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Scanner Distance

The general place to discuss MOD''ing Freelancer!

Post Tue Aug 15, 2006 12:40 pm

Scanner Distance

I was wondering working with visual range and trying to get ships to appear at greater distances than normal. I've fiddled with the LOD ranges and can get ships to be visible at great ranges. (cargohaulers at half the distance from manhattan to fort bush)
But i can't seem to get then to appear at those distances. They apear around 2k and then stay visible till i get as far away as the LOD range, but drop off the radar again a 2k. I guess that having ships apear a certian distance away from the player is controled somewhere else. But where?

Post Tue Aug 15, 2006 2:25 pm

thats because the distance the computer creates them at is close - you can watch them go but they won't spawn at those greater distances because encounters aren't set up like that.

also, those huge LOD ranges don't work for ships in MP period - all ships will appear at approximately 5k or a LOD<5k, and if two or more players are grouped then its locked at 9.5k

there may be a spawning distance control in the encounter files:
zone_creation_distance = 0
but i'm not sure if that's what it actually does, or if its some sort of position-offset

Dev

Post Tue Aug 15, 2006 5:44 pm

You actually can push up the distance at which NPCs spawn as well as visibility distances in multiplayer; you just have to be willing to get your hands dirty with a hex editor. I have spent about the last month and a half doing exactly this for the mod I'm working on, and I plan to post a list of all the useful constants I have found once I finish with the mod's test release... some time today, hopefully. Maybe tomorrow if not.

Post Tue Aug 15, 2006 6:09 pm

cool! can't wait to see your work Dev =)

Post Tue Aug 15, 2006 6:45 pm

Cool dave!! oh and if you please where are you going to post that? I really would like to look at those constants and how you did it.
And thanks for telling me!! I've been like this --> working on it myself. hearing that make me look like this --> lol
___
edit:// oh and the dirty hands things is of no consiquence, i've been at the mod i'm working on for over a year by myself, so i'm not gonna shy away from it i'll just get some more coffee ... or Booze!!!

Edited by - Tal Kath Naabal on 8/15/2006 7:48:43 PM

Dev

Post Thu Aug 17, 2006 3:49 pm

Tutorial posted here if you don't normally check the tutorials forum.

Post Thu Aug 17, 2006 5:41 pm

Nice Work m8!!

Cool constants you found there

Again, nice find on the faction affiliation!! you rock

Edited by - w0dk4 on 8/17/2006 6:51:04 PM

Post Thu Aug 17, 2006 6:36 pm

Are all the .dll addresses based on the 1.0 vanilla FL version?

Because I just wanted to look at the reputation thing and the adress was wrong, then I looked in the unpatched and I found the value on the given adress.

Maybe a little notice about that wouldnt be wrong, if all adresses correspond to unpatched FL files (not 1.1 patched)

(btw. the reputation hack doesnt seem to work)

Dev

Post Thu Aug 17, 2006 6:58 pm

Everything is based on the 1.0 version of Freelancer as far as I am aware. As for the rep hack thing, it only works in multiplayer.

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