Dev's Limit Breaking 101 Techniques
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IrateRedKite Administrators Historic Supporter Wiki Contributorreplied to Gold_Sear on global:last_edited_by,
@Gold_Sear Brill! I’ll cross it off the list. As we’re using unix timestamps here, it’s not a problem at all, we just need to adjust what the script that creates the page displays. If we change our mind in the future we can simply adjust the script and display the down-to-the-minute times again
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I’ve added every URL and timestamp I could find on the former ‘Misc’ section. In this search for URLs I noticed that some of the offsets were miscredited, e.g.
- “don’t show the unknown graphics card warning” was already found by OutCast in 2011; and
- “Name of folder where FLSpew.txt is stored” is actually found by HeIIoween in 2015.
@IrateRedKite I like your recategorization of the Misc section However, we now have an ‘equipment’ section and an ‘Equipment’ section which are actually distinct. Also, the sync between the payload and Laz’s page seems to be lost, is this indeed the case?
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IrateRedKite Administrators Historic Supporter Wiki Contributorreplied to Gold_Sear on global:last_edited_by, IrateRedKite
@Gold_Sear Apologies, I’ve been away for a week, your PR is now merged in!
I want to do a pass on the tags, I’ll take a look at this and do a cleanup on them.
It’s possible that the build for the page failed which is why it’s out of sync? I’ll take a look at that as wellEDIT: Looks like there was some invalid json, which caused the page generation to fail. I’ve updated this and the page should sync again in about 20 minutes time. -
@IrateRedKite Did I make a typo again? Apologies…
Anyway, I’ve gone over the HUD section, adding all the URLs and timestamps I could find, reorganising a little, and adding some offsets I stumbled upon.
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IrateRedKite Administrators Historic Supporter Wiki Contributorreplied to Gold_Sear on global:last_edited_by,
@Gold_Sear No worries! You need to escape the \ character in .json when it’s enclosed in quotes, otherwise it’s not read correctly! Tweaked your PR slightly here with an example: https://github.com/TheStarport/KnowledgeBase/commit/acfd904b0a79d26cdb5b72824703eca00b645ed1
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@IrateRedKite Thanks! I noticed some more typos from my side, fixed them. Also did a little reorganisation of the ‘Navmap’ section to make certain offsets easier to find.
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I have refactored the V2 page to hopefully be a bit more usable. Please let me know if you encounter bugs or have any feedback about the new design.
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Update: I’ve added the ‘Missions’ section to the payload. Also fixed some more bugs.
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IrateRedKite Administrators Historic Supporter Wiki Contributorreplied to Gold_Sear on global:last_edited_by,
@Gold_Sear Accepted your PR! I’ll update my list of what’s done. Hoping to get a bit of work done on this today
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I’ve powered through and also added the ‘Turret View/Mouse’ section (renamed to simply ‘Turret View’, as all the offsets are focused on that). Also added a timestamp I forgot in the ‘Display’ section.
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Took a quick look, looked good, merged.
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@Laz: thanks!
Meanwhile I’ve added the ‘Systems’ section, naming it as is.
EDIT: the sync seems to be lost again: where did I make a typo?
EDIT2/Update: also added the ‘VFX’ section. I recall having some more offsets laying around, haven’t tested them yet, will add them soon.
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@Gold_Sear said in Dev's Limit Breaking 101 Techniques:
EDIT: the sync seems to be lost again: where did I make a typo?
Think it’s unrelated. Something broken with the auto-deployment. I will investigate.
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Ah… I did make a typo (thanks Laz!)
