not bad so far
SWAT_OP-R8R
Posts
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First off, thanks for all the effort developing this new renderer. I think this has much potential to keep FL relevant and interesting for the players.
Iāve read through that other thread and also tried to get the beta 2 running.
In both cases I have questions.- Credit is of course given where credit is due. But the way how stuff is credited also might matter (or maybe not). What I mean is, would it be sufficient to write āAdvanced Renderer by Schmackbolzenā or would you prefer maybe a more detailed referenceā¦ maybe with link to a project website or a link to this thread so people can actually find the original source and also know how to easily get in contact with you if required. Maybe a text snippet to use for the credit. Just a thought.
- Like I mentioned I just downloaded the beta 2 and wanted to give it a quick try. Everything done so far more or less was based on assumptionsā¦ so I copied the content right over test version of my mod and launched it. The game loaded, main menu appeared flawlessly and lighting changes instantly were visible. So far so good. However, moving the mouse just one pixel did lead to an instant crash. I tried this 5-6 times always with the same result.
Since there could be some unknown incompatibility with my mod and the new renderer I tried it with vanilla FL (fresh install + no-cd exe). Vanilla FL loads fine, there are visible changes on the main menu, mouse movement does not cause a crash. However, clicking on new game instantly crashes the game.
While potential issues with heavily modified FL mods are not that surprising the vanilla FL crash is. Even more since the crash while launching a new SP game always happens in server.dll (at offset 0x0001b300).
Maybe I am doing something wrong (clearly can not be excluded at this point).
Are there further ways to debug stuff with the new renderer?
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Die letzten deutschen FL-Modding-Communitys wurden ca. 2005/2006 geschlossen, daher ist es etwas schwierig, aktuelle Tutorials auf Deutsch zu finden.
Die alten Tutorials sind alle noch gĆ¼ltig, wenn auch ein bissl komplizierter als aktuell notwendig. Alle (fast alle) Tools sollten nach wie vor noch in den grƶĆeren Modding-Communitys vorhanden sein.
Bei VerstƤndnisproblemen wĆ¼rde ich einfach empfehlen zu fragen. Hier gibt es genug Leute die solche Dinge erklƤren kƶnnen. -
happy NY
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You are using a mod, right?
What you describe sounds pretty much like an active OpenSP. Try to check if there is an OpenSP option activated somewhere.
If so, deactivate it and load the mission generated savegame prior to that point. -
Thx for the quick reply.
I did not use the 1.1 patch. Iāll try that later tonight.
Maybe it would be worth to include the 1.1 patch right into the renderer download to simplify it for the players? Again, just an idea.
If I get it working with the 1.1 patch I probably can try to figure out why the modded game crashes as soon the mouse cursor moves. Iāll share the results as soon available. Maybe that might help others if they run into similar issues. -
Itās been some time but as far I remember the Cockpit models store fov for x+y and a z near and z far offset.
That should be enough to achieve this stuff. -
I did a short test and it is indeed a big improvement over the last version.
The replace fake lights is really nice and adds much more detail to the game. There seem to be a few minor issues that I notices (such as dock lights being way too big and some other lights on the contrary even disappearing) but I guess that is a matter of what settings the lights use. I am a bit short on time lately but will take a close look at later.Ā“
The clustered shading itself is extremely good compared to the previous version. Lights and reflections fit much better now. Just the fake light replacement in some cases feels a bit strangeā¦ but like I saidā¦ probably just a matter of creating correct settings for it.The SRGB color Conversation looks perfect the way it is. Much more realistic.
The automatic camera exposure indeed helps with the darker scenes, especially on some decks and bars. In some cases it maybe felt a bit too bright already but maybe I just simply got used to the darker look.
A problem maybe is the exposure in space when it switches from bright to dark environment. e.g. when looking at a bright planet surface/atmosphere and then tilting the ship away to a dark starsphere.
The exposure transition is too abrupt and feels a bit disturbing (almost buggy). Maybe a longer fade time would help here.Also during my test I stumbled over a some very weird lighting issues in an asteroid field. I am not sure if this is new in 1.1 beta 1 or if this existed before. Iāll make a video next week so you can see what I mean. Maybe something that needs to be fixed, maybe just simple something that needs to be changed on my end.
The Starport Has Moved!
Release: Advanced Renderer v. 1.1 beta 1
German Mod Tutorials? 2024 Mod Tutorial?
Happy New Year!
Mission 13 not working
Release: Advanced Renderer v. 1.1 beta 1
Cockpit questions
Release: Advanced Renderer v. 1.1 beta 1