Dev's Limit Breaking 101 Techniques
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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 -
some offsets were sitting in there in a folder
1.Turn off non-music sounds SoundManager.dll+89B8 (function loads sounds once) 74 -> EB
2.Turn off combat chatter Content.dll+12E368 01 -> 00
3.Turn off rendering of static debris(collisions are not affected) Freelancer.exe+122669 74 -> EB
4.Thickness of F1 menu/Inventory Rectangle bars, make it more thick Freelancer.exe+1A36B3(bot line) Freelancer.exe+1A374A(right line) Freelancer.exe+1A37B6(top line) Freelancer.exe+1A383A(left line) 68 A6 9B 44 3B(0.002) -> 68 6F 12 0C 3C(0.008)
5.Icon size multiplier Freelancer.exe+1D748C Default is 0 float, can increase up to 0.03
6.Neural net icons will always flash Freelancer.exe+15B28F 74 05 -> 90 90
7.Change color of clicked (toggled on) icons (00-FF 1 byte minimum/maximum value) Freelancer.exe+15B22C RED Freelancer.exe+15B231 GREEN Freelancer.exe+15B236 BLUE default color is yellow
8.Turn off rendering background universe Freelancer.exe+152E7C 74 -> EB
9.BUGFIX for FLHook RequestSpaceScript Server sided cutscenes crashes for client due to a bug .thn files that you want to play must be in, /DATA folder with the name size of test001.thn RemoteServer.dll+249B1 0x19F549B1 8B 36 8B 7D 38 8B C8 8B D1 C1 E9 02 -> 8B 36 BF 21 9A 30 06 FF D7 C1 E9 02 Common.dll+A9A21 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 -> BF 71 9B 30 06 89 7D 38 8B C8 8B D1 C3 90 90
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IrateRedKite Administrators Historic Supporter Wiki Contributorreplied to Gold_Sear on global:last_edited_by,
@Gold_Sear Sorry for the radio silence on this, I’ve been otherwise engaged! I’ve accepted your PR and fixed a few syntax issues with the merge. Hopefully will have some time this evening to make a push and finish off a few more sections.