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There are currently 64 users playing Freelancer on 34 servers.
October. 19, 2017
The Starport Forum Index > All Posts (Gisteron)

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Re: Dev's Limit Breaking 101 Techniques
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Quote:

adoxa wrote:
Quote:
I noticed at a velocity of about 1200 m/s and higher effects like space dust no longer render.

I expanded Manhattan's atmosphere dust and changed cruise speed to 2500 m/s and that still seemed to be rendered.
Hmm, weird, the regular motion dust disappears completely. Maybe it is something in the ale after all, I shall compare it thusly with the atmosphere dust. Thanks for now...

Quote:
[jump shake hack]
So many thanks! Still baffled how you do it but aren't we lucky to have you *goes off to bother someone else with his happiness*

Posted on: 2016/4/30 17:19
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Re: Dev's Limit Breaking 101 Techniques
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Good evening, old friends and perhaps soon-to-be new ones.

So, since I last saw this thread it has about tripled in length, and from what I gather some of the wiki page is out of date although there seems to be an effort of gathering and recovering all the offsets found in the recent years.
The particular one I am looking for seems to either not been found or not to be recoverable by search parameters I managed to intuit, so here goes.

I noticed at a velocity of about 1200 m/s and higher effects like space dust no longer render. I thought this was a matter of the ale, so I went in there and started coding away. Increasing emitter size, making effect alpha and size time-independent seemed, while otherwise making expected changes, not to break through what hitherto seemed to be an emergent limit. So my modder-senses tell me it must be hardcoded given that parameter any of the ini code seems to refer to is responsible.
Does anybody know this offset? And if it hasn't been found, would someone versed with the appropriate tools and know-how kindly have a look for it?
And while we're at it, what is responsible for the shaking during a system jump? it happens in both the target and the origin system irrespective of the properties of the tunnel. Is there perhaps a multiplier for that?
Many thanks!

Posted on: 2016/2/28 18:29

Edited by Gisteron on 2016/2/28 18:49:43
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Re: 3D Model Showroom
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Does it slow down your game?
Probably. But on Jeider's computer it still shows 50+ fps, so I think it'll be good enough for some of our lower middle class machines.
The shape isn't too fancy, but this sort of goes to show that the idea of spamming vanilla models into enormous constructs that have more in common with pixel art than with large Discovery-esque bases has its potential...

Posted on: 2013/12/3 10:11
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Re: exe hacks needed
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1. What's that?
2. Again, what do you mean?
3. You mean as in solid bars? Check the limit breaking list on our wiki, grab a hex editor and do it yourself. You'll probably want to change a few other things along with it, so it won't be your only time using the editor or the little skill you gain

I don't know what about the common.dll would have to be changed in order for either of those changes to work (mainly since I can't identify what you mean by #1 and #2).

As for changing the bar colour with the stats as input parameter - that'd require a client plugin. AFAIK its not a code built into the engine, but since the colour is a variable its probably not a big deal to make a function to bypass it and put out a value of its own.

All changes required for OSP are also available. IIRC there is a dedicated tutorial but at the very least you'll be able to find all the required information on our wiki and come back when its not enough.

Point is: Don't try and have others do your work. When it comes to understanding the engine and making changes to the program, some will surely help out, but when the thing in question are a few offsets you can change yourself - do it yourself. We'll help you understand everything you have trouble with. We just won't write your mod in your stead.

Good effort!

Posted on: 2013/12/3 9:52
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Re: [Freelancer Server News]ALL GERMAN Freelancer-Mod online
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Ich habs eig schon gerochen, dass da irgendwas in solcher Richtung kommt. Wär ja nicht das erste mal dass jemand laut seine Supermod ankündigt und die dabei ärmlich aus anderen zusammengekratzt ist.

