Thread: [REL] FOTRS Ultimate Project
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Old 07-25-19, 05:47 PM   #8366
propbeanie
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I forgot about your navigation question... sorry 'bout that. But yes, it is possible, though there are a LOT of things that can get "off", or out of sync, in the game. The "world" is a cylinder, while the sky appears to be a squished 1/2 dome, and the sun and moon are separate from that... What we found last year was that the Time Compression used can influence the "sync" of these parts of the game. Front Runner was the one who discovered this. He would play the game a 1x (real) time as he worked around the house, and would notice a time-drift over the course of time, where sunset and sunrise times were "drifting". He started a thread called "Base Time 2018", which has a few more links to other threads and resources for "discoveries" he found. The big one was limiting the frame rate of the game to 30fps, which is possible to do rather easily with an nVidia card, but not so with an onboard Intel, and we haven't found anything for an AMD card yet either. Once you limit the framerate, then the time sequence in the game doesn't seem to drift out of sync with the various "celestial bodies" like it did previously, plus with the work that CapnScurvy did on the moon (it seemed to be "backwards" before), you might now have relatively stable base to calculate from (though we have not had anyone try and comment on succes or failure yet). However, the only way you find out that the game is out of sync with itself, is when you run aground in the middle of the night, though by your calculations, you're 30 nautical miles from the nearest land mass...

As for PE4, I would not trust that in the mod just yet (parts of it are already in the game anyway). When we release the regular version of FotRSU here shortly, then we'll start to finalize some of the "certifying" of mods as compatible or incompatible, and what order they need to be applied in. You might notice that Rockin Robbins has the FotRSU mod named as "100_FalloftheRisingSun_Ultimate..."? No other mod numbered in the 100 series would be compatible with it. a "200_" mod would overwrite a lot of the game, and you would probably only use one of those (ie: Campaign over-write). "300_" and above mods would be grouped by major mod types and numbered in the hundreds, and then similar mods would be numbered in sequence (similar to what THEBERBSTER did with Webster's GFO mod), such that you would know that a "302" mod would be activated before a "305" mod. Also, you would not install two "302" mods... stuff like that is for the future.
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