Dev's Limit Breaking 101 Techniques
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I had assumed you’d already applied the maximum range patch.
freelancer.exe 1C8910 20000f = same offset as below, max distance at which ships can be seen (even if lodranges specify a higher distance) ~Dev freelancer.exe 1C8910 20000f = same offset as above, poly flipping distance - raising this value stops graphical glitches on big CMPs, but raising it too high introduces flickering issues with SPH-based models (like planets) ~FriendlyFire ```This can be customized per system by using **space_farclip** in [SystemInfo].
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adoxa wrote:
I had assumed you’d already applied the maximum range patch.freelancer.exe 1C8910 20000f = same offset as below, max distance at which ships can be seen (even if lodranges specify a higher distance) ~Dev freelancer.exe 1C8910 20000f = same offset as above, poly flipping distance - raising this value stops graphical glitches on big CMPs, but raising it too high introduces flickering issues with SPH-based models (like planets) ~FriendlyFire ```This can be customized per system by using **space_farclip** in [SystemInfo].
And what difference between 1C8910 and 1C8910?
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Just to give some extra info, this is essentially the far clipping plane, as adoxa also found an ini var with the same name.
If you raise the far clipping plane too much, you will get flickering issues because of z-fighting. The z-buffer loses precision quickly in the distance, therefore the larger the area covered by your clip planes, the more z-fighting (-> flickering) you will get.
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I’m not sure what you’re asking. If you want more weapons, you have to modify the ship’s cmp file and its shiparch.ini entry to add hardpoints. If you want more ammo, use [Constants] MAX_PLAYER_AMMO in constants.ini. If you want separate limits for each ammo type, use this.
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Thanks for the reply What I mean is that there is a limitation for the maximal number of turrets/guns/torpedoes/mines/countermeasures you can fire simultaneously. If you go over 32 guns, the game will crash to desktop. Is there any hack that could do the trick?
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a sorley needed & long sort after hack… thanks a zillion again AdoXa 8-)
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Aigle-Imperial wrote:
Is there any way to prevent scanners from being transferable? So that you could have scanners being visible but not buy/transfer them from one ship to another?Sorry - not smart to give you an answer and again sorry for hijack it!
1. But similar, I made new scanner which only one ship has it (nomad fighter) and is available trough /restart command. Also it suppose to be used for rep-fixer which through playercontrol plugin I can set it as item that cant be lost/seen.
This doesn’t work! Any hint why?2. While I’m at this thread please give me next info.
adoxa wrote:
freelancer.exe 0A8004 05->1A = show current worth in multiplayer ~adoxa
What this suppose to show me? What worth? Where?
In contact list? Cash amount?I did make a change to file but is it correct way?
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2. While I’m at this thread please give me next info.
adoxa wrote:
freelancer.exe 0A8004 05->1A = show current worth in multiplayer ~adoxa
What this suppose to show me? What worth? Where?
In contact list? Cash amount?A picture (or two) is worth a thousand words.
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@Aigle: A little tricky. Simple enough to test scanner instead of engine.
freelancer.exe 0808AC 0C->14 = prevent transfer of scanner (but allows engine) ~adoxa freelancer.exe 080941 0C->14 = prevent selling of scanner (but allows engine) ~adoxa ```EngClass bypasses this test altogether, though. @sumanuti: It shows your current worth in the reputation window, like in single player. That is the correct way. @DwnUnder: Not very helpful when you have to register first.