Posted on: 2013/11/5 8:39
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Re: Terratec 3D Models
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Hätte interesse an der ds9 bar... An sich ganz gut, dafür, dass du Milkshape benutzt hast. Ich würd an ne fortgeschrittene alternative umsteigen, wie blender oder sogar sketchup. die sind oft resourceneffizienter, tolerieren mehr komplexität, und oft einfacher zu bedienen - mal von den verschnellernden instrumenten zu schweigen. Aber das sieht schon nach mehr aus als was ich fertigbringen könnte mit meinem derzeitigen un-talent xD

Posted on: 2013/8/16 16:28
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Re: Star Trek Mods
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I'm building something that may be called a vanilla Trek-ification but its on deep hiatus currently and it isn't in any way designed to be a Trek based mod, apart from visuals (which has its balancing challenges). As for beam weapons... well, you gotta compromise there, that's true. But that's the advantage one can have when not building something that resembles canon Star Trek and thus rationalising away all the issues. I suppose they could be implemented but that would totally ruin the spirit of fighting the limitations of an outdated game for its own sake

Posted on: 2013/7/17 21:24
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Re: Effects showroom!
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Will some parameters be configurable through an interface or configuration file?

Posted on: 2013/7/17 20:59
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Re: Mod DB incomplete !?
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You can also upload stuff to our Download database, I'm sure most of the modders of the older mods dont care.
I'd still ask though, if possible (i.e. if the author is known and cares to respond if reached through his old contact data), just for the sake of fairness, politeness, protocol and good manners.

Posted on: 2013/6/21 22:27
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Re: Testers Needed for Freelancer Chronicles
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Goading? As in having them use the search function so that there is a reason to keep it at all? Guilty as charged

Though really, we've been there and we got this far and not everyone who happens to get to work on a mod is in fact merely a "modder", and we've seen that before, too. Seriously, we've been there, we got this far, so why couldn't anyone else who happens to work with games anyway? Besides, the ambition is less in an uber-mod or let alone a decent player base but really in getting to know what it takes and how it is like to work on a game in the space-sim genre. If you ask me, Freelancer is a very good start and regardless of just how far they get with the FL mod, they'll quite likely get what they're looking for just through the process of trying. You wouldn't expect anything less, would you?

Posted on: 2013/6/18 21:10
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Re: Testers Needed for Freelancer Chronicles
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Its not that noone has released a game yet, y'know.. I think we're talking to people, who know fairly well what it takes and what to expect and who also learnt at some point to deal with frustration, eventhough I dare postulating that one-man modding teams use to get frustrated much, much more, than a proper game developing company, that does the engine from scratch and thus knows it pretty well and has team members dedicated to specific areas so there is a certain development speed, quality and success to be accepted as realistic, even if not expected or anticipated.

I don't mean to sound overly enthusiastic, but just scanning over the latest posts in here I get an impression of that our community is tired and in fact somewhat cynical. Its not even constructive criticism here where we'd be pointing out likely obstacles, but just a general notion of "you guys even know what you're talking about?". Gentlemen, please. Be nice.

Posted on: 2013/6/16 9:47
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Re: Model Pack
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I use the ms3d exporter after preparing the model in advance in my default modeling program and it turns out just as intended. Granted, it is tedious though...

Posted on: 2013/6/14 15:49
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Re: Model Pack
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Are we talking about models from the respective games or models based on visuals in those games? In either way, it would be very strange, not to say suspicious, if indeed there were no restrictions on use and no credits required.

Posted on: 2013/6/10 16:53
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Re: Effects showroom!
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Just to comment on the new FW picture: I know those light types as volumetric lights and it looked precisely as one would expect it to (unless i've missed a corner where there is some glitch). Specularity, too, must not be on this image, since the starship is backlit. Every possible angle that could give a light spec on its surface is avoided in this shot resulting in it being pretty dark as most things should be that you would expect to encounter in space.

Posted on: 2013/6/6 17:33
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Re: DX-9 dds and other
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I'm happy they haven't though. Its that confirmation of appreciation for the game in the public. Always a nice thing to read, wouldn't you say?

Posted on: 2013/6/6 17:24
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