Sight and CellSpread work in the same way:
WW made up a table of 12 values (0 to 11, so 11 is the limit).
They made it that way because - you mentioned it - a calculation would slow down the game too much.
My new method is just a valuetable of 121 (0 to 120) values instead of 11, and pointed the old addresses to my new table (no mistakes there, I checked that).
So either it's both Sight and CellSpread or none of them.
I got nothin to do right now so I'll point the addresses back to the old table and send you one of those crap patchers
It would be nice if you tested the unmodded patch before sending me a patcher, if it doesn't cause any trouble to you.
But note that for some (most?) people, the stuff works, however.
The reason for that should be found soon I hope...
EDIT:
@Bobing:
No, there aren't any possibilities to increase the limits another way.
WW made up a table of 12 values (0 to 11, so 11 is the limit).
They made it that way because - you mentioned it - a calculation would slow down the game too much.
My new method is just a valuetable of 121 (0 to 120) values instead of 11, and pointed the old addresses to my new table (no mistakes there, I checked that).
So either it's both Sight and CellSpread or none of them.
I got nothin to do right now so I'll point the addresses back to the old table and send you one of those crap patchers
It would be nice if you tested the unmodded patch before sending me a patcher, if it doesn't cause any trouble to you.
But note that for some (most?) people, the stuff works, however.
The reason for that should be found soon I hope...
EDIT:
@Bobing:
No, there aren't any possibilities to increase the limits another way.