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Канал Elite »
Канал проекта Elite 3 под Direct 3D: «FFE D3D: AndyJ version (22.10.2014)» |
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AndyJ
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Excellent!
Thank you very much Jahell & AnrDaemon!
A small issue Jahell?
Normals?
Very nice animation!
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AnrDaemon
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My pleasure.
_________________ Люблю свободный полёт... :) |
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Jahell
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Залил новую версию Кобры. Надеюсь, беду с нормалями пофиксил, там беда какая-то с ними... Ну и группы сглаживания еще подправил.
_________________ "Убей в себе амбиции и ты будешь видеть людей насквозь." (Путь самурая) |
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AnrDaemon
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Jahell, ссылка то где?
_________________ Люблю свободный полёт... :) |
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Jahell
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AnrDaemon : |
Jahell, ссылка то где? Улыбка
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В моем предыдущем посте. Обновил.
_________________ "Убей в себе амбиции и ты будешь видеть людей насквозь." (Путь самурая) |
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Jahell
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Вот еще чего нашел:
Код: |
Launching without clearance can't be tolerated. Pay an extra $500 fine.= Взлет без разрешения здесь запрещен! Вы оштрафованы на 500$.
Unlawful discharge jf weapon is not permitted here. Pay a $600 fine. = Применение оружия здесь незаконно и запрещено! Вы оштрафованы на 600$.
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AndyJ, кроме перевода в каком направлении ты еще работаешь над игрой? Какие дальнейшие планы?
_________________ "Убей в себе амбиции и ты будешь видеть людей насквозь." (Путь самурая)
Последний раз редактировалось: Jahell (14:11 25-10-2015), всего редактировалось 4 раз(а) |
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AnrDaemon
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"здесь" лишнее.
И вообще перевод неверный.
"Launching without clearance can't be tolerated. Pay an extra $500 fine." - "Старт без разрешения непростителен! Заплатите дополнительный штраф $%d!"
"Unlawful discharge jf weapon is not permitted here. Pay a $600 fine." - is "jf" an actual ingame text or your typo? - "Неправомерное применение оружия не разрешено. Заплатите штраф $%d."
_________________ Люблю свободный полёт... :)
Последний раз редактировалось: AnrDaemon (16:52 25-10-2015), всего редактировалось 1 раз |
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Jahell
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AnrDaemon : |
"здесь" лишнее.
И вообще перевод неверный.
"Launching without clearance can't be tolerated. Pay an extra $500 fine." - "Старт без разрешения непростителен! Заплатите дополнительный штраф $%d!"
"Unlawful discharge jf weapon is not permitted here. Pay a $600 fine." - is "jf" an actual ingame text or your typo? - "Неправомерное применение оружия не разрешено. Заплатите штраф $%d."
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А я против дословного перевода. Так люди на службе не говорят - "непростителен". И что еще за дополнительный штраф? Я только играть начал, это мой первый штраф! Где логика? Чем так переводить лучше уж оставить гуглоперевод.
Над "здесь" я сомневался - вставлять или нет, но решил вставить, т.к. где-то в другом месте взлет мог бы проводиться и без разрешения.То же относиться и к сообщению о стрельбе.
"jf"="of" - опечатка с моей стороны. "Непростительная", по всей видимости.
_________________ "Убей в себе амбиции и ты будешь видеть людей насквозь." (Путь самурая)
Последний раз редактировалось: Jahell (18:35 25-10-2015), всего редактировалось 1 раз |
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AnrDaemon
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Я понятия не имею, почему он "дополнительный", если ты уверен, что это слово лишнее, его, вероятно, нужно убрать в оригинале.
А вот что действительно стоит изменить, так это "не разрешено" на "запрещено".
_________________ Люблю свободный полёт... :)
Последний раз редактировалось: AnrDaemon (05:14 26-10-2015), всего редактировалось 1 раз |
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Helga
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А, может быть: "Взлет без разрешения недопустим!" - ?
_________________ Не води компанию с теми, с кем бы ты не хотел умереть. |
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AnrDaemon
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Может быть.
_________________ Люблю свободный полёт... :) |
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r154
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Чем короче, тем наверное лучше
_________________ It must be done |
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AndyJ
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Jahell : |
[quote="AnrDaemon] И что еще за дополнительный штраф? Я только играть начал, это мой первый штраф! Где логика?
