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EDF2027 0.3.1-beta
Bug-fix update to 0.3.0-beta. Mission 17 is playable now, Esc no longer quits the game, and vehicles work with keyboard and mouse.
No game data is included. You need your own dump of the USA/Europe disc (title id 445007D3). On first run, point the setup screen at your .iso.
Download
EDF2027-PC-0.3.1-beta-b18f35b.zip: the game. Unzip anywhere and runedf2027.exe, keeping the DLLs next to it. To update, replace the old files; your saves and settings in%APPDATA%\edf2027\are kept.EDF2027-PC-0.3.1-beta-b18f35b-symbols.zip: the PDB for this exact build. You only need it to read crash dumps.
Fixes
- Mission 17 ("Nesting") no longer crashes while loading (#2, #3, #5). The mission loads a texture the game cannot decode. On the Xbox 360 that load simply fails. In the port, the recovery path (
setjmp/longjmpinside the game's JPEG decoder) was broken, so it crashed. It now works the way it did on the console. - Esc no longer quits the game (#4). It opens the in-game pause menu, like Start does. To quit, use Quit game in the F1 menu (it asks for a second click) or close the window.
- E enters and leaves vehicles. EDF 2017 uses the pad's Back button for vehicles, and E was mapped to Y. Tab is now a plain Pad Y key.
- The mouse aims vehicle weapons. It now turns turrets and raises barrels, as it was meant to.
Other changes
- If the Direct3D 12 renderer stops with an error, the message now suggests the Direct3D 11 fallback (F1 > Graphics > Graphics API).
- When
--edf_native_d3d12_debug_layer=trueis set, a D3D12 command-list error now includes the debug layer's explanation in the log (#1). If you see0x80070057, please run once with that option and attach the log. - The README explains where saves are stored and how to carry over a Xenia save.
Changed key bindings
If you rebound keys before, check F1 > Controls > Key bindings: the Back binding became Pad Y.
| Key | 0.3.0 | 0.3.1 |
|---|---|---|
| Esc | Quit | Pause menu (Start) |
| E | Pad Y | Enter / exit vehicle (pad Back) |
| Tab | Back | Pad Y |
Known issues
- Direct3D 12 fails at startup with
0x80070057on at least one GTX 1080 Ti (#1). The Direct3D 11 fallback works there. - The Direct3D 11 fallback can draw some objects in the wrong order.
- The exe and DLLs are not code-signed, so SmartScreen warns on first run (More info > Run anyway).
- Proton/Wine is untested.
Reporting bugs
Each run writes a log to logs\ next to the exe. A crash also writes a .dmp and names it in a message box. Please attach both, and say which mission and settings you used.
EDF2027 0.3.0-beta
Highlights
- Native Direct3D 12 renderer
- High frame rates with interpolation: 60 (locked, default), 120, 144, 165, 240 or uncapped. Simulation still runs at 60Hz.
- Faster recompiled game code: a simulation step takes about 25% less time in Mission 1 and about 18% less with 1,000 ants, with identical results.
- AMD FSR 3.1 Native AA, any resolution and aspect ratio (21:9 and 32:9 ultrawide with Hor+), HUD kept in a 16:9 safe area.
- F1 pause menu with live settings, controller and keyboard/mouse support with remapping, low-latency presentation.
- In-game Quake-like console (
`): spawn enemies, collapse buildings, cheats, scripts. Try typing help for more information.
Requirements
- Windows 10/11 64-bit, a Direct3D 12 GPU (feature level 11_0+).
- A CPU with AVX2/FMA (Intel Haswell / AMD Zen or newer). Older CPUs get a message and the game exits.