Will be “fixed” in the next version.
I’ll also throw in an optimization where I implemented two almost identical tile collection algorithms a few years apart, but needed only one of them.
Search found 765 matches
- 2024-Apr-27, 00:09
- Forum: Development
- Topic: ✔️ FIXED BUG: Contrail Rendering Order
- Replies: 6
- Views: 1466
- 2024-Apr-26, 23:27
- Forum: Development
- Topic: ✔️ NEW FEATURE: 144 Hz Gameplay
- Replies: 3
- Views: 690
Re: 💡 OPEN FEATURE: 144 Hz Gameplay
Fixed view interpolation; my expf() was wrong on overflow/underflow.
Will be in the next version, although I still need to figure out the wheel brakes.
Will be in the next version, although I still need to figure out the wheel brakes.
- 2024-Apr-26, 23:26
- Forum: Development
- Topic: ✔️ NEW FEATURE: Installer
- Replies: 12
- Views: 658
Re: ✔️ NEW FEATURE: Installer
Nobody complained, so I regard this complete.
- 2024-Apr-22, 23:04
- Forum: Development
- Topic: ✔️ NEW FEATURE: 144 Hz Gameplay
- Replies: 3
- Views: 690
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...
- 2024-Apr-22, 07:23
- Forum: EF2000 Reloaded
- Topic: The 'Windows Help' system
- Replies: 12
- Views: 3905
Re: The 'Windows Help' system
I think both of us installed a tool for this when we were discussing ADF’s help some time ago …
- 2024-Apr-21, 09:31
- Forum: Development
- Topic: 🔴 OPEN BUG: Terrain Octree
- Replies: 0
- Views: 661
🔴 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 ...
- 2024-Apr-20, 09:11
- Forum: TFXplorer
- Topic: TFXplorer 2024.04.20
- Replies: 4
- Views: 823
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...
- 2024-Apr-20, 08:54
- Forum: TFXplorer
- Topic: TFXplorer 2024.04.20
- Replies: 4
- Views: 823
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 ...
- 2024-Apr-20, 07:56
- Forum: Development
- Topic: TFXplorer 1.3 RC
- Replies: 5
- Views: 531
Re: TFXplorer 1.3 RC
Fix has landed. There were no complaints about the RC, so I’ll release a new version.
- 2024-Apr-20, 07:55
- Forum: Development
- Topic: ✔️ FIXED BUG: No Particles in IRST
- Replies: 2
- Views: 491
- 2024-Apr-20, 07:55
- Forum: Development
- Topic: Source Code Update
- Replies: 42
- Views: 10320
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...
- 2024-Apr-20, 07:23
- Forum: Development
- Topic: 🔴 OPEN BUG: Clean Up Building API
- Replies: 0
- Views: 649
🔴 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 ...
- 2024-Apr-18, 21:28
- Forum: Development
- Topic: ✔️ FIXED BUG: No Particles in IRST
- Replies: 2
- Views: 491
Re: 🔴 OPEN BUG: No Particles in IRST
Will be fixed in the next version.
- 2024-Apr-17, 20:50
- Forum: Development
- Topic: ✔️ FIXED BUG: Input: No Per-Key Ramp
- Replies: 2
- Views: 607
✔️ FIXED 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...
- 2024-Apr-17, 20:47
- Forum: Development
- Topic: 💡 OPEN FEATURE: Helmet-Mounted Display
- Replies: 0
- Views: 561
💡 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...
- 2024-Apr-17, 06:54
- Forum: Development
- Topic: 💡 OPEN FEATURE: Vehicle API: Tire Models
- Replies: 0
- Views: 555
💡 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...
- 2024-Apr-17, 06:50
- Forum: Development
- Topic: 💡 OPEN FEATURE: Sun & Moon
- Replies: 0
- Views: 566
💡 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...
- 2024-Apr-16, 21:04
- Forum: Development
- Topic: ✔️ FIXED BUG: Contrail Rendering Order
- Replies: 6
- Views: 1466
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 ...
- 2024-Apr-16, 19:44
- Forum: Development
- Topic: ✔️ FIXED BUG: No Particles in IRST
- Replies: 2
- Views: 491
✔️ FIXED BUG: No Particles in IRST
Explosions and bullet impacts are invisible on the IRST.
- 2024-Apr-16, 18:58
- Forum: Development
- Topic: ✔️ FIXED BUG: Contrail Rendering Order
- Replies: 6
- Views: 1466
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...