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Stary

MODDER
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Everything posted by Stary

  1. Still no new 2-seaters, ye olde Breguet to shoot again and again. And again... I'm still having big problem with ROF -I really like the improvements of 1.008 and 1.009 updates, but the only reason I have it on my HDD is some quick Russian Roulette from time to time. And no, not interested in additinal $ planes -until NeoQb develop real working campaign/single missions engine.
  2. RichardG, I had the very same artifacts on my GF8800GT under Win7 Dx11 (in Dx10 mode of course) updating the drivers solved the problem.
  3. I'm pretty sure there will be some compatibility issues, but I hope not that many. Sadly the FMs are prone to code changes, so may need some additional tweaking (thinking about Peter's ones) Surely it would, keep in mind if patched in wrong order may turn into Aviatik C.II
  4. Stary

    Finally OWNED!

    Saw it on the news poor Silvio And yes, about time if you're interested in european politics
  5. very nice work SH
  6. Mike unfortunately no, I think the line is related to the terrain mesh rendering engine, and the farterrain advanced shaders in upcoming FE2 might correct this. But I'll look into it. Might be enviroment system related (fog, after all) aswell. TK stated they want FE2 out this very year, right? not much weeks left
  7. nice reputation Yuri ;)

  8. Swambast, these two: MaxClouds=220 MaxCloudParticles=220 first is number of visible clouds spawn, the secont one number of cloud particles, the other variables are just definition of individual cloud shape, size and height ASL the bigger impact IIRC has MaxCloudParticles I hope that helps, Cellinsky or Lexx would explain a lot more I think edit: as far as I remember 3DCloudParticleDensity= defines individual cloud particles usage, also may infect framerate
  9. I'll buy my copy for sure when it's available. OFF is such a fine WW1 flight simulator I wish I had more time to fly it. edit: my mistake, it's up!
  10. Hello guys, I've been away from Combat Ace for several weeks due to RL, but here's one more thing: The key is the method of AlphaObjects (namely: trees) rendering, set via terrain's _DATA.INI file. Like Mikhayl (welcome aboard! ) noticed, there was optional "blurried trees" setting in my readme, that uses filtering of the alphaobjects, reducing their appearance with distance, but I like the strong solid look of canopies, so it's allways a compromise. Currently I'm rebuilding my system, don't have FE+MODS up and running yet, but will look into the settings as soon as I'll get it working again. Also remember FE2 will be out in weeks (so I hope, TK!) incorporating all the advanced shaders gallore (and creating few new oddities too...) and new settings for us to try -if you do also fly SF2 Israel, you already know the framerates goes waaay up, so does the image quality. I'm now knee-deep working on "high definition" SF2:E Germany terrain update, so I tell you -we can have dense trees and cities coverage way to the horizont, with minimal fps impact. edit: Also try using "supersampling" for antialiasing-transparency in your NVIDIA CP -I have impression it enhances the quality of distant trees slightly edit 2: seems I found the settings, quoting self from other buried post: "2) Trees render settings: If you don't like the look of the trees, there's way to make them look softer, but may cause slight rendering errors: the settings adjusting the look of trees can be found in terrainname_data.ini (ie. wwiVerdun_data.ini), under the tab [AlphaObjectTextureMaterial] : this mod by default uses these settings: [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=TRANSPARENCY LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.00000 DiffuseColor=1.000000,1.000000,1.000000,1.00000 ZBufferOffset=2.000000 BlendOp=BLEND_DST_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_BLEND_TEXTURE_ALPHA while these settings render the trees correctly, is makes them a bit solid and blocky when viewed from long distance, so you may wish to use these settings instead: [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.00000 DiffuseColor=1.000000,1.000000,1.000000,1.00000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_BLEND_TEXTURE_ALPHA makes them look softer, slightly fading in the distance, but slight white outlines around them may appear, engine renderer error finally, here are default First Eagles settings, causes rendering order errors (further trees look as in front of the closer ones, no scene sorting): [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE feel free to experiment with the settings, maybe you'll discover setings that suits you the best"
  11. Here's one I found: http://forum.combatace.com/forum/141-technical-support/
  12. Don't remember... NF4+ is an updated version of NatoFighters 4 for SF2E, the installation should be in file info
  13. Thank you for extending this great offer! I was able to buy my copy yesterday -great planes, nice Korea tileset, love the Skyraiders and Intruders. Guys, buy it while it's available, worth the money.
  14. Hi Stratos, I was away from CA for long time... The updated NF4+ has everything needed to make it work, give it a try
  15. Shocking news. Rest In Peace Oliver. S!
  16. IIRC, on SimhQ some member got emails asking why they haven't been playing ROF for some time, advertising about new updates... I got survey from NeoQb once, but that was all. They are logging your flight time and stats onto their severs. Not nice. Haven't been flying ROF in weeks now. Even old RB3D with superpatches and Enb plugin gives me more joy (tested last week). Not to mention BHAH and FEGold. IMO NeoQb totally misunderstood the market rules and simmers expectations.
  17. Actually one guy asked this on Thirdwire forum. What was his name..? Brain... Brain32 or something like that I don't think new editor would be down the road in near future
  18. True Spinners, TK wouldn't make the new (Suez timeline) planes just to put them into one addon, so the 50s war too. He stated once he plans brand new title release at the end of the year, given the slight delay of SF2I maybe early next year. Time will tell. Anyone knows ETA for Suez?
  19. I think some textures are slightly adjusted, and some changes to the terrain shadowing aswell. Maybe there are some additional parameters in terrain _data.ini? Haven't yet extracted the cats ( ) to check the ini files.
  20. No HDR, still working on this one. Tried Vietnam with GH2, no luck so far, CTD.
  21. Dave, I have no idea what the differences between SF2 and SF2I executables are, but perhaps this way your son doesn't utilize some extra features included with SF2I that may lay behind the very low frametares on his laptop..? Just thinking out loud. I'll make myself merged install when I'll find the DVD with previous installs. And no, updating the DX and drivers didn't help much. Still stutters a lot. And no bloom type effects this time
  22. 33% downloading, this may be the case
  23. Can someone confirm this one: No blackout/redout when using AdvancedShaders? Also something's very, very wrong with the new bloom-style shaders on my install: (sorry for large sequence, smaller wouldn't be visible) I suppose this is supposed to be reflections (?) from distanct tanks, but as you can see in my case it's broken. Swithing very quickly when panning view. No it's not explosions, this is T-54 platoon in the distance. No action in the perimeter. Stuttering is literally killing me goes from 12 to 53 fps five times a second.
  24. 60s, 70s Korea?
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