Posts by SWAT_OP-R8R

    I just took a closer look into it and would say that "fixed_height = 0.020000" for both entries give more reliable results.

    However, I am a bit confused.


    The suggested "fixed_height = 0.025 ; alt: fixed_height = 0.035"

    The value of the file that is pulled from the update server already is "fixed_height = 0.025000". I am really wondering why you still have 0.035. Or did you fetch this value from an old Forum post (we discussed this topic before)?

    I just uploaded a small update to the Adv. OpenGL Renderer.

    Schmackbolzen managed to fix two bugs that I reported. As result the texture flickering on some stations should be fixed now and the renderer will now correctly load detailmaps.

    I am still trying to reproduce a few other minor issues. Maybe they also can be fixed soon.

    Some info on the upcoming update.

    I actually hoped for better progress but in the end everything is a getting a bit more complicated and also bigger than expected.

    Ive spent most of the time so far working on new assets, testing stuff, trying to fix stuff and trying to develop new concepts.

    The scope of the update increased, partly driven by new ideas, partly by developments in other areas. It no longer wil be just an update for the coalition systems but instead for the whole Altair sector. That includes the Nomad and DK systems (29 systems in total).


    I already wrote what I have in mind with the coalition systems (bringing them closer to the layout of Sirius systems). On top of that did I made the decision to replace some of the station models which no longer really fit to the station models of the last coalition update. With other words, I want to bring them a bit in line with what recently has been established for the coaltion. Not everything will be updated but at least what I think looks misplaced now.


    Other systems in Altair (mainly Nomad and DK contested systems) will also receive an update. The will be a focus on visual scenery here eventhough the changes will be a bit more lightweight. These systems will remain uninhabited by humans and will still remain to be passage systems. The sometimes critizied size of the systems will remain. I definitely want them to remain extremely big. Something that will change is that there will be alternative ways to speed up the travel time in these systems.

    I played through a few scenarios and did various tests on how to achieve this. Method one was to allow cruise speed higher than normal in certain areas. This method failed to deliver due to feature incompatibilities and a high probability that the server anticheat would not allow this. Method 2 was to use something like tradelanes with significantly increased speeds. That would have been possible but has side effects and is hard to explain in terms to lore.

    Method 3 and this is currently my prefered one is a highly modified jump sequence using a new, highly modified look (without any jump tunnels). I will probably upload a video showing a test version soon. These jump connections will not link to different systems and they will be one way only. The entry points will have unique visuals, will not be displayed on the map and will be in the center of a gravimetric zone, in which normal travel speed is highly reduced. That is the trade-off for using these kinds of short cuts.

    There might be limitations in SP storyline. That stuff needs to be tested because it could break story scripts (more work to be done).


    It is also planned to replace certain story related stations which did not really fit into the game. In the end that will be just a minor adjustment but still an improvement (hopefully).


    To stay with the story topic... I did changes that might improve the infamous transport escort mission in Sol. I have not done enough tests yet to clearly say if it is a reliable fix but lets consider it a potential improvement for now.


    As you might have noticed Huor has created a new launcher (and still is improving it)... and of course we have a new version OpenGL renderer which fixes many things (but is not perfect yet). The launcher might release earlier (dunno) than the mod update. There might be an additional OpenGL update, bringing certain graphic features of CF from DX to OpenGL. I am not sure yet in which form this will happen. I have tested a way to make it happen and it worked but maybe there is going to be an alternative method. Time will tell.


    There are further changes when it comes to gameplay. Ive done +30 detail changes in this area, a bunch of bug fixes and quality of life improvements.

    Way too much to mention in detail here and some still in test phase.

    AI will feel a bit different, missions will work slightly different, player interactions will hopefully be a bit more convinient (without being too easy).



    A final word.

    I am currently a bit overwhelmed by all the stuff that needs to be done. Its going to be a big update with many changes and much content... and even more to consider.

    It will take time to bring all the different elements together without breaking existing stuff.

    I have just released a new version of the OpenGL renderer.

    Most of the issues of the old version have been fixed. A bunch of minor issues remain, but well, nothing critical. Performance should be better now and it will look better than the previous version.

    Its a major improvement over the last version. Some stuff in the DX version still looks a bit better but with the new version there at least is the possiblity to convert that stuff (once I have the time for that).


    With that update I also adjusted a wide set off lights to make them look closer to their dx counterparts.


    While the new launcher is being tested I did a few changes to the web components to fix some style mismatches. However, these changes will not be visible instantly since the content most likely is cached and will take some time to update.

    ok

    I checked all checksum and the installation seems to be perfect now (only differences were custom settings on the installer or launcher).

    In theory you should no longer experience any troubles on the server.


    If the only change is the new launcher then we are on a good path preventing such issues in future.

    you need to keep the script running for a few minutes.


    the file you uploaded only contains the data for ~500 files

    it did not finish the creation of the file when you uploaded it

    give it some time

    once the file is ~2mb big the process should be complete

    Based on a short comparision with a clean installation I just did, 4070 files are missing in your installation.

    Furthermore it is very likely that even more files are not updated. I only checked a few files where I know that I updated them in 2025 and they are different from your installation.

    Something seems to be very wrong.


    The installation is supposed to have ~19.776 files (could vary slightly, depeding on config files written).

    At this point I would advice to try using Huors new launcher and see if it downloads more files.