Dev's Limit Breaking 101 Techniques
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When I say scanner range, I mean the range at which the player can see NPCs, not the other way around! I’ve adjusted a few offsets, but it unfortunately appears to be capped in multiplayer and I’ve not had any luck raising it past that point.
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Well this is very strange, these offsets don’t seem to change the MP behaviour at all for me! It’s 100% the scanner. If I move out of range and back, the NPCs persist at least out to 12-14k. Could there be another value (not scanner range, that’s set to 10,000!) that’s capping this?
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Solved this! The offsets were the correct ones, but were being overridden by an FLHook plugin (that rightly shouldn’t have been touching them, given it’s purpose!) Many thanks for the help.
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Sup folk, I would like to contribute to the list
---Render--- Location of AMD's D3DFillmode (instead use fillmode=1/2/3 in dacom.ini's [Renderpipeline]) atiumdag.dll C652B 639A712B 8B 87 C0 2C 00 00 = default(solid) B8 01 00 00 00 90 = point B8 02 00 00 00 90 = wireframe
---Universe--- "Overall sun color impact in the universe (makes darker to lighter) " frelancer.exe 1C89C0 [double] 005C8A30 255(default) Space particles around player outside fields(hardcoded value) freelancer.exe 14BDF7 [2 bytes] 0054BDF7 80(default value) Space particles around player outside fields(dynamic value) freelancer.exe 006797A8 [2 bytes] 80(reads hardcoded default value) "Make sun flare size modifiable" freelancer.exe 11250D [adress byte] 0051250D (re-route read to somewhere else) DC 2D B8 89 5C 00 -> DC 2D 3B 90 5C 00 freelancer.exe 1C903B [DOUBLE] 005C903B (set-up a double value in not used adress) 00 64 80 5B 00 64 80 5B -> 00 00 00 00 00 00 24 40 (1 = 3FF0, 10 = 24 40) "Sun flare brightness" freelancer.exe 10F982 [float] 0050F982 1-10(maximum effect) "Sun GREEN color impact in universe(dynamic value, changes every switchout)" freelancer.exe 2798F9 [byte] 006798F9 1-255 "Sun BLUE color impact in universe(dynamic value, changes every switchout)" freelancer.exe 2798FA [byte] 006798FA 1-255 "Sun GREEN color impact in universe(static multiplier value)" freelancer.exe 10262 [byte] 00410262 1-10 "Sun BLUE color impact in universe(static multiplier value)" freelancer.exe 10267 [byte] 00410267 1-10 Ship light points modifier, turn them into rainbow freelancer.exe FDDDE [float] 004FDDDE 1 -> 2
---Fields--- Turn off opacity transition of static objects in asteroid fields freelancer.exe 213855 [bool] 00613855 01 -> 00 Turn off opacity of ambient field in asteroid field(buggy view) freelancer.exe 213854 [bool] 00613854 01 -> 00
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IrateRedKite Administrators Historic Supporter Wiki Contributorreplied to Venemon on global:last_edited_by,
@Venemon Thanks for these! I’ve added them to the Limit Breaking wiki page
On question though, where is atiumdag.dll located? It’s not included with Freelancer, assuming this is a system dll the game can read when dropped into the EXE folder?
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sup
atiumdag is located within system files, it is an AMD related file that have access to Directx functions, you can edit its memory while game is running, I didn’t try moving it into game
files, dont think it will work.instead of doing those you can add in dacom.ini
[RenderPipeline]
fillmode = 2
It will launch the game as Wireframe (Knowledge base doesn’t have this information in there)atiumdag.dll
“file v8.14.10.761. It is for fixing rendering issues in games with AMD/ATI GPUs.” -
@Venemon Damn dude, these are great! I’ve added them to the relevant Limit Breaking categories. Thanks a ton for finding these, I will likely get quite a bit of use out of the group navmap one.
