#4381614 - 09/27/17 08:52 AM
Re: Now I'm getting serious....
[Re: messyhead]
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Joined: Jan 2016
Posts: 486
XIII
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Posts: 486
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Please dynamic shadows hdr bloom ambient occlusion dof fxaa physx God Rays I will edit the post Good luck, in lightwave you are the master, in that you will also be(.....? )
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#4381623 - 09/27/17 09:58 AM
Re: Now I'm getting serious....
[Re: thealx]
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Joined: Dec 2010
Posts: 1,883
messyhead
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Be careful, you are risking to waste your time - as I did when tried to implement dynamic lighting. Current rendering code is too "software", firebird's idea to use Ogre has better chances to be finished. Really, I didn't realise. I see a lot of references to Ogre in the code, but thought it was just an experiment. Is it possible to run EECH using Ogre just now? Maybe there should be a focus on converting more of it to run using Ogre, and move away from Directx7.
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#4381625 - 09/27/17 10:11 AM
Re: Now I'm getting serious....
[Re: messyhead]
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Joined: Dec 2012
Posts: 1,382
thealx
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Yes, ogre works already - I was provided with compile instructions and, after several attempts, was able to compile it by myself. It's not playable of course, and looks ugly, but someone with average knowledge, like you and me, can make it better. Unfortunately, had to stop doing things with EECH and never worked with it since, looks like Firebird lost his interest too. But this project in the half way from success from what I have seen.
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#4381628 - 09/27/17 10:18 AM
Re: Now I'm getting serious....
[Re: thealx]
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Joined: Dec 2010
Posts: 1,883
messyhead
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Yes, ogre works already - I was provided with compile instructions and, after several attempts, was able to compile it by myself. It's not playable of course, and looks ugly, but someone with average knowledge, like you and me, can make it better. Unfortunately, had to stop doing things with EECH and never worked with it since, looks like Firebird lost his interest too. But this project in the half way from success from what I have seen. Could you PM me the instructions to get it working? I'll not focus on DX9 then, but I do need to learn more C. If there's already work done to get it to work in Ogre, then it makes more sense to progress that.
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#4381731 - 09/27/17 06:16 PM
Re: Now I'm getting serious....
[Re: messyhead]
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Joined: Dec 2010
Posts: 1,883
messyhead
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I won't be starting anything to with Ogre just now. Sorry to confuse, but my priority is to fix the bugs that I'm working on and my Blackhawk cockpit, and anything else that I can that is causing problems.
Then I'll look at the Ogre stuff.
The C book is to help me understand parts of the code that I don't know yet so I can start fixing and adding other things.
Last edited by messyhead; 09/27/17 06:17 PM.
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#4381845 - 09/28/17 12:31 PM
Re: Now I'm getting serious....
[Re: messyhead]
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Joined: Dec 2010
Posts: 1,179
Viper1970
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Bavaria, near Munich
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I did a look at all different versions we still have (1.15.2 Fix5 / 1.15.4 / 1.16.0 Fix1) and I have come to the conclusion that 1.15.4 is by far the best one as a basis for improving the game. Why? 1.16.0 Fix1 has no cockpit lights, no UH-60 Blackhawk and no MI-24 Gunner Cockpit, KA-50 instruments are wrong and had to be fixed. Airfields are improved, but still have bugs that let get the helicopters damage just after the start of a mission. This has to be fixed in anyway. 1.15.4 has cockpit illumination in every helicopter, even in the KA-50 Blackshark and in the KA-52 Alligator (improved illumination). It has the UH-60 Blackhawk already in (also with cockpit illumination) and a gunner cockpit for the MI-24. Only the MI-28 cockpit instruments have to be done, but as 1.15.4 is based on D3D9 too, so the fix which messyhead still makes should also run with 1.15.4. KA-50 cockpit instruments must be reworked either way, regardless which version is used as a fundament. If the MI-28 and the KA-50 are done all cockpits are nearly perfect and no time lost for making the illuminations working or the UH-60 cockpit. O.k. if messyhead want's to integrate his cockpit this should also be no problem (looks really much better than the other one) and maybe is easier to do or nearly the same effort. As said 1.15.4 is also based on D3D9. Only the new airfields have to be integrated and maybe some bugfixes 1.16.0 Fix1 still had, but I think it's easier to integrate them to 1.15.4 than doing all the cockpit stuff in 1.16.0 Fix1. The airfields need a rework of course, so its necessary to deal with them anyway. This new created version could be also numbered 1.16.2 or 1.17.0 that doesn't matter, but I think this way we get faster results with less work. Only my two cents here
CockpitPC1: Ryzen9 5950X|64GB DDR4|512GB M2 SSD|2TB M2 SSD|Geforce RTX3090|Reverb G2|Win11Pro CockpitPC2: PhenomII X6 1100T|32GB DDR2|2x 2TB HDD|2x Geforce GTX660 SLI|Win7Pro64 ComUnitPC1: Ryzen9 3900XT|32GB DDR4|2x 2TB HDD|Geforce RTX2070|Win11 Pro ComUnitPC2: PhenomII X6 1100T|16GB DDR2|2x 2TB HDD|Geforce GTX660|Win7Pro64 ComUnitPC3: AthlonII X2 250|2GB DDR2|2TB HDD|Geforce 5950Ultra|2x VoodooII SLI|WinXPPro32&WinME ComUnitPC4: K6-2+|768MB SDR|640GB HDD|Geforce 256DDR|VoodooI|Win98SE
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#4381846 - 09/28/17 12:38 PM
Re: Now I'm getting serious....
