Dev's Limit Breaking 101 Techniques
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Hey guys, i found something made me ….Er…
Ok, here it is:
– 6250000f in server.dll, 0x84ADC, 0x86AEC = square of NPC disappear distance in MP
– 6250000f in server.dll, 0x84ADC, 0x86AEC = square of maximum effect draw distance (vis_beam) ~FriendlyFire
– 6250000f in server.dll, 0x84ADC, 0x86AEC = square of distance from the center of the system over which bases no longer wish you well when un-docking (note: this is the same number as NPC disappear distance - as long as you have a good NPC persistance range, and good loot_unseen_radius = (radius) & loot_unseen_life_time = (time outside radius) in constants.ini, increasing this is safe) ~fox -
And what exactly is the problem with those values? If you look at the top, you’ll see they’re for 1.0 and 1.1, respectively. The fact that they’re the same isn’t uncommon as most compilers will reuse identical constants as much as possible to reduce file size.
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NeXoSE wrote:
Hey guys, i found something made me ….Er…Ok, here it is:
– 6250000f in server.dll, 0x84ADC, 0x86AEC = square of NPC disappear distance in MP
– 6250000f in server.dll, 0x84ADC, 0x86AEC = square of maximum effect draw distance (vis_beam) ~FriendlyFire
– 6250000f in server.dll, 0x84ADC, 0x86AEC = square of distance from the center of the system over which bases no longer wish you well when un-docking (note: this is the same number as NPC disappear distance - as long as you have a good NPC persistance range, and good loot_unseen_radius = (radius) & loot_unseen_life_time = (time outside radius) in constants.ini, increasing this is safe) ~foxIndeed, this is a valid point. In the “square of distance from center of system that bases no longer wish you farewell”, I noticed that this was in fact the same as the NPC disappear distance, which was in fact the same as the effect distance. Although I noted this in that particular offset, I should probably note that in the other two as well.
In this particular case, increasing this number is safe as long as you have well-defined loot constants in contstants.ini, and a reasonable NPC persistence range.
This is, I believe, the only three offsets on the list that conflict with eachother, though as always you should exercise caution (and make backups!) when doing these edits.
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Here’s one that may be of interest:
1.85f in Freelancer.exe, 0x1C9020, 0x1C9020 = aspect ratio of the cinematics
I’ve added a “Full screen cinematics” option to FL Hack. (It doesn’t modify that variable, but where it reads it, using the actual ratio of the resolution.)
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While you’re at the cinematics, have you found a way yet to completely disable every undock sequence? I better ask first before I look into it myself and waste time
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Another really good one is Ida, it will also allow you to run the server and client in debug mode…
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May I ask as a becoming C++ dev if and which of those programms are free(ware) software?
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**Ida is very expensive, the current version is $539 (ouch).
Free version, quite limited
http://www.hex-rays.com/idapro/idadownfreeware.htm** -
The launch cinematic seems to be integral to the launch sequence. All I could come up with just left you in the docking bay. Not good enough for FL Hack, but for those who want a look:
0x83EC04->0xC20800 in Freelancer.exe, 0x143D50, 0x143D50 = manually launch from the docking bay/ring
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I have found a way but it completely skips any sequence so I am currently trying to use it in a clienthook way. Modifying common.dll via hex editor only leads to not being able to dock anymore - but at least the undock sequence is gone
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Just a stupid q; what would be necessary in order to make FLHook SP-compatible?
of course some things in the hook code have to be changed I guess, but I think we would also need a chatinterface in the SP to enter the commands…?
Would it be much work to make FLHook compatible to SP? Just a thing I am thinking about to do one day…:x