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IrateRedKite Administrators Historic Supporter Wiki Contributorreplied to Venemon on global:last_edited_by,
@Venemon Nice find! I’ve added this one to the list
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disregard my two posts above and sorry for spamming
I thought they were working well until I found an epic bug with docking behaviour
but I cant replicate it now, if someone can test it and confirm this offset is fine
it would be appreciated
(by logic, it just removes seperation between a player and a NPC, which they use thrusters)common.dll+763B6 "Formation members will use their thrusters" 84 C0 -> 90 90
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Contact list switch before launch freelancer.exe+CF4E6 Part 1 33 F6 -> B3 04 (00 important, 01 ships, 02 solar, 03 loot, 04 all) freelancer.exe+CF500 Part 2 89 B5 -> 89 9D freelancer.exe+CF4EF Part 3 89 B5 -> 89 8D freelancer.exe+CF517 Part 4 89 B5 -> 89 8D
Distance in which player names will appear freelancer.exe+1D95A8 3000 float default
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IrateRedKite Administrators Historic Supporter Wiki Contributorreplied to Venemon on global:last_edited_by,
@Venemon said in Dev's Limit Breaking 101 Techniques:
Contact list switch before launch
Amazing work man! I’ll get these and your new offsets added to the wiki once again
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here are some
Group formation enable/disable distance common.dll+13FBD8 0639FBD8 25000000 float (5.0km)
Enable formation with hostiles common.dll+13F540 0639F540 -0.6 to -2.0 float (rep)
Disable cruise charge text freelancer.exe+D5F53 8A 47 54 -> B0 00 90
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IrateRedKite Administrators Historic Supporter Wiki Contributorreplied to Venemon on global:last_edited_by, IrateRedKite
@Venemon Great work man! Really cool to see you putting more of these out. I’m going to hold off posting these on the wiki for a little bit as we’re currently redoing the formatting of it a bit to allow better categorization and filtering.
For those interested, we’ll be generating the page from a json payload, much like the crash offsets page. Here’s a few samples of what’s included. I want to try and link out to the post the offset was noted in for context, as well as including a date where we can find it:
A simple byte swap:
{ "moduleName": [ "freelancer.exe" ], "original": [ "E8 04 95 FD FF" ], "replacement": [ "90 90 90 90 90" ], "offset": [ "0x18B147" ], "author": "BC46", "description": "Disables the UI character typing text sounds completely.", "dateAdded": 0, "categories": [ "audio" ] },
A multipart offset:
{ "moduleName": [ "common.dll", "common.dll" ], "original": [ "DD 05 D0 E2 39 06 D9 FF", "C7 44 24 24 00 00 00 00 C7 44 24 2C 00 00 00 00 C7 44 24 30 00 00 80 3F C7 44 24 34 00 00 00 00 C7 44 24 3C 00 00 00 00 DD 05 D0 E2 39 06 D9 FE D9 C1 D9 5C 24 20 D9 54 24 28" ], "replacement": [ "D9 E8 D9 E0 D9 EE D9 C1", "D9 54 24 20 D9 5C 24 30 D9 54 24 24 D9 54 24 28 D9 54 24 2C D9 54 24 34 D9 54 24 3C D9 44 24 54 D9 E0 D9 5C 24 54 D9 44 24 60 D9 E0 D9 5C 24 60 D9 44 24 48 D9 E0 D9 5C 24 48" ], "offset": [ "0x06191E", "0x061941" ], "author": "Gold_Sear", "description": "Swap vertical component of trade lane travel in previous direction. This fixes issues with vertically oriented trade lanes.", "dateAdded": 1254560320, "categories": [ "tradelanes" ], "url": "https://the-starport.com/forums/topic/396/dev-s-limit-breaking-101-techniques/986?_=1706522670775" },
A value adjustment
{ "moduleName": [ "common.dll" ], "original": [ "1.2f" ], "offset": [ "0x07637F" ], "author": "Cannon", "description": "Formation catch up cruise speed multiplier. Outside of trail range common.dll 0x075B36; values above variable located at 0x1407A0 will be ignored.", "dateAdded": 0, "categories": [ "cruise" ] },
Converting these across by hand in bulk is a bit soul-destroying, so if someone wants to pitch in and take a page to convert to json, it’d be much appreciated! otherwise you can expect an update to the page structure at some point in the next few months.
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