Okay, so I’ve gone through my archive of untested offsets, found quite a few:
- from this thread the following, tested:
#camera of target wireframe on the top (like a playership wireframe) #Jeider, 9 April 2020 File: Freelancer.exe E3D09: B1 01 90 [ 0F 95 C1 ] #always show target wireframe #WhiskasTM, 29 July 2019 File: Freelancer.exe CFE75: 00 [ 01 ] E203E: 90 E9 [ 0F 84 ] E20FF: EB [ 74 ] E3CE0: 90 90 90 90 90 90 [ 0F 85 8F 02 00 00 ] E1F91: 90 90 [ 74 60 ] E36DA: 30 [ 08 ] #force 1st weapon group to be set on entering space #WhiskasTM, 29 July 2019 File: Freelancer.exe DB6A5: 07 [ 13 ] DB6B7: 6A 00 [ EB 05 ] #make target wireframe ignore all mouse events #WhiskasTM, 12 July 2019 File: Freelancer.exe E7DF9: 30 C0 [ B0 01 ]
From here:
#steering arrows always go to mouse #adoxa, 2 May 2010 File: Freelancer.exe C8864: EB [ 75 ] #increase to 12 steering arrows #adoxa, 2 May 2010 File: Freelancer.exe C885B: F8 1A 48 [ DC 75 5C ] C886A: 1.8f [ 1.0f ] #distance between steering arrows #adoxa, 2 May 2010 File: Freelancer.exe C8AE0: 74 86 4C [ DC 6E 5D ] C8674: 0.15f [ 90 90 90 90 ] #size multiplier for steering arrows #adoxa, 2 May 2010 File: Freelancer.exe C8A6F: 78 86 4C [ E0 75 5C ] C8678: 0.5f [ 90 90 90 90 ]
Furthermore, I dug up two offsets of my own that I never published:
#hostile threshold for Closest Enemy #Gold_Sear, 6 June 2024 File: common.dll 13E548: -0.6f #max selection distance #Gold_Sear, 6 June 2024 File: Freelancer.exe 1DC130: 10000000f
Everything added to the payload, including fixes for bugs I made earlier.
EDIT: done. I forgot to mention that there are untested patches by adoxa to make NPCs on server recognise collisions. However, since I am unable to test multiplayer-related stuff, I can not test them right now. Someone else willing to?
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There was a typo in the new block that I merged, but I had 4 JSON linters all tell me everything is fine. Sometimes it annoys me how the trailing comma is ‘sometimes’ allowed. The auto-deployment failure was caused by a JS peer dependency resolving to the wrong version.
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@Laz: thanks again for fixing my typos!
@self: remember to turn off the ‘insert’ button and fix it’s damage!EDIT:
#make accounts less vulnerable to crashes due to too many cargo/base_cargo lines in character files #double the size of Freelancer's 'visit' packet (MP only) #Jolly_Roger, 14 September 2012 #adoxa, 7 March 2021 #adoxa, 1 October 2022 File: RemoteClient.dll 96B1: D0 27 [ 00 28 ] 96E8: 30 20 03 [ 00 90 01 ] 9707: 20 03 [ 90 01 ] File: remoteserver.dll 9AE5: D0 27 [ 00 28 ]
This patch is actually a composition of two patches that alter the same code, hence had to be merged.
#colors of several things hardcoded in freelancer.exe #adoxa, 7 January 2010 File: Freelancer.exe 0bd8ec: 43 # R of tooltip background 0bd8f1: 61 # G 0bd8f6: 70 # B 0bd933: b9 # R of tooltip text 0bd938: f7 # G 0bd90b: ff # B (this is e0 of an unused color) 0bd92a: 0f # change it from 0e so above works 15b22c: ff # R of selected maneuver icon 15b231: ff # G 15b236: 00 # B 15b2cb: ff # R of selected neural net icon 15b2d0: ff # G 15b2d5: 00 # B 15b2f6: ff # A of both 161be6: 87 # R of main text color (aqua) 161bed: c3 # G 161bf4: e0 # B 161bfb: c0 # A 161c06: 87 # R of main color (aqua) 161c0d: c3 # G 161c14: e0 # B 161c1b: ff # A 161c66: f5 # R of selected color (yellow) 161c6d: ea # G 161c74: 52 # B 161c7b: ff # A 161ce1: 80 # RGB of disabled icons 161cf7: ff # A 199da6: 87 c3 e0 # RGB of some buttons 199dab: 87 c3 e0 # and again 199dc6: 80 80 80 # RGB of disabled buttons 199dcb: 80 80 80 # and again
Probably want to make a new section ‘HUD: Colors’ to add it in.
EDIT: indexed to payload.
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I found a way to have numbers under 1.0 on the drag_modifier variable on [Zones], meaning that 0.5 or similar will increase speed instead of reducing it.
!! Please do a backup of the file, this was done with Ghidra and needs testing !!
Common.dll
OFFSET 000D7A60
CHANGE: 7A -> EBOFFSET 000D7AC0
CHANGE: 7A -> EBOFFSET 000D7AF0
CHANGE: 0F 85 73 02 00 00 -> 90 90 90 90 90 90