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  » FFE D3D: AndyJ version (22.10.2014) | страница 11
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AndyJ
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Аплодисменты Excellent! Аплодисменты

Thank you very much Jahell & AnrDaemon!
Хы...


A small issue Jahell?



Normals?

Very nice animation! Круто!
    Добавлено: 20:13 24-10-2015   
AnrDaemon
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My pleasure. Улыбка
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    Добавлено: 22:52 24-10-2015   
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.
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AnrDaemon
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Jahell, ссылка то где? Улыбка
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Jahell
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AnrDaemon :
Jahell, ссылка то где? Улыбка

В моем предыдущем посте. Обновил.
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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 $600 fine.   = Применение оружия здесь незаконно и запрещено! Вы оштрафованы на 600$.


AndyJ, кроме перевода в каком направлении ты еще работаешь над игрой? Какие дальнейшие планы?
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Последний раз редактировалось: Jahell (14:11 25-10-2015), всего редактировалось 4 раз(а)
    Добавлено: 13:24 25-10-2015   
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."
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Последний раз редактировалось: AnrDaemon (16:52 25-10-2015), всего редактировалось 1 раз
    Добавлено: 16:50 25-10-2015   
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."


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.
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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".
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Последний раз редактировалось: AnrDaemon (05:14 26-10-2015), всего редактировалось 1 раз
    Добавлено: 05:13 26-10-2015   
Helga
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А, может быть: "Взлет без разрешения недопустим!" - ?
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AnrDaemon
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Может быть.
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r154
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Чем короче, тем наверное лучше
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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?


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?

"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


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

FFED3DAJ_v1.11_beta4.zip
 Описание:
v1.11 beta4
 Имя файла:  FFED3DAJ_v1.11_beta4.zip
 Размер файла:  6.51 MB
 Скачано:  680 раз(а)
    Добавлено: 04:26 29-11-2015   
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
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    Добавлено: 05:40 29-11-2015   
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.
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    Добавлено: 11:48 29-11-2015   
AnrDaemon
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Flight recorder - Бортовой регистратор. Нет такого термина "чёрный ящик".
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    Добавлено: 15:24 29-11-2015   
Jahell
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AnrDaemon :
Flight recorder - Бортовой регистратор. Нет такого термина "чёрный ящик".

Ок. Так будет лучше )
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    Добавлено: 18:10 30-11-2015   
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.



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! Хы...

FFED3DAJ_v1.11.zip
 Описание:
v1.11 patch file
 Имя файла:  FFED3DAJ_v1.11.zip
 Размер файла:  3.03 MB
 Скачано:  1447 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)
 Имя файла:  FFED3DAJ_v1.11_CoreFiles.zip
 Размер файла:  71.11 MB
 Скачано:  1396 раз(а)


Последний раз редактировалось: AndyJ (13:21 02-03-2016), всего редактировалось 2 раз(а)
    Добавлено: 01:19 23-02-2016   
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it is wonderful Хы... Супер! Супер!
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Hounored Strong Leg of Pirates ^)
    Добавлено: 10:10 23-02-2016   
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Прекрасная новость. Спасибо AndyJ. Супер!
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Misereatur nostri omnipotens Deus et, dimissis peccatis nostris, perducat nos ad vitam aeternam. Amen.
    Добавлено: 14:54 23-02-2016   
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