Dev's Limit Breaking 101 Techniques
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That’s because FL can make cruise go slightly faster when you form up… I’m much more annoyed by how it continuously switches back and forth between 299 and 300.
As for limit cruise display, I guess it’d just be a matter of finding where the value to show is stored, change the comparison value too and you’d have it.
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Gibbon, is it possible to limit cruise display limit to 600?
"Cos when you are grouping with npcs speed reaches 700+ sometimes? looks weired.@Gibbon:
HUD Speed display limiter - Cruise
.004D592B: D815807E5D00 fcom d,[005D7E80 << Checking against 300.0, real(4) float
You just need to change the 300f to 600f (the same value is used for the check and display). The above disassembly shows the float in question is at 0x5D7E80. Subtract 0x400000 from that to get the file offset and you have 0x1D7E80. So change the 300f at 0x1D7E80 in freelancer.exe to 600f.
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Thanks for the heads up there Motah. As i mentioned earlier this wasn’t my find, just a tutorial i had lying around which i didn’t see on the overall list. I knew the last part of what i posted worked as i now have tradelanes that show the correct speed, just not got round to testing the other bit yet lol
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Hey guys, i found something made me ….Er…
Ok, here it is:
– 6250000f in server.dll, 0x84ADC, 0x86AEC = square of NPC disappear distance in MP
– 6250000f in server.dll, 0x84ADC, 0x86AEC = square of maximum effect draw distance (vis_beam) ~FriendlyFire
– 6250000f in server.dll, 0x84ADC, 0x86AEC = square of distance from the center of the system over which bases no longer wish you well when un-docking (note: this is the same number as NPC disappear distance - as long as you have a good NPC persistance range, and good loot_unseen_radius = (radius) & loot_unseen_life_time = (time outside radius) in constants.ini, increasing this is safe) ~fox -
And what exactly is the problem with those values? If you look at the top, you’ll see they’re for 1.0 and 1.1, respectively. The fact that they’re the same isn’t uncommon as most compilers will reuse identical constants as much as possible to reduce file size.
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NeXoSE wrote:
Hey guys, i found something made me ….Er…Ok, here it is:
– 6250000f in server.dll, 0x84ADC, 0x86AEC = square of NPC disappear distance in MP
– 6250000f in server.dll, 0x84ADC, 0x86AEC = square of maximum effect draw distance (vis_beam) ~FriendlyFire
– 6250000f in server.dll, 0x84ADC, 0x86AEC = square of distance from the center of the system over which bases no longer wish you well when un-docking (note: this is the same number as NPC disappear distance - as long as you have a good NPC persistance range, and good loot_unseen_radius = (radius) & loot_unseen_life_time = (time outside radius) in constants.ini, increasing this is safe) ~foxIndeed, this is a valid point. In the “square of distance from center of system that bases no longer wish you farewell”, I noticed that this was in fact the same as the NPC disappear distance, which was in fact the same as the effect distance. Although I noted this in that particular offset, I should probably note that in the other two as well.
In this particular case, increasing this number is safe as long as you have well-defined loot constants in contstants.ini, and a reasonable NPC persistence range.
This is, I believe, the only three offsets on the list that conflict with eachother, though as always you should exercise caution (and make backups!) when doing these edits.
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Here’s one that may be of interest:
1.85f in Freelancer.exe, 0x1C9020, 0x1C9020 = aspect ratio of the cinematics
I’ve added a “Full screen cinematics” option to FL Hack. (It doesn’t modify that variable, but where it reads it, using the actual ratio of the resolution.)
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While you’re at the cinematics, have you found a way yet to completely disable every undock sequence? I better ask first before I look into it myself and waste time
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Another really good one is Ida, it will also allow you to run the server and client in debug mode…
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May I ask as a becoming C++ dev if and which of those programms are free(ware) software?