Dev's Limit Breaking 101 Techniques
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Just a stupid q; what would be necessary in order to make FLHook SP-compatible?
of course some things in the hook code have to be changed I guess, but I think we would also need a chatinterface in the SP to enter the commands…?
Would it be much work to make FLHook compatible to SP? Just a thing I am thinking about to do one day…:x
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I doubt you can do that because FLHook works on the server…
There’s no server in SP, just a client. What CAN be done is something similar to Hook, but for client-side hooking. However, that’ll probably require starting from scratch.
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FriendlyFire wrote:
I doubt you can do that because FLHook works on the server…There’s no server in SP, just a client. What CAN be done is something similar to Hook, but for client-side hooking. However, that’ll probably require starting from scratch.
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=19599#forumpost19599
So my point regarding to this is that you can make something very similar to FLHook for th SP, but since there is no chat there, you have to send all commands (if any) from console window or with a hot-key, something like that.
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Still, would you “port” Hook for client or just start over? I can see so many differences that I’m not sure that’d be the most efficient way to do it. Maybe inspire yourself from it, but not modify it to make it work on SP.
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I think porting wouldn’t be a big problem. Server.dll hooks, IServerImpl hooks are the same, content hacks, common hacks are the same, what else is there… It should be like just major code cleanout…
Two differences i see clearly right now are Update, Startup and Shutdown which are hooked using GetModuleHandle(0), and absence of chat.
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I think porting wouldn’t be a big problem. Server.dll hooks, IServerImpl hooks are the same, content hacks, common hacks are the same, what else is there… It should be like just major code cleanout…
Two differences i see clearly right now are Update, Startup and Shutdown which are hooked using GetModuleHandle(0), and absence of chat.
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w0dk4 wrote:
umm, the other big question would be, why do you want to port a mainly server-side admin tool to a singleplayer environment?
which feature of flhook would make sense in SP?
I cant really think of any feature tbh…w0dk4 has a very good point.
There are like no features that would be helpfull in Sp
You would be better using a trainer in sp if u wanted to give yourself cash or such -
/autobuy
F88 Features (as EXAMPLE !)
/save (to save game in space ^^)
And of course other new options (for instance, dynamic economy - ok, this can be done even without FLHook)
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Ok hotshot thanks for that reply:P
I did miss a few things out bas
but still thats alot of effort to put in for just single player. when there are other programmes out there. ok sure you wont get auto buy or such but thats not a issue really. i never ever used auto buy didnt see the point in it. As for the other stuff meh:P
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Cloaks, target marking, hull-regen items, selective docking restrictions, etc. would all still be applicable in SP. Seeing as 88 Flak makes rather extensive use of these features, it nearly cripples the OpenSP compatibility of the mod - OpenSP is supported in Flak, but only barely (you can not cloak ships, any “unlockable” areas are simply unlocked, etc.)
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Found something here…
– 1.25f in freelancer.exe, 0x1C9804, 0x1C9804 = multiplier for distance at which brackets around non-targeted ships in space will appear (1.25 = ~3km, 37.5 = ~93km, etc)
I wanted to remove the brackets completely from no targetted ships, so I set this multiplier to 0, but that made the tractorbeam effect dissappear!
So this multiplier is used for more than one thing…
Does anyone know another way around to remove those brackets? I did see the hack below this one on the list, but I don’t want to remove all that!
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That’s the problem; those images apparently don’t exist. At least, nobody found them to my knowledge.
I’m believing they aren’t images, they’re actual meshes of some sort defined through VMeshRef and VMeshData.
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Brackets are in buttontextures.txm, it is a single corner that is mirrored using UV mapping…
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Turns out you were modifying the wrong value - you want 0.0004f at 0x1d954c in Freelancer.exe. That’s the reciprocal of the distance at which the brackets will be drawn. Change it to 1 (00 00 80 3F) and the brackets disappear. Alternatively, patch the code itself at 0xec1b3 (0x7A0A to 0x9090) to always succeed the below zero test.
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**I’ve been checking some of the values listed here, you need to verify the NPC spawning stuff, its incorrect for both unpatched and patched content.dll files, at least for the American version.
– 1775d in content.dll, 0x11AC80, 0x11BC80 = initial NPC max spawn distance in SP and MP (such as after respawn)
1.0 - 00 00 00 00
1.1 - 00 00 00 00**