Dev's Limit Breaking 101 Techniques
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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.
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Found another one.
0xBB1DA Content.dll (v1.1) - 2000f - distance from the patrol zone that patrol_path encounters begin to spawn.
Note: so far tested only with patrol zones and patrol_path behaviour encounters.
This is not the distance from the end of the patrol(suprisingly), but from the patrol zone.Say, you have patrol that begins near New London and ends near Cambridge gate. So between these to points if you are closer to the patrol than 2000 m, patrol encounters will spawn.
This is not from the middle of the patrol.
Say, your patrol has size 75030000. in this case encounters will spawn 2375 - 2750 away from the patrol. If your patrol has size 130000, they will spawn 2000 away from it or closer. -
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.
I think this problem about the recharge_time = 2.000000 in asteroidarch.ini
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w0dk4 , a question about your video: system is huge in the video, what about ship shaking?
Any way to fix?
There’s no effective fix for this. However, the shaking is only really noticeable, and disturbing to game play, if you’re in cockpit mode. When I first started to design these systems, the huge scale to me was more important than a little shaking. We also have most of our important things in system centralized with a few periphery things; this helps reduce the shaking effect by clustering players near the centre where shaking is non-existent.
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Did you change the far plane of view frustum?
When changing the far plane of view frustum to any other number than 250000, the server no longer appears in the server list. Direct connecting with the -s command won’t work either.
If your systems are huge, how did you manage to get around this problem? -
I’ve never had this problem and our view distance is well over a million.
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Ya, I’ve never encountered this problem, either. And our test server is currently on the server listings.
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Found an offset of creating second mission waypoint and ships spawning in randommissions, but still can’t find the offset of wave ships creation distance in randommissions. Seems like it is 2500, but I’ve replaced all the 2500f in content.dll, maybe should try other variations, kinda 2.5 etc?
any ideas?