Dev's Limit Breaking 101 Techniques
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this is not an offset (except for effect textures) but LOD entries from .\data\ships\shiparch.ini and .\data\solar\solararch.ini (and any other file you have defined space objects in). they control the cmpnd parts in the cmp which refer to the 3db which then defines what texture to use where and on what mesh so in end effect both, texture and mesh are controlled by LOD.
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viper wrote:
as hook or what? o.Othe two
if you don’t hack the right file, you can change the LOD on the ini, it doesn’t change anything
the hack is to set up the maximum LOD you authorize, and then you can change the ini.it’s a maximum value if you prefer
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Updated the wiki, removing the 1.0 offsets and fixing the maximum credits patch.
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Whoa, who did the Wiki? It’s so organized and clean! Nice job!
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@Sushi: Ozed did the hard work and I tweaked it.
@OutCast: Don’t know why you’d want to, but here they are.
0x0E->0x00 in freelancer.exe, 0xD07EB, 0xD07EB = remove hostile & group ships from important filter ~adoxa 0x13->0x00 in freelancer.exe, 0xD100F, 0xD100F = remove hostile solars from important filter ~adoxa
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You realize that would be bad for the server? It needs to keep track of the NPCs it spawned for the missions for as long as it wasn’t completed. It also alters NPC spawns around the mission area.
Just don’t be lazy and complete the missions you take…
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adoxa wrote:
Oops, it was tai that did the hard work.Speaking of the hard work that you guys have put into figuring out the filters (among other things )…
…how hard would it be to give us what you know about the entire bitmap of filter settings?
I have wanted to make custom filters more than once.
For example:
- Important Filter as basis
- no group/wingmen
- with neutral solars (or all solars)
The above would make exploring for wrecks and jump holes less tedious.