Dev's Limit Breaking 101 Techniques
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FormationOp
200f, 0x6c00d –
500f, 0x6c017 –Could you spot a bit more light on this, especially first values, cos this 200 value seems to be familiar, thats the quote from one of my posts:
If one ship of the formation has 0, 0, 0 position, it dosn’t matter how far the others, they dock well(firstone goes first, others follow). It works till approximately 0, 0, 220 position, after this they start docking manuver, and… fly away from the gates about 5-6k, turn around, start docking manuver and it all repeats, if the ships a more then 5-6 k from the centre of formation, they just start spining around with their docklights blinking.
It’s impossible to dock while they are trying.Maybe that 200 value can help here.
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Here’s the opensp patch for the 1.1 version of content.dll. This patch changes single player mode so that a new game “starts” in mission 13. This patch might already be available or documented somewhere else but I couldn’t find it so here it is:
Addr 0x4EE3A change 42 2A to A2 6A.
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here is what I got when I changed the values to 1000m and 2000m
200f, 0x6c00d –
500f, 0x6c017 –The only use I have for this is the capital ship formations (Since some of my ships are 4 - 5 times bigger than vanilla ships). It works the way I want it to so far.
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So those are ranges that autopilot attempts to bring the ship closer to formation then? IE ranges cruise etc. are engaged at?
Also, I forgot to mention, but M0tah is responsible for finding all of those “experimental” offsets, so you can thank him for those.
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Yeah, you would have to increase NPC spawning distances to have higher ranges - however Scanner ranges themselves are just defined by “range = (range)” under [Scanner] items. If you had a 5k spawn distance but a 3k scanner range, you would still only see NPCs 3k away.
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Ok I’ve reged, and now i have a question for a Missle that i wish to make.
I’ve been making missles for an A10 mod that I found, I’ve made the sidewinder missles, and Maverick missles. I wish to make a missle that can hit ships out at 100km Kinda like the tomahawk cruise missle, I want it to be used as a torpedo, and only for stations, mobile stations and capital ships.
Were do I go to hex edit the veiwing distance and what value do I change to make it so that I can veiw out to 100km. And once I get that ability, How do I go and add the same veiwing distance to radar. So that I can add a special radar for one certain ship that I’ll have to fire the Tomahawk missles.
Can someone help me to change the veiw from its normal to 100km so that i can experament with making this cruise missle.
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Found few offsets, will post 1 for now, didn’t check the others the right way:
v1.1:
25000000f, Content.dll, 1195D4 - square of the distance from the end of the patrol path to the object over which patrol npcs won’t dock with it(so far tested only with jumpgates).
Rising this to very high value may prevent patrol crashes? -
Interesting finds Vital. I’ll check 'em out.
Also, updated the list with some new indexes. Of note is M0tah’s max chat lines index.
Edit: Yes yes, I missed some. I have 'em bookmarked and I’ll get on it. I’ll try to get all the ones I missed in this thread too. (d’oh!)
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02/06/09:
– Indexed M0tah’s max chat lines and charactersDont forget his other offsets
-0.265f in freelancer.exe, 0x1ceee4 = y position of chat box
0.065f in freelancer.exe, 0x1ceee0 = height of chat box
0.46f in freelancer.exe, 0x1ceedc = width of chat box
0x50 in freelancer.exe, 0x6a440 = maximum number of characters in multiplayer chat window -
Interesting finds Vital. I’ll check 'em out.
Thanks, will keep on trying, despite lack of time…
Finally I came to a concept of 10k radar with no influence on gameplay(um… except that there is 10k radar).
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@Bas:
02/06/09:
– Indexed M0tah’s max chat lines and charactersDont forget his other offsets
-0.265f in freelancer.exe, 0x1ceee4 = y position of chat box
0.065f in freelancer.exe, 0x1ceee0 = height of chat box
0.46f in freelancer.exe, 0x1ceedc = width of chat box
0x50 in freelancer.exe, 0x6a440 = maximum number of characters in multiplayer chat windowWhat are the values you used for the released .exe, Bas? I was hoping to increase the chat for FW:ToW.
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Till yet I only altered the maximum number of characters in chat window:
Ok, best value for maximum number of characters in multiplayer chat window is 7F/127. I am not sure, but I have the feeling that even higher values have an effect, meaning that you can write more letters then. But then there is the “loop”-bug again - meaning you dont come to an end of letters when you are writing a message (just see for yourself ^^)
I also made 2 screenshots to show how muhc it is only enlarged, not too much IMHO (127 instead of 80 letters):
http://www.abload.de/img/screen135k6kc.jpg
http://www.abload.de/img/screen1361b7q.jpg(I am I with EXE hack, Saarländer without EXE hack - Just look for Halloooooo[…])
And for the size/number of lines of the chatlog:
0x20 in freelancer.exe, 0x691d1 = maximum number of chat lines in chat history window (signed byte, so max of 127)
(So just set the value to 7F)
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Thanks, Bas.
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0x05 in freelancer.exe, 0x16835b = maximum number of characters per account, PART 1, BUGGY (literally just “05” in hex) ~M0tah
0x16835b = 1.1
0x05 in server.dll, 0x??? = maximum number of characters per account, PART 2, BUGGY ~M0tah
0x7417c = 1.1Has anyone else played with this? I heard Procyon had 8 accounts/char.