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There are currently 115 users playing Freelancer on 43 servers.
September. 24, 2017
The Starport Forum Index > All Posts (Ichiru)

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Re: Librelancer 2017.03

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Working on the Thn engine. Hopefully a small demo of being on-base will be available soon

Posted on: 9/21 5:14
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Re: Librelancer 2017.03

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Working on FLBeamAppearance (click for full size)

Posted on: 8/31 22:49
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Re: Librelancer 2017.03

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Thrusters! https://www.youtube.com/watch?v=qBlxLtTxXgo

- Ships now go at speed using values from INI
- Thruster drain is correct
- Turning is still incorrect (so much math)
- Still got camera and selection work to do

Posted on: 8/5 5:31
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Re: Librelancer 2017.03

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Preview of some features coming up:

https://www.youtube.com/watch?v=gdF5Tf_b3do

- Atmosphere rendering
- Speed properly matching up with FL physics
- HUD things
- Multiple resolutions

(also any information on how FL physics works would be greatly appreciated)

Posted on: 6/27 19:51
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Atmosphere Rendering?

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Hey y'all.

I've been attempting to figure out how Freelancer renders environment maps, and I've gotten so far as figuring out it uses a scaled quad sphere with atmosphere.dds mapped to it.

atmosphere.dds i verified through PIX, though I couldn't get much more useful information out of it (probably lost in the d3d8-d3d9 translation I guess).

It isn't just blindly mapped onto the sphere as is proven below:

Open in new window


(Click image for full size)

But it also isn't naïvely done as a sphere environment map as so:

Open in new window


(Click image for full size)

Hopefully one of you graphics whizzes out there can be of assistance!

Posted on: 6/14 16:36
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Re: Librelancer 2017.03

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Attempting to load the discovery mod: http://imgur.com/a/Dw4ez

Tons of crashes due to missing zones + CRC errors, but the stuff that loads is pretty. I even managed to crash radeonsi though I'm not sure how yet

Posted on: 4/23 9:18
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Re: Librelancer 2017.03

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Quite a few systems at the moment crash due to the Alchemy engine crapping out. I think you can get to Br02 though.

Will put remembering FL install location on the todo list.

Posted on: 3/19 3:48
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Re: Librelancer 2017.03

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Version 2017.03 released. This is the first under the new release format.

Posted on: 3/18 4:23
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Re: Librelancer : Jan 2017

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The project now has a website - http://callumdev.github.io/Librelancer/ !
I'll be posting screenshots and releases here from now on, as maintaining two different forum threads is a bit silly.

Releases will be named in YYYY.MM format

The website is fully editable at - https://github.com/CallumDev/Librelancer/tree/gh-pages , so if you feel like adding information to the tutorials section, please do!

Posted on: 2/14 3:28
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Re: Librelancer : Jan 2017

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So.. here is Thn! Or at least a buggy implementation of it. (As usual, click image to make it bigger).
This is yet to be committed due to how buggy it is, but this has allowed me to go through and remove practically all the bugs in my lighting implementation!

There's still bugs with IllumDetailMapMaterial, and FxRectAppearance in the Ale, but progress is progress.

Posted on: 2/13 0:29
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Re: [LightSource] Direction?

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I hooked into Direct3DDevice8:etLight while flying in the New York system, and it gave me some interesting values.

Code:

---------------
0D81C424: Directional light set! (frame 1000)
Color: 0.842580, 0.842580, 0.842580
Direction: 0.010173, -0.073497, 0.997244
Ambient: 0.000000, 0.000000, 0.000000
Specular: 0.000000, 0.000000, 0.000000,
Range: 120000.000000

---------------
0D81C424: Directional light set! (frame 1029)
Color: 0.842580, 0.842580, 0.842580
Direction: -0.731640, -0.073304, 0.677739
Ambient: 0.000000, 0.000000, 0.000000
Specular: 0.000000, 0.000000, 0.000000,
Range: 120000.000000


So the Direction (D3DLIGHT8.Direction) seems to change based on something? This is despite the docs saying Direction is - "Direction that the light is pointing in world space, specified by a D3DVECTOR structure. This member only has meaning for directional lights. This vector need not be normalized, but it should have a nonzero length."

The Color is also not the same as in the INI (I think this is an implementation of falloff since I'm pretty sure D3DLIGHT_DIRECTIONAL doesn't support attenuation).

I'd like to clarify I am looking for the direction of the light. Falloff and atten_curves I already know of

Posted on: 2/9 23:53

Edited by Ichiru on 2017/2/10 0:06:54
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[LightSource] Direction?

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So a system has a LightSource (taken from Li01):

Code:
[LightSource]
nickname = System_LIGHT
pos = 642,0,198
color = 255,255,255
range = 120000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION


Now this light is DIRECTIONAL, but a DX8 directional light needs.. well, a direction.

Does anyone know what direction Freelancer gives to these lights?

Posted on: 2/9 20:10
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Re: Librelancer : Jan 2017

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@Skotty: The upload was corrupted, download again.

Posted on: 1/20 9:32
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Re: Librelancer : Jan 2017

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New build in the OP!

Posted on: 1/20 8:13
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Re: Librelancer : Demo July 2016

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Worked a little more on the ALE engine. Progress is slow, but it's progress none-the-less!



EDIT: how do you guys get the embed to work?
https://www.youtube.com/watch?v=eYWUgz-t1vQ

Posted on: 1/14 4:02

Edited by Ichiru on 2017/1/14 7:29:38
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