Hack request - allow "turn ship" keys to function while in turret view
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Oh man, that was quick, and it works like a charm! Being able to shoot and move in two different directions is awesome. I’ve sure the Capital Ship vets will appreciate this.
Honestly, you should toss this hack into JFLP - there’s no good reason why the turn ship keys shouldn’t actually turn your ship in turret view.
Thanks again!
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You’re joking…
Did adoxa just pull the solution for one of Freelancers greatest modding conundrums out of his ass? I can’t believe it. He does it like it was nothing too. Like all anyone had to do was just ask for it. I want to put a clever image macro to show how stunned and grateful I am, but I can’t think of anything.
I salute you adoxa. A thousand cookies, kudos, props, and interwebs to you.
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@oZed: Looks like I got lucky with the keyboard, because the mouse just isn’t cooperating. Here’s a partial attempt, but it’s not very good - once you go too high or low, it just stops.
freelancer.exe 0xC7EDB, 0xC7EDB 0x42->0x00 = mouse moves ship in Turret View PART 1 BUGGY ~adoxa freelancer.exe 0x11A8ED, 0x11A8ED 0x0F85->0x90E9 = mouse moves ship in Turret View PART 2 BUGGY ~adoxa
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It works! But, the two problems I am having is that one exactly the problem you outlined and two, when you press space rather than the camera moving, the ship moves, which is kinda strange when you turn because the camera is always centered. I don’t expect you to keep on working on this because it seems to hard to do, although it would be really cool if it could work!
Great work adoxa! as always
Ozed
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Okay this is a wild one. Is it possible to make the camera and ship independent of each other? As it is now, the camera is locked whatever orientation the ship is in. Meaning, if you turn the ship, the camera gets dragged along with it. I get the feeling this is one of those inherent coding solution problems and might not have a real hex edit solution, but its worth asking anyway.
Maybe stop feeding the camera the rotational values of the ship somehow?
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Here’s a partial solution (just left/right). It still has no effect in mouse flight (but if you get the position right, you can do much the same thing, anyway). I don’t really think this is possible (without source). One other thing, do not use it with FL Hack.
freelancer.exe 11d89c: E8 2F 82 0A 00 90 11d8bb: E8 F0 81 0A 00 90 1c5ab0: D9 15 70 52 67 00 D8 0D 84 90 67 00 D9 1D 7C 90 67 00 C3 1c5ad0: D9 15 7C 52 67 00 EB DE ```What it does: intercepts the left/right ship movement key, adding the equivalent movement for the turret camera.
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I hope we’ll not consider this a gravedig due to it’s relevance…
If I’m not mistaken, the idea for adoxa’s last edit here (last post) was to keep the camera stationary? He does say it doesn’t work perfectly, and that’s fine… Currently i have the camera swinging around as well, not in the same manner as when it’s locked to the ship before the hack, but moving nontheless.
I’ve reapplied the edit a few times, so I’m pretty sure it’s not a problem there
Is this the recorded behaviour for other people trying it too?If so, that’s fine, can’t have everything
If not, what have I done wrong? xD -
The way I read it is that it makes the camera stationary with regards to the ship, not space around it.
I’m guessing that since the hack does two things (intercepting left/right movement and then applying it to the camera), there should be a portion you could leave out which does the second part and then you’d have what you want.
As for which part to leave out, well that’s what experimentation is for right?
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From my experimentation:
The first two edits define left and right, you can have one or the other, of course it’ll only work one way unless you have both.The other two… Well, if you don’t have both and you’ve edited the first two it ctds, so I got no clue what they do by themselves. xD
I wouldn’t go any deeper into it because it’s all just letters and numbers to me. :<