Experience a vast, open-ended universe filled with an infinite number of adventures. You are the freelancer Edison Trent, an intergalactic jack-of-all-trades. Your mission: whatever you want. Become a smuggler or a ruthless space thug, a naval hero or a trader. Dodge through asteroid fields while piloting elite spacecraft. The action is endless as you make your way through 48 known star systems. Greed, morality, compassion, anger... whatever motivates you, the dynamic universe will respond.

Description

Maximizes the draw distances of space structures, asteroids, and effects. It also ensures the best possible level of detail is shown for these entities at any distance.

Preview
Freelancer Maximized Draw Distances
Post comment Comments
Guest
Guest - - 691,243 comments

This is awesome! Thanks!

Reply Good karma Bad karma0 votes
BC46 Author
BC46 - - 120 comments

Glad you like it!

Reply Good karma+2 votes
NRave
NRave - - 19 comments

And what about debris fields? Too high load or just impossible?

Is it possible to do the same for human models in cutscenes? For instance, when Trent is walking into the bar, the max detailing of his clothes is being drawn before your eyes.

Reply Good karma Bad karma+1 vote
BC46 Author
BC46 - - 120 comments

And what about debris fields? Too high load or just impossible?

It is possible to render all asteroids inside a field at once. However, you don't want this, trust me. I have experimented with it before and it made the asteroid fields look like this: Cdn.discordapp.com . It's not very pleasant to look at as the asteroid field looks extremely dense. Secondly, your FPS will drop tremendously in these circumstances due to the limitations of the Freelancer engine.

Is it possible to do the same for human models in cutscenes? For instance, when Trent is walking into the bar, the max detailing of his clothes is being drawn before your eyes.

This sounds like a texture filtering issue to me. You can try forcing Anisotropic Filtering for Freelancer through your GPU settings, which should improve the texture quality in many situations and make the effect you described a lot less apparent.

Check out the link from your GPU manufacturer to learn how to do this:
NVIDIA: (https://www.nvidia.com/content/Control-Panel-Help/vLatest/en-us/mergedProjects/nv3d/Manage_3D_Settings_(reference).htm)
AMD: Amd.com
Intel: Intel.com

EDIT:
Not sure if you already knew this, but the draw distances for all regular asteroids have already been multiplied by 2 in this addon (see Changelog). I could've done a multiplication of 2.5 or 3, but that could have made some asteroid fields look too dense for most players, so the current results satisfied me the most.

Reply Good karma+2 votes
NRave
NRave - - 19 comments

Well, done with the debris, thanks for explanation.

As for human model draw distance, Anisotropic Filtering has nothing to do with this issue. Just check it yourself on Juni since 06:26 - Youtube.com

Just for the record, I've found another alike issue with Manhattan Bartender during his first appearing, but only on widescreen resolution with jflp.dll from JFLP 1.25 (1.21 with yet small black bars has no the issue).

I hope there is some trigger for this too and you can handle it.

Anyway thanks again for your work.

Reply Good karma Bad karma+1 vote
BC46 Author
BC46 - - 120 comments

Oh wow, I actually never paid attention to this before. I'll look into it to see if there's anything I can do about it.

Reply Good karma+2 votes
Guest
Guest - - 691,243 comments

This comment is currently awaiting admin approval, join now to view.

BC46 Author
BC46 - - 120 comments

Is it possible to do the same for human models in cutscenes? For instance, when Trent is walking into the bar, the max detailing of his clothes is being drawn before your eyes.

This should be fixed now in version 2.2 of this addon. Thank you for telling me about it.

Could you please test the new version and let me know if it works for you?

Reply Good karma+2 votes
NRave
NRave - - 19 comments

It's perfect now, and no more the issue with JFLP 1.25, thank you very much!

Just for your information:
- nVidia Control Panel provides now MSAA + transparency SSAA at most while nvidiaProfileInspector Github.com provides MSAA + transparency SGSSAA or pure SSAA.
- there is a stuttering on Windows 10 because of forced VSync off, but RTSS Guru3d.com solves this issue (Scanline sync 1 + Framerate limit 60/Hz - if do not restore 3D audio with Creative ALchemy).

Reply Good karma Bad karma+2 votes
NRave
NRave - - 19 comments

What about the planets?

Reply Good karma Bad karma+1 vote
BC46 Author
BC46 - - 120 comments

Freelancer doesn't draw anything beyond 250-K by default. I can increase this limit, but do you really need to see planets from this far away?

Reply Good karma+1 vote
NRave
NRave - - 19 comments

But I clearly see an octagon on light Maine/California Minor from just approx. 100K, a polygon from approx. 64K and a proper circle on dark Pittsburgh too from approx. 30K only, but a detailing is continued to be better from approx. 15K/7K before your eyes.

Reply Good karma Bad karma+1 vote
BC46 Author
BC46 - - 120 comments

Ah now I see what you mean.

I had a quick look in the game files and I wasn't able to find anything that allowed me to configure the detailing distances of planets. I'll keep you updated in case I find something later.

Reply Good karma+2 votes
BC46 Author
BC46 - - 120 comments

It turns out that changing the detailing distances for planets is a modification that hasn't been done before. I've talked to several other modders about it and nobody seems to know how this can be achieved. It'll require some reverse engineering to figure this out.

Once again, I'll let you know when we found a way.

Reply Good karma+2 votes
BC46 Author
BC46 - - 120 comments

I just uploaded version 2.3 of this addon. It comes with an updated rendcomp.dll that ensures planets are always rendered as perfect spheres at any distance. You can thank adoxa for this one :)

Reply Good karma+2 votes
NRave
NRave - - 19 comments

Thank you for your cooperation with adoxa then! Space is much more real now.

Reply Good karma Bad karma+2 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: