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Search results 1-20 of 24.
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(Quote from SWAT_OP-R8R) It is not so much the resolution as it is the aspect ratio that needs adjustment. Fonts don't change much, but you need different FOVX values for each aspect ratio. 4:3, 16:9, and 16:10 are the most common. So, use the fonts above for high resolution and the vanilla fonts for lower resolutions and you should be OK. For FOVX, I listed the values here: FL on widescreen
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(Quote from SWAT_OP-R8R) I did not link a thread... I linked a message. I did not write the script for you, but I gave you exactly the values that you requested. And I simplified the task, as well... just click the link. Suggestion: Don't even try to use resolution in your script, because there are too many possible resolutions (and there will be more in the future). Use aspect ratio -- which is the way that it works, anyway. That way you will have only 3 options for aspect ratio (plus maybe 2 …
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(Quote from SWAT_OP-R8R) I don't know about eight weeks ago... I just found this thread this morning (and read the entire thread). OP, there are no other settings. Most of the tutorials on the web are misleading, at best. Read my posts on the subject... they are correct and complete. And certainly not useless. FOVX is the only thing that must change, and there are only three common options (4:3, 16:9, and 16:10). Fonts are optional, and there is a post in this thread that contains a set of high…
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(Quote from SWAT_OP-R8R) Sometimes you do, and sometimes you are the guy who doesn't get it, my friend. But, no matter... Good catch: The post that I linked was missing [cockpit camera] and I do not remember whether that was intentional, so I fixed it. Here is the full set of FOVX values. It includes a couple of settings that may or may not be used, but it would take a debugger setup to test thoroughly, so I use the entire list. (The added values are from people who do have debugger setups, suc…
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(Quote from SWAT_OP-R8R) Yeah, back when I was answering questions on the Widescreen thread, I tried to make an FLMM mod to handle widescreen. Setting up JFLP was easy, and I don't care about fonts that bleed outside of their boxes. JFLP handles PerfOptions automatically. But the problem with getting stuck on a base was a show-stopper. I made an FLMM mod for myself that sets up JFLP and installs the Cameras.ini (above). I never posted it because I figured it would cause some people more trouble…
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(Quote from SWAT_OP-R8R) Well, if you install JFLP for everybody, then it would not be a cheat, right? And it would give you a roll feature that really works well. Personally, I don't think the fonts are a big deal. Most widescreen users are not using super high resolutions. Most displays are no more than 1050 high, so vanilla fonts work well enough. Only the people using super-high resolution (tall) displays run into font problems. However, getting stuck on a base is a very big deal, so you wo…
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I talked with Adoxa and he thinks that the stuck-on-base issue should not happen to normal players. He is only aware of the issue happening when video resolution changes, so my experience might be a problem between the seat and stick (smile). He added that you can use jflpac.dll instead of jflp.dll. The difference is that jflpac ignores the fovx settings in cameras.ini (although they still need to exist). If he is right, then you could use jflp to automagically provide widescreen support for Cr…
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(Quote from SWAT_OP-R8R) "All other" jflp features are the same between jflp and jflpac, but there are not many other features. I have included the complete list of jflp features below. The only features that affect gameplay are the vertical strafe and roll. You already have those features in Crossfire... jflp just makes them work better. By "better" I mean that roll works during mouse flight and two strafe keys can be used simultaneously to strafe diagonally. So it is not as though jflp would …
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(Quote from SWAT_OP-R8R) Right, I did not think that you would. (Quote from SWAT_OP-R8R) Adoxa is about as smart and careful as it gets. He examines Freelancer at the assembly level, while it is running, by using a debugger on a separate screen or computer. When he suppresses an error message it is usually because it is a false error. He is the only developer in the community that I have complete confidence in. (Quote from SWAT_OP-R8R) Frankly, I never paid any attention to that one, so I could…
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Adoxa is pretty quick about fixing any reproducible errors in his plugins. In some cases, he has even added external controls so that server operators can disable features that they don't want in their mods. (Quote from SWAT_OP-R8R) Interesting. Well, I don't know his reasons for suppressing them then. You could ask him on the Starport if you are curious. If you test jflp and decide that you like it, but you want to turn off some of the features, then I can probably make the changes for you. Bu…
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(Quote from uncleglennie) I use Adoxa's Console (for Single Player only). Console would not work in Multi-Player. I am not sure whether you would get banned before it would crash, or Console might crash before you get banned. Either way, it would not work! A different solution would be required for MP, and I do not know what that solution would be (other than Adoxa adding a keystroke launch to jflp). I believe I mentioned a workaround, which is to Alt-Tab to the desktop, change resolution to 4:…
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(Quote from Bullwinkle) Did you decide what you want, OP? I dug into this further and confirmed that there is a case where it is possible to get stuck on a base without the top menu: When you begin at a base and restore a game that was saved at a base. I discussed this with Adoxa and he is interested in adding a keystroke-to-launch to jflp.dll. He is hopeful that he will be able to use F3 (Dock) as the launch key. So the remaining question is whether you want changes in error suppression. If so…
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(Quote from SWAT_OP-R8R) Oh, thanks for telling me, so I would not continue to work on the topic for a few more days! So now what? Shall I tell Adoxa to forget about the keystroke launch because you cannot be bothered to communicate with people who try to help you? And you wonder why you get flamed by normal people?!
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(Quote from Huor) There is a situation that can happen in widescreen mode, after loading a saved game, that displays a base without the top menu. Freelancer's first rendering of the page happens at 4:3 aspect ratio, even with jflp.dll. All that is required to correct the aspect ratio is to launch. Once in space, jflp is able to correct the aspect ratio for the duration of the session. The player must launch but is unable to launch because the top menu is not visible. The player becomes stuck at…
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(Quote from Faaby) jflp (widescreen) requires all fovx values in Cameras.ini to be zero. If you have manual edits in Cameras.ini, then jflp will not be enabled. Also, you can double-check DaCom.ini in the EXE folder. It should have a line in the [Libraries] section as follows (case does not matter): [Libraries]jflp.dll In other words, three conditions must be met for jflp to work: - jflp.dll must be in the EXE folder - line added to DaCom.ini - fovx = 0 in all sections of Cameras.ini
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(Quote from SWAT_OP-R8R) OK, that should be correct. I have not tried 1.82 so I cannot confirm. (Obviously, the line in DaCom.ini should be "jflpac.dll" and the file in the EXE folder should be jflpac.dll.) Note that the fovx values still need to exist in Cameras.ini, and that jflp/jflpac support more cameras than vanilla. It does not matter what the values for the various fovx's are, but the lines must exist in Cameras.ini.
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(Quote from SWAT_OP-R8R) Assuming that jflpac works correctly with the name changed, and that the dll was built correctly, then I do not have any other ideas without trying 1.82, which is not going to happen soon. However, if it is not working, then I would examine the above assumptions (if you have not already done so). Name changes are usually, but not always, harmless. I think that I remember that Adoxa posted header files on his web site. I do not know whether they are required for building…