More than 3 ships at the Ship dealer
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Yeah, this is hardcoded, and most probably isn’t possible, as it’s a fundamental part of the game. At least it hasn’t been done up to know in any form. A similar idea was done for breaking the MP character limit, but even that was very buggy indeed, and best avoided.
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Ive been looking at this for ages lol, you can get any amount of ships to actually appear, but to make more than 3 sellable is, hardcoded (ive been looking for the magic 3 number in hex for months) and have come up with nothing
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That’s why searching for 3 is never going to get you anywhere. The game needs to fired up in a debugger and some tracing done to locate the right value, although I don’t see more then 3 ever happening. It’s like the question in another post on here, about adding new mission types… you can’t do it because the game was never coded with that in mind. It’s not a simple limit-break we’re talking about here, it’s making the game do something new
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What about having more than one base on the same planet or station? That way you could walk into another shipdealer with 3 more ships? Can this be done?
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Well, I have found the “right” 3. The problem is that it’s also used as an argument for a function call in what seems to be a compiler optimization. The result is that if you try to set it to anything other than 3 FL crashes. I also found where it checks if the number of ships is over 3 and bypassed the check, but this didn’t entirely work. It will only display up to 4 ships at once and when it does the buttons are broken and FL crashes on exit.
Here’s the info if someone wants to mess around with it.3i in freelancer.exe, 0xb7499 = maximum number of ships at shipdealer (shared with function call parameter, so changing to any other value causes a crash) 0x7E->0xEB in freelancer.exe, 0xb75f0 = remove maximum number of ships at shipdealer limit (will only show up to 4 ships and basically doesn't work)
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hell of a find dude! gunna have a tinker me thinks
EDIT
wow lol, gunna play with this some more
Is it possible that there is more to this puzzle than just in the freelancer.exe file? what about in FLServer.exe? :S
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I don’t remember if someone figured out how to add more than three ships at one ship dealer, maybe it has been done, but I just can’t remember.
But I do remember that Chips figured out how to have more than one docking ring per planet with a ship dealer at the second dock selling ships, so in theory you could have six ships available per planet. This was a feature in the Evolutions mod.
What I do remember was that “when I was younger, I could remember anything, whether it had happened or not”.
Your friend till the end
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Well, I have found the “right” 3. The problem is that it’s also used as an argument for a function call in what seems to be a compiler optimization. The result is that if you try to set it to anything other than 3 FL crashes. I also found where it checks if the number of ships is over 3 and bypassed the check, but this didn’t entirely work. It will only display up to 4 ships at once and when it does the buttons are broken and FL crashes on exit.
Here’s the info if someone wants to mess around with it.3i in freelancer.exe, 0xb7499 = maximum number of ships at shipdealer (shared with function call parameter, so changing to any other value causes a crash) 0x7E->0xEB in freelancer.exe, 0xb75f0 = remove maximum number of ships at shipdealer limit (will only show up to 4 ships and basically doesn't work)
You, Sir, are a miracle worker! Bravo!
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There’s also entry’s in the THN scripts for the Mounts that the ship uses in the dealer.
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There’s also entry’s in the THN scripts for the Mounts that the ship uses in the dealer.
aye there is, but it makes no difference from the testing ive done bleh >.< you can get all 4 ships to appear, but the problem still exsists
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Yeech, talk about having a root canal with no pain killer…
IF, that was a external data value that the Microsoft types are so fargin fond of using for “EZ” change. That one difficult to spot numeric value is likely referenced in more than just FREELANCER.EXE at compile time. So, the DLL that has failed to load when it crashes might be a note worth making…
Good luck, We all would love to see this limit broken.
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AppName: swwt.exe AppVer: 102.2.1223.11 ModName: ntdll.dll
ModVer: 5.1.2600.5512 Offset: 000118caAppName: swwt.exe AppVer: 102.2.1223.11 ModName: ntdll.dll
ModVer: 5.1.2600.5512 Offset: 00011669these are what i could get, the last crash offset was when 4 ships were on display but getting out of the window causes a crash, the first one is when you click the ship icon and when it should come up with the ship trading window, it crashes. hope this helps somewhat.
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Tssk! Tssk!
Why waste so much effort when you can easily have 2 or more bases on a station/planet, each with 3 ships???
Lummie!!
Go write a SUR file generator, which is far more useful!
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Tssk! Tssk!
Why waste so much effort when you can easily have 2 or more bases on a station/planet, each with 3 ships???
Lummie!!
its just not as cool!!!
Go write a SUR file generator, which is far more useful!
LS had one in the works before his HDD crash
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;D ;D
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Go write a SUR file generator, which is far more useful!
yesssss !!
and if you can do one for 3dsmax you will be the hero of … heu … me ;D
What a pity to know that freelancer was made with 3dsmax and not have plugin -
adoxa wrote:
Sorry folks, it really is fixed at 3. I was hoping to increase it, but there’s far too many references to change.figures lol =]