Speciality Modding

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391 Topics 4.5k Posts
  • Exe offset edit tutorial

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    Thanks for your replies thats made things a little clearer šŸ™‚

    1 more questionā€¦

    Is there a way to zoom in within the hexplorer? everything is too small to read.

  • Hack request - smoothing threshold

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    Yeah that too. I was in Lightwave mode when I wrote that post. I forgot Milkshape supports smoothing groups.

  • Hack request - proper AI CM usage

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    Just like you havenā€™t played in two years, I havenā€™t looked at vanilla code in almost five. šŸ˜‰

    Iā€™d play around with the RandomMissions missile thing more, but I removed (read: broke) RM functionality in Flak so long ago I need to jump back on a vanilla codebase to look further. Iā€™ll play around with it tomorrow when I get sick of doing of doing homework.

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    Hereā€™s another approach, removing the item altogether (so make it 00000FE0 to remove the cloak).

    freelancer.exe 0E6F1E 00001FE0 = equipment types shown on wireframe ~adoxa 1 - CELightEquip 2 - CEAttachedFX 20 - CEMineDropper 40 - CECounterMeasureDropper 80 - CEGun 100 - CEShield 200 - CEShieldGenerator 400 - CEThruster 800 - CECargoPod 1000 - CECloakingDevice 10000 - CECargo 20000 - CEEngine 40000 - CEPower 80000 - CEScanner 100000 - CETractor 200000 - CERepairDroid 400000 - CEInternalFX 800000 - CETradeLaneEquip 1000000 - CEArmor 1FE0 - CAttachedEquip 1FE3 - CExternalEquip 1FF0000 - CInternalEquip
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    Cool, thatā€™s wicked useful. Thanks adoxa.

  • Hack Request - Stop nav map from drawing suns

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    Hereā€™s a method that doesnā€™t involve adding visit = 1 (as long as the visit line appears after the star line).

    common.dll 0D670F C644243001->E947FFFFFF = suns will honor visit flag ~adoxa
  • Horizontal Tradelanes

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    Wow, thanks Fox and Gisteron. I forgot not everything is solved with hacks.

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    Agreed, the best solution would probably be to have FLHook spawn an NPC of the same faction, archetype and loadout on the other side of the hole.

    That said, somewhere in an NPCā€™s info there should be a jumper flag. If you use mission scripting to set the jumper flag on a mission-spawned NPC, that NPC will jump with you when you leave the system (but only when you switch systems, and I donā€™t think it matters if the NPC itself used the gate or not - if another player is watching this happen, the mission-spawned NPCs simply disappear from the previous system and jump into the new system via the gate the player used). Thus, perhaps itā€™d be possible to set the jumper flag to true for all NPCs within a certain distance to a player?

  • Hack Request - Vertical strafe binding hack

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    If i remember correctly, no ā€œhackā€ is neededā€¦ā€¦

    ..\DATA\INTERFACE\ keylist.ini add: [key] id = USER_MANEUVER_SLIDE_EVADE_UP [key] id = USER_MANEUVER_SLIDE_EVADE_DOWN ..\DATA\INTERFACE\ keymap.ini add: [KeyCmd] nickname = USER_MANEUVER_SLIDE_EVADE_UP ids_name = 1958 ids_info = 3300 state = keydown, keyup [KeyCmd] nickname = USER_MANEUVER_SLIDE_EVADE_DOWN ids_name = 1959 ids_info = 3301 state = keydown, keyup

    You should be able to assign keys to new maneuvers afterwards.

    Not sure about if you had to do the IDS or if they are already correct in, plz check.

    cheers
    CURSOR

  • What function is starting music?

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    Wellā€¦ Now Iā€™m searching for a function to actually play music.
    Iā€™ll check the subs which are calling acmstreamopen first.

  • Making a new dialog

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    Thank you for all the replies. I am checking out the possibilities with the info you gave me. This is great.

  • Hack request - redirect TrailOp to FollowOp

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    Okay, I probably should have done this with the other patch. It adjusts the offsets to work with the Follow structure, but even if it works, they might all follow at the (0,0,0) vector, so a plugin would be needed for that.

