Dev's Limit Breaking 101 Techniques
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very good
thanks.
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sumanuti wrote:
dacom.ini is not needed.
Change only from a server side, no mod update is needed.
Think so?I’m not sure about that, the directions specifically state both. I’ll try it either way to see.
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works great. my ship is facing the wrong way when I enter but perhaps if i rotate the jump 180 i’ll be fine.
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Common.dll - maximum FPS
Altering this values and limiting with 60 fps works good for players that had around 170 fps. For me using same thing that had 75 fps, turns out that it lowers to 35 fps making the disadvantage again like it was before.
And yes, its a huge difference fighting 60 vs 170 fps!
Does some part missing to be finalized?[EDIT] * WORKS! Only me have issues, the PC sucks so fps change from 35 - 60. Sorry 4 disturbance!
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flserver.exe 008B70 81->C3 = don't run dxdiag on crash ~adoxa, He||oween
Noticed that the server after crash keeps this process running too
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Oh, sorry
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sumanuti wrote:
this hacks didn’t help.Open texture file of that arrow, make it empty or full transparent, done. Sure it wont disable rendering, but at least it will have similar result.
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massdriver wrote:
sumanuti wrote:
this hacks didn’t help.Open texture file of that arrow, make it empty or full transparent, done. Sure it wont disable rendering, but at least it will have similar result.
Most in DATA\INTERFACE\HUD
hud_lootarrow.3db
hud_nextenemy.3db
hud_nextsub.3db
hud_nonselectedarrow.3db
hud_nonselectedarrow.cmp
hud_nonselectedarrowhat.3db
hud_nonselectedarrowquotes.3db
hud_nonselectedplayerarrow.3db
hud_nonselectedreticle.3db
hud_nonselectedwaypoint.3db
hud_reticle.3db
hud_reticle_arrows.3db
hud_reticle_health.3db
hud_reticle_quotes.3db
hud_reticle_shields.3db
hud_selectedwaypoint.3db
hud_steeringarrow.3db
hud_target.cmp
hud_target_min.cmp
hud_targetarrow.3db
hud_targetarrowhat.3db
hud_targetarrowhealth.3db
hud_targetarrowplayer.3db
hud_targetarrowquotes.3db
hud_targetedobject.3db
hud_targethealth.3db
hud_targetshields.3dbgot Oc Node with Value=0 in Material library and still I cant get rid of it!
Getting a feeling it must be hacked, cose transparency of that arrow is dynamical. -
replace actual texture in mat file not just transparency value.
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massdriver wrote:
replace actual texture in mat file not just transparency value.Which .mat file?
I replaced textures with transparent .tga amongst those files that holds them - no dice! I dont see any other files that refers to these arrows.
Still I think Im not on the right path, cose colors of those arrows are hardcoded in FL.exe, and appearance can be modified through scanner distance / selecting ability. As soon they show up, you are able to select player.
Also, adoxa’s FLHack hides them, but from reason that my .exe is to much hacked, it refuses to start my FL without crash. -
DATA\INTERFACE\buttontextures.txm
open with utf editor this file, look for “HUD_targetingelement” node it contains texture MIPs for all such stuff you need
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WOW - thanks! That it is!
BTW, it is enough than just to comment out;tex_shape = HUD_targetingelement ```in **buttontextures.ini** ![](http://i557.photobucket.com/albums/ss15/3MAJ/XsmileysX/crazy.gif) [EDIT] - which than couses FLSpew to log
WARNING: ShapeDB: unable to find shape ‘HUD_targetingelement’
Guess I need that transparent.tga to implement, afterall ![](http://i557.photobucket.com/albums/ss15/3MAJ/XsmileysX/pfff.gif)
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I found a bug with adoxa’s common.dll and server.dll hack to enable manual launching from docking bays. The Spew gave me the message```
WARNING:General:deform::start aim(): instance blocked – exitingIt seems that certain story-related events that are triggered by launch are not triggered any longer, if the hack is applied (it works just as soon as the original bytes are restored). I cannot tell if this is a problem related to the nature of the changes the hack makes. Please, someone more familiar with the engine, look into this. Also, if there is no solution on the speciality modding side, perhaps someone here knows how to force trigger launching events independantly from launching mechanics. Also, a completely unrelated thing I've realised was: there is a maximum cruise speed hardcoded. Any setting with conventional cruising or the multicruise plugin that'd exceed 1000m/s is reduced to a cruising speed of 990m/s with significantly higher acceleration time (that is otherwise dependant on mass and not only on the constant). Perhaps there is a way to reset this feature or remove this limit altogether.