- Had a nice idea for nebula ambient lighting. It now is complete PBR lighting
- Added option to enable point lights for new lighting. Make sure to remove e.g fake planet reflection point lights from FL system inis before enabling it (will look weird, since planets are like suns then). To enable it, set EnablePointLights=1 in config.cfg.
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Heya everyone. I was wondering if anyone knows what function within Freelancer.exe I can call to cause the the ship to flip between it’s various camera states. I am looking primaraily to convert between the normal view and cockpit view on demand, as well as preventing the user from manually switching back if possible, but I have a few different ways to achieve the latter.
Spent a while looking in IDA trying to follow what happens after the user presses the H key (for turret view) and the like, but can’t seem to find where the game changes the state.
Any help appreciated!
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I updated the documentation thread with instructions how to fix problems with DPI scaling.
Also I forgot to mention which format the normal/rougness/metalness maps use. This is also in the documentation now.
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Release: Advanced Renderer public beta 2.2
Release: Advanced Renderer public beta 2.2
TSP Community To-Do List
Release: Advanced Renderer public beta 2.2
[Hack Request] Changing camera mode programatically
Release: Advanced Renderer public beta 2.2