    6CE24: 14->4C
    875BC: 18->50
    875C2: 1C->54

    Hopefully thatā€™s all thatā€™s required.

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    Adoxa, youā€™re seriously the man. You have no idea (well, actually, you probably do šŸ˜› ) how useful these hacks have been. I feel guilty making so many requests, but both you and w0dk4 have put a lot of really useful stuff up on that list over the past month alone.

    I could probably do better on my end maintaining that list and getting the Wiki up to speed; Iā€™ll do some of that before leaving this weekend for the 4th. Thanks again! šŸ˜„

  • How to increase hp to dynamic asteroids?

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    HeIIoween wrote:
    @Adoxa thx! You are engineering god of da freelancer!! x)

    Ah you ofcourse mean God? or even GOD(big letters) lol.

    Well this gives an opportunity to make simply awesomely looking asteroid fields I must say.

    Hope this will have no drawbacks at all.

    Really Nicely done Jason.

  • Eclipse uber IDE !!1

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    It works fine for java but Eclipse is slow and painful for everything else.

    Its C/C++ integration is extremely annoying and makes current MS IDEs look really good. I was using it with gcc under linux which is one of its primary targets.

    Last time I used it, it made me want to go back to VS2003.

    stands back and waits for the blowtorch

  • Offset missile detection

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    I rigged the scanner to have a 25k range, the Javelin to have a long lifetime and the Justice Mk I to have a 20k range. No problems targeting the missile for the range of the gun. A previous test rigged the scanner to 40k, which showed the rollover text (it was before I rigged the gun, though, so there was no target). What am I missing? Just how far do you want to detect it?

  • Hack request - enable F3 dock on FREIGHTER

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    Excellent, thanks Adoxa. I canā€™t test it right now as Iā€™m away from home and my netbook can not run Freelancer (I get the text corruption bug and crashes on this chipset), but I have a feeling it will do the trick. šŸ˜„

    For those curious, yes, M0tahā€™s FLHook in 88 Flak has native support for using F3 docking on players - as soon as the game would actually try to dock you and cause a crash, FLHook steps in and runs the mobile docking code (the same as using the /dock command currently in play). Since this code has actually been active all along, any mod using his FLHook solution will immediately benefit from this hack.

    The issue with using type = STATION on players is not just the handling, but also some other things. For example, players show up as ā€œNew Tokyo System, Sector B3ā€ when targeted (instead of ā€œRogues - Deathflierā€ like normal players), and there are also issues with the way AI target and attack these players (in multiplayer, AI only properly attack FIGHTER and FREIGHTER types - anything else they generally ignore, try it yourself). Thus, enabling F3 docking on type = FREIGHTER is simply the easiest solution.

    Thanks again! šŸ˜„

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    TheDvDMan wrote:
    The Wiki is almost empty, thats why people ask so many questions that most of the people know many years alredy.
    Am I the only one who adds information to the Wiki of this site? Everybody can write there, its not exclusive for admins only.

    I am one of those who doesnā€™t want to look in more than a couple of places, its too time-consuming and irritating.

    I look here and on EOA, canā€™t be bothered with more.

  • Hack Request: Emitter-Particle Death Timer

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    Xarian_Prime wrote:
    @Why485 -> Just outa curiosity m8ā€¦ what did u end up setting the hack tooā€¦ as i use your fx & have pretty much fallen backwards over all this ^^

    Well you have to keep in mind that I designed the effects pack with the limit in mind. Meaning no matter what you set it to you will not really see any significant difference. Nor will there be any real performance difference either. That said I currently have it set to ten seconds. Itā€™s mostly arbitrary but I figure I wonā€™t have an effect that requires more than a ten second grace period.

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    adoxa wrote:
    0x0AF90 is for 1.0, 0x0AFC0 is for 1.1 (the format of the new offset list, but code isnā€™t showing the tabs, which makes it a little clearer). I almost didnā€™t provide the 1.0 offset, so in future I shanā€™t (hear that foxUnit01? :)).

    Noted. šŸ˜‰