Dev's Limit Breaking 101 Techniques
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Syd wrote:
1.75f in freelancer.exe, 0x1c94fch, 0x1c94fch = multiplier of mouse speed
0.25f in freelancer.exe, 0x1c94f8h, 0x1c94f8h = grid size for mouse (multiplier?)1.25e-003 in freelancer.exe, 0x1c9689, 0x1c9689 = multiplier of grid size
It works better then the hacks above
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Looking for an offset for being able to buy/sell cloaks….
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200f in content.dll, v1.1 0x118578 = some kind of multiplier that raises patrol_path spawn distances. Raising it enables patrols spawn further than 3000 away from the player
Set patrol_path spawn distances(C48D7 and C4974 in content.dll v.1.1, 2500f default) to say 9800f, and this offset to 715 and you’ll get 10k patrol spawning.
1 = 13,986013986013986013986013986014 meters of patrol spawn distance(715 for 10k).
This constant sets the maximum spawn distance, patrol_path spawn offsets - distances below which spawn is rejected.
This offset should indicate higher distance then spawn offsets, otherwise = no spawning. -
Since I thought increasing the vignette size might not really be an entirely practical solution, ended up having another look. Whilst I still didn’t find where the 24000 (actually 80) comes from, I did track down a multiplier.
300f in content.dll, 0x116608, 0x117608 = multiplier for zone distance - increase to allow randommissions further from base ~adoxa ```Didn't test it, so I don't know if it has an effect on anything else.
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It’s not a “mistake” so much as it is an inherent problem with how FL stores positions internally. I doubt there’s a solution without requiring extensive rebuilding of the game…
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Change the reference to it in Freelancer.exe?