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v2.02 à v2.03 - améliorations

Publié : jeu. nov. 17, 2005 10:25 am
par oli
Vu sur le site de shockwave, Osram explique ce qui est amélioré :

v2.02 to v2.03

Each category is ordered from important to less important.

******** Bug fixes: ********
- The Win98 DDRAW error is fixed.
- Ju 52 error completely fixed.
- Memory leak fixed. This is at least one if not the major cause for people running out of main memory (error message ~ "Can not alloc 16MB")
- "Next waypoint" crash workaround again :-/
- Bug in runtime optimiser fixed that might have lead to crashes.
- Udet Buoy mission fixed.
- Reduced VRAM usage a bit, this should help 64MB card owners.
- Robustness improoved (technical: Init imagemapfile, delete [] instead of delete, MSVC 8 warnings, Wrong index range fixed)
- Improved debug code (technical: for example Texture fn versus generic fn, Fix to a broken assert, Added assert, added version + build date to crashlog output to be able to differentiate "new" from "old" bug reports)

******** Other Improvements for users: ********
- Reactivated Rain. You need to have the worst weather setting ("stormy" I think in instant action) to see it. (technical: In the bdg.txt, with RAIN_FACTOR you can in- or decrease the number of "rain threads". 32 is default, 0 is no rain.)
- Minor performance optimisations.
- Split up Water and Sky (cloud) settings
- Contrails (Should appear at 16,500 ft and above).
- player aircraft bullet hit sounds improved.
- "No Spinning Death" - not completely polished yet, but instead of the spinning death camera you get a red screen. You need to activate it via the bdg.txt variable "No_Spinning_Death" to ON.
- Improved prop looks at low rpm.
- Use the bdg.txt variable DRAW_MENU_ON_3D_SCREEN to disable the "radio menu". Nice for users using voice input.
- FPS readout colour now same as infoline colour.
- PERFORMANCE_TEST_MODE implemented.
- coords.txt now also contains pitch info.

******** Modder Features: ********
- You can now have 16 fresnel files depending on time of day and weather.
- First version of Multiskin means Skinners can get aquainted and already create some of the data.
- One can use Shaders instead of textures. This is an extremely powerful technology, for example the Farcry people boast every pixel goes through a shader. However, it is the absolute, bleeding edge of technology for modders . Read technique from file. Use one the hardware supports.
- When BoB is minimised, it now uses almost no (CPU etc) resources. Ignores keystrokes.
- AutoTextureChange partly fixed. Works sometimes now :-/. Supports DDS. Looks for new textures when un-minimising now.
- DISABLE_ALL_2D_ELEMENTS in the bdg.txt is a nice feature for video makers / screenshot makers. Might also be of interest to pure users.

Publié : jeu. nov. 17, 2005 1:19 pm
par pelican72
Excellentes nouvelles :yes: . Merci Oli..looking forward to release guys...


Allez je retourne à mon terrain moi :sweatdrop


Pélican 72

Publié : jeu. nov. 17, 2005 3:02 pm
par oli
Tu m'as l'air d'avoir du mal avec les falaises...

Pourquoi tu ne prends pas la dernière mouture de Stickman ?
Les commentaires sont élogieux. :cowboy:

Publié : jeu. nov. 17, 2005 4:22 pm
par pelican72
Si je te montre ce que j'ai fait pour les falaises....;)



Pélican 72

Publié : jeu. nov. 17, 2005 7:16 pm
par pelican72
Voilà la nouvelle textures que j'aimerai bien appliquer à la falaise....

Image

J'ai bien envie de voir ce que cela donne mais impossible, les textures des falaise dans le jeu se comportent comme un mirroir c'est ultra pénible...

Ceci dit t'en penses quoi ?


Pélican 72

Publié : jeu. nov. 17, 2005 10:43 pm
par oli
Superbe !

et j'ai vu que tu as résolu le problème avec DXT, alors bravo.

Je les trouve mieux que celles que j'ai vues jusqu'à présent.
Ce qui est chouette, ce sont les effets d'ombres et les éboulements de rochers.

Vivement la suite !!!

En attendant tu as bien mérité un four roses à l'auberge du cheval blanc. :yes: