Dev's Limit Breaking 101 Techniques
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@Vital: Here’s a version that only works with docking bays. Not sure if it has any adverse effects. Don’t forget to restore the original freelancer.exe (btw, it should have been 74, not 04).
0xE829C1FFFF8B4C24248D54->0x6A0089F9E835000000EB1F in common.dll, 0x?, 0x501B2 = manually launch from docking bay PART 1 0x8B54->0xEB20 in server.dll, 0x?, 0x22040 = manually launch from docking bay PART 2
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I dont know of a way, but its a bad idea to try, IMO. Freelancer doesnt do MP collision detection for NPCs because of all the processor time it would eat up. You’ve got a TON of NPCs flying around that would normally be colliding with every asteroid in existence during combat. If they had collision detection all of a sudden, FL would have to calc for every asteroid object and NPC. The performance drop would be enormous.
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Oh, thats why my npcs fly through asteroids sometimes! I have never noticed this in vanilla, but in a mod of mine I have very dense fields of the largest asteroids (the ones not used in fields normally) and there it is quite annoying - npcs fly through, you have to fly around. If this could be fixed…
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Sometimes they bump of, sometimes not.
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0x64->0xC3 in freelancer.exe, 0x992b0 = removes trade lane lines in Nav Map ~adoxa ```That will remove the lines for all systems, whether you've used the lane or not. To only remove non-visited lanes, or for particular systems, will require a bit more work.
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adoxa wrote:
@NeXoSe: Displaying visited lanes would require a plugin, with a fair bit of work. Removing lanes for selected systems would also require a plugin, but should be relatively trivial.I tried that hack, works very good. Hide some trade lane line will helps make system clean for main traffic way. And I just need remove the line right now, so if not a lot peoples need hide that lines, you may ignore the plugin.
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Is there any way to extend count of symbols in server motd value? (click detail on any server of my servers list)