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PostPosted: Mon Aug 18, 2003 14:21 pm 
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As you may know, from previous posts, I have done some source code edits as tests for FA to implement weather...

Well, my first experiments nearly caused the game to crash since it increased the number of pixels so high in the game when it simulated rain that it took my 2Ghz system down to single FPS rates...

Well that was then (limited by hex edits to the FA.exe file code)... and this is now! With the disassembled FA source code I have been able to identify an area of the game where it writes the 'transparency' area of the sky... the area you fly though... So what this means is that I can simulate the rain now (possibly) only in the 'area' you are currently flying through or lookin at with remote viewing..(target view, etc) so that it diminishes the number of written pixels on the screen that simulate rain by over 90%...

This means the FPS hit is down to under 15% loss, when implemented(loss of between 5 and 7 FPS to high 40s from low 50s FPS)... However this DOES require a high performance video card with plenty of ram to keep up with the update changes in the screen as the rain falls through the 'section' of 'sky' you are looking at...

This is no guarantee that we will end up with rain effects, but its a HUGE step in that direction! I had thought this was something we could only implement in FA-2, but it looks as though we may be able to do it in standard FA, coupled with variable wind gusts from different directions and different speeds and proper sound effects is very convincing indeed!

Here's to FA Futures and the future of FA for us all!

CAG out...


Last edited by CAG Hotshot on Mon Aug 18, 2003 16:04 pm, edited 1 time in total.

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PostPosted: Mon Aug 18, 2003 14:57 pm 
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Joined: Sat Mar 15, 2003 17:12 pm
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CAG Hotshot wrote:
As you may know, from previous psots, I have done some source code edits as test for FA to implement weather...

Well, my first experiments nearly caused the game to crash since it increased the number of pexels so high in the game when it simulated rain that it took my 2Ghz system down to single FPS rates...

Well that was then (limited by hex edits to the FA.exe file code)... and this is now! With the disassembled FA source code I have been able to identify an area of the game where it writes the 'transparency' area of the sky... the area you fly though... So what this means is that I can simulate the rain now (possibly) only in the 'area' you are currently flying through or lookin at with remote viewing..(target view, etc) so that it diminishes the number of written pixels on the screen that simulate rain by over 90%...

This means the FPS hit is down to under 15% loss, when implemented(loss of between 5 and 7 FPS to high 40s from low 50s FPS)... However this DOES require a high performance video card with plenty of ram to keep up with the update changes in the scrren as the rain falls through the 'section' of 'sky' you are looking at...

This is no guarantee that we will end up with rain effects, but its a HUGE step in that direction! I had thought this was something we could only implement in FA-2, but it looks as though we may be able to do it in standard FA, coupled with variable wind gusts from different directions and different speeds and proper sound effects is very convincing indeed!

Here's to FA Futures and the future of FA for us all!

CAG out...


Want me to try it on my system?

1024 DDR
2.0 Ghz P4
128MB GeForce4 Ti 4600

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PostPosted: Mon Aug 18, 2003 16:06 pm 
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Cent,

Once I have it implemented, yes I could use your help as a beta tester. However this is far off. I still have to build this into a stable EXE that you can run FA from, instead of just modelling it in a test environment. This isnt like lib testing or making. This is down and dirty coding in machine assembly language...


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