Dev's Limit Breaking 101 Techniques
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04/29/09:
– Indexed w0dk4’s collision detection min check distance (increasing this will fix issues with the sur collisions on objects > 130k from center of system)04/28/09:
– Indexed M0tah’s chat-block offset (stops chat from being displayed, useful for filming) -
Added a critical hex value:
– 0.8f in server.dll, 0x???, 0x8AE78 = resale % for ships (server-side, must match variable above or 1.1 server dll will kick client for cheating) ~FriendlyFire
I changed resale value and was getting instant kick on everyone attempting to buy a new ship. Turns out this value had also to be changed ::)
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Added an htm version of the offsets editing tutorial, with pictures displayed alongside the text; it may be found at http://www.memes.no/88flak/downloads/beta/1.0-1.1_Offsets_Tutorial.htm
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0x13DFAC common.dll (v1.0) - 1.74f - multiplier for fill_dist in CmnAsteroid::CAsteroidField::near_field calculation, increase this to make FL render asteroid fields from greater distances.
This is extremely useful for massive, high range (high fill_dist) asteroid fields.
btw.: The target bracket offset should not be used when you are having any asteroid field in your mod, since this offset is used in a lot of asteroid calculations and will mess them up!
I posted a workaround in the other thread, the best solution is to allocate a new float entry in free memory space and then reference that for the target brackets. -
Thanks, w0ddy I’ve been wondering if there’s an offset like that.
Btw, took a quick look at 1.1 common.dll, and there’s only one offset with 1.74f - 0x13DFDC, so i guess that’s it
Now let’s see how my 8600gt will manage with those fields and with AA 8x forced ;D
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Well, this is not for general visibility, but the “popping” effect on large fill_distances (asteroids dont fade in when you approach the field, they pop in).
This is also only a problem for super-large asteroid fields, so as long as you are not dealing with super large asteroid fields, it wont really make a difference
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Hey neat. Flak’s fields are 100% dynamic fields, so I’ll see if this does anything for 'em. Either way, with static fields, I always thought it was strange that you didn’t start seeing actual asteroids until you pretty much entered the field - the 2D billboard rings look fine from a distance, but they’re damned ugly up close.
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Hey neat. Flak’s fields are 100% dynamic fields, so I’ll see if this does anything for 'em. Either way, with static fields, I always thought it was strange that you didn’t start seeing actual asteroids until you pretty much entered the field - the 2D billboard rings look fine from a distance, but they’re damned ugly up close.
Exactly! Here’s why I needed that offset btw:
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Do I notice video lag?
And looking at that vid reminds me how finding a way to fix the camera’s distance from the ship would be a marvellous thing…
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Hey neat. Flak’s fields are 100% dynamic fields, so I’ll see if this does anything for 'em.
If its work, please let me know, thanks.
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I was tested to increase the FL render asteroid fields distances at dynamic asteroid fields values, and here is what I got:
change 1.74f to 10f: no obvious change
change 1.74f to 100f: increase a little of visibility
change 1.74f to 2000f: increase a little of visibility same like I change its values from 1.74f to 100fSo I think this edit will only for static asteroid fields, not for dynamic asteroid fields.