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There are currently 67 users playing Freelancer on 42 servers.
February. 27, 2021
The Starport Forum Index > All Posts (cursor)

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Re: FLCN V 2.0 Applications
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Quote:

cursor wrote:
Quote:

cursor wrote:
can you plz change "Tekagis Treasure" over to : http://tekagis.de

we changed from ".com" to ".de" . thanks in advance.

*bump


*bump *bump ... maybe someone is listening...
1st request was on: 9/12 17:38

Posted on: 2011/12/5 14:30
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Re: FLCN V 2.0 Applications
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Quote:

cursor wrote:
can you plz change "Tekagis Treasure" over to : http://tekagis.de

we changed from ".com" to ".de" . thanks in advance.

*bump

Posted on: 2011/10/24 10:16
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Re: FLCN V 2.0 Applications
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can you plz change "Tekagis Treasure" over to : http://tekagis.de

we changed from ".com" to ".de" . thanks in advance.

Posted on: 2011/9/12 17:38
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Re: DFM files
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Quote:

Terratec wrote:
sorry have just tricked

Too bad, hoped somebody cracked it. So you just photoshopped it ?
It looked so real.

Posted on: 2011/8/8 21:10
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Re: DFM files
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Gallery Terratec

One thing i found lately thats related to the topic. Looks like someone cracked it, but i did´nt found any Tutorial about.

Posted on: 2011/8/8 16:04
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Re: Hudshift Size Request
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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 1920*1080 and 1920*1200 on a few comps.

Posted on: 2011/7/1 22:37
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Re: Starlancer Ship Packs
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Quote:

Gibbon wrote:
@ Cursor

That'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.

Posted on: 2011/6/19 0:26
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Re: Starlancer Ship Packs
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Quote:

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

Posted on: 2011/6/18 23:41
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Re: UTF Editor
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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

Posted on: 2011/5/31 17:29
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Re: Camera Zoom in Turret View
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Thx a lot Adoxa

Posted on: 2011/5/27 5:49
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Re: Camera Zoom in Turret View
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Quote:

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.

Code:
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

Posted on: 2011/5/26 11:04
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Re: ELITE ship pack
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Quote:

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

Attach file:


zip griff_coriolis_station_sur.zip Size: 7.61 KB; Hits: 239

Posted on: 2011/4/25 0:51
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Re: Hudshift Size Request
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Quote:
I have a 1600x900 screen

this is in hudshift.ini

; Adjustments for 16:9 (1280x720, 1440x810, 1600x900, 1920x1080).
[;HUDShift]
Horizontal = 0.17


maybe you just forgot to delete the ; ?

Posted on: 2011/4/4 17:04
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Re: Mass texture importing/exporting from UTF files
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Posted on: 2011/2/14 17:38
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Re: Hack request: Define Internal/external equipment
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cloak/uncloak by using a key, is a feature of FLAC

Posted on: 2011/2/1 23:15
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