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There are currently 83 users playing Freelancer on 86 servers.
May. 22, 2013

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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||oween


Noticed 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
Freelancer Servers List | Discovery of Discovery | Open Sirius
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Re: Dev's Limit Breaking 101 Techniques
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008B70.

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
Freelancer Servers List | Discovery of Discovery | Open Sirius
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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:



jpg  DMarrows.JPG (18.56 KB)
6823_50744f91b20b4.jpg 484X340 px

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:



jpg  CamArrow.jpg (43.56 KB)
6823_507bf156e10ef.jpg 678X426 px

Posted on: 2012/10/15 12:19
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

sumanuti wrote:
this hacks didn't help.


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:

massdriver wrote:
Quote:

sumanuti wrote:
this hacks didn't help.


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.

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:



gif  FL_ArrowOpacity.gif (51.26 KB)
6823_50854a51bcf70.gif 410X191 px

Posted on: 2012/10/22 14:29
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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:

massdriver wrote:
replace actual texture in mat file not just transparency value.

Which .mat file? Open in new window

I replaced textures with transparent .tga amongst those files that holds them - no dice! Open in new window
I dont see any other files that refers to these arrows. Open in new window

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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Re: Dev's Limit Breaking 101 Techniques
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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! Open in new window

BTW, it is enough than just to comment out
Code:
;tex_shape = HUD_targetingelement

in buttontextures.ini Open in new window


[EDIT] - which than couses FLSpew to log
Code:
WARNING: ShapeDB: unable to find shape 'HUD_targetingelement'

Open in new window

Guess I need that transparent.tga to implement, afterall Open in new window

Posted on: 2012/10/22 20:41

Edited by sumanuti on 2012/10/22 20:49:40
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