Librelancer 2022.02
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I can have a look at the GLSL shader and OpenGl code once you have the basic stuff running. The problem is I have too many tasks at once (as always) so I rather invest time when I see that it is really worth it.
What strikes me is, that you write OpenGL 3.0 is needed. There is no fixed function pipeline anymore in 3.0, so why not write it for 2.0 and use the proper extensions? Should make it easier for you.
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Cool! Chuck me a github username/e-mail and I’ll give you write access. I’ll PM you once I have a few things in.
The OpenGL 3.0 requirement is actually left-over from when I was using MonoGame (which turns out sucks at HLSL->GLSL conversions) and I’m actually writing for 2.0 at the moment.
Right now I’m not actually too knowledgeable when it comes to the graphics side of things. I’ve got .mat, .cmp, .ini (including binary), and .3db implemented already from the fork. It’s just a case of adding more UTF-based formats as I go.
This is the first screenshot I had when I was using MonoGame (notice the purple pittsburgh from crappy shader compiler), there is actually a rotation effect on Fort Bush already but that wasn’t really shown.
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if you could make a similar Unity API level, then my tech demo could run without Unity
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A little bump on this project. It’s been re-named to Librelancer, and I’ve switched from MonoGame to proper OpenGL 3.2. Most of New York is rendering properly, next up I’ll be implementing nebulae.
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Will be good to make compatibility with oss fl server or even concatinate
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A few years progress, and now there is a demo!
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seems to crash everytime I try it
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nvm
sorry my game wasnt vanilla, thats why it crashedlooking good so far
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Wow, I’m mad impressed by the way you’re able to display that much using just native Freelancer files. This is great stuff.
By the way, it crashes on me if I have my joysticks plugged in. I don’t know if it’s because of those two specific sticks (Saitek X-55) or if it’s because with them plugged in I have 4 controllers available, but I figured I’d let you know. Here’s the crash I get:
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Why485: Thanks for the info!
If you can reproduce that with a test project based on https://github.com/opentk/opentk please file a bug report there, since this is an OpenTK bug. If you can’t reproduce it there I’ll update my opentk reference to match current git master -
Updated with screenshots of Nebula work. New demo to come soon, but I want to iron out some issues and implement asteroid fields first
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A new release!
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Ichiru wrote:
A new release!Where?
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In the OP?
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This is what Fort Bush will look like once I can get the matrices to behave themselves: (Click for full size)
Unfortunately, getting the exhausts to orient correctly introduced a bunch of regressions elsewhere. Until I figure it out, all the exhausts shoot the wrong way. Progress is progress, though!
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I see on your github page that LibreLancer is a re-implementation of freelancer in C#. What will this allow modders and players to do once you reach a final release stage? Will it be more moddable than the original? Please enlighten me on the features and advantages in a more noobish way since I can not grasp all the technical terms/
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Once Librelancer gets closer to version 1.0 (and full Vanilla compatibility) it’s going to provide a lot of benefits.
For players:
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Per-pixel lighting
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Multi-core utilisation
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macOS and Linux support
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Better behaviour on modern windows: Using modern maintained APIs instead of ancient DirectX and DirectPlay means increased performance + less weird bugs.
For modders it’s a little more interesting, the biggest benefit I can see coming out of Librelancer is extremely improved error handling. In cases where Freelancer just crashed to desktop, Librelancer should output at the -very- minimum a stack trace of where the error occurred (like in RenderMaterial.Draw() or GameObject.Update()), if not much more detailed error information. Having source available also means that literally anything can be changed, and better plugins than FLHook (which is very tempermental) should be available.
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