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I believe that FFE only uses the text "Pay an extra $xxx fine." when you already have an unpaid fine. For the first fine it says "Pay a $xxx fine."
So do we need to add these strings? :
"Launching without clearance can't be tolerated." = "Взлет без разрешения недопустим!"
"Unlawful discharge of weapon is not permitted here." = "Неправомерное применение оружия не разрешено."
"Pay a $xxx fine." =
"Pay an extra $xxx fine." = "Заплатите дополнительный штраф $xxx!"
Jahell : |
AndyJ, кроме перевода в каком направлении ты еще работаешь над игрой? Какие дальнейшие планы?
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"besides translation in what direction you still work above play? What further plans?"
I have been making some adjustments to limit planet mesh creation to improve frame rate in game and planetary views. Also I might have fixed the problem when landing on planets and the ground vanishes.
I'd like to fix the church clock animation too. I'm not sure yet how to fix the original polygon models, but have attempted to correct the animation of the .x model created by Potsmoke. The time seems to become erratic after about 2am/pm real time. (the clock displays your local time). Perhaps Jahell you could take a look at the animation and see if there is a mistake? (model\369)
Ideally, if the rotation of the hour and minute hands could be separated to their own animations, then I can change the code for this in FFED3DAJ. (animation #2, #3 is not a problem)
I have also found that there was a problem with the game crashing when drawing cargo containers when using the Russian translations. It cannot draw characters > 'z' (0x7a). This actually is a bug in the original FFE as it will crash drawing the space port at "du Prés City" because the "é" is defined as char 0x83 (ƒ). This appears to be the reason for some of the names being changed in JJFFE.
I've coded some safe guards into FFED3DAJ to avoid this now, but also I've split the cargo descriptions into 2 files. One is used for the market place and target labels, the other is used for the text on the 3D models - which caused the crashes. For now I have reverted the 3D texts to the original English to avoid the crashes - the market and target labels will still use the Russian translations.
I have to ask though - are the translations of the goods in the Market ok? I can see that it uses the character "4", perhaps instead of "Д"?
I'm happy to change them if they can be improved.
Here are some translations I made using Reverso.com and so are probably bad, and some are too long. Please do suggest better, shorter alternatives!
Код: |
Water Вода
Liquid Oxygen Жидкий Кислород or Кислород
Grain Зерно
Fruit and Veg. Плод и Овощи
Animal Meat Животное Мясо
Synthetic Meat Синтетическое Мясо
Консервы (canned food)
Liquor Вина
Narcotics Наркотики
Medicines Лекарства
Fertilizer Удобрение
Animal Skins Шкур Животных
Live Animals Животные
Slaves Рабы
Luxury Goods Предметы роскоши
Heavy Plastics Тяжелые Пластмассы
Metal Alloys Металлические Сплавы
Precious Metals Драгоценные металлы
Gem Stones Драгоценными Камнями (precious stones)
Камни драгоценного камня
Драгоценного Камни (precious stones)
Minerals Полезные ископаемые
Hydrogen Fuel Водородное Топливо
Military Fuel Топливо Военного
Hand Weapons Ручные Оружие
Battle Weapons Боевое Оружие
Nerve Gas Ядовитый Газ
нервно-паралитический газ
Industrial Parts Промышленные Комплектующие
Computers Компьютеры
Air Processors Воздушные Процессоры
Farm Machinery Сельскохозяйственная техника
Robots Робототехника
Radioactives Радиоактивные материалы
Rubbish Мусор
Alien Artefacts Чужеродные артефакты
Chaff Мякина
Jjagged Bbanner Card Jjagged Bbanner Карта
Flight Recorder Черная Коробка
Hypermycoid Vaccine Hypermycoid Вакцина
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The cargo containers can only use western characters up to 'z' for their labels. If viewed closely then they will now display the original English text, their target label will show the translation. I hope that this is acceptable, FFE crashes with characters > 'z'...
I'm attaching a new build of the current state, beta 4. This removes the cargo container crash and improves the drawing of planet surfaces.
My last question tonight to my friends here is: should I move forward with releasing v1.11 and fix any translation issues in future builds? Is this current version good enough or do we need to fix anything else?
