Numeric shield/hull display - any hack?
-
run it and it will hack your exe which you than can just add to your mod.
-
Gisteron wrote:
run it and it will hack your exe which you than can just add to your mod.*Currection:
Which you can just add to your mod then. -
thanks
-
TheDvDMan wrote:
*Currection:
Which you can just add to your mod then.*Correction:
Correction -
FL Hack only modifies memory, not files. I wrote it before I knew about using dacom.ini; I haven’t rewritten it, because it’s nice being able to change settings on the fly. The only use it has on a server is for best path to use jump holes, where Hack has to start the server.
-
If you ever do re-write this Adoxa… i have a request,
As you stated it runs in memory… and via the regkey as well from the looks of it… which means…. that it’ll only run of the 1st (and main) install of Freelancer… now that’s great for some, but I and others NEVER touch that… that’s the “clean install” we all copy then load our mods (and others) over.
Would be pretty cool if you could somehow change where hack looks for the exe… other than risking messing up my registry
-
I already did that, when you first asked for it.
v1.45, 26 & 28 October, 5 November, 2009: * recognise the command line setting an alternative Freelancer.exe;
-
I’ve never been able to figure that out though m8ty
and no matter what i try it just keeps loading up the original install… might be a vista problem though
-
Admittedly, I never tested it with an actual alternative install, but it does run a different exe. The command line box must start with a quote, or the second character must be colon, for it to work. It should look something like:
c:\my\freelancer\mod\exe\freelancer.exe -s127.0.0.1:2302
-
Yep that worked… sorta 8-) I CTD’d after the main loadscreen though… probably due to the fact she’s already heavily hacked and loaded with almost all your extras…
But it worked I’ll test further… probably just checked a box that conflicts with what i’ve done with hex edits. All i was after was the numeric myself to test some WeaponModDB.ini funkyness… no biggie… oh and i just love playing with your toys Adoxa.
-
Here’s a new version that takes armor into account (the main reason I wanted numeric display in the first place!). I’ll hold off uploading until you can tell me where the conflicts are occurring.
-
Sweet I’m about to go out for a bit, but i’ll get stuck in later tonight when i get back… I’ll PM you the link to the latest build if you want to try XLR2 out for yourself m8 … may as well… she’s basicly a huge extension of your .dll’s hehe
EDIT: Nailed it… Its the MultiIntro.dll im running, that makes sense as well B’cuz that’s about the only extra .dll in my EXE folder you didn’t make.
What i did was uncheck all the FLhack boxes… still CTD… then i proceeded to comment the .dll’s from dacom that weren’t crucial, I went passed it as well after finding this and all the rest work… so obviously its conflicting with FLhacks Intro hacks… either way… case solved, I can just comment that when i wish to use Hack for testing… Happy now
-
That’s the problem with editing a post, it doesn’t show up as unread, so I’m only seeing your solution now, after I found it myself. Being a bit more intimate with the code, I discovered it was MultiIntro straight away, though.
-
adoxa, sorry, but could you make this numeric hull/shield display by a plugin to dacom? Please…
-
Give me a reason for not using Hack and I shall.
-
As i understood, players must launch game through Hack by themselves to see these numbers in game.
Obviously, it is bad solution.Or it modifies the freelancer.exe once and forever?
-
-
maybe the npc carries an armor or shield “upgrade” that decreases its shield (and hull) by a certain percentage.