Librelancer 2022.02
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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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Ichiru wrote:
In the OP?Thanks, when I logged in, I just saw this page. 8-)
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Another picture from my local branch! (Changes to be uploaded soon, just need to fix a couple of regressions).
This showcases some asteroid field work, as well as the current state of the ALE renderer (not a very good state).
The renderer is starting to get to feature-completion, which is pretty exciting!
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Holy crap, man. That’s incredible. I remember when the ALE format was just getting figured out and here you are making a new renderer for them.
The fog and asteroid field look great as well. Do you have plans for working on the rendering of asteroid fields from the outside? FL had some wickedly clever tricks for making that look as good as it did with the simple set of tools it had available.
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You can do something similar to what I recently implemented in FL:
That’s just a very large number of point sprites that are rendered as though they were physical objects. They’re accurately lit, resize with distance and fade out when too close. It’s a much more dynamic system than Freelancer’s and it can actually reproduce arbitrary asteroid field shapes (rings, crescents, etc.). It’s also reallllly fast because they’re just points that the GPU transforms into screen aligned quads.
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So I thought I’d have a go at rendering some of the HUD
Collision models are working, and the ship can move around and bump into things. There’s also a ton of background improvements, including a DX9 backend for old systems (which is terribly slow), and native support for MSAA, which once there’s a proper GUI can be exposed in the graphics options. I’m getting rather out of my depth in the area of physics and such though, so any help with that would be appreciated.
Furthermore, I haven’t figured out how to do the sun lens flare or almost anything related to the AI. If someone has documentation based on that, you’d be my new favs.
Gameplay demo should be out once the HUD is functional and the defender engine fx is working properly.
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Worked a little more on the ALE engine. Progress is slow, but it’s progress none-the-less!
https://www.youtube.com/watch?v=eYWUgz-t1vQ
EDIT: how do you guys get the embed to work?
https://www.youtube.com/watch?v=eYWUgz-t1vQ -
New build in the OP!