Dev's Limit Breaking 101 Techniques
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replace actual texture in mat file not just transparency value.
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massdriver wrote:
replace actual texture in mat file not just transparency value.Which .mat file?
I replaced textures with transparent .tga amongst those files that holds them - no dice! I dont see any other files that refers to these arrows.
Still I think Im not on the right path, cose colors of those arrows are hardcoded in FL.exe, and appearance can be modified through scanner distance / selecting ability. As soon they show up, you are able to select player.
Also, adoxa’s FLHack hides them, but from reason that my .exe is to much hacked, it refuses to start my FL without crash. -
DATA\INTERFACE\buttontextures.txm
open with utf editor this file, look for “HUD_targetingelement” node it contains texture MIPs for all such stuff you need
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WOW - thanks! That it is!
BTW, it is enough than just to comment out;tex_shape = HUD_targetingelement ```in **buttontextures.ini** ![](http://i557.photobucket.com/albums/ss15/3MAJ/XsmileysX/crazy.gif) [EDIT] - which than couses FLSpew to log
WARNING: ShapeDB: unable to find shape ‘HUD_targetingelement’
Guess I need that transparent.tga to implement, afterall ![](http://i557.photobucket.com/albums/ss15/3MAJ/XsmileysX/pfff.gif)
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I found a bug with adoxa’s common.dll and server.dll hack to enable manual launching from docking bays. The Spew gave me the message```
WARNING:General:deform::start aim(): instance blocked – exitingIt seems that certain story-related events that are triggered by launch are not triggered any longer, if the hack is applied (it works just as soon as the original bytes are restored). I cannot tell if this is a problem related to the nature of the changes the hack makes. Please, someone more familiar with the engine, look into this. Also, if there is no solution on the speciality modding side, perhaps someone here knows how to force trigger launching events independantly from launching mechanics. Also, a completely unrelated thing I've realised was: there is a maximum cruise speed hardcoded. Any setting with conventional cruising or the multicruise plugin that'd exceed 1000m/s is reduced to a cruising speed of 990m/s with significantly higher acceleration time (that is otherwise dependant on mass and not only on the constant). Perhaps there is a way to reset this feature or remove this limit altogether.
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Smackdown wrote:
… we would like to know if there is a way to hide our location on the player chat screen…maybe u can give adoxas territory plugin a try.
U can configure it how u like it to be (f.e. categorize them in “house system areas” or just let it display “sirius” @ every player)
it works pretty well for mebut i think there could be an offset change that simply overrides the clients “asking for locations”
*looking around for offset magicians *
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If you’re trying to hide an admin’s location, using a clientside plugin to do it would be utterly useless. It’s trivially bypassed.
You’d need something on the server side, but I’m afraid FLAC development is near to non-existent around here. Unless someone can figure out a universal hack, you’re going to have a hard time.
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The server operator should have the option to choose who get’s hidden and be able to change it easily enough. Be it through a console command or something done to character files. And they could either just always be shown in New York, no matter where they are, or in ??? or something…
I’m sure whatever you come up with Adoxa will be a work of genius. -
Went with a mounted piece of equipment, so you can even make it available to normal players, should you so choose. There’s one caveat: the first time you log in (after selecting a server), and you’re on a base, the equipment list hasn’t been created, so you’re still visible until a launch or reselection. Oh, I guess there’s another caveat, in that if you want to unmount the equipment and become visible again, you also have to launch/reselect to make it known. The Territory MP plugin is installed server-side now, so you can remove it from your clients (although it shouldn’t hurt if you leave it). However, as mentioned, the systems defined in universe.ini still need to exist client-side (as does the associated resource DLL), but you can hide the systems belonging to the territory, and/or the equipment hiding the system, from the client should you so choose.
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adoxa wrote:
[…]Territory MP […]works excellent
thank you very much -
0x27ADCA Freelancer.exe 1c Filter out incompatible builds on server list by default
Thought some people may find that useful.