Well... having done very extensive playtesting of my own TL speed hack... I would like to know if your version makes you fly past TL disruptions. When TLs are disrupted over here, I frequently end up 4-5K away from the bad guys that are spawned! That´s been a problem over here, which I have yet to solve, and if your solution doesn´t have this problem (please test very thoroughly before saying that it´s bug-free), I´d like to know why mine is the only one having this problem. Other than that, TL speed hack seems to work just fine. It is client-side, though, and I doubt very much that it could be detected as a cheat at this time. At the same time... who cares? What are cheaters going to do with this... go through TLs even faster? When the whole point of this hack was to speed things up anyhow? Kind´ve silly if you ask me, and pointless to try and stop people from doing.
Accelerated Tradelane 1.0
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I´ll get back to you about the disruption thing, but the reason I say it could be used as a cheat is because of the "trade" part of tradelane. If a cheater needed money, he would change the values to be extremely high so when he is trading, it take´s him less time to get from point A to point B than everybody else on the server, thus allowing him to gain credits faster. Now I don´t know if my way (Editing common.dll) would be detected on the servers, so that´s why I say it could be a ceat.
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Argh ATM mine are running at 5000, when you get a tl disruption you drop out damn near on top of them, <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> I haven´t figured out how to stop the overshoot at higher speeds myself yet . Which is why mine are at double speed as it´s still very managable. @ alfa, if you´ve editted all of the entries in the exe and dll, then you got it wrong , all you need to edit is the third entry in both files. <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Rebalance 3.5 Dev. Team <A href=´http://rebalance.blue-ion.net´ Target=_Blank>rebalance.blue-ion.net</a>
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well, if server admins are to stop it they need to know how to do it in the first place, h4x0rz are usually very hmmm skilled in the ats of theese things, it would be useful for server admins anywayz, Release it i say
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Well, I guess I´m glad that this whole overshoot issue is happening to me, too. I set the speed at 25000... and ... wheeeeeeeee they´re fast. You never reach 25000, but still, you´re going well over 10K when in the middle, and disruptions place you quite a ways from the source.
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u tried makin like 500k tradelanes?
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I´ve decided to be nice, and have posted how to change the tradelane speed on <A href=´http://gcmod.jconserv.net/index.php´ Target=_Blank>my site</a> (it´s under "Editing the .dll"<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>. Just as I´ve said before, please ignore that the site isn´t finished as I´m still working on it. If you know of any other .exe hacks, ore .dll hacks, please let me know.
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Hmm. That´s certainly more elegant than how I went about it. I´ll playtest it to make sure that it´s working correctly...
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Just wondering, but what all did you have to do?
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I altered the value in several places in the EXE and the DLL. Now that I know it´s just in one place... that´s great! I´m sure whatever I did probably had bad consequences elsewhere in the game engine, besides making the TL´s overshoot Random Encounters. As I said above though, this is subject to testing and verification.
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On the site, under "The Reactor - Technological Tutorials", I placed a hack mod that I accidently created trying to increase the tradelane speed to 25000 m/s. Chech it out if you want, as I think it´s pretty funny. Note: I have no clue what I really set it to.
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Could it be then possible to modify the speed increase and decrease rate? So your ship in fact stops faster when disrupted?
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I have tested alpha_asterix´s method. While changing the single variable named in his tutorial works, it has the same problems with overshoot I have seen in my mod. I´ll take a look and see if there´s anything else we can do about this, but basically, it looks like when you exit a Tradelane, you´re still traveling at whatever velocity. FL´s default linear_drag settings very quickly damp down a 2500 speed to zero, but when you put it up to higher than 5K, it stops working really fast <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> So... um... basically I´m back to square one here, except now I know that I haven´t accidently screwed up something else making use of the number "2500" lol..
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In addition, raising the linear_drag / mass ratio doesn´t help any. Tried that out, no dice. Even if it´s the ship´s linear_drag, not the Engine´s. So, folks... there´s gotta be another constant variable out there that determines the rate of acceleration from TL´s...
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I don´t know if it helps or not, but my .exe file is Alchander´s Freelimits 1.0.
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Hmm. Ok. I´ll go take a look. Maybe he found the variable, switched it properly, and then didn´t switch it back when he put TL speed back to 2500 before releasing that modded EXE...
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Nope, that doesn´t work, either. Alfa, I think you need to do the same stone-simple test I am doing over here: 1. Set TL speed to 50000 per your instructions. 2. Go to the Pittsburgh / Fort Bush TL. 3. Go back and forth until a Random Encounter occurs. 4. Do the bad guys appear at the proper distance, and your ship appears the proper distance from the disrupted TL? Yes/No. If no, continue to experiment part two: 1. Shoot TL with shieldbuster until TL shield goes down. 2. Do ships stop at the TL, or disappear from your Sensors? 3. Do ships EVER stop at the TL? Yes/No. If you are seeing something that I´m not seeing over here, with the exact same experimental setup, I would really, really appreciate being emailed the relevant files to see if I can verify your results. My feeling is that we´re all going to see the same thing here, if we use the same test conditions... I´ve searched through all of the DLLs and the EXE, and the only variable that looked vaguely promising was the variable 850.000000, which occurs near an instance of "tradelane", and may be the distance that enemies spawn, or the amount of decelleration applied, or something. More when I´ve tested that theory... Edited by - Argh on 9/19/2005 2:11:13 PM
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I haven´t tested it yet, but could it be that mine is set at 10000 m/s, and your´s is five times faster?