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There are currently 258 users playing Freelancer on
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Re: 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.
Posted on: 2012/5/24 14:12
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Re: Dev's Limit Breaking 101 Techniques |
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can`t be a ini entry from a plugin ?
Posted on: 2012/5/24 16:52
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Re: Dev's Limit Breaking 101 Techniques |
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adoxa thank you! thank you! thank you!
Posted on: 2012/5/24 19:26
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Re: Dev's Limit Breaking 101 Techniques |
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Posted on: 2012/5/24 21:44
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Re: Dev's Limit Breaking 101 Techniques |
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Jump Out Point allows each [Object] to have its own parameters (via a separate file, not within the [Object]).
Posted on: 2012/5/25 7:03
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Re: Dev's Limit Breaking 101 Techniques |
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![]() outstanding !
Posted on: 2012/5/25 7:40
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| Of all things that I lost - brain I miss most | ||||
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Re: Dev's Limit Breaking 101 Techniques |
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Quote:
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.
Posted on: 2012/5/25 11:20
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Re: Dev's Limit Breaking 101 Techniques |
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I 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. ![]()
Posted on: 2012/5/25 11:32
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Re: Dev's Limit Breaking 101 Techniques |
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Quote:
MP - the Dyson Destroy is next mission! Quote:
Before HARD! Now EASY! Quote:
One stuff kills with fuse other stuff that wears a SHIELD.
Posted on: 2012/5/25 12:21
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Re: Dev's Limit Breaking 101 Techniques |
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Wow nice, thanks.
Posted on: 2012/5/25 20:32
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Re: Dev's Limit Breaking 101 Techniques |
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@robocop: The original value is indeed double, used for both the x and y axes. Since I wanted separate values, the plugin makes patches to convert the double into single, thus also making room for another value.
Posted on: 2012/5/31 14:42
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Re: Dev's Limit Breaking 101 Techniques |
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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 top Does EVERY hole need to be addressed, or only the ones that are changed from default?
Posted on: 2012/5/31 19:28
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Re: Dev's Limit Breaking 101 Techniques |
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Quote:
dacom.ini is not needed. Change only from a server side, no mod update is needed. Think so? Quote: Does EVERY hole need to be addressed, or only the ones that are changed from default? correct answer!
Posted on: 2012/5/31 20:59
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Re: Dev's Limit Breaking 101 Techniques |
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Home away from home
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very good
thanks. ![]()
Posted on: 2012/5/31 21:15
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Re: Dev's Limit Breaking 101 Techniques |
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Home away from home
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Quote:
I'm not sure about that, the directions specifically state both. I'll try it either way to see.
Posted on: 2012/5/31 21:44
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