Dev's Limit Breaking 101 Techniques
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Here it is, a piece of text that moved me more than any poetry could have done. Copied-and-saved from The Lancer Reactors Modding Forum, preserved from ancient times, copied from harddisk to harddisk: the Holy Planets Visibility Limit Hack!
FriendlyFire
Flight Commander
Original posting
posted 10/4/2005 18:31 PST
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I was fiddling with a problem I had with scales and I was looking for the mythic 250k draw limit. I found it!Open up your Freelancer.exe with your favorite Hex Editor. I use Hex Workshop.
Search for a 32 bits Float value of “250000” ( Without “” ).
The first and only result is the good one. Change it to, say, 1000000 ( 1000k ) and save, then try to boot the game ( Singleplayer is better for this as it does not have the ship explosion bug when you are too far away from the center of the map ).It will work!
Hope this helps making even greater mods.
FriendlyFireEdited by - FriendlyFire on 10/4/2005 6:32:23 PM
Bring me my bow of burning gold!
Bring me my arrows of desire!
Bring me my spear! O clouds, unfold!
Bring me my chariot of fire!
:worship:Oh that reminds me: nebula’s also get weird when your too far from ’ em… But I can’t remember of the above-mentioned hack also covered that. or if that one even has been solved.
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– 20000f in freelancer.exe, 0x1C8910, 0x1C8910 = same offset as above, poly flipping distance - raising this value stops graphical glitches on big CMPs, but raising it too high introduces flickering issues with SPH-based models (like planets) ~FriendlyFire
Try playing with that offset. There’s no “perfect” value for it; it depends a lot on what your mod is, how it is built, etc. The best way is to tinker
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Some might have heard from Procyon’s dynamic lightning on muzzle flashes when firing a gun. I just wanted to implement this in Freeworlds and found out that the light_anim entries in weapon_equip.ini are actually disabled. They are read, but they are not used.
Here is a (messy) hack that will activate FL’s light_anim dynamic lightning:
Freelancer.exe:
0x12D132 replace 2 bytes with “EB 6D”
0x12D052 replace 6 bytes with “90”
0x12D0F6 replace 1 byte with “53”
0x12D0F9 replace 1 byte with “02”
0x12D100 replace 1 byte with “CA” -
FriendlyFire wrote:
If you have WinRAR or 7-Zip, just download the EXE patch, right click on it and extract it as you would a standard archive. You’ll be able to see for yourself exactly what files are changed by the update.As for OpenSP, I do not know about this, but I think there were newer versions than Xerx’s one. All I know is that most mods want, at one point or another, to go MP and that you want to be ready for this.
Hey I earlier missed and only read your post now, right after I run the .exe
Good for me that DwnUndr listed the files.
DwnUndr wrote:
These are the files updated in flpatch.exe (the 1.1. patch made by Microsoft):
Freelancer\DLLS\BIN\Content.dll
Freelancer\EXE\CheatMessage.txt
Freelancer\EXE\ReadmePatch.htm
Freelancer\EXE\FLServer.exe
Freelancer\EXE\Common.dll
Freelancer\EXE\DALib.dll
Freelancer\EXE\RemoteClient.dll
Freelancer\EXE\Server.dllThanks, much appreciated!
Btw I just patched and common.dll is now 1.0.1254.11 :? I had expected something like 1.1.1254.11 … Oh well, I asume it’s allright.
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adoxa wrote:
Regarding OpenSP, there’s also my SP from MP tool.Adoxa, your site is gone?! It automatically connects to http://www.dogsoftheseas.com/110mb/
Now I can’t download your OpenSP Does anyone have a copy?
EDIT Or another functioning OpenSP for FL 1.1?
EDIT2 i have it now. When Adoxa’s page is adressed thru Google, the page shows up and the tool can be downloaded. But the link above goes Dogs of the Seas. The internet works in mysterious ways. Especially because the other linked file in Adoxa’s post, Flcodec, does indeed lead to the file it’s supposed to lead to :crazy:
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@ Adoxa: I have a bunch of question regarding your SP from MP tool. I’ll open a thread in Conventional Modding for it.
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w0dk4 wrote:
Some might have heard from Procyon’s dynamic lightning on muzzle flashes when firing a gun. I just wanted to implement this in Freeworlds and found out that the light_anim entries in weapon_equip.ini are actually disabled. They are read, but they are not used.If they are disabled, what lights the cockpit mesh (in cockpit view) when firing?
And…why don’t you add the light to the projectile effect? That works for sure…
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Quarks wrote:
w0dk4 wrote:
Some might have heard from Procyon’s dynamic lightning on muzzle flashes when firing a gun. I just wanted to implement this in Freeworlds and found out that the light_anim entries in weapon_equip.ini are actually disabled. They are read, but they are not used.If they are disabled, what lights the cockpit mesh (in cockpit view) when firing?
And…why don’t you add the light to the projectile effect? That works for sure…
If you have 6 or so lights, all of them disappear. Having lights on the muzzle instead of the projectile means they’ll be there for a much shorter time and maybe not disappear as often.
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Quarks wrote:
w0dk4 wrote:
Some might have heard from Procyon’s dynamic lightning on muzzle flashes when firing a gun. I just wanted to implement this in Freeworlds and found out that the light_anim entries in weapon_equip.ini are actually disabled. They are read, but they are not used.If they are disabled, what lights the cockpit mesh (in cockpit view) when firing?
And…why don’t you add the light to the projectile effect? That works for sure…
Actually they may be used for cockpit lightning, I didnt look at the code for that,
As FF said, dynamic lights on projectiles is overkill.
Also, dyn lights on beam bolts are not possible IIRC. -
I don’t know about that, I’m pretty sure beam bolts and ALE-based effects both can have light anims on them. The issue is that attaching them to projectiles means you hit the cap so fast they barely ever show up.
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It there a hack to allow create mp nickname with spaces like have npc? Example: Vasiliy Poupkine
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Thx for offtop, but we really need this )
Maybe something like entering nick by nick%20name