Reply 260 of 389, by PerryRhodan
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Has anyone got a working link to the unofficial Far Cry 1.6 patch. It appears the main website no longer exists. http://www.farcrypatch16.de/
Thanks!
Has anyone got a working link to the unofficial Far Cry 1.6 patch. It appears the main website no longer exists. http://www.farcrypatch16.de/
Thanks!
Use this instead 😉
https://www.moddb.com/mods/farcry-addon-mod-f … rcry-patch-1505
I've already installed that patch plus the FCAM mod, but I still can't find any working links to patch 1.6. I guess 1.505 will have to do. Thanks anyway!
1.6 is kind of...strange patch.
Unfortunately, I don't have it installed anymore so I couldn't confirm it.
Is that just the regular x32 version without the exclusive content? Does it happen in the x64 version too with/without the exclusive content patch?
Is the motion blur off? Looks like it ...
Does it still happen in Windows Xp?
Can it be reproduced in WineD3D too?
Also, did anyone manage to make the DOT3 bumpmapping, specular lighting work without texture bugs?
They are off by default, when turned on the sunlit textures on ground or in the distance lose completely their detail and indoors, the effects are not applied on floors, walls ...
wrote:Unfortunately, I don't have it installed anymore so I couldn't confirm it. […]
Unfortunately, I don't have it installed anymore so I couldn't confirm it.
Is that just the regular x32 version without the exclusive content? Does it happen in the x64 version too with/without the exclusive content patch?
Is the motion blur off? Looks like it ...
Does it still happen in Windows Xp?
Can it be reproduced in WineD3D too?
Moving=Changing Aim from A to B, not moving around the camera
Have you been able to test it in WineD3D and the other instances mentioned above?
Same problem in WineD3D!
It's like the bumpmap (is it a bumpmap, right?) pops-up and disappears changing the angle&distance of the camera.
Simple UV mapping problem?
- Do you have the possibility to test it in Windows Xp too?
- How about the x64 version with & without the exclusive patch? If this happens in there too, it's a problem.
- By the way, what is the level of AA applied?
No AA.
It's a bug: Dege's d3d9 in lastest WIP of dgVoodoo 2 fixes the issue!
Use r_displayinfo = 1. The SM version used is displayed on the screen.
SM3 should be on by default if you have the Lighting set on very high in the ingame menu.
Also if you maxed out the ingame graphical settings through that menu you end up with r_Quality_BumpMapping = "3" too.
I know, with Dege's DLL I got SM1 ('cause it's the actual/intended scope of the release), without it (MS Windows D3D9) I got SM3.
Bumpmapping is automatically set to 2 with Dege/SM1 and to 3 with MS/SM3.
With SM3 + Bumpmapping=3 I get the issue.
SM3 is important for shadows, so I'll keep it and try to manually override the bumpmapping quality forcing "2".
Buuuuuuuuuuuuuuut, it's not the best solution at all (if working).
There still remains the question if Windows Xp displays it correctly or if the x64 version with or without the exclusive content patch does it.
SM3 was introduced in the 1.2 patch, so chances are that if such a bug would have arose it could have been easily observed and addressed in the subsequent releases.
wrote:Buuuuuuuuuuuuuuut, it's not the best solution at all (if working).
Indeed SM3 introduces lots of improvements over SM2.
Bumpmapping Quality = 2 -> totally irrelevant to the problem
I hopefully might be able to test it in the x64 version soon since some of the content was either changed or new one introduced as far as game assets go, levels were changed(new objects with bump mapping applied on, terrain texture shader and so on).
Unfortunately, I don't have a Xp machine to test that theory too.
I assume everyone knows about the SilentPatch fix. I saw it mentioned in the thread but not specifically as a high performance fix for the land mass reflections. The way this guy sleuthed the solution is quite impressive. Far Cry 1 forever !