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[MOD]: Increased Visibility v202 (23/5/2007)
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arcana75





Joined: 02 Dec 2003
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modified
PostPosted: Mon, 20. Nov 06, 16:10    Post subject: [MOD]: Increased Visibility v202 (23/5/2007) Reply with quote Print

Simple mod to extend sector visibility from 50KM and out. I didn't see a ready "nofog" mod for v2.0.2 out there so I made one and thought I'd share it... I merely based it on my 1.4.3 nofog mod method: increasing the fade in start and stop values.

Surprisingly alot of the v2.0.2 TBackgrounds.txt entries have ranges 50KM or more, one had a staggering 400KM! This mod does not remove the clouds, merely the "ghost" objects at appear out of nowhere in some sectors...

30KM version
40KM version
50KM version
400KM version


23/5/2007
- Added a super 400KM version, for ppl with powerful PCs.

24/11/2006
- Fixed missing 0 for some sectors, causing invisible stations and ships.
- Tweaked the values to be more selective instead of carte blanche, ie for each version if the sector values are greater, they are not modified, eg if a sector's original values are 40-45KM they aren't touched in the 30KM version but are in the 50KM version.

22/11/2006
- Initial release. 30-40KM, 40-50KM and 50-60KM versions. Blanket edit of most sectors to be these values.

Installs as a fake patch. Personally I've found that while 50KM is nice to look at, it takes a hit during combat, eg Xenon Invasions. 30KM's just nice for me, but big objects like asteroids will "ghost in" in the 30KM version.


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Last edited by arcana75 on Wed, 23. May 07, 17:49; edited 10 times in total
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Fendalis





Joined: 08 Feb 2004
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PostPosted: Mon, 20. Nov 06, 19:25    Post subject: Reply with quote Print

Seems to work. I jumped to Mists of Elysium where before I couldn't see a station I had targeted...now I can see it when its targeted and zoom out as far as possible and still see it. The cloudy bits are still there, but it seems considerable less like flying through pea-soup....purple pea-soup in that sector. Haven't tried most others, but so far it looks good. Nice work.


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arcana75





Joined: 02 Dec 2003
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PostPosted: Mon, 20. Nov 06, 21:41    Post subject: Reply with quote Print

Thanks! Good to know!


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bob hope





Joined: 06 Nov 2002
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PostPosted: Tue, 21. Nov 06, 03:28    Post subject: Reply with quote Print

let me get everything else working in my game properly then i think i will be a grabbing this little wonder of science, no more wondering if theres mini rocks in the sector that i am going to fly into lol Very Happy


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BoFu





Joined: 12 Jun 2006
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PostPosted: Thu, 23. Nov 06, 00:02    Post subject: Reply with quote Print

Hi arcana75, I've got a problem with south-est paranid sectors ('Cardinal's Domain' for example): there aren't the graphic models for stations and ships, even mine... but when ecliptic projector is turned on, the blue railings are occulted by the phantom nose of my ship...
do not know if it occures in others sectors like 'Queen's space' but all is normal in 'Mysts of Elysium'
Help Exclamation

Sorry for my english, I'm a french user

BoFu

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Computertech





Joined: 22 Mar 2004



PostPosted: Thu, 23. Nov 06, 01:27    Post subject: Reply with quote Print

Nice. Thanks for making different versions of this. Like the use of this thing with out too much of a performance hit. good job.

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arcana75





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PostPosted: Thu, 23. Nov 06, 04:28    Post subject: Reply with quote Print

BoFu wrote:
Hi arcana75, I've got a problem with south-est paranid sectors ('Cardinal's Domain' for example): there aren't the graphic models for stations and ships, even mine... but when ecliptic projector is turned on, the blue railings are occulted by the phantom nose of my ship...
do not know if it occures in others sectors like 'Queen's space' but all is normal in 'Mysts of Elysium'
Help Exclamation

It's very unlikely that a TBackgrounds.txt mod will affect models. Maybe those objects are too far away? But that doesn't explain your missing ship nose... Maybe another mod is conflicting or you didn't install it properly?