All the best, AndyJ
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AnrDaemon
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Liquid Oxygen - Жидкий кислород
Fruit and Veg. - Фрукты и зелень (IMHO)
Animal Meat - Мясо животных
Medicines - Медикаменты (not necessarily Лекарства per se)
Animal Skins - Шкуры животных
Gem Stones - if this meant to be "gemstones", then "Драгоценные камни"
Minerals - just "Минералы", I think.
Military Fuel - Военное топливо
_________________ Люблю свободный полёт... :) |
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Jahell
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Fruit and Veg. - Фрукты и овощи (точный перевод)
Heavy Plastics - Прочные пластмассы или Прочные пластики
Hand Weapons - Ручное оружие
Flight Recorder - Черный ящик
Chaff - Отходы
PS
У нас нет такой классификации оружия как Ручное и Боевое, но есть боевое и гражданское, охотничьи ружья, например. Либо, можно обозначить как Ручное оружие и Тяжелое оружие. Ну мне, по крайней мере, кажется, что так будет логичней.
_________________ "Убей в себе амбиции и ты будешь видеть людей насквозь." (Путь самурая) |
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AnrDaemon
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Flight recorder - Бортовой регистратор. Нет такого термина "чёрный ящик".
_________________ Люблю свободный полёт... :) |
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Jahell
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AnrDaemon : |
Flight recorder - Бортовой регистратор. Нет такого термина "чёрный ящик".
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Ок. Так будет лучше )
_________________ "Убей в себе амбиции и ты будешь видеть людей насквозь." (Путь самурая) |
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AndyJ
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Hi everyone! Sorry for disappearing for a while!
Finally had time over the weekend to sit down and tidy a few things up, update the .zip flles and do a little testing.
I think it's about time to drop v1.11 into the world!
We can fix any more translations in future versions or "as required".
Here are the changes for v1.11:
Cкрытый текст (кликните здесь для просмотра)
Код: |
2016-02-21 - Version 1.11:
+ FFED3DAJ now supports translations for the Newspaper/Journal stories
from external Unicode text files. It will insert variables into the
translated text, such as names and dates and it will re-format its
display to better fit the selected font size and screen resolution.
See the ffed3daj_readme.txt file for more information.
+ Fixed Imperial Herald "Commander Decorated" story in FFE which had a
malformed [Sl code and no variable to choose the type of dealers
which had been caught. It always displayed the text "ems".
+ FFE fix to correct thruster values on the escape pod/stowmaster
before launching. FFE would leave the values of the previous ship.
This fix can be enabled/disabled via a patch setting and is enabled
by default. To disable the fix, set fixEscapePodThrusters=0 in
the .cfg PATCHES section.
+ FFE fix to track the current position within the Military missions
list and return to it when closing/accepting a mission. FFE would
always jump back to the top of the list. A new day will still reset
the list position to the top in the same way it does the main BBS
message board. This fix can be enabled/disabled via a patch setting
and is enabled by default. To disable the fix, set
rememberMilitaryBoardIdx=0 in the .cfg PATCHES section.
+ Passenger & Small Items roster icon will now be displayed on the
console when there are only package deliveries in the list.
+ FFE Fix to the small items/passenger roster list. This screen could
only display the first 12 items from the roster
and the information was compromised further due to displaying the
rotating ship. This screen has been reworked in the assembly to add
up/down scrolling of the list and the rotating ship has been removed
so that the items can use the full screen width. System co-ordinates
have been added after the name of the destination system.
+ FFE Fix to the contracts page to improve layout. The rotating ship is
removed so that the full width can be used. System co-ordinates have
been added to texts that omitted them, and up/down scrolling of
entries has been added so that contracts are displayed 4 at a time,
without drawing off the bottom of the page.
+ FFE Fix to the crew roster page to improve layout. When using a mod
that permits hiring of additional crew members it will now replace
the spinning ship with a 2nd column of crew when required.
Normally this extra column is unneccessary as the largest playable
ships in FFE coincidentally only require a total of 12 crew including
the pilot. However, the manual did state that the Panther Clipper
required 15 total, and there was some code to draw a 2nd column, but
it used a formatting string that output payment values to a fixed x-
position and so text would overlap! This could be the reason for the
crew discrepancy in the manual; rather than fix the display issue -
perhaps it was deemed easier just to reduce the crew value to 12 and
avoid needing the 2nd column!
