Dev's Limit Breaking 101 Techniques
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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.
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Common.dll - maximum FPS
Altering this values and limiting with 60 fps works good for players that had around 170 fps. For me using same thing that had 75 fps, turns out that it lowers to 35 fps making the disadvantage again like it was before.
And yes, its a huge difference fighting 60 vs 170 fps!
Does some part missing to be finalized?[EDIT] * WORKS! Only me have issues, the PC sucks so fps change from 35 - 60. Sorry 4 disturbance!
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flserver.exe 008B70 81->C3 = don't run dxdiag on crash ~adoxa, He||oween
Noticed that the server after crash keeps this process running too