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Dev's Limit Breaking 101 Techniques

Scheduled Pinned Locked Moved Crash Offsets & Reverse Engineering
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  • adoxaA Offline
    adoxaA Offline
    adoxa
    wrote on last edited by
    #503
    freelancer.exe    0A8004    05->1A = show current worth in multiplayer ~adoxa
    
    
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    • D Offline
      D Offline
      DwnUndr
      wrote on last edited by
      #504

      adoxa wrote:

      freelancer.exe    0A8004    05->1A = show current worth in multiplayer ~adoxa
      
      

      Works like a charm, thanks adoxa!

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      • ? Offline
        ? Offline
        A Former User
        wrote on last edited by
        #505

        adoxa wrote:
        I had assumed you’d already applied the maximum range patch.

        freelancer.exe    1C8910    20000f = same offset as below, max distance at which ships can be seen (even if lodranges specify a higher distance) ~Dev
        freelancer.exe    1C8910    20000f = 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
        
        ```This can be customized per system by using **space_farclip** in [SystemInfo].
        

        And what difference between 1C8910 and 1C8910?

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        • F Offline
          F Offline
          Forsaken
          wrote on last edited by
          #506

          None. The same offset addresses two issues.

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          • W Offline
            W Offline
            w0dk4
            wrote on last edited by
            #507

            Just to give some extra info, this is essentially the far clipping plane, as adoxa also found an ini var with the same name.

            If you raise the far clipping plane too much, you will get flickering issues because of z-fighting. The z-buffer loses precision quickly in the distance, therefore the larger the area covered by your clip planes, the more z-fighting (-> flickering) you will get.

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            • ? Offline
              ? Offline
              Guest
              wrote on last edited by
              #508

              I wonder, is there any possibility to prevent ships from automatically re-orienting themselves after you’ve vanilla FL’s x-y plane?

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              • adoxaA Offline
                adoxaA Offline
                adoxa
                wrote on last edited by
                #509

                This what you want?

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                • ? Offline
                  ? Offline
                  Guest
                  wrote on last edited by
                  #510

                  Thanks alot, made my day 🙂 Completely other topic, but would it be possible to override the turret/weapon/torpedo limit?

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                  • adoxaA Offline
                    adoxaA Offline
                    adoxa
                    wrote on last edited by
                    #511

                    I’m not sure what you’re asking. If you want more weapons, you have to modify the ship’s cmp file and its shiparch.ini entry to add hardpoints. If you want more ammo, use [Constants] MAX_PLAYER_AMMO in constants.ini. If you want separate limits for each ammo type, use this.

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                    • ? Offline
                      ? Offline
                      Guest
                      wrote on last edited by
                      #512

                      Thanks for the reply 🙂 What I mean is that there is a limitation for the maximal number of turrets/guns/torpedoes/mines/countermeasures you can fire simultaneously. If you go over 32 guns, the game will crash to desktop. Is there any hack that could do the trick?

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                      • adoxaA Offline
                        adoxaA Offline
                        adoxa
                        wrote on last edited by
                        #513
                        freelancer.exe	11D072	8C->CC = allow 64 simultaneous firings PART 1 ~adoxa
                        freelancer.exe	11D7C2	8C->CC = allow 64 simultaneous firings PART 2 ~adoxa
                        
                        
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                        • ? Offline
                          ? Offline
                          Guest
                          wrote on last edited by
                          #514

                          Man, you really are a genius! I’ve been looking for a fix to that problem for nearly three years now and you don’t even need a single day to find one. Thank you very, very much! 🙂

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                          • X Offline
                            X Offline
                            Xarian_Prime
                            wrote on last edited by
                            #515

                            a sorley needed & long sort after hack… thanks a zillion again AdoXa 8-)

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                            • ? Offline
                              ? Offline
                              Guest
                              wrote on last edited by
                              #516

                              Is there any way to prevent scanners from being transferable? So that you could have scanners being visible but not buy/transfer them from one ship to another?

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                              • cvekiboyC Offline
                                cvekiboyC Offline
                                cvekiboy
                                wrote on last edited by
                                #517

                                Aigle-Imperial wrote:
                                Is there any way to prevent scanners from being transferable? So that you could have scanners being visible but not buy/transfer them from one ship to another?

                                Sorry - not smart to give you an answer and again sorry for hijack it!
                                1. But similar, I made new scanner which only one ship has it (nomad fighter) and is available trough /restart command. Also it suppose to be used for rep-fixer which through playercontrol plugin I can set it as item that cant be lost/seen.
                                This doesn’t work! Any hint why?

                                2. While I’m at this thread please give me next info.

                                adoxa wrote:

                                freelancer.exe    0A8004    05->1A = show current worth in multiplayer ~adoxa
                                
                                

                                What this suppose to show me? What worth? Where?
                                In contact list? Cash amount?

                                I did make a change to file but is it correct way?

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                                • D Offline
                                  D Offline
                                  DwnUndr
                                  wrote on last edited by
                                  #518

                                  2. While I’m at this thread please give me next info.

                                  adoxa wrote:

                                  freelancer.exe    0A8004    05->1A = show current worth in multiplayer ~adoxa
                                  
                                  

                                  What this suppose to show me? What worth? Where?
                                  In contact list? Cash amount?

                                  A picture (or two) is worth a thousand words. 🙂

                                  http://underverse.us/viewtopic.php?f=2&t=2523

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                                  • adoxaA Offline
                                    adoxaA Offline
                                    adoxa
                                    wrote on last edited by
                                    #519

                                    @Aigle: A little tricky. Simple enough to test scanner instead of engine.

                                    freelancer.exe	0808AC	0C->14 = prevent transfer of scanner (but allows engine) ~adoxa
                                    freelancer.exe	080941	0C->14 = prevent selling of scanner (but allows engine) ~adoxa
                                    
                                    ```EngClass bypasses this test altogether, though.
                                    
                                    @sumanuti: It shows your current worth in the reputation window, like in single player. That is the correct way.
                                    
                                    @DwnUnder: Not very helpful when you have to register first.
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                                    • ? Offline
                                      ? Offline
                                      Guest
                                      wrote on last edited by
                                      #520

                                      Thanks 🙂

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                                      • S Offline
                                        S Offline
                                        StarTrader Historic Supporter
                                        wrote on last edited by
                                        #521

                                        Adoxa, did you /could you make a bypass for the tractor swap when exchanging ships at a shipdealer?

                                        It’s annoying to have to put back your own scanner and tractor when they are swapped, and its easy to forget and lose a higer class scanner or tractor in the process.

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                                        • adoxaA Offline
                                          adoxaA Offline
                                          adoxa
                                          wrote on last edited by
                                          #522

                                          This prevents everything (engines/scanners/tractors/powerplants) from being transferred. Untested.

                                          freelancer.exe	07B020	83F8->EB22 = prevent transfer of equipment ~adoxa
                                          
                                          
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