Dev's Limit Breaking 101 Techniques
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Well, those hacks are only for the GUI. There is a lot more involved in patching the max player slots, the most difficult one being to extend the player-connection array in remoteclient.dll which involves messing with .dll section headers, etc…
I released the 200 player hack back in the day so I cannot think of any good reason why you would want to go through the headache again…
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This is a huge request, maybe it’s even impossible, I don’t know.
When you are at the equipment dealer and viewing an item’s infocard, you’ll notice two sections: the left hand section is a written text about the item, consisting of headline + text body, whereas the right hand side is an automatically generated stats listing. What I want to be able to do is basically similar to what you have with ship infocards, where you have one infocard containing all the categories, and another one containing all the corresponding values. (ship dealer side only, in space you have both in one infocard)If it would be possible to have one part of the weapon script saying ids_info, where you could store the text, another one called ids_info1 that contains the categories, and another one saying ids_info2 where you could store the values and these ids_info1/ids_info2 replacing the part that’s auto-generated, it’d be possible to add custom information.
Maybe some of you programmers (looking to adoxa mainly ) could at least have a look at it and say what they think of this. If not, then thanks for reading anyways.
Thanks in advance!
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content.dll 0CC985 40->00 = jump gates test reputation ~adoxa content.dll 0CC986 0C->04 = jump holes test reputation ~adoxa content.dll 11BCF4 -0.6f = hostile docking reputation ~adoxa ```Trade lane docking seems to ignore reputation altogether, so would have to delve deeper and do a plugin for that one. @Aigle: Could probably do that, some day… What type of extra information do you want, though? If it's only what's defined by the ini, be better off doing customisable dynamic stats. In either case, I don't think it's a suitable discussion for this thread (it'll be a plugin, not an edit).
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adoxa wrote:
content.dll 0CC985 40->00 = jump gates test reputation ~adoxa content.dll 0CC986 0C->08 = jump holes test reputation ~adoxa content.dll 11BCF4 -0.6f = hostile docking reputation ~adoxa ```Trade lane docking seems to ignore reputation altogether, so would have to delve deeper and do a plugin for that one.
WOW! Big amaze! Thank you adoxa!
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Thanks Adoxa this is a great find.
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Louva asked me in an IM if ships could drop out of cruise once power runs out. He’s offline atm, so I’ll post it here for all to use.
# Drop out of cruise once power reaches 0. # Jason Hood, 18 November, 2010. File: common.dll 03659E: 79 [ 4F ] 036618: 8B 8E 94 01 00 00 EB 14 [ 90 90 90 90 90 90 90 90 ] 036634: 6A 00 E8 A5 D5 03 00 EB B1 [ 90 90 90 90 90 90 90 90 90 ] ```He also asked if power could have an activation delay like shields, but that can wait for another day…
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Hey,
After using adoxa’s hack so that you drop out of cruise once you run out of power (which works great btw), I wanted to know if it is possible to do the same thing with sheilds? So that if you run out of juice both your engines and sheilds die.
Thanks
Ozed -
thats incorrect, damage_per_fire means the weapon does damage to the user when it is fired.
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Dragnite_MU wrote:
thats incorrect, damage_per_fire means the weapon does damage to the user when it is fired.hmmm, how does that work then? not getting at you, but how did you come to that conclusion?
by default - damage_per_fire = 0
changing it does not seem to do anything, like oZed, I assumed that it was some legacy code left in for simulating weapon wear…
adoxa wrote: shields
lol, subtle