Tradelane Rings ... and the 10K draw limit.
Basically, it's like this: I got a little crazy today with various things (like that OpenSP thingy I wrote this morning before I took care of RL stuff), and early this evening, just on a whim, I rebuilt the Tradelane Rings.
All I did was import the CMP/MAT, and then export a brand-new CMP of the highest LOD, basically, with the idea being that I'd get rid of the infamous problem of Tradelane Rings not showing up past 10K because of something inside the CMP determining the render distance. As this was, for all intents and purposes, a brand-new CMP with brand-new internal names... this couldn't possibly have the same problems, right? Wrongo.
Sooo... when I get home from work, I'm a-gonna try to replace the trade_lane_ring's DLL entry for IDS_INFO, etc. with a brand-new one, and see if that does the trick. Nothing else has put a dent on this... and given that IDS stuff has proven to be tied to the EXE's behaviors before, I think this might be what FL is looking for when it determines how it renders these things. Whoever it was who did the hack in the CMP was probably getting around this by giving FL a bogus value it didn't know what to do with... unfortunately, my experience has been that this approach is... erm... not stable at all. Hopefully I can get this problem sorted out with this new approach, and give us no-LOD, no-hassle Tradelane Rings that render out to... maybe 25K or so, which is about as far away as you really need them to pop in, and would put 3-4 on the screen, with a maximum of 12 at 3-way crossings that are fairly close together. Just about right, imo, and not too performance draining. I'll let y'all know how this turns out.