Removing the (Class x)
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I want to remove the (class 1), (class 2) etc. on all items, this is because i rebalanced all guns, turrets etc. to the different ship classes and it looks a bit weird when it say’s Battleship gun lv.1 (class 8).
I’ve searched the resources.dll but not found something, i guess its hardcoded into the engine and needs a exe hack, if someone knows something specific it would be nice to let me know it.Greetings
Mind -
U mean the HP_gun_type?
Well that would mean u can mount each gun and turret into every hardpoint and that would be totaly opposite of what I’m doing, i use different Gun and turret clases for different ship classes, like Turret and gun lv 9/10 for battleships, turret and guns lv 7/8 for cruisers/bombers etc. pp. -
I did some digging into this a year or two back, I was trying to change it to read “type A” “type B” etc.
Iirc the “class” is a standard .DLL entry (I don’t have the files handy atm), but the number is something else entirely, it’s a coded sequence in the EXE that is automatically applied in the order that the hardpoints are listed in the code.
No matter what I tried I always ended up with a 1,2,3 etc stuck on the end. -
Search for the entry in the resources.dll. It should be easy to fine. I usually add it to the freelancer.ini so I can see it though FL IDRef
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Search for the entry in the resources.dll. It should be easy to fine. I usually add it to the freelancer.ini so I can see it though FL IDRef
Alrdy did that, i’m also using the FLidref but the (class x) is not in the resource.dll.
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As BJ said, you can remove the parenthesis and the Class, but the number will always show up as that is encoded directly within the game.
Fires up FLDev
I believe the IDs you are looking for are 991 and 992, in resources.dll.
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M0tah are you some sort of hex god?
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M0tah are you some sort of hex god?
yes he is. lol
now m0tah, find the offset that controls how many ships are sold at a base =P
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@cheese:
M0tah are you some sort of hex god?
yes he is. lol
now m0tah, find the offset that controls how many ships are sold at a base =P
I got a even tougher one to find…
Here’s the synopsis from Devast8tor, cause even he couldn’t find this offset:
@Dev:
So as most of you have probably heard by now, Freelancer does this weird thing where it won’t spawn static asteroids after you get beyond a certain distance from the system’s center (dynamic asteroids and billboards will always spawn). I started looking for what exactly causes this today. I haven’t had much luck so far, but I did discover this: the asteroid spawn region is exactly 260x260 km square and 130km tall, centered on the system center. I exhausted most of the obvious constants that might be controlling this behavior, meaning the odds of actually working around the problem are iffy. However, at least for now you can know exactly how far out you can place your fields.
If you find this, M0tah, I’ll find girls to bare your offspring…
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AWESOME
Thanks motha this helps me alot, i would also love to the remove the Class and the () but the number is enough for now and will avoid some missunderstandings.Greetings
Mind -
As BJ said, you can remove the parenthesis and the Class, but the number will always show up as that is encoded directly within the game.
Fires up FLDev
I believe the IDs you are looking for are 991 and 992, in resources.dll.
@Mind: Tried those?
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YAY can i give u guys some kissed ;D
Well i found the “(class” in 991 and the “)” in 992 ill check if the (Class x) is not completly removed but i think it should.
Well thats just awesome and I’m totaly happy that i can now overwrite the vanilla classes in my mod and rebalance the HP’s to different classes.LOVE U
Mind