Forums » Air Combat & Civil Aviation » Jane's F-15 & F/A-18 » 32-bit render mod in the work Active Topics You are not logged in. [Log In] [Register User]
Page 3 of 10 < 1 2 3 4 5 ... 9 10 >
Topic Options
Rate This Topic
Hop to:
#3286552 - 05/03/11 08:51 PM Re: 32-bit render mod in the work [Re: Staniol]
iam73 Offline
Member

Registered: 03/03/08
Posts: 176
Originally Posted By: Staniol
Hi,
I have WIN7 64 + ATI 4850 + latest TSH.
More than happy to help, if you need it.
If yes, I can send you a PM. (I understand that you already have quite a lot of testers..:) ).


No problem Staniol, send me a PM with your email.


Sorry for the delay guys, I'm trying to add as much debug info as I can to the code before sending it out for testing.


I've started another small project on the side as well... I'm trying to decode the fnt file (font files used by Jane's). It seems to be some kind of bitmap/raster font file, but it was made using an Electronic Arts proprietary tool, so I have to dig in the HEX code and figure out the file structure. No font tool I tried were able to decode it.
I think I found some good information tonight, such as the glyphs size declaration, which is followed by the glyphs themselves. More to come on this later and probably in another thread if I make enough progress.

The idea behind this is to make the HUD more readable while using a widescreen/high resolution such as 1920x1080. By understanding the fnt file, maybe I could come up with a custom tool to create larger font file. It would also fix the blurry HUD/message text when playing with FSAA.

Cheers,

iam


Top
#3286589 - 05/03/11 09:51 PM Re: 32-bit render mod in the work [Re: iam73]
iam73 Offline
Member

Registered: 03/03/08
Posts: 176
Here's a first shot at the large HUD font file (nHUDlg.fnt) decoded...
Obviously I'm not reading everything right yet, but we do recognize some glyphs in there... I'll continue working on this and post progress in a separate thread from now on, keeping this one dedicated to the 32-bit mod.




Cheers!

Top

#3288220 - 05/06/11 02:42 AM Re: 32-bit render mod in the work [Re: iam73]
virus Offline
Member

Registered: 05/12/01
Posts: 303
Loc: Naples,Verona Italy
i can also help testing if you want.....tell me and i'll send a pm
_________________________
Vincent "Virus" Di Micco


Top
#3291369 - 05/10/11 11:16 AM Re: 32-bit render mod in the work [Re: iam73]
iam73 Offline
Member

Registered: 03/03/08
Posts: 176
Sorry for the lack of updates guys, just loads of things to do lately, at work and at home... will update this post ASAP and send the files for testing as well.

Top
#3291925 - 05/11/11 12:41 AM Re: 32-bit render mod in the work [Re: iam73]
Rudel Offline
TSH Artist
Member

Registered: 03/15/01
Posts: 1886
Loc: Tampa, FL
Np, understandable!
_________________________
VMFA-531 'Grey Ghosts'
http://www.vmfa-531.com/

Jane's F/A-18 Resource v2
http://www.JF18-Resource.com

Top
#3293008 - 05/12/11 06:50 AM Re: 32-bit render mod in the work [Re: iam73]
mgarnett Offline
Junior Member

Registered: 02/02/07
Posts: 8
I'm happy to test as well. I'm running two 5870's in Crossfire under Windows 7 64 bit.

Cheers

Mark

Top
#3297504 - 05/17/11 09:45 PM Re: 32-bit render mod in the work [Re: iam73]
iam73 Offline
Member

Registered: 03/03/08
Posts: 176
Ok, here's an update.

First I haven't sent anything to anyone yet. The reason is there were some bugs I really wanted to fix first, and I finally got some time to work on this today.
I (almost) fixed one that has been pretty annoying for some time, that is, the menu text not showing. This is fixed, so it's now possible to use the comms menu, althout the background is not showing, same with the exit "MPCD", (when you escape a flight), the text is now showing, but no background... no big deal, I'll see if there's a way to put back the background, but this is really not a show stopper, I prefer to see menu text than a background with no text :P

The other bug that I haven't been able to fix is the second flight CTD. First flight load and exit fine, but if you try to start another flight, the game crash.

I'll have a vanilla EXE+dll to test sometimes tomorrow. I don't want to mess with the TSH EXE just yet, that's why I'm using a vanilla 1.01f no-cd exe.

More to come...

Cheers,

iam

Top
#3298300 - 05/18/11 10:13 PM Re: 32-bit render mod in the work [Re: iam73]
iam73 Offline
Member

Registered: 03/03/08
Posts: 176
Hi everyone,

I sent the beta patch to all those who provided me their email address.

If anyone else wants to test, please PM me your email address!

Let me know here in this thread your testing results and post bugs screenshots if possible.

Cheers!

iam

Top
#3299910 - 05/20/11 04:33 PM Re: 32-bit render mod in the work [Re: iam73]
hippo Offline
Member

Registered: 07/10/01
Posts: 133
Loc: London
Hi. I've just been able to try this out - this is amazing work, especially for one person over a few weeks. It certainly works and it looks great (I'm trying to find a good AA mode at the moment). At the moment I'm just flying around, but I'll get some proper testing done this weekend. A few (very) initial observations:

First, I thought I'd give it a go with my current TSH installation, but, as expected, that didn't work.

So, after a fresh install from cd with the latest patch, first time I tried it crashed to desktop as soon as I entered a mission. I then set the res in the in-game options to 1024x768 (defaulted to 640x480 from a fresh install) and it worked after that.

My cockpit doesn't look like your screenshots above, I get a more zoomed in field of view (like I need a wide view). I'll try to do the hex mods mentioned in another thread (I assume that's what you've done?). I can't remember how to get screenshots, but I'll post when I do.

There is white line border 1 pixel wide along the left and top of the screen.

Thanks for all your efforts and for letting me try this out.

Top
#3299919 - 05/20/11 04:52 PM Re: 32-bit render mod in the work [Re: iam73]
hippo Offline
Member

Registered: 07/10/01
Posts: 133
Loc: London
On the HUD, for AA missiles, the "launch zone" (I forget the correct name for these) circles are missing.

Top
Page 3 of 10 < 1 2 3 4 5 ... 9 10 >
Topic Options
Rate This Topic
Hop to:

Moderator:  RacerGT, Rudel 
 

Forum Use Agreement | Privacy Statement
Copyright 1997-2013, SimHQ Inc. All Rights Reserved.