Search found 742 matches

by Krishty
Yesterday, 23:04
Forum: Development
Topic: 💡 OPEN FEATURE: 144 Hz Gameplay
Replies: 1
Views: 15

Re: 💡 OPEN FEATURE: 144 Hz Gameplay

… and exactly that it is. Wheels are mostly fine, except for braking. The brakes are now muuuch more powerful than before. View smoothing is implemented and feels great, but the screen goes blank if you set a breakpoint or hibernate the system for more than 30 seconds between two frames. It seems th...
by Krishty
Yesterday, 07:23
Forum: EF2000 Reloaded
Topic: The 'Windows Help' system
Replies: 12
Views: 3068

Re: The 'Windows Help' system

mikew wrote: 2024-Apr-21, 13:22Weird thing this that the original .hlp files for SEF2000 are now opening fine for me in Windows 10.
I can't remember if this some Windows component I've installed, or if it's arrived in an update.
I think both of us installed a tool for this when we were discussing ADF’s help some time ago …
by Krishty
2024-Apr-21, 09:31
Forum: Development
Topic: 🔴 OPEN BUG: Terrain Octree
Replies: 0
Views: 11

🔴 OPEN BUG: Terrain Octree

The main reason for draw distance limits is TFXplorer’s “flat” terrain data structure. All terrain tiles are thrown into one large array for rendering, collision, etc. At the current viewing range of up to 49 tiles, up to 5000 terrain tiles must be processed for gameplay, rendering, contrails. When ...
by Krishty
2024-Apr-20, 09:11
Forum: TFXplorer
Topic: TFXplorer 2024.04.20
Replies: 1
Views: 41

Re: TFXplorer 2024.04.20

Ace Combat 3 Extension This is a special gift for fellow Ace Combat fans. But be warned : it’s still pretty unstable ! Download http://krishty.com/taw/tfxplorer/2024-04-20/tfxplorer-ac3.7z   Extract to your UAW directory.   Run install Ace Combat 3.cmd and enter the path to your Ace Combat 3 CD-ROM...
by Krishty
2024-Apr-20, 08:54
Forum: TFXplorer
Topic: TFXplorer 2024.04.20
Replies: 1
Views: 41

TFXplorer 2024.04.20

Announcing TFXplorer 2024.04.20 New GUI, day-night cycles in EF2000, head tracking, and much more! image.png image.png System Requirements 64-Bit Windows 7 or later D3D9-compatible graphics card (from 2003 or later) DirectX End-User Runtimes (June 2010) if you want sound. One of the following games ...
by Krishty
2024-Apr-20, 07:56
Forum: Development
Topic: TFXplorer 1.3 RC
Replies: 5
Views: 45

Re: TFXplorer 1.3 RC

Krishty wrote: 2024-Apr-15, 19:06 install EF2000 V2.0.cmd has debug output enabled and prints ADF instead of EF2000 in one message. Will be fixed in the next version.
Fix has landed. There were no complaints about the RC, so I’ll release a new version.
by Krishty
2024-Apr-20, 07:55
Forum: Development
Topic: Source Code Update
Replies: 41
Views: 7897

Re: Source Code Update

The repository has been force-pushed to a new version. git pull --rebase is required. Fix Particles on Virtual Screens   DID F22: Fix HUD Geometry Removes a thin piece of glass that should not exist in the HUD.   Remove Debug Output from EF2000 Install Script (rebased)   TFXplorer 2024.04.20 New ver...
by Krishty
2024-Apr-20, 07:23
Forum: Development
Topic: 🔴 OPEN BUG: Clean Up Building API
Replies: 0
Views: 8

🔴 OPEN BUG: Clean Up Building API

The Building API (for placing static objects in scenarios) is broken through and through. EF2000/F22 have their building graphics integrated into terrain supershapes. So with these games, the building API is just a facade that redirects collision events to the terrain. Ace Combat 3 does not use the ...
by Krishty
2024-Apr-18, 21:28
Forum: Development
Topic: ✔️ FIXED BUG: No Particles in IRST
Replies: 2
Views: 20

Re: 🔴 OPEN BUG: No Particles in IRST

Will be fixed in the next version.
by Krishty
2024-Apr-17, 20:50
Forum: Development
Topic: 🔴 OPEN BUG: Input: No Per-Key Ramp
Replies: 0
Views: 6