[Re: messyhead]
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Joined: Dec 2010
Posts: 1,883
messyhead
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I agree that some of the features from the 1.15.4 should be released. I wasn't involved in the 1.16 release, so I'm not sure why decisions were made to include some things, and not others.
The Airfield mod for example, seems to be incomplete (although it is an optional install).
Thealx was more involved with that version, so could maybe explain why other things were not included. Firebird also worked on it, but he's not around any more.
EDIT: Actually, looking at the list of changes in v1.16 and Fix1, there were quite a few things to do with the texturing changed, there were some bug fixes, and some other mods. So I'm not sure how much of that is in 1.15.4, or could be added in.
Last edited by messyhead; 09/28/17 12:41 PM.
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#4381855 - 09/28/17 01:37 PM
Re: Now I'm getting serious....
[Re: messyhead]
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Joined: Dec 2010
Posts: 1,179
Viper1970
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Bavaria, near Munich
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Feature list of 1.15.4: (Ver0.1 - 0.3)Hesco Barrier Problem (Tail Rotor Collision Bug) was also already fixed - have tested now 10 times with the MI-28 to be sure
Ver0.1
FEATURES:
- clickable triggers for common keyboard shortkeys (no advanced MFD controls yet), clickable OH-58D cockpit is available. - animated interactive objects for OH-58D cockpit, will works even if clickable_cockpit is disabled in EECH.INI - full support of TrackIR, cockpit wideview and g-force head movement features - configurable time delays and visual parameters for text hints - manual cockpit light control for 3D cockpits (Ctrl+V keys, electrics should be turned on) - dynamic light emitted by screens in the cockpits - AH64D cockpit affected by environment lights instead of white static light - minor changes (Kiowa and Viper TrackIR fix, EO visible range increased)
Ver0.2
- beam riding and radio control missiles flight path (for AI helicopters there is no LOS or EO limits check), effectiveness against moving targets greatly decreased (depends on moving direction and speed) - detonation radius for AGM114R set to 0, effectiveness against airborne targets decreased - throttle control improved for all helis (except Hind) - it's more accurate if value more than 80% (make possible to avoid engines overheat and get maximum of available torque) - new avionics level is added: Realistic; EO control limitations was removed from Simple (currently Novice) avionics level, so relative to Average level it gives some bonus for HIDSS/HMS target recognition range and some simplification in Hind's avionics - manual laser control improved
HIND COCKPIT FEATURES:
- fully clickable and interactive Pilot's and Operator's cockpits - advanced avionics: electrics, fuel, navigation, weapon systems. simulated Pilot's and Operator's sights and targeting systems. partially works: radio equipment, engine controls, hydraulics. read instructions for additional information (italic text means this feature is not implemented yet):
- critical threats (SAM, helicopters etc.), reported by copilot, also inserted in targets list
- new special hotkeys added. weapon keys also turns on/off all related to that weapon systems and master arm switch. Ctrl will enable systems, Alt - disable. it's not affect adjustments elements - like range and base knobs, reticle illumination etc. avionics hotkeys also has damage check function - if main electrics device is damaged auxiliary unit will be activated instead. for fuel system - leaking fuel tanks will be isolated.