+ Newspaper/Journals, BBS, Stock Market and Equipment/Status pages now
have support for mouse wheel to scroll lists up/down. Galaxy and
System maps also support mouse wheel for zoom in/out actions.
+ Model 395 is now cached at start-up for modelPreLoad=2.
+ Some FFED3D packages were found to include a replacement grass-tile
model for model 89 which is actually a 2-pad base. Bases and cities
are actually collections of sub-models, so a check has been added to
prevent them from being replaced.
+ New check during player/NPC docking event to test if stations or
spaceports have docking bays/pads populated by star dust or other
non-ship objects! These will be tidied up and made available.
Scenario typically happens if the player has used BUFFET to destroy
AI ships, but perhaps it can happen without. It has also been noted
on open-air starports that a pad can appear to be empty but does
actually have a ship assigned to it - taking over the ship with
BUFFET causes the ship to be rendered on the previously empty pad.
(It's unclear why the ship is not rendered, possibly it is below
ground level)
+ Missile viewer does not draw the model for the active missile now as
previously it blocked the view.
+ Radar scanner, cockpit panel/lights and status messages are drawn
again during video playback. Any scanner stalks appear to freeze as
their positions aren't updated during playback, this is the same as
in JJFFE. They will also be preserved when paused and within the Game
settings/load/save menus too.
+ Static views will now be redrawn after switching screen modes or when
DirectX9 is recovering from a "lost-device" event. This fixes the
problem where the Game menus text, equipment/status/mission etc
pages, journals and System information screens didn't redraw
themselves and the game would return with a blank screens or areas.
New functions were added into the FFE .asm code to allow these pages
to be redrawn on demand.
+ Correction to depth-sorting which caused ECM/Energy-bomb effect to
draw behind distant objects when looking through forward view. The
internal FFE value for distance had been typed as unsigned when it
should have been signed, and in this instance where the object is
being drawn from behind the camera, a negative distance is required.
+ Fixed the display of the semi-circular decorations which can appear
on the rear half of Imperial Courier/Trader engine pods (original
polygon models) and preventing the z-fighting/shimmering that
occurred. Also tweaked the alignment of the cockpit triangles of the
Courier/Trader.
+ FFE patch to prevent the Auto-Pilot from rotating the ship when about
to reach the landing pad and then crashing.
It is enabled by default, to disable it set fixAutoPilotLanding=0 in
the .cfg PATCHES section.
+ FFE patch to allow engine thruster noise to be played at the same
time as music. FFE did not allow this.
It is enabled by default, to disable it set forceEngineSound=0 in
the .cfg PATCHES section.
+ FFE data fix so that the correct value is checked to determine
whether to draw the front/rear gun on the Cobra MkIII and the front
gun of the Sidewinder and Asp. Previously the opposite gun had to be
installed for it to be drawn on the FFE model!
+ New patch for each game mode that gives the option for military
mission availability to be based purely on Rank, and not to be
affected by any missions completed for opposing side. This is
disabled by default but arguably it makes FFE more consistent;
promotions are always earned by completing missions and irrespective
of working for the opposition. This is disabled by default as it
changes original behaviour. Set syncMilitaryMissionToRank=1 to enable
this behaviour.
+ FFE data fix to correct the crazy cash value that was displayed upon
payment for reporting/handing over a missing person. FFE had an
incorrect data value in its three message strings. (hex 0xFF 0x03
should have been 0xFF 0x01)
+ Start-up "tips" are now loaded from tips.ini, located in the selected
language folder.
+ Additional start-up "tips" & tweaked positions. (Thank-you to Steve
of FrontierAstro.co.uk for submitting some new ones!)
+ LUA dependency has been removed as it was not really used and was
causing heap corruption / random crashes at load.
+ Adjusted the Commander information screen so that the final line of
medals/permits is not obscured by the cockpit panel.
+ Corrected the apostrophe direction on Séamus and Séan NPC
names.
+ Added game text translations from French, German and Italian
releases, also fan-created Russian translations. These each include
additional menu options for "space colour" added by JJFFE as well as
the layout/display fixes added by this build.
+ Enhanced the Russian game text translations with additional Cyrillic
characters and fixed where the translated JJFFE build had used
characters which looked similar in the game font but did not when
using Windows fonts, had replaced western characters used by the
game, or referenced reserved characters such as the target direction
arrows.
