Dev's Limit Breaking 101 Techniques
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I’m just baffled by why my effect_types.ini isn’t being read. It has an entry in freelancer ini, no matter what changes i make in effect_types.ini, it has no effect in game for me.
I even ran an experiment and commented the file out in freelancer ini to see if it would have any effect. Game runs fine without it, and used the values from the exe file for those effect types. It even displays my custom effect from 50k away after i modified the exe earlier.
Only changes that seem to work for me are direct modifications on the exe file itself… strange
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I’m starting to feel enlightened. I’m now of the opinion this is all down to which version of the exe ppl are using. I have the no cd version which i can guarantee reads the values in the exe file and uses those. It ignores the values in ithe effect types file, that’s a given. I was discussing this with Lancer and he had the same problem, especially after i removed that file and the game still ran happily. With the version 1.0 & standard 1.1 exe file, i’m sure values are recognised in the effects type ini, not the case with the no cd exe.
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After searching for nocd and finding the GameCopyWorld site, my exe was the same as “Freelancer v1.0 [ENGLISH] No-CD/Fixed EXE”. Switching to “Freelancer v1.0 [MULTI] Unprotected EXE” also triggers the breakpoint from the ini. There goes that theory…
Would you be willing to try running a debugger? Go to OllyDbg and get version 2. Run it, open freelancer.exe, add -w to the arguments. After a bit, you’ll be paused at the entry point. Press Shift+Tab twice to get to the data pane and Ctrl+G to goto an address. Type in 612fdc to go to the “insane” pbubble max value. Right-click within the data pane and select Float->32-bit float, now it should show as 5000.000 (or whatever you’ve changed it to). Click it, right-click it, select Breakpoint->Hardware… and press OK - it’ll turn red. Now press F9 to run Freelancer and it shouldn’t be long before it stops at 004FD840, after reading it from effect_types.ini. Press F9 to continue and it shouldn’t stop again (until it actually needs it). (Unfortunately, starting up and loading games are a little slower through the debugger.)
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Ah, that’s made it quite obvious. Either you’ve gotten a little carried away with editing and changed something you shouldn’t have, or whoever unprotected it got it slightly wrong. Here’s the relevant diff.
-005C8890 456666656374547970.. ASCIIZ "EffectType" +005C8890 036666656374547970.. ASCIIZ "\x03ffectType" ```So jump to file offset 0x1c8890, change 03 back to 45 and your effect_types.ini will be working again.
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– 1.74f in common.dll, 0x13DFAC, 0x13DFDC - multiplier for fill_dist in CmnAsteroid::CAsteroidField::near_field calculation, increase this to make FL render asteroid fields from greater distances ~w0dk4 (~OutCast for 1.1 version of offset)
I was thrilled to discover this was found out. Unfortunately it doesn’t work
I could find the value at the offset mentioned, changed it, but still beyond 130K from a system’s center, asteroids are not rendered; only the billboards and dyniamic asteroids are there.
Does anybody actually know how to create a proper asteroid field beyond the 130K from the system center?
Thanks!
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I’m sure I used it before and it worked.
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FriendlyFire wrote:
I’m sure I used it before and it worked.Can you remember what value you replaced the 1.74 with?
I’ve tried 17.4, 9.99 and 0.174 (the last one after the first two failed, to see if it should be decreased instead of increased)
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Moonhead wrote:
– 1.74f in common.dll, 0x13DFAC, 0x13DFDC - multiplier for fill_dist in CmnAsteroid::CAsteroidField::near_field calculation, increase this to make FL render asteroid fields from greater distances ~w0dk4 (~OutCast for 1.1 version of offset)
I was thrilled to discover this was found out. Unfortunately it doesn’t work
I could find the value at the offset mentioned, changed it, but still beyond 130K from a system’s center, asteroids are not rendered; only the billboards and dyniamic asteroids are there.
Does anybody actually know how to create a proper asteroid field beyond the 130K from the system center?
Thanks!
It does work. It’s in the FW:ToW mod right now. Maybe there’s something else you’re missing?
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– 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 messed with this and encountered a side effect. It messes with the tractor beam effect, or at least did in my mod making it invisible. Soon as i reset the value, it was back to normal.
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Sushi wrote:
It does work. It’s in the FW:ToW mod right now. Maybe there’s something else you’re missing?
I believe you people when you say it works! Just doesn’t do it for me, sofar.
I’ll look into it again, and maybe upload or link to a minimod regarding this. Or, if I fix it, let you know what I did wrong (might be useful for other people).
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@Gibbon: Revisit my earlier post for an alternate address.
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Concerning the Asteroids:
I realize I might have misunderstood what this hack is supposed to do!– 1.74f in common.dll, 0x13DFAC, 0x13DFDC - multiplier for fill_dist in CmnAsteroid::CAsteroidField::near_field calculation, increase this to make FL render asteroid fields from greater distances ~w0dk4 (~OutCast for 1.1 version of offset)
“render asteroid fields from greater distances” - that might refer to a visual thing: the player sees the asteroids from a greater distance when the hack is applied.
But what I want is something completely different from that.
As it is now, the game seems to keep an invisble circle in the starsystems of about 130K (measured in-game) from the center. Beyond that circle, asteroids will not be created! An asteroid field lying on this invisible circle will have asteroids within it, and none outside of it, altough it shows up on the navmap like it’s a complete field. (This limit does not apply to dynamic asteroids and billboards - they are created beyond the circle)
So, what is the hack supposed to do?
1. Expand the seeing of asteroids by the player? or
2. Expand the limit in which the game will create asteroidsIf it’s option 1, then it makes sense I don’t get the hack working, as I am expecting the wrong this. If it’s option 2, then I remain very puzzled.
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adoxa wrote:
Doing a search for 130000 actually found one:[ExclusionBand]
fade = 1500, 2500, 100000, 130000 ; default valuesThat of any help?
Hmm… Don’t think so, I don’t have exclusion bands in my asteroids.
And - I am not talking about mere visibility. I’m talking about asteroids actually being there (or more precisely not being there)
Thanks for nthe suggestion though.