Dev's Limit Breaking 101 Techniques
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@Fox: Here’s a reprint of a few you haven’t indexed. I haven’t included the wireframe equipment one.
common.dll 0E698E 7C->EB = some planets keep on spinning ~adoxa freelancer.exe 1D8D08 1500f = maximum distance to initiate trade ~adoxa common.dll 0D670F C644243001->E947FFFFFF = suns will honor visit flag ~adoxa
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Thanks, I’ll put those in. I was bookmarking posts containing offsets for a while, but now that bookmark tab is huge and needs to be cleaned, so I lose track pretty easily.
Edit: Done. Now to resist heating up pizza instead of going to sleep; it’s almost 5AM after all…
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adoxa wrote:
Heh, your almost 5am is my almost 7pm. It’s now just shy of 2am here, and I’m off to bed.I have a friend over in Melbourne I communicate with fairly regularly. YOU’RE FROM THE FUTURE.
And, uhh, right, I’ll get those group offsets in the list.
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Syd wrote:
Is there a way to aktivate the collisiondetection on Server for NPCs and Loot and so on?Well, I don’t know about the veracity of this method, but here’s a patch that disables turning collision detection off (for everything). If it works (or even if it doesn’t), I’ll at least have a starting point, but it’ll be quite some time before I have a proper look.
common.dll 0258EB 8B4C24086A0151->6A016A01909090 = always enable collisions ~adoxa
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Well, I’m still curious, so if you’d like to try a couple more tests… Note: apply these separately, to see which one (if any) has the effect.
common.dll 021542 C4->00 = enable_collisions always true common.dll 04D558 8A442438->B0019090 = enable_collisions_r always true common.dll 04D6A6 8B7C2444->31FF4790 = part of above ```(The first patch was for SetCollisionState.)
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Huhu in newest hhc mod they added the roll feature with your hack.
But now their is a bug that sometimes after you login or undock you have to press the key to activate roll or you are not able to fly in proper mouseflight. Maybe you know a way to fix it, my first idea was to make a hack to turn roll always on so I ask for such an hack -
Those two are missing: http://the-starport.net/freelancer/forum/viewtopic.php?post_id=17618#forumpost17618
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=17657#forumpost17657I also am looking for the dockpoint radius of tradelanes, since it is way too small for bigger ships.
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HeIIoween wrote:
Is there any way to extend count of symbols in server motd value? (click detail on any server of my servers list)Here’s a list (BPatch file) to double it.
File: FLServer.exe 00AC82: 54 [ 2C ] 00ACE5: 13 [ 09 ] 00AD50: 54 [ 2C ] 00CB5E: 54 [ 2C ] 00CBD3: 13 [ 09 ] 00CBEB: 50 [ 28 ] 00CBF6: 54 [ 2C ] 00CCD9: 54 [ 2C ] 00CD34: 54 [ 2C ] 00CF26: 54 [ 2C ] 013622: 50 [ 28 ] 013636: 28 [ 14 ] 01372B: 50 [ 28 ] 013745: 28 [ 14 ]
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Thanks
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common.dll 13F440 0.125d = trade lane jump-in speed ~He||oween
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common.dll 13F448 400d = trade lane exit distance ~He||oween
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common.dll 13F458 0.4d = trade lane exit speed ~He||oween
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Do we know why in some mods the ship exit speed from jumpgates is zero?
Can it be fixed?
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StarTrader wrote:
Do we know why in some mods the ship exit speed from jumpgates is zero?Can it be fixed?
common.dll 13E678 2000f = how far behind a jumpgate a player will be spawned - from this point, the player will be thrown forward at exceptional speed until he/she has reached the gate ~fox
??