FSWC's back in progress!

FSX including FSX Steam version.

Re: FSWC's on halt

Postby J. » Sun Jan 27, 2008 5:11 am

thanks for posting that paul :) hows the eye?
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Re: FSWC's on halt

Postby Ashton Lawson » Sun Jan 27, 2008 8:12 am

Funny little thread, yet encouraging:
http://www.flightsimworld.com/forums/in ... pic=137156

I ROFLed, but still, it's nice to know that people are eager to get their hands on it :).

EDIT:

Okay, I've got registry editing down.
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Re: FSWC's on halt

Postby Flying Mouse » Mon Jan 28, 2008 7:41 am

I cant help been a lil nosy but when will this master-piece hit the shelfs :-X
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Re: FSWC's on halt

Postby pwheeler » Mon Jan 28, 2008 8:57 am

Hi,

I know Ashton is working really hard on the interface so hopefully it won't be too much longer. Everything is starting to come together. Its hard to be specific though. Basically as soon as humanly possible!  ;)

Paul
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Re: FSWC's on halt

Postby Ashton Lawson » Mon Jan 28, 2008 9:51 am

Hehe, well, my sig will basically update as I finish certain components.

But if you want a rough estimate, you ain't getting one.  I'm working hard, but this is programming, and it's hard to predict programming.

And for that reason, is why many games, these days, seem to be worse at release.  They set a deadline, then they struggle to meet it, and wind up giving the people something slightly less than wat was expected.

Anyway, these are the components:

Splash Screen
Main Form and Interface
Message Box (for error handling and stuff)
Browsing Form, incase files aren't found
Help Documentation (HTML style)

Main form is finished, everything but the help is pending ;)
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Re: FSWC's on halt

Postby Ashton Lawson » Mon Jan 28, 2008 9:29 pm

Okay, nothing in the list has changed, but his brief announcement you'll like to hear.

Nothing fancy, just the fact that I've begun building the program in its own directory, as if it were installed by an installer.

This is usually an indication that I'm half-way there, because the application has begun rely on other components of this project, thus meaning the program is progressing.

This is awesome news for me, because I can actually start creating folders and setting up how things work early on, and then build the program around those things ;).

Anyway, that's all I have to say really.

Happy flying :)

EDIT:
This is a rough idea of how the language file looks.
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Re: FSWC's on halt

Postby Fly2e » Tue Jan 29, 2008 9:04 am

Great work guys!
Very interesting and exciting to watch this project come together!

Keep it up and thanks!

Dave
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Re: FSWC's on halt

Postby Ashton Lawson » Tue Jan 29, 2008 12:11 pm

Thanks man, and coming from an admin :D.

Um, not that other users' thanks aren't appreciated, hehe :).

lol, joking ;D.

Uh, sadly, no work has been done today.
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Re: FSWC's on halt

Postby pwheeler » Tue Jan 29, 2008 4:44 pm

Hi guys,

A new variable mod for you!

In water20.fxh change the line:
return float4(lerp(Color.xyz + (vSunDirectional * specularFactor.x * 0.5) + (0.3 * (specularFactor.y)).xxx, terrainColor.xyz, fLand),fAlpha);

TO:

return float4(lerp(Color.xyz + (vSunDirectional * specularFactor.x * 0.5) + (0.1 * (specularFactor.y + 0.1 * saturate(dot(vSunVectorWorld_Moon,vSurfaceNorm)))).xxx, terrainColor.xyz, fLand),fAlpha);

This puts the moon glow back in BUT -

RED = moon specular intensity

BLUE = moonglow intensity

Looks like this: (I know they are dark but it is night time!)

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Also did you realise that the frdot mod also has the added bonus of reducing the annoying star reflections!

Paul
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Re: FSWC's on halt

Postby pwheeler » Tue Jan 29, 2008 4:46 pm

Ashton,

I've tried everything but I can't get the shader cache to rebuild while the sim is running. I've tried deleting the folders (even the main shader folder) with no effect. How do you manage it?!

Paul
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Re: FSWC's on halt

Postby Ashton Lawson » Tue Jan 29, 2008 8:09 pm

Ashton,

I've tried everything but I can't get the shader cache to rebuild while the sim is running. I've tried deleting the folders (even the main shader folder) with no effect. How do you manage it?!

Paul


Still?

Okay, do exactly as I say:

1)
Last edited by Ashton Lawson on Wed Jan 30, 2008 2:34 am, edited 1 time in total.
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Re: FSWC's back in progress!

Postby Ashton Lawson » Wed Jan 30, 2008 5:19 am

Hey,

when our website goes up, whenever that may be, perhaps I'll add an advice section regarding programming.  Might, might not, you never know.

I'd just like to say, to any programmers out there who are just starting out, if you come across a problem, that you have to work around, or solve, and it's really complicated, never push yourself.

Only go at it when you feel like doing it.  Don't even leave it, the moment you feel like doing it, just do it, don't put it off for the afternoon, just do it immediately.

So many times I've thought, right, I'm gonna do this, I wait for 10 mins, I get to it, and by then I've lost the will.

Just a little advice.  Probably not that many new programmers looking at this, but if you are, that is really good advice right there... :)

I'm tired, I'm gonna play FS now, leave FSWC for tomorrow... :P :-/ ::) :)
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Re: FSWC's back in progress!

Postby NickN » Wed Jan 30, 2008 6:33 am

I dont like that funky over-saturated stuff. i go for the realistic looks  :)

Just give me 3 frdot's, a fresn Mn/Mx of .05 over .4, a good rum'n coke, and I am tickled pink


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Re: FSWC's back in progress!

Postby Ashton Lawson » Wed Jan 30, 2008 6:44 am

[quote]


I dont like that funky over-saturated stuff. i go for the realistic looks
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Re: FSWC's back in progress!

Postby pwheeler » Wed Jan 30, 2008 2:48 pm

I think here's the problem with the shader cache. I run FSX in window mode. I know there are quite a few people who do so you'll need to make it obvious that if you run in windowed mode you have to either go full screen and back or exit the sim.

By the way, did you like the new night time tweaks? I guess its better to have a scalable moon glow than just getting rid of it completely.

Nick - great shot. Is that your GEX mod at work in the background?  ;)

Ashton not sure about the colour sliders. Not too sure if we can impliment this. It would involve adding more lines of code and I think there is a limit on how many functions you can have in a shader file.

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