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#3299985 - 05/20/11 05:57 PM Re: 32-bit render mod in the work [Re: iam73]
Ripcord Offline
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Registered: 03/20/03
Posts: 1507
Loc: Houston, Texas

Does anybody know, has Frenchy seen this thread?

Ripcord
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#3300063 - 05/20/11 08:20 PM Re: 32-bit render mod in the work [Re: iam73]
iam73 Offline
Member

Registered: 03/03/08
Posts: 176
Hi Hippo, thanks for reporting the issues!

Regarding the in-game resolution, I'll get thaty fix probably in the next BETA, actually, I'll drop the ini file and fetch the resolution from the Jane's F18 registry entry.

Quote:

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.

Yeah, I did have the wideview mod in my screenshot as well, that's why it looks that wide.
In an hex editor (I'm using HEX Workshop 6), look at offset 0x00219F14 for this float value: A2058042, which translates to 64.01100159. Change it to something bigger to get a wider cockpit field of view. By the way, you can change the A205 part of this value to 0000, which will make the float value something like xxx.0 (i.e: 0000C842 = 100.0)
You also need to change offset 0x0021C038, which is the FLIR view FOV value. It has to be the same as the cockpit one above, otherwise your FLIR will be displayed behind the cockpit and you wont see much of the image.

Quote:

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



I get that too, I'll look into it.

Quote:

On the HUD, for AA missiles, the "launch zone" (I forget the correct name for these) circles are missing.



Hmm didn't notice that, I'll try to reproduce on my side!


Thanks again, let me know if you find anything else!

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#3300267 - 05/21/11 04:29 AM Re: 32-bit render mod in the work [Re: iam73]
hippo Offline
Member

Registered: 07/10/01
Posts: 133
Loc: London
I was doing some more testing, and my heart sank somewhat when I saw that AI aircraft weren't landing on the carrier, as I believe this is a symptom of what must be an underlying problem causing a number of strange issues. I had always thought this had been down to my using DXTweaker, and was hoping your work would clear it up. But I've rechecked and this happens even with the original exe so I suspect this could be an issue of this game having problems with faster PCs. I've also noticed this

http://simhq.com/forum/ubbthreads.php/topics/3300266/Time_is_out_in_sim.html#Post3300266

I know none of this has anything to do with your patch, but for me it is these sort of issues that are stopping me running JF18, and I suppose I was hoping your patch might have cleared them.

I think your patch does a better job than DXTweaker, by the way, for one thing there are no gridlines in the water. Thanks for the info on the wideview, I'm now resized (I use A2).

I will carry on testing.

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#3300270 - 05/21/11 04:49 AM Re: 32-bit render mod in the work [Re: iam73]
hippo Offline
Member

Registered: 07/10/01
Posts: 133
Loc: London
I can confirm that I get a CTD whenever I try and run a 2nd mission (although for me this is no big deal, I would have no issue with exiting and restarting the game as soon as I complete a mission).

Problem signature:
Problem Event Name: APPCRASH
Application Name: F18_32bpp.exe
Application Version: 1.0.0.1
Application Timestamp: 00623233
Fault Module Name: F18_32bpp.exe
Fault Module Version: 1.0.0.1
Fault Module Timestamp: 00623233
Exception Code: c0000005
Exception Offset: 001e538e
OS Version: 6.1.7601.2.1.0.768.26
Locale ID: 2057
Additional Information 1: 1587
Additional Information 2: 15875d0b6ed242de3ced3287c8a1bd7e
Additional Information 3: d7a0
Additional Information 4: d7a0ad8e6e3dc72b48ab88ac7368ccff

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#3300276 - 05/21/11 05:20 AM Re: 32-bit render mod in the work [Re: iam73]
hippo Offline
Member

Registered: 07/10/01
Posts: 133
Loc: London
I have been finding it difficult to find an AA mode which doesn't distort the HUD text too much. I think the best compromise I've found is the following:



Again, not really anything to do with your patch. Just wondering if anyone else has any settings they'd recommend. I've recently upgraded to an nvidia card from ATI, and I'm sure there were AA settings on the ATI card where the HUD text was not distorted.

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#3300287 - 05/21/11 05:44 AM Re: 32-bit render mod in the work [Re: iam73]
hippo Offline
Member

Registered: 07/10/01
Posts: 133
Loc: London
For me, on the HUD part of the pitch bars for negative pitch are missing (they should be dashed).

I tried to take a screenshot (alt-s), but the resulting files are just all black.

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#3300288 - 05/21/11 05:47 AM Re: 32-bit render mod in the work [Re: iam73]
hippo Offline
Member

Registered: 07/10/01
Posts: 133
Loc: London
I meant these (screenshot from original exe).

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#3300313 - 05/21/11 07:21 AM Re: 32-bit render mod in the work [Re: iam73]
hippo Offline
Member

Registered: 07/10/01
Posts: 133
Loc: London
Just tried refuelling (using the stock refuelling mission), and I believe it is working correctly.

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#3300337 - 05/21/11 08:58 AM Re: 32-bit render mod in the work [Re: iam73]
iam73 Offline
Member

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

Great feedback..

For screenshots, try print screen, then switch back to desktop and paste in paint, photoshop or other graphic app.
I have to make this thing run in fullscreen exclusive mode, it's not right now and this is the reason why a) you get a border on the window and b) in-game screenshots appear black...

Regarding the hud pitch ladder, if you look at my screenshots on the first page, I don't seem to have that issue, but I'll recheck later today, those shots wer taken with a very early alpha version and I might have broken something while trying to fix the "invisible" comms menu problem.

As for AA and hud text being garbbled, this is directly relatedd to the small font size used for the hud. Sinnce the game uses bitmap fonts for the in-game text, it gets anti-aliased, but the font is so small that it gets broken in the process... I've started working on a fix for this as well.

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#3300367 - 05/21/11 09:53 AM Re: 32-bit render mod in the work [Re: iam73]
iam73 Offline
Member

Registered: 03/03/08
Posts: 176
Ok, the missing negative pitch ladder is indeed something I've broken with the latest release... it also affects the missing NIRD circle...

That's strange, I'll trace back the changes I've made and see if I can fix this.

Cheers!

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