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Last edited by arcana75 on Thu, 23. Nov 06, 04:29; edited 1 time in total
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arcana75





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PostPosted: Thu, 23. Nov 06, 04:29    Post subject: Reply with quote Print

Computertech wrote:
Nice. Thanks for making different versions of this. Like the use of this thing with out too much of a performance hit. good job.

If I could make a dynamically-changing mod, I would... switch to 50KM when flying and 30KM when fighting... but I don't think it's possible Crying or Very sad


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BoFu





Joined: 12 Jun 2006
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PostPosted: Thu, 23. Nov 06, 20:35    Post subject: Reply with quote Print

Hey !! The minimal HUD mod and the CreaTive SWFX Beta were 'properly' installed when i note these graphic bug, they work fine together without the increased visibility mod, I've installed it the same way as others and the real problem is that it doesn't work in all sectors.
Will have a try without HUD or/and Creative SWFX...

I'm the only one with these problem ??!! Sad

Edit : It's not a problem of compatibility. I've installed the increased visibility mod like a “fakepatch”:
I rename the mod into the next higher Cat number (cat file and dat file) and then i insert the two files in the X ³ Reunion - directory.

Some screenshots in Cardinal's domain :
http://img234.imageshack.us/img234/3007/x3screenbugwithminimalhdk3.jpg
http://img128.imageshack.us/img128/6327/x3screenonlywithincreasll0.jpg

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arcana75





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PostPosted: Fri, 24. Nov 06, 01:25    Post subject: Reply with quote Print

EDIT: Crud one of the values was missing a 0! I'm so sorry! Embarassed

Note to self, always use doubleshadow's editor to confirm the values...

Give me 2 hours while I transit to work, please! Shocked

On a side note, that's an interesting side effect Very Happy


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arcana75





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PostPosted: Fri, 24. Nov 06, 03:16    Post subject: Reply with quote Print

OK fixed! Thanks BoFu for your patience! Embarassed

BTW in case u're wondering, this bug won't break anything, just install the new version over it.


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BoFu





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PostPosted: Fri, 24. Nov 06, 14:11    Post subject: Reply with quote Print

Thx Arcana75 !! works fine now ; thx for your quick help Smile

BoFu

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Parazac



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PostPosted: Fri, 24. Nov 06, 14:59    Post subject: Reply with quote Print

30KM version
40KM version
50KM version

which of those is close to the default view distance for the game?

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bob hope





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PostPosted: Fri, 24. Nov 06, 16:45    Post subject: Reply with quote Print

there is one small problem i had but nothing too major so far, i am using the 40km version, and when doing the plot the city did not exist while it was the fly round like a nutter scene.

just thought you might like the heads up on that


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About the name - i was lost for a name on the forum and looking round, then a Bob Hope film came on, and i thought "that will do nicely"

i was born and raised argumentative i dont mean to offend ...... sorry
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arcana75





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PostPosted: Fri, 24. Nov 06, 23:57    Post subject: Reply with quote Print

Parazac wrote:
30KM version
40KM version
50KM version

which of those is close to the default view distance for the game?

Hard to say cuz there are only about 37 settings for over a hundred sectors, so some settings are reused and I have never checked which sectors used which settings. What I did see was that the values 50-60KM were the most repeated. But then again, there were sectors with 500m and 400KM distances, so what is default Smile

bob hope wrote:
there is one small problem i had but nothing too major so far, i am using the 40km version, and when doing the plot the city did not exist while it was the fly round like a nutter scene.

just thought you might like the heads up on that

Hmmm, I've never tested it with the plot, but it's quite likely the tweaked values could mess up that particular mission. I haven't tested it myself so I'll just make a note of it. A quickie tho, did you try using the 24/11/2006 version or were u already?


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