Dev's Limit Breaking 101 Techniques
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Since this topic is about original Freelancer-file related hacks I don´t know if this is the right place to post it.
So please admins move this to another appropriate section if needed.cloak.dll, 009160, "freelancer.exe" = name of Freelancer.exe ; if you're going to rename your Freelancer.exe, you'll need to change it here aswell, to keep cloak.dll compatible ~J.R.
@adoxa: are similar hacks needed for any of your excellent dlls aswell ?
Just kindly asking the creator so I dont have to edit them all to find out if its necessary to do so…Greetings J.R.
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JONG wrote:
-NPC behavior-
Code:
content.dll, c4c01, 500f, min distance from player position at spawn moment that an NPC patrol with arrival = cruise will fly to when spawned ~Gold_Sear
content.dll, c4c06, 2000f, max distance from player position at spawn moment that an NPC patrol with arrival = cruise will fly to when spawned ~Gold_SearA little explanation: When an NPC patrol with arrival = cruise is spawned, it will cruise to a position before dropping out of cruise and start patrolling at normal speed. These are the min and max distances from the position the player was when the patrol was spawned, the patrol will fly to before dropping out of cruise.
About this, may you can explain more?thanks for your kind.
Encounters have a certain ‘arrival’ as one of the props (you can see that in encounter files in the MISSIONS\ENCOUNTERS folder). They can launch from base, from docking ring, appear in tradelanes, drop out of jump holes or jump gates, or arrive in cruise. This last arrival is called ‘cruise’. It works as follows. A patrol is spawned within max spawn range from the player. The game ‘remembers’ the position the player was the moment the patrol is spawned. After spawn, the patrol will fly to a certain position in cruise before dropping out of cruise. That position is always between above values away from the position the player had when the patrol was spawned (except when the patrol drops out of cruise to engage enemies). After dropping out of cruise, the patrol starts patrolling at normal engine speed.
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This wasn´t my intention… Not really. I just realized that cloak.dll isn´t working anymore as soon as you rename Freelancer.exe. (I did this for the next update of my mod to enable “enhanced compatibility-check” on startup via my custom-build Mod-Launcher)
Anyways… Since there is already a note in Devs 101 (regarding the requirements when you´re going to rename the freelancer.exe)
I only thought its appropriate to tell other modders a fix for this specific cloak.dll “issue”.Thats all…
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adoxa wrote:
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…
I was change those hex code to Adoxa do, but seem like no effect, when I finish my cruise, the ship power still same like before, am I misunderstand the hex code mean?
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Gold_Sear wrote:
content.dll, c4c01, 500f, min distance from player position at spawn moment that an NPC patrol with arrival = cruise will fly to when spawned ~Gold_Sear content.dll, c4c06, 2000f, max distance from player position at spawn moment that an NPC patrol with arrival = cruise will fly to when spawned ~Gold_Sear
I have to apologize, these codes were originally found by M0tah :oops: (that is, the offsets, I discovered their purpose). So here’s the correct code:
content.dll, c4c01, 500f, min distance from player position at spawn moment that an NPC patrol with arrival = cruise will fly to when spawned ~Gold_Sear, M0tah content.dll, c4c06, 2000f, max distance from player position at spawn moment that an NPC patrol with arrival = cruise will fly to when spawned ~Gold_Sear, M0tah ```Sorry for any inconvenience this may have caused (especially: sorry M0tah!)
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Vital wrote:
FormationOp
200f, 0x6c00d –
500f, 0x6c017 –Could you spot a bit more light on this, especially first values, cos this 200 value seems to be familiar, thats the quote from one of my posts:
If one ship of the formation has 0, 0, 0 position, it dosn’t matter how far the others, they dock well(firstone goes first, others follow). It works till approximately 0, 0, 220 position, after this they start docking manuver, and… fly away from the gates about 5-6k, turn around, start docking manuver and it all repeats, if the ships a more then 5-6 k from the centre of formation, they just start spining around with their docklights blinking.
It’s impossible to dock while they are trying.Maybe that 200 value can help here.