+ FFE patch that prevents the sector view from drawing over system
information screens. The FFE code specifically decides to do this,
but it appears to be a coding error given the resulting display
issue. So it appears to be a simple bug fix to suppress the call. In
case there's some side-effect I've not found, I've make the fix
optional via the .cfg PATCHES value "SystemInfoDisplayFix". The bug
occurred when visiting screens in this order: sector view, planetary
view, galaxy view, system information/import-exports/government.
+ Corrected "Main Menu" button colour to display as red when defaulting
game settings from .cfg file. (v1.05 bug)
+ Implemented 4:3 aspect correction so that it will work in both Window
and Full-screen modes, and is now compatible with wide-screen
resolutions. It can add borders above/below or left/right to center
the game display. Set aspectfix=1 in ffed3daj.cfg to use this.
+ Game will check for 64bit Windows with >2GB memory when using
replacement models. This is to see if it can default to loading all
models at start-up for a better game experience.
This feature can be disabled by setting modelPreLoadAllx64=0 in
ffed3daj.cfg if a smaller memory footprint is preferred, models will
then be swapped in and out of memory.
+ Fixed animation call when a .X model has no animations - prevents the
game crashing.
+ Added tris.ini for model 371 (pool) to shrink and rotate it so that
it works with FFE's placement of it.
+ Redrew battle computer scanner texture tex543.png to match the
original and at a higher resolution.
+ Removed specularity on asteroids as they shouldn't be shiny like
plastic or glass.
+ The polygon font is not simplified now when viewed at a distance.
This prevents the size discrepancies between characters on ship Id
labels, TV adverts etc.
+ Added support for rotation patches in the tris.ini files for the
replacement .x models.
+ Added tris.ini fix for pond model which was rotated 90 degrees
compared to the FFE polygon version and would draw across roads etc.
+ Fixed an original FFED3D bug which occasionally caused the front
laser beam to be drawn in the upper half of the screen.
+ Restored the shimmering effect that FFE creates on Brown Dwarf
objects. It was suppressed by the planet shader.
+ FFE fix: extended characters in names are now replaced with an
equivalent lowercase letter before drawing the station name on a 3D
model. For example "du Prés City", the "é" will be replaced
with a basic "e" character.
Without this check, the game crashes. JJFFE fixed this issue in FFE
by removing the extended characters and changing the names. I didn't
want to undo the corrected names, but this does mean that any save
games at affected locations won't be compatible with JJFFE, GLFFE or
the original FFED3D. Hopefully a small concession.
+ Added a separate "small" Font and size setting that can be used to
override the font used for names in the cargo inventory screen as
well as medals/permits. This is to help with names that are longer
after being translated.
The default font is Verdana size 11. The font can be activated in the
text data files with the character 0xF0.
+ Fixed culling issue that affected Asteroidal bodies when rendered in
the 3D planetary view.
+ Cockpit panel is not drawn during the death animation.
+ New patch to extend the commander's lifespan beyond 1st January, 3317
by around 250 years. It can be enabled for each game version by
setting "ExtendedLifetime=1" within the appropriate [PATCHES_xxxx]
section of ffed3daj.cfg.
+ The blue explosion stars in the final segment of the intro sequence
are now displayed for a shorter period so that they do not stretch
and draw across the entire screen.
+ Additional corrections to ShipData .txt files:
+ Renamed the numeric sections to contain the ship/missile names,
corrected turret view value names, removed some unknown and
untested value names.
+ Corrected rear view values for Escape Capsule, Interplanetary
Shuttle, Thargoid Fighter.
+ Corrected turret view values for Lion Transporter and Panther
Clipper.
+ Corrections for displaying the ships which aren't normally flyable
in the Equipment view/Ship yard when the user selects one using
tools such as BUFFET. Credit to George Hooper of
http://ffeartpage.com/ for the display fixes.
+ Corrected swapped value names for main/retro thrusts, retro thrust
is also converted into a positive value for easier editing.
+ Drive data is now correctly split into two byte values: Default
Drive Class and Maximum Drive Class.
+ Added an additional .exe build for HellMod v0.15a001 created by
Helga, XL and Steel of www.Elite-Games.ru.
