cursor wrote:
cursor wrote:
can you plz change “Tekagis Treasure” over to : http://tekagis.dewe changed from “.com” to “.de” . thanks in advance.
*bump
*bump *bump … maybe someone is listening…
1st request was on: 9/12 17:38
cursor wrote:
cursor wrote:
can you plz change “Tekagis Treasure” over to : http://tekagis.dewe changed from “.com” to “.de” . thanks in advance.
*bump
*bump *bump … maybe someone is listening…
1st request was on: 9/12 17:38
cursor wrote:
can you plz change “Tekagis Treasure” over to : http://tekagis.dewe changed from “.com” to “.de” . thanks in advance.
*bump
can you plz change “Tekagis Treasure” over to : http://tekagis.de
we changed from “.com” to “.de” . thanks in advance.
Terratec wrote:
sorry have just tricked
Too bad, hoped somebody cracked it. So you just photoshopped it ?
It looked so real.
One thing i found lately thats related to the topic. Looks like someone cracked it, but i did´nt found any Tutorial about.
I noticed on several machines that the new Hudshift isnt calculating the correct ratios for 16:9 and 16:10. Doing it the “old” way via the ini, everything is alright. Tried it with 19201080 and 19201200 on a few comps.
Gibbon wrote:
@ CursorThat’s how it should be if you ask me. Each weapon is dealt with seperately so if you turn one off, it won’t get damaged. This method is ideal for fire and forget weapons amongst others especially where the munition shares the launcher model.
If a weapon isnt turned on then yes, no damage, but if more or all weapons are turned on then the damage should happen on all of them and not one by one. Would be more “logical”. my 2 cents.
But hey, ok, it´s already awesome to have those possibilities. I can easy wrap a story around and claim that it´s a biological virus that hops from weapon to weapon to do the damage.
adoxa wrote:
Attached is the plugin for working damage_per_fire. As usual, testing has been minimal (I didn’t try MP, but it should work). If it works okay, I’ll put it on my site (along with the source). Install to dacom.ini (SP) or dacomsrv.ini (MP); requires and assumes 1.1.
Nice work Adoxa !
Works also in MP but , it damages the weapons one by one and not all at same time. So if i have 2 Weapons mounted with selfdamage it takes one out, then the other and not both in one go.
Besides that, awesome.
cheers
CURSOR
Thx for the links Cannon. Interesting that it´s now ver.3.0.0.0
Afaik, nobody mentioned that a newer version then 2.1. is out and the forge project site still shows only up to ver.2.1
That new Hardpointeditor is way cool
Thx a lot Adoxa
adoxa wrote:
Here’s an update that might do what you mean by zoom in, by switching to a negative z coord. Note that zooming in a lot plays havoc with the camera speed. I’ve also maxed it out at 500k.@Bob: If by reverse/invert you mean swap the meaning of the wheel direction, then patch the DLL at 0x1009, 0x7D->0x7E and 0x107C, 0x7E->0x7D.
Awesome work Adoxa, thx.
void Zoom( void )
{
if (*wheel_state < 0)
{
if (*TurretCamera < 0)
{
if (*TurretCamera > -500e6f)
*TurretCamera *= 1.5f;
}
else if (*TurretCamera < 10)
{
*TurretCamera *= -1;
TurretCamera[8] /= 2; // yaw_rotate_speed
TurretCamera[9] /= 2; // pitch_rotate_speed
}
else
{
*TurretCamera /= 1.5f;
}
}
else if (*wheel_state > 0)
{
if (*TurretCamera > 0)
{
if (*TurretCamera < 500e6f)
*TurretCamera *= 1.5f;
}
else if (*TurretCamera > -10)
{
*TurretCamera *= -1;
TurretCamera[8] *= 2; // yaw_rotate_speed
TurretCamera[9] *= 2; // pitch_rotate_speed
}
else
{
*TurretCamera /= 1.5f;
}
}
}
What do i have to change for changing the max zoom from 500k to 50k and the value of zoom from 1.5 to 1.2 ?
Just wanted that ppl cannot zoom out too far and make zooming more “smooth”.
Seems i cannot find the correct hex values in the dll
Thx in advance
cheers
CURSOR
Gibbon wrote:
New alternative version of the Coriolis space station with restyled docking area. Model & textures by Griff.Having real issues trying to make a sur file for this with Schmackbolzen’s utility. It simply freezes solid. I’ve done a sur with LS’s utility, only problem is then i can’t physically enter the docking bay. Would prefer to be able to fly into it.
Would love to help out, tried and found out that i was doing a surfile for the “old” version of the Station. The download package still does´nt contain the alternative version. But maybe you can use my sur for the old look. My sur allows you to fly “into”.
cheers
CURSOR
I have a 1600x900 screen
this is in hudshift.ini
; Adjustments for 16:9 (1280x720, 1440x810, 1600x900, 1920x1080).
[[b];HUDShift]
Horizontal = 0.17
maybe you just forgot to delete the ; ?
cloak/uncloak by using a key, is a feature of FLAC
adoxa wrote:
A quick test in SP (using version 2) worked. The process: added damage = -10000 to Zone_Li01_001_Planet_Li01_01; jumped to Patrol 27 to take some damage (one block in an Eagle); jumped back, quickly healed, no explosion. NPCs also seemed fine.
well, didnt worked out for me. Also tried to reproduce yesterdays expierience but nothing happend at all. guess i´ll test on vanilla and work from that base to see where my mod got the hickup´s from.
Thx Adoxa, i will get me into more tests.
adoxa wrote:
hp_type = hp_freighter_shield_special_1, HpLic hp_type = hp_freighter_shield_special_3, Hppu hp_type = hp_freighter_shield_special_4, Hppc hp_type = hp_freighter_shield_special_5, Hpxx ```These are also [ShieldGenerators], no?
Correct, these are additional tweaked ShieldGenerators to mount License, shieldcap(additional max_capacity), power_cell(negative rebuild_power_draw), power_generator(negative constant_power_draw)
The Ships Shield is mounted on HpShield01 and linked via :
shield_link = l_elite_shield01, HpMount, HpShield01, HpEngine01, HpLic, Hppu, Hppc, Hpxx, HpCloak01
So for me it´s the first shield, isnt it ???
EDIT: tested a bit more, placed a drag on all addtional ShieldGen´s. Turned out that it works on the HpLic one. Looks like there some internal resorting about what´s the first shield, not in which order it´s defined on the shield link and not on which Hardpoint it is.
Guess i just wait till you finish the version for all Equip.
adoxa wrote:
Only the first shield applies, which I guess doesn’t have linear drag. You’ll have to wait for the enhanced version, which will work with all external equipment.
Thx for quick reply Adoxa. If i have to wait, fine, nps.
Just thought above configuration shows that it´s the 1st shield and that it´s mounted on HpShield01. What am i missing here ?
RimShot wrote:
from flhack documentation:Target’s damage numerically
Places the actual value of the damage beside the gauges, hull on the left and shield on the right. Usually it will display level with the gauges, but it might be off sometimes. (BTW, armor upgrades will reduce damage, rather than actually increase hull strength; shields are at 85% of their capacity [reduced by the offline_threshold value].)
Thanks RimShot, i only used numeric.dll plugin and looked at numeric.c for Installation, never thought on looking for the documentation in flhack cause it´s a Ripoff.
I used the healing.dll and added a damage = -10000 on a zone
Healing when damaged works fine so far but after completly healed i get destroyed. Same goes for npc´s flying towards this zone. Any Ideas ?