Found the last value:
common.dll, 6c017, 500f, distance ahead of the leader of the patrol the player (or any escort) 'anticipates' to go to when catching up in cruise (decrease this to make the player go in a straighter line towards the leader, but setting this too low causes the escorts to swing back and forth after a minor turn) ~Gold_Sear, M0tah ```The first value doesn't seem to have any effect, though. EDIT: [it does](http://the-starport.net/freelancer/forum/viewtopic.php?post_id=61827#forumpost61827) Found some new values, might be useful for some:
common.dll, 75b36, 500f, distance from the center of the leader of the patrol’s ship the escort will fly to in cruise (to catch up) before dropping out of cruise, when the leader has its cruise engines off ~Gold_Sear
Freelancer.exe, 1d2ef4, 2700f, negative z-coordinate of border between sector 4 and 5 (devided by NavMapScale; make this 0 to make the system map exactly according to the coordinate system in the ini file) ~Gold_Sear -
Can anyone help about visibility distance of bases?
10000f freelancer.exe 213EC8 FriendlyFire maximum draw distance for some bases (like battleships)
i find offset about visibility bases 213EC8 and change float 10000 to 100000 or 1000000 but bases are disappear after distance is 14.7 how can i increase this distance?
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I can’t be certain, because I’ve been out of modding a while so probably shouldn’t answer.
But, the entries in the data files for the stations etc, don’t they also have LOD ranges to update? I.e, not just as simple as slapping a hex edit on the EXE.
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Zyos wrote:
I can’t be certain, because I’ve been out of modding a while so probably shouldn’t answer.But, the entries in the data files for the stations etc, don’t they also have LOD ranges to update? I.e, not just as simple as slapping a hex edit on the EXE.
I can confirm that most bases have LODranges, but there are some exceptions:
- There is a maximum draw distance of 250000 for ALL things, that can be edited:
Freelancer.exe, 210534, 250000f, far plane of view frustum ~Dev ```* There is a maximum draw distance of 20000 for ships, that can be edited:
Freelancer.exe, 1C8910, 20000f, max distance at which ships can be seen, even if LODranges specify a higher range ~Dev, FriendlyFire
Freelancer.exe, 213EC8, 10000f, maximum draw distance for some bases (like battleships) ~FriendlyFire
- planets; no limit (except far plane of view frustum) - suns; no limit (except far plane of view frustum) - Jump Holes; seem to have a draw distance between 4000 and 4500, depending on the angle you look at them (straight 4000, side of screen 4500), could be a hex value offset that isn't discovered yet (by us)(?) - track_ring; used in the Dublin race course, seem to be unlimited - surprise_ge_fighter5; most likely bug, since all other surprise ships do have LODranges - some random mission bases (random mission wplatforms do have LODranges, however) @ilkerone Hope this helps… if not, some other hex offsets need to be discovered.
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Gold_Sear wrote:
- Jump Holes; seem to have a draw distance between 4000 and 4500, depending on the angle you look at them (straight 4000, side of screen 4500), could be a hex value offset that isn’t discovered yet (by us)(?)
No.
Jump holes use invisible models, so adding a LOD Range there won’t change anything.Actually what you see are only effects, and those are gf_wormhole* in effects.ini.
There you see their [c] vis_type = EFT_JUMP_GATE_EFFECTS[/c]
Looking into effect_types.ini for EFT_JUMP_GATE_EFFECTS gives us [c]pbubble = 3000, 4000[/c].
pbubble is the visibility range.100f freelancer.exe 212B00 Dev unknown, likely the first value of pbubble 500f freelancer.exe 212B04 Dev visual cutoff range of effects (second value of pbubble) ```(from eft_explosion_large)
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Gold_Sear wrote:
- surprise_ge_fighter5; most likely bug, since all other surprise ships do have LODranges
just a typo I would think. the whole```
LODranges = -
Most of those exceptions are rather straightforward. Planets don’t have LODs, they’re spheres generated on the fly. Suns and jump holes are not physical; their appearance is entirely determined by their effect. For suns, that’s all in stararch.ini. For jump holes, there’s an effect in the loadout, changing that effect’s draw distance will affect the jump hole itself (up to a certain limit, I believe there’s a max range for attached FX as well).
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Skotty wrote:
Gold_Sear wrote:
- Jump Holes; seem to have a draw distance between 4000 and 4500, depending on the angle you look at them (straight 4000, side of screen 4500), could be a hex value offset that isn’t discovered yet (by us)(?)
No.
Jump holes use invisible models, so adding a LOD Range there won’t change anything.Sorry, my mistake (although if you add Jump Hole archetype as asteroids inside a nebula, they’ll become slightly visible. To make invisible asteroids, use gravity_buoy archetype.)