Dev's Limit Breaking 101 Techniques
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Try the rich fonts file.
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=24258#forumpost24258
Search for the colour hex codes, to find the blue.
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robocop wrote:
Does anyone have a hack that would narrow the window of the player jumpin point when using jumpgates/jump holes?Right now a player spawns at a random point within +/- 550m of the jumpin point when jumping into a system. I’d like to narrow that window to 50m, or even tighter for a specific jump. I’m going to guess it’s an all or nothing deal, i.e. if you do it for one it will work that way for all, but I can deal with that.
Up
guys no one has found it? -
Is this an all or nothing ‘fix’ or can it be tied to the jump_out_hp?
In other words, changing this entry in server.dll would make the jump out points tighter across the board, ie. every jumpgate, every jumphole, etc. I can deal with that, it’s better than what we have now.
It would be cool though to have it tied to the jump_out_hp for even a specific hole. My purpose for this would be to have players be able to jump INSIDE the lair core instead of possibly inside but more probably outside.
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adoxa thank you! thank you! thank you!
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Works like charm!
Again, thanks adoxa. -
Jump Out Point allows each [Object] to have its own parameters (via a separate file, not within the [Object]).
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sumanuti wrote:
Works like charm!
Again, thanks adoxa.I like the video. Is that in single-player or multi-player?
How’d you get out after undocking?I was never able to get the generator/shield thing to work. ie. Kill the generators, the shield drops.
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adoxa wrote:
server.dll 0876C0 500d = jump gate/hole x- & y-axis entry point adjustment ~adoxaI found this value when I switched the viewer to DOUBLE FLOAT (IEEE, 64bits). Is that correct? It stretches from 0x0876c0 to 0x0876c7. It’s also a single value. How do you adjust for each (x and y) axis?
Thanks much for doing this Adoxa.
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robocop wrote:
sumanuti wrote:
Works like charm!
Again, thanks adoxa.I like the video. Is that in single-player or multi-player?
MP - the Dyson Destroy is next mission!
How’d you get out after undocking?
I was never able to get the generator/shield thing to work. ie. Kill the generators, the shield drops.
One stuff kills with fuse other stuff that wears a SHIELD.
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All right, if I’m reading the info correctly I need to:
- copy the plugin (jumpoutpt.dll and accompanying files) to the EXE folder
- add the jumpoutpt.dll reference to the library in dacom.ini and dacomsrv.ini and
- create a JumpOutPt.ini file in DATA\UNIVERSE with the following contents (example shown, not actual):
[JumpOutPt]
;default = 500, 500, -350 ; original values
Li02_to_Li01 = 500, 500, -350, 0 ; always on the right
Li03_to_Li01 = 500, 500, -350, 90 ; always on the topDoes EVERY hole need to be addressed, or only the ones that are changed from default?
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robocop wrote:
All right, if I’m reading the info correctly I need to:- copy the plugin (jumpoutpt.dll and accompanying files) to the EXE folder
- add the jumpoutpt.dll reference to the library in dacom.ini and dacomsrv.ini and
- create a JumpOutPt.ini file in DATA\UNIVERSE with the following contents (example shown, not actual):
[JumpOutPt]
;default = 500, 500, -350 ; original values
Li02_to_Li01 = 500, 500, -350, 0 ; always on the right
Li03_to_Li01 = 500, 500, -350, 90 ; always on the topdacom.ini is not needed.
Change only from a server side, no mod update is needed.
Think so?Does EVERY hole need to be addressed, or only the ones that are changed from default?
correct answer!
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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.