EXE Offset Gurus: Paths Offset
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Since the beginning of FL modding we’ve struggled with the limit of 10 jumps per path file.
Is there an offset we can change to increase this amount? There has gotta be a way for us to utilize this.
The reason is… I generated new paths files by deleting my originals and letting FL generate the paths files for me (yep, no paths generation app needed for this). Unfortunately, I get up to 13+ jumps for some paths. Well this is a problem… hence the reason for my post.
This would be a great boon for FL modding if someone can figure out where this limit is stored in FL.
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Hey all I’m working with Forsaken on this one and thought I’d add in something to the mix.
What I’m having trouble figuring out is what constitute a ‘jump’ exactly. An example is in order (taken from my newly generated shortest_illegal_path.ini):
Path = Rh03, IW07, Rh03, Rh05, Rh01, Rh02, Iw01, Iw02, Li04, Li01, Li03, Iw05, IW07
So, in this example we have 13 system references. Now I know that the path is generated using a <origin>, <destination>, <origin>, <path>, <path>, <destination>format, where the first two systems are the start and ending points for the file. I’ve discounted those as being ‘jumps’ as they’re just specifiers, or seem to be anyway. What I’m trying to figure out is whether or not the second set of origin and destination references are ‘jumps’ or not, ie path = li01, li03, li01, li03. Would the second li01 and li03 both be considered jumps, or just the li03? If I look at the starting system entry, or the one that only paths the origin system itself, it only has 3 entries which would lead me to believe that in the above example the first 3 entries don’t count as jumps, but I’m not sure.
My last question is, do the legal and illegal files adhere to the 10 jump limit, or is that merely for the systems_shortest_path.ini?</destination></path></path></origin></destination></origin>
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How exactly does the problem manifest itself? I created a round-about path from New York to New Berlin in shortest_legal_path.ini (Path = Li01, Rh01, Li01, Li02, Iw04, Br02, Br01, Br04, Bw10, Bw09, Ku03, Ku01, Ku04, Bw05, Rh04, Rh01) with no apparent problems. Moving it out of there and putting it in systems_shortest_path.ini also seemed fine. That was in both SP & MP, although I didn’t actually follow the path.
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We’re having an issue getting a certain SP trigger working properly, although it is due to Li01 having more than 10 jumpgates/holes. Anytime a player activates a mission trigger in Li01 (we haven’t gotten any of them out of the system yet :() that contains an NNPath entry, the client CTD’s. If we comment out those lines then the trigger functions normally, it just won’t generate a waypoint path. As the NNPath entries are all related to starting the mission and not actually doing them I’m leaning towards just leaving them out but Forsaken wants to see about upping the limit rather than just moving one of our jump holes to another system lol.
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We’re having 2 issues….
Issue 1
Digdug summed it up. Basically for that… I want to have our cake and eat it too. There has to be an FL offset for this which will allow us to have more than 10 jumpholes/jumpgates per system. I just hate trimming functionality in order to get it to work. I thought it would be best if we could find an offset which would allow us to keep our functionality and would give modders the ability to have more than 10 jumpholes/jumpgates in a system if they so chooseIssue 2
Issue 2 really hasn’t caused us any issues as far as I know. This is more along the lines of general modding hearsay accumulated over the years. I’ve been told that your paths can not be longer than 10 jumps. I remember distinctly people having crash issues with paths longer than 10 jumps. Hence me asking if there was an offset for this. -
As far as I can tell, there is no limit to the number of systems in the path files, which suggests the problem is actually with the number of gates/holes in the system itself. That was “fixed” in the related topic.