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Re: Dev's Limit Breaking 101 Techniques |
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You need dacom.ini (client) for single-player or dacomsrv.ini (server) for multiplayer.
Posted on: 2012/6/1 7:26
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Re: Dev's Limit Breaking 101 Techniques |
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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.
Posted on: 2012/6/1 13:35
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Re: Dev's Limit Breaking 101 Techniques |
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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!
Posted on: 2012/8/14 11:07
Edited by sumanuti on 2012/8/30 20:33:15
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Re: Dev's Limit Breaking 101 Techniques |
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Code: flserver.exe 008B70 81->C3 = don't run dxdiag on crash ~adoxa, He||oweenNoticed that the server after crash keeps this process running too :/
Posted on: 2012/9/17 13:49
Edited by HeIIoween on 2012/9/17 16:51:10
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Re: Dev's Limit Breaking 101 Techniques |
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008B70.
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Posted on: 2012/9/17 15:59
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Re: Dev's Limit Breaking 101 Techniques |
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Oh, sorry
Posted on: 2012/9/17 16:50
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Re: Dev's Limit Breaking 101 Techniques |
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Just to remove green/white/red arrows on screen edges is left for pure camera use. I know for FLHack - Clear, but this one is preferred more.
Any solution? Attach file: DMarrows.JPG (18.56 KB)![]()
Posted on: 2012/10/9 17:23
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Re: Dev's Limit Breaking 101 Techniques |
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Even this hacks didn't help.
Attach file: CamArrow.jpg (43.56 KB)![]()
Posted on: 2012/10/15 12:19
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Re: Dev's Limit Breaking 101 Techniques |
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Quote:
Open texture file of that arrow, make it empty or full transparent, done. Sure it wont disable rendering, but at least it will have similar result.
Posted on: 2012/10/15 13:36
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Re: Dev's Limit Breaking 101 Techniques |
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Quote:
Most in DATA\INTERFACE\HUD\ hud_lootarrow.3db hud_nextenemy.3db hud_nextsub.3db hud_nonselectedarrow.3db hud_nonselectedarrow.cmp hud_nonselectedarrowhat.3db hud_nonselectedarrowquotes.3db hud_nonselectedplayerarrow.3db hud_nonselectedreticle.3db hud_nonselectedwaypoint.3db hud_reticle.3db hud_reticle_arrows.3db hud_reticle_health.3db hud_reticle_quotes.3db hud_reticle_shields.3db hud_selectedwaypoint.3db hud_steeringarrow.3db hud_target.cmp hud_target_min.cmp hud_targetarrow.3db hud_targetarrowhat.3db hud_targetarrowhealth.3db hud_targetarrowplayer.3db hud_targetarrowquotes.3db hud_targetedobject.3db hud_targethealth.3db hud_targetshields.3db             got Oc Node with Value=0 in Material library and still I cant get rid of it! Getting a feeling it must be hacked, cose transparency of that arrow is dynamical. Attach file: FL_ArrowOpacity.gif (51.26 KB)![]()
Posted on: 2012/10/22 14:29
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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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Sure that's a walkaround rather than a solution, but you might as well replace the spot the texture with a fully transparent one. That at least is a conventional way to get the goal..
Posted on: 2012/10/22 14:36
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Re: Dev's Limit Breaking 101 Techniques |
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replace actual texture in mat file not just transparency value.
Posted on: 2012/10/22 16:55
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Re: Dev's Limit Breaking 101 Techniques |
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Quote:
Which .mat file? ![]() I replaced textures with transparent .tga amongst those files that holds them - no dice! ![]() I dont see any other files that refers to these arrows. ![]() Still I think Im not on the right path, cose colors of those arrows are hardcoded in FL.exe, and appearance can be modified through scanner distance / selecting ability. As soon they show up, you are able to select player. Also, adoxa's FLHack hides them, but from reason that my .exe is to much hacked, it refuses to start my FL without crash.
Posted on: 2012/10/22 20:01
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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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Not too shy to talk
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DATA\INTERFACE\buttontextures.txm
open with utf editor this file, look for "HUD_targetingelement" node it contains texture MIPs for all such stuff you need
Posted on: 2012/10/22 20:22
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Re: Dev's Limit Breaking 101 Techniques |
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WOW - thanks! That it is!
![]() BTW, it is enough than just to comment out Code: ;tex_shape = HUD_targetingelementin buttontextures.ini ![]() [EDIT] - which than couses FLSpew to log Code: WARNING: ShapeDB: unable to find shape 'HUD_targetingelement'![]() Guess I need that transparent.tga to implement, afterall ![]()
Posted on: 2012/10/22 20:41
Edited by sumanuti on 2012/10/22 20:49:40
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