🔴 OPEN BUG: Input: No Per-Key Ramp

Input profiles support ramps, but they only do so globally for an axis. E.g. if you assign the signed square ramp to stick X , it is used no matter if the input comes from a keyboard or from a joystick. But keyboard feels much better with a linear ramp, and joystick feels much better with a signed s...
by Krishty
2024-Apr-17, 20:47
Forum: Development
Topic: 💡 OPEN FEATURE: Helmet-Mounted Display
Replies: 0
Views: 10

💡 OPEN FEATURE: Helmet-Mounted Display

We have a HUD in TFXplorer. But it’s shitty for gameplay like TAW’s; HUD-only is a thing for DCS-style simulators. We can’t just put a regular HUD in front of the virtual eye due to problems with aspect ratio, resolution, multisampling, projection, etc. So the virtual screen API needs to be extended...
by Krishty
2024-Apr-17, 06:54
Forum: Development
Topic: 💡 OPEN FEATURE: Vehicle API: Tire Models
Replies: 0
Views: 10

💡 OPEN FEATURE: Vehicle API: Tire Models

I did some research last year about procedural tire rendering. It turned out the main problem is, you don’t want to generate & draw the tires of all vehicles in the game one at a time. You need to batch them. So the vehicle API requires the ability to declare a tire model. E.g. for the F-22, thi...
by Krishty
2024-Apr-17, 06:50
Forum: Development
Topic: 💡 OPEN FEATURE: Sun & Moon
Replies: 0
Views: 10

💡 OPEN FEATURE: Sun & Moon

We have now established sky color gradients, and the scenario has a basic sun color. But if we want to move towards actual dynamic lighting, the Sun/Moon vector must be calculated. This is not just for terrain or planes – also for contrails, particles, glare, etc. framework/Chronology.cpp contains a...
by Krishty
2024-Apr-16, 21:04
Forum: Development
Topic: 🔴 OPEN BUG: Contrail Rendering Order
Replies: 4
Views: 994

Re: 🔴 OPEN BUG: Contrail Rendering Order

Aaand here is the next problem. The systems MFD is blacked out: image.png This took me a while to understand … So the plane is drawn first. It renders a black low-poly pit. Then the cockpit is drawn. It is farther away from the viewer than the black low-poly pit. F22 did not use depth buffering, so ...
by Krishty
2024-Apr-16, 19:44
Forum: Development
Topic: ✔️ FIXED BUG: No Particles in IRST
Replies: 2
Views: 20

✔️ FIXED BUG: No Particles in IRST

Explosions and bullet impacts are invisible on the IRST.
by Krishty
2024-Apr-16, 18:58
Forum: Development
Topic: 🔴 OPEN BUG: Contrail Rendering Order
Replies: 4
Views: 994

Re: 🔴 OPEN BUG: Contrail Rendering Order

Some insight. So the problem is, I must disable depth buffering for the cockpit to render properly (because DID overlaps it with the F-22 base model and relies on the cockpit polygons painting over the base even though the latter are closer to the viewer). But depth buffering fully disabled means th...
by Krishty
2024-Apr-16, 06:45
Forum: Development
Topic: 🔴 OPEN BUG: Global State in DID Rendering
Replies: 0
Views: 14

🔴 OPEN BUG: Global State in DID Rendering

The DID EF2000/F22 extensions use global state in the rendering – terrain rendering sets a texture; vehicle rendering later picks it up. This causes problems like white craters or flickering contrails. It is also absolutely incompatible with multi-threading. I established the new terrain graphics AP...
by Krishty
2024-Apr-16, 06:42
Forum: Development
Topic: 💡 OPEN FEATURE: Vehicle API
Replies: 0
Views: 8

💡 OPEN FEATURE: Vehicle API

I recently made the terrain API publicly available and documented. I should do the same with the vehicle API.
by Krishty
2024-Apr-16, 06:40
Forum: Development
Topic: 🔴 OPEN BUG: Terrain API Culling
Replies: 0
Views: 9

🔴 OPEN BUG: Terrain API Culling

I’ll have to touch the terrain rendering again to make culling work correctly. I was putting lots of thought into this, but it’s now clear to me that the current API can never support modern features like GPU-based culling because it follows the D3D9/10 command stream model. The new API will, instea...