Avionics hotkeys
Ctrl/Alt + E electrics Ctrl/Alt + T radio and navigation systems Ctrl/Alt + U fuel systems F3 sight control mode F4 map view mode Ctrl + Num4/Num6/Num2/Num8 map caret control, works only in map view mode - F4
Weapon systems hotkeys
Ctrl/Alt + 1 Nosegun by Operator Ctrl/Alt + 2 Nosegun by pilot Ctrl/Alt + 3 Shturm missiles Ctrl/Alt + 4 S-5 rockets Ctrl/Alt + 5 S-8 rockets Ctrl/Alt + 6 S-13 rockets Ctrl/Alt + 7 UPK-23 cannon pods
Pilot sight control hotkeys
Ctrl + Numpad5 sight mode toggle (auto/manual) Numpad3/Numpad9 manual range knob Numpad1/Numpad7 target base knob Ctrl + Numpad3/Numpad9 moving reticle illumination Ctrl + Numpad1/Numpad7 static reticle illumination Ctrl + Numpad2/Numpad8 manual vertical offset Ctrl + Numpad4/Numpad6 manual horizontal offset Ctrl + Numpad-/Numpad+ HUD glass height adjustment NumpadDEL master arm switch toggle
Operator sight control hotkeys
Ctrl + Numpad5 altitude data switch toggle (radio altimeter/manual) Numpad3/Numpad9 range knob Numpad1/Numpad7 target base knob Ctrl + Numpad2/Numpad8 sight vertical friction (sensitivity) Ctrl + Numpad4/Numpad6 sight horizontal friction (sensitivity) Ctrl + Numpad-/Numpad+ manual alt knob NumpadDEL master arm switch toggle NumpadMULTIPLIER lanscape type switch toggle NumpadDIVIDE target type switch toggle Alt + Numpad5 secondary sight (for oldschool gunners)
Ver0.3
based on EECH 1.15.2FIX5 AND DX9 test version, so it has same features and issues.
ISSUES AND LIMITATIONS:
- Engines can not be started if rotor brake is engaged - Shutoff fuel valve handle was used instead rotor brake in OH-58D cockpit - Cursor in clickable cockpit disappears when any sight system is active, you can turn it back with Shift+DEL keys.
FEATURES:
- AH64D Apache advanced avionics (based on Arneh's mod) - AH64D Apache cockpit high-resolution textures (shared by cockpits.nl) - UH-60 Blackhawk cockpit (by Soczkien) - Projectile weapons for Mi-6 "HOOK" and Ka-29 "HELIX" - Infantry mod included - Advanced controls configuration page - Engines throttle control is possible with joystick axis - High Detailed Trees mod included (with collision calculations)
Feature list of 1.16.0
Features
Now using Direct3D9! Single file installer - upgrade stock game in one step Using OpenAL-Soft for sound system by default WAV sounds instead of PCM Multiplayer system minor improvements and fixes Joystic axis state indication at Controls page Infantry patrols and more complicated insertion missions New way of stealth factor calculation for helicopters Airfields mod (WIP, by Soczkien) Jets Replace mod v1.0 (by Soczkien), Su-34 Fullback presented as Multy-role Fighter New Skins for Russian helicopters mod (WIP, by ignarik) New US helicopters skins mod (WIP, by rapota) New High Detailed Trees mod v1.2 (by Soczkien) New Sea Water mod (by Soczkien) New Winter Terrain textures (by Soczkien)
Bug fixes
Helicopter overspeed issues Pilot static hand visibility problems in wideview mode Helicopters has wrong heading angle relative to HESCO barriers Russian translation and fonts issues
CockpitPC1: Ryzen9 5950X|64GB DDR4|512GB M2 SSD|2TB M2 SSD|Geforce RTX3090|Reverb G2|Win11Pro CockpitPC2: PhenomII X6 1100T|32GB DDR2|2x 2TB HDD|2x Geforce GTX660 SLI|Win7Pro64 ComUnitPC1: Ryzen9 3900XT|32GB DDR4|2x 2TB HDD|Geforce RTX2070|Win11 Pro ComUnitPC2: PhenomII X6 1100T|16GB DDR2|2x 2TB HDD|Geforce GTX660|Win7Pro64 ComUnitPC3: AthlonII X2 250|2GB DDR2|2TB HDD|Geforce 5950Ultra|2x VoodooII SLI|WinXPPro32&WinME ComUnitPC4: K6-2+|768MB SDR|640GB HDD|Geforce 256DDR|VoodooI|Win98SE
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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