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There are currently 20 users playing Freelancer on
43 servers. | June. 8, 2023 |
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Re: New Renderer (OpenGL 3.3) |
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Thanks! Give me some time to get the tools I wrote in shape so that I can upload the source code and binary files. Also I will explain to everyone how to use the new renderer in your mod. The latter will be some effort, though.
Posted on: 2/13 7:25
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Re: New Renderer (OpenGL 3.3) |
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Thanks! I also am more than happy with the look. Now it mostly depends on the models and textures.
You can try the out the renderer yourself now! We are currently running a public beta test of our mod with the new renderer. The screens you see in the news post have some tweaked material settings and I also found some bugs during our initial testing which are fixed now. Moddb Link @Traversal: The backgrounds are currently from "Freelancer: HD Edition" mod. What do you mean with "Will it require vanilla or also work in HD?"? Here is a video from one member of our server team: https://www.youtube.com/watch?v=3H1NDFXbw8w Some new screenshots with current version: ![]() ![]() ![]() ![]() ![]()
Posted on: 2/12 18:01
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Re: Looking for a specific soundtrack from a mod |
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Glad I could help
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Posted on: 2/6 22:03
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Re: Looking for a specific soundtrack from a mod |
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Hi,
I still have old versions of our mod laying around. In 1.6 we had https://www.newgrounds.com/audio/listen/122039 as the music in unicon. Is that the track you were looking for? P.S.: Glad there are still players of our mod around ![]() ![]()
Posted on: 2/3 20:56
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Re: New Renderer (OpenGL 3.3) |
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Thanks and likewise!
I actually have been pretty busy and used most of the free time to work on the renderer. Also we mostly write in discord nowadays. Turned out Swinir is really good for planets as you can see in the screenshots below. I currently am testing with a very small group of players. I am fixing the last crashes and some more severe rendering issues. So far it mostly runs on other hardware than mine. The goal is to launch the public beta of the mod including the new renderer in the next 1-2 weeks! Expect some more screenshots and videos for the announcement (this time not done by me). Here are some screenshots of the version we are currently testing: ![]() ![]() ![]() ![]() ![]() ![]()
Posted on: 1/28 20:40
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Re: Suche Pascal Quellcode BINI <--> INI Dateien |
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Hi Boomer,
du meinst deinen Post hier: https://the-starport.net/modules/newbb ... t_id=63071#forumpost63071 und insbesondere Antwort #5 von Skotty. Der Bini Code, den er nutzt, ist tatsächlich von mir und kannst du ruhig verwenden. Wenn ich mal wieder mehr Zeit habe, werde ich einige Pascal Sachen für FL auf Github stellen.
Posted on: 12/10 12:11
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Re: New Renderer (OpenGL 3.3) |
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Thanks! Sure I can try, but my textures are not the original textures. They are 4x upscaled with ESRGAN and the model I wrote a few posts before. I attached a texture as an example.
I will try the the same process for roughness and normal map creation to some of your textures and we will see. For the height maps I can use the same as I currently use (drawn by me and one by Freestalker). If you want perfect results you would have to create metalness, roughness and normal maps for your textures yourself. Also you would have to convert the textures to albedo maps, as the details are in the normal / height maps. My method currently tries to do exactly that, but it only can do it for the fine details. Edit: I had a look at the mods and it would be better if you can send me the original images in png/jpg format to avoid compression artefacts. The ones from the mat files in the SOLAR folder (no subfolders) are enough to get a good impression. Attach file: ![]() ![]()
Posted on: 2021/12/23 7:58
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Re: New Renderer (OpenGL 3.3) |
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Thanks! I actually feel the same. It's very hard to find mods which keep the original mood. So if you think I succeeded here it makes me very happy
![]() I did not like the current normal maps (somehow it looked a bit like there were compression artefacts) and did some tweaking to the generating process. They are now way more clean. Here is an example: ![]() Regarding donations: That is very kind of you. I still am not sure how to handle this, since I am not so fond of PayPal and do not plan on making an account there. Nevertheless the new renderer will be free for anyone as it should help keeping Fl alive. Donations would be completely optional.
Posted on: 2021/12/20 19:25
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Re: New Renderer (OpenGL 3.3) |
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Sorry I totally forgot to reply here (usually I write in FL discord nowadays).
Thank you! It basically is a Direct3D 8 dll which gets loaded by the game. But it does way more than just wrap the rendering calls to OpenGL. There is a lot of hooking into the game engine (which needed a lot of reverse engineering) in the background. The shaders are plain text GLSL, so you indeed can play with them if you are up to it. I managed to do much progress and currently am working on getting the mod in a state where I can ship an installer (last minute fixes, clean up stuff, updating the installer etc). I was able to increase the texture quality a lot (including normal and roughness maps). Here are some screenshots and a video: ![]() ![]() ![]() Video: http://www.flnu.net/downloads/fl2211.mp4
Posted on: 2021/11/22 17:39
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Re: Failed to make connection to list server |
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I think the list server might be down in general currently. I was unable to see any servers in FL the past days. Maybe it bugged out...
Posted on: 2021/7/10 22:54
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Re: ALE Editor Alpha 2 Release |
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Alpha 3 is out (see first post).
@Alucard: We will try to add your suggestion to alpha 3.1.
Posted on: 2021/7/10 20:27
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Re: Anti DDoS |
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Here is a newer version, which also works on wine. I added more offsets and it will work on the newer dpnet.dll I also attached. It also will tell you in the log wether it applied the patch.
The attached newer dpnet.dll is a patched one from Microsoft for Win XP. It is newer as the one winetricks uses. You have to replace it after applying "winetricks directplay". The folder is "Windows\SysWow64" in your wine prefix directory. I have the offsets for the dpnet.dll winetricks uses, but did not have the time to test it, yet (so it is not included). According to the version number it is an unpatched version (there were some exploits). So you probably should use the one I attached anyway. For a Linux tutorial, see: https://the-starport.net/freelancer/fo ... t_id=61737#forumpost61737
Posted on: 2021/7/5 16:04
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Re: Howto: Run the Freelancer game (SP, MP) and also the SERVER including FLHook on LINUX with Wine |
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I updated the first post with winetricks riched30, since otherwise the server will crash on shutdown with current wine versions.
Posted on: 2021/7/3 21:01
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Re: New Renderer (OpenGL 3.3) |
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Home away from home
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With polishing I meant getting it ready for everyday use. Like adding options, in game menu for those and getting rid of any annoying enough bugs I find. Also testing how the automatic texture upscaling / generation works for our custom models (for some surprisingly good, some have too bad base textures). So there is nothing really new to show currently. I still need to find a solution for duplicate texture names, like automatic renaming of them in the UTF file if they are not identical.
And yes, removing those additional details from the textures will really be hard. I did not try anything further for now. I hope you did not lose a lot of data because of that crash. I actually currently use one of the heightmaps you did ![]() P.S.: I finally renamed the topic, since the name originally was chosen by wodka back then when he split another topic into two threads. It should be more clear now.
Posted on: 2020/7/27 20:57
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Re: OpenGL Rendering |
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Home away from home
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So basically you want to replace part of the textures with real geometry, do I understand this correctly? It would help if there were any screenshots how it looks in FL, if you have some already.
P.S.: I am making quite good progress. Polishing just takes really a lot of time.
Posted on: 2020/7/27 15:34
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