Dev's Limit Breaking 101 Techniques
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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.
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@IrateRedKite No worries, I’ve been away too.
goes back hunting for solutions on his list -
@josbyte,@adoxa: added your offset to the payload and to KraftFragment;
@Venemon : added your offsets to the payload and KraftFragment, with the exception of #7, which was already found by adoxa in 2010.
goes off testing the new patches -
Hello everyone I got some crash feedback about some of my offsets, I suggest removing them
1.Auto-CM without activation (crashes with wrecks)
2.Guided projectiles wont give up tracking a target(effects everything in unintentional way)for the first one, everyone should use BC46’s alternative
and second one here is a better alternativeserver.dll+1460C This will allow 360* FOV missiles and as a side effect, missiles will not give up chasing their targets, if it is 360*FOV (seeker_fov_deg = 180 means 360* FOV) 0F 8A ED 01 00 00 -> 90 90 90 90 90 90 (as technical note, normally missiles cannot have fov above 180+ due to a limiter that checks missile's trajectory against a target, if it is negative, it kills the seeker)
Just adding this one here too, that is discovered recently
Freelancer.exe+F8C36 Alchemy will read "-1.0" engine state this will allow -1.0 ALE effects to spawn for reverse impulsing 7A 16 -> EB 16
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IrateRedKite Administrators Historic Supporter Wiki Contributorreplied to Venemon on global:last_edited_by,
@Venemon I think with these adding an adjustment to the post with a disclaimer saying that these crash and recommending the alternative offset might be the way to go, as these addresses are potentially useful for additional reverse engineering!
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IrateRedKite Administrators Historic Supporter Wiki Contributorreplied to IrateRedKite on global:last_edited_by, IrateRedKite
The list:
HUD
Miscellaneous
Missions
NPCs
Reputation
Server Operation
Systems
Turret View and Mouse
Visibility
Visual EffectsHaving gone over this category list and checking offsets within each page against the json, we seem to be done! I added a few extras from Visibility, and need to comb recent activity in this thread to make sure there’s nothing new I’ve missed, but we’re nearly ready to do a category/accuracy pass and retire the old page I think!
I’m tracking issues with a few offsets here: https://github.com/TheStarport/StarportDocusaurus/issues/12 so if there’s any that need adjustment/investigation and it’s not a straightforward fix, please add to the issue