DX8 to DX9
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If you want a headstart, make normal and specular maps. That’ll keep you busy for a while.
It’s the main change you can do.
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I’ve got a lot of stuff to remember/catch up on before this gets released anyways.
Gotta start my modular script framework all over again heh, got Argh’s toolkit again so I will start there.
I’m not touching anything but vanilla for a long ass time with this project so anyone who’s already bump and spec mapped vanilla ships would be nice, stations will need to be done after this
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Actually Freelancer has always been DX 9. I remember that because back in the day I tried to play it with a DX 8.1 card and it said that it couldn’t.
Btw. Does Freelancer support reflection maps? Because I’ve been looking around and what is really missing in Freelancer are some good real-time reflections. I’m sure it can do it, but there is nothing in the game that really does it.
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Yeah, no. Freelancer was DEFINITELY DX8 prior to this. It’s rather well documented. It’s far more likely that you had another problem. Considering that the game was developed from 99-2002 and released in 03, when DX9 was first released in Dec of 02… yeah.
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Freelancer Minimum Requirements:
http://support.microsoft.com/kb/814552
-A 600 megahertz (MHz) processor.
-128 megabytes (MB) of RAM.
-A 4x CD or DVD drive.
-1.3 gigabytes (GB) of available hard-disk space, plus space for saved games. Additional space is required for the Windows paging file and for the installation of DirectX 9.
-16 MB video adapter with DirectX 9 compatible driver.
-A sound card that is compatible with DirectX 9.My Windows said that it requires a video card with a DirectX 9 compatible driver.
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Since I also hooked the rendering stuff I can confirm that it is dx8. There are a few more who did this and we all agree on that it is dx8.
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And no, the game doesn’t support real-time reflections. At best you have static cube maps which somewhat imitate specular lighting.
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Then what’s with the phony requirements? Oh well, I guess you guys are right. I mean, you have been modding the engine after all.
No real-time reflections? Awww. But I can understand why since you don’t really need that much real-time reflections in space anyway.
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It’s more than that; try actually thinking how games looked back in '03 and you’ll quickly recall that reflections were not around much if at all.
Considering FL wasn’t the prettiest game around on release, it’s not exactly surprising really. The game IS 8 years old!
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Slightly off and on topic here.
When the push to dx9 is made does this mean that overlays can be done and injected into the game? I’m sure we have all the interface calls down by now so might it be time to create a new UI? Or would that be too much work compared to editing the original?
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We actually have no hook into the interface at all. Collecting a list of all the calls would be an extremely large job, plus good luck emulating navmap support.
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Hey FF, you don’t happen to still have a copy of my INI coding style or the stargate daedalus ship mod I did several years back with the plasma beam weapons do ya? lol - I know it’s a longshot.
It’s just I’d rather save myself having to re-create the coding from scratch heh, if not no big I just thought I’d ask that’s all.