Programming & Tools

For tool-related and client/server plugin development discussion.

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  • Release: Advanced Renderer public beta 2.1

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    I finished beta 2.1: Download beta 2.1

    The focus was mainly rendering bugs / improvements.
    Changes are:

    Fixed rendering bugs with old lighting (affects also starspheres etc.) Made old lighting very similar to FL lighting (including cubemaps) Had a nice idea for nebula ambient lighting. It now is complete PBR lighting Added option to enable point lights for new lighting. Make sure to remove e.g fake planet reflection point lights from FL system inis before enabling it (will look weird, since planets are like suns then). To enable it, set EnablePointLights=1 in config.cfg.
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    I appreciate the offer, if we’re up against the wall I’ll reach out.

  • Freelancer XML Project in Github Workflows

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    Here’s the source. No makefile or solution, I must have just built it straight from the command line: cl /nologo /W3 /O2 /MD /EHsc *.cpp /Fexml2utf.exe. I should integrate it with XMLUTF (via defines), but heaven knows when.

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  • @Adoxa : Bugfix for Territory.dll plugin

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    Yep, had the user who had the issue pop up very consistently confirm that 1.03 dll fixes the issue. Much appreciated.

  • ALE Editor Alpha 4.2 Release

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    @WatercoolerWarrior This should be up for a little longer, but there’s an attachment on the old TSP forum here: https://old.the-starport.net/freelancer/forum/viewtopic.php?post_id=66464#forumpost66464 (it’ll be up for about another week)

    We’re looking at forum attachments/an alternative in the meantime for hosted files!

  • New Renderer (OpenGL 3.3)

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    I wanted to give you guys a quick update after my last post. I still am working on the renderer and have fixed many bugs (mostly visible rendering issues) since the public beta release. Also there has been a lot of optimization work and I am currently working on some more optimizations for the shadow calculation/rendering. After that the list of remaining bugs is very small (and are minor ones). It should be out of beta once the last ones are fixed. Then I hopefully can start working on releasing the tools so that everyone can use it.

    One recent change is the improvement of the light scattering. Now it knows where the suns are and only is enabled for them (before that it only used the first light source (not sun!) in the system). Also you now can have up to 8 suns with light scattering in one scene (the maximum limit actually is currently arbitrary set from me). You can reduce the maximum number in the settings window of the renderer (e.g. if you have a slower graphics card).
    If no sun is visible light scattering is disabled now (before it was always on when in an asteroid field or nebula).

    Example screenshot of 3 suns with light scattering:

    One bug that has given me trouble for a very long time is some weird memory behaviour. After some time the renderer just could not reserve any more memory resulting in missing textures and crash of Freelancer shortly after. On some PCs this even was after 15 minutes when switching between many systems (I finally was able to reproduce it after switching nonstop systems for about 45 minutes on my PC). For the technically inclined: Address Sanitizer using VS2022 (https://learn.microsoft.com/de-de/cpp/sanitizers/asan?view=msvc-170 and Visual Leak Detector using VS2017) do not find anything. Also lets just say I usually know how to avoid and also find memory leaks.

    My current (also not so good solution) is to enable the Large Adress Aware flag for the Freelancer.exe. After I have had the registry setting “MEM_TOP_DOWN” on for some weeks I can at least confirm that Freelancer has no problem with the flag (while the registry setting funnily broke some windows 7 control panel applications, meaning they are not large address aware). For now that solved it for our players (unless you play for lots of hours).

    I suspect memory fragmentaion going on here, but that remains to be seen. I will come back to this later and it also might have disappeared by then due to my optimization work and code cleanup process.

    I was planning for some time now to post some sort of FAQ thread where I explain what the renderer can do and what you need to do to convert your mod, but (as always) I did not have the time to do that, yet.