WesCov, having Enabled=0 in d3d8.ini disables all new effects entirely, it is basically the same as running without the d3d8.dll.
I believe ShadowQuality has the largest performance impact of all...
Type: Posts; User: AnKor; Keyword(s):
WesCov, having Enabled=0 in d3d8.ini disables all new effects entirely, it is basically the same as running without the d3d8.dll.
I believe ShadowQuality has the largest performance impact of all...
greycap.paf,
yes, my shaders don't support partial transparency in autogen objects, pixels are either opaque or fully transparent.
There is a "hidden" option which can be added in d3d8.ini:...
Thanks.
Nothing really wrong in the log.
However, could it be that you have set "Safest Settings" in cfs3config? This option may be incompatible with DX9 shaders.
Try selecting "Default Settings"...
Hard to tell what could it be. Maybe a driver issue?
GTX 660 should be perfectly ok, back when I started working on these shaders I had GTX 285 1GB made in 2009.
Make sure you've installed the...
Nice find! It is always interesting to see how people find unintended features in my code :)
Meanwhile I did some background work for DX11 shaders and found how cfs3 checks velocity limits for...
Fog, smoke and rain is a problem I'm still thinking about.
There are some models which have VC parts placed as if they were external. For example Ground Crew's BF110 has gauges on engines.
...
I plan to make a preview build sometime soon, but only for development use, not for public.
PS: 0.005 m is actually 5mm, not 0.5mm as I said before, but that's the worst case which happens at...
New approach should not be slower than the original one, I doubt it is faster, but it is well supported by modern hardware.
It makes code simpler.
It will allow me to add some new effects which...
As you may know, I'm working on new shaders for WOTR and since some will likely want to use them for CFS3 I wanted to mention one "breaking" change in new shaders.
When CFS3 renders Virtual...
search_light.dds is used by WOFF searchlights
I think someone (gecko? :) ) was trying to make similar searchlights for cfs3, but I don't know if it worked.
While I can't help with extracting tree models, I can say that if you list facility tree textures under [Foliage] in TextureMagic.ini they will use the same lighting as autogen trees.
As for...
Hi. I should have added an option to disable head shake entirely. Somehow it slipped my mind.
And maybe an option to adjust mouse "return" delay (for now it is hardcoded to 5 seconds).
There is...
Yes, that's the goal - to reduce CPU load.
I will add zoom direction config today or tomorrow and call that version final for now. I just wanted to get more feedback about the latest build but...
No :)
Although I've been experimenting with volumetric clouds, but there are still unsolved issues.
What I wanted to show is in upper-left corner - DX: 12.0 - I'm trying to implement DirectX 12...
Ok, a small observation test :)
Not much interesting to see here yet, but I'm curious if I can pull it off.
I've published a few updates on simhq: http://simhq.com/forum/ubbthreads.php/topics/4322382/1/
Sorry, sometimes I can't find time to post on both forums.
MajorMagee, yes, I think this version...
Hmm... Yes, this error is caused by too much water.
I didn't expect it to be a problem, but can probably fix it.
Ok, glad you like it. Yes, it makes it more difficult to aim while turning. I will probably add a few additional settings for adjusting the movement limits.
The problem of those triangles is an...
It is an interesting idea about force feedback, but I can't easily read game settings from my dll.
Here is another "head shake" test version:...
It will be possible to adjust the response, this version is very damped because otherwise it is just too shaky for WOFF to be playable. Their aircrafts tend to shake much more (suspiciously more, I...
Yes, look correct.
Neither of these new options are required. So if you don't want "alpha to coverage" you can just remove that line (or change the value to be 0).
So who wants to be a beta tester? :)
I've made an experimental version of d3d8.dll which enables acceleration (g-force) effects for virtual cockpit view.
You need to use the latest build...
Quick update. Fixed reticle scaling bug.
https://dl.dropboxusercontent.com/u/2918136/cfs/d3d8.20161212.zip
Head movement is NOT working yet.
Yes, similar, but probably more subtle by default. I think excessive shaking is too annoying.
@Threedp, glad it helped :)
Ok, it is taking longer than expected :(
The new feature is supposed to be the head movement caused by G-forces in virtual cockpit mode. It adds to immersion and makes those reflector gunsights...