This was an extension of the Anisotropic mod and Nic's later GLFFE
mod of it. It further balances ship data, replaces the Moray with a
Cobra Mk IV, tweaks NPC combat and creates populations which are
spread throughout the entire galaxy.
This build includes all enhancements and fixes that I have added into
the FFED3DAJ Anisotropic version to date. Otherwise, it is
provided "as-is" and I won't be attempting to fix any issues that are
specific to the mod itself.
*** Experimental Planet settings ***
Planetary draw has been tweaked to boost FPS within the 3D system
view and within the gaming views. This is still a "work-in-progress"
and can be switched off by setting "preoptimizedDistantDivides=0".
+ Improved planetary mesh generation when displaying 3D System views
so that the visible side of objects have a higher and consistent
detail level, whilst the hidden faces aren't needlessly subdivided
to create detail that won't be seen.
+ Gas giants, Red Dwarfs and Asteroid mesh generation has also been
simplified in the game view to avoid dynamic detail generation.
This was causing excess CPU load and causing tears/glitches in the
meshes. Have yet to solve how to simplify hidden faces and enhance
visible faces (especially at low level) as they are generated
differently to the 3D System views.
There are also some "work-in-progress" settings to perhaps improve
some graphical issues that FFE had. They adjust planet scales so that
the ship lands above, rather than below the surface, and try to
adjust starport/base placement to solve the issue where they float
above the terrain. Some success has been seen at the various start
points, however wider testing is time intensive.
These settings may or may not prove to be worthwhile. Please feel
free to experiment and report back with any successes or failures!
+ Experimental change to reduce instances of the ground disappearing
when landing on planets and moons and being able to see straight
through into space. The issue was present in FFE/JJFFE/GLFFE but
worsened in FFED3D.
Should the change prove problematic, it can be disabled by
setting "surfaceFix=0" in the ffed3daj.cfg file.
Individual planet types can have their scale values tweaked in
the .cfg file with the "surfaceMultiplier_nnn" values, where nnn is
the planet object #118 to 133.
+ Experimental change to reduce the height that planetary
stations/bases are placed at.
Set "AlternativeStationPlacement=0" to disable the change.
Individual planet types can have the height values tweaked in
the .cfg file with the "surfaceMultiplier_nnn" values, where nnn is
the planet object #118 to 133.
These values take effect when hyperspacing into a system and will
not adjust stations in existing save games.
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I have run the patch file through VirusTotal: Results
Bkav gives a "false-positive" fail for Bass.dll
For the best effects, I recommend using nanite2000's terrain & metal textures that were released with v1.10a: here
To switch translation to a language other than English, edit ffed3daj.cfg and change the value "language=EN".
Supported values are: DE = German, EN = English, FR = French, IT = Italian and RU = Russian.
Fly safe Commanders!
FFED3DAJ_v1.11.zip |
Описание: |
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Имя файла: |
FFED3DAJ_v1.11.zip |
Размер файла: |
3.03 MB |
Скачано: |
1546 раз(а) |
FFED3DAJ_v1.11_CoreFiles.zip |
Описание: |
v1.11 Core textures, models and translations. *Required* (this is a update of the older FFED3DAJ_v1.10_CoreFiles.zip) |
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Имя файла: |
FFED3DAJ_v1.11_CoreFiles.zip |
Размер файла: |
71.11 MB |
Скачано: |
1497 раз(а) |
Последний раз редактировалось: AndyJ (13:21 02-03-2016), всего редактировалось 2 раз(а) |
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LK
176 EGP
  Рейтинг канала: 1(7) Репутация: 37 Сообщения: 540 Откуда: РАПС (ЭТУ) Зарегистрирован: 04.08.2003
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it is wonderful
_________________ Hounored Strong Leg of Pirates ^) |
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Мамонт
1818 EGP
                Репутация: 470 Сообщения: 9083 Откуда: Кайнозойская эра Зарегистрирован: 29.09.2003
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Прекрасная новость. Спасибо AndyJ.
_________________ Misereatur nostri omnipotens Deus et, dimissis peccatis nostris, perducat nos ad vitam aeternam. Amen. |
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Канал Elite ->
Канал проекта Elite 3 под Direct 3D: «FFE D3D: AndyJ version (22.10.2014)» |
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