Dev's Limit Breaking 101 Techniques
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Unfortunately, every single HUD element has it’s own position, so simply shifting the weapons info pane, for example, requires finding and changing a lot of offsets. I did a little work on this and had a somewhat long-term plan of making an interface editor program to allow the elements to be graphically rearranged and the new positions saved, but I don’t think that’s likely to happen anytime soon.
Anyway, here’s the incomplete list I compiled. The entries with ? at the end of the header means the offsets didn’t work like I thought they would. The “new” column is the value that adjusts the control for widescreen. Hope it helps.
(Controls: offset, original, new) -------- Weapon info background -------- X coordinate: 0xda9a4, 0.338699996471, 0.431699996471 (+0.093) Y coordinate: 0xda9a9, -0.243, -0.243 Scale: 0xda9b1, -0.91, -0.91 -------- Weapon info background minimized ? -------- X coordinate: 0xdaa25, 0.410100013018, 0.503100013018 X coordinate (2): 0xdaa7d, 0.40000000596, 0.49300000596 Y coordinate: 0xdaa2d, -0.370000004768, -0.370000004768 Y coordinate (2): 0xdaa82, -0.370999991894, -0.370999991894 Scale: 0xdaa35, -1.0, -1.0 -------- Weapon info number -------- X coordinate: 0xdab83, 0.270000010729, 0.363000010729 Y coordinate: 0x1d876b,-0.199000000954, -0.199000000954 Button height: 0xdab5c, 1.69999990612e-002,1.69999990612e-002 Button width: 0xdab61, 1.9999999553e-002, 1.9999999553e-002 -------- Weapon info name -------- X coordinate: 0xdabf4, 0.287999987602, 0.380999987602 Y coordinate: 0x1d8750,-0.199, -0.199 Button height: 0xdabd7, 1.69999990612e-002,1.69999990612e-002 Button width: 0xdabd9, 0.165000006557, 0.165000006557 -------- Weapon info ammo -------- X coordinate: 0xdac2f, 0.458000004292, 0.551000004292 Button height: 0xdac50, 1.70000009239e-002,1.70000009239e-002 Button width: 0xdac55, 3.99999991059e-002,3.99999991059e-002 -------- Weapon info close -------- X coordinate: 0xdad15, 0.38299998641, 0.53649998641 Y coordinate: 0xdad1d, -0.307000011206, -0.307000011206 Scale: 0xdad25, -0.5, -0.5 Button width: 0xdacfd, 1.40000004321e-002,1.40000004321e-002 Button height: 0xdad05, 1.40000004321e-002,1.40000004321e-002 -------- Weapon info use nanobots ? -------- X coordinate: 0xdad85, 0.340999990702, -------- Weapon info scrollbar -------- X coordinate: 0xdaefc, 0.490000009537, 0.583000009537 Y coordinate: 0xdaf04, -0.233999997377, -0.233999997377 Scale: 0xdaf0c, -1.0, -1.0 -------- Main Menu Button Backgrounds -------- X coordinate: 0x174671,-0.330000013113 Y coordinate: 0x1e3210,0.155000001192
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Unfortunately, every single HUD element has its own position, so simply shifting the weapons info pane, for example, requires finding and changing a lot of offsets. I did a little work on this and had a somewhat long-term plan of making an interface editor program to allow the elements to be graphically rearranged and the new positions saved, but I don’t think that’s likely to happen anytime soon.
Anyway, here’s the incomplete list I compiled. The entries with ? at the end of the header means the offsets didn’t work like I thought they would. The “new” column is the value that adjusts the control for widescreen. Hope it helps.
(Controls: offset, original, new) -------- Weapon info background -------- X coordinate: 0xda9a4, 0.338699996471, 0.431699996471 (+0.093) Y coordinate: 0xda9a9, -0.243, -0.243 Scale: 0xda9b1, -0.91, -0.91 -------- Weapon info background minimized ? -------- X coordinate: 0xdaa25, 0.410100013018, 0.503100013018 X coordinate (2): 0xdaa7d, 0.40000000596, 0.49300000596 Y coordinate: 0xdaa2d, -0.370000004768, -0.370000004768 Y coordinate (2): 0xdaa82, -0.370999991894, -0.370999991894 Scale: 0xdaa35, -1.0, -1.0 -------- Weapon info number -------- X coordinate: 0xdab83, 0.270000010729, 0.363000010729 Y coordinate: 0x1d876b,-0.199000000954, -0.199000000954 Button height: 0xdab5c, 1.69999990612e-002,1.69999990612e-002 Button width: 0xdab61, 1.9999999553e-002, 1.9999999553e-002 -------- Weapon info name -------- X coordinate: 0xdabf4, 0.287999987602, 0.380999987602 Y coordinate: 0x1d8750,-0.199, -0.199 Button height: 0xdabd7, 1.69999990612e-002,1.69999990612e-002 Button width: 0xdabd9, 0.165000006557, 0.165000006557 -------- Weapon info ammo -------- X coordinate: 0xdac2f, 0.458000004292, 0.551000004292 Button height: 0xdac50, 1.70000009239e-002,1.70000009239e-002 Button width: 0xdac55, 3.99999991059e-002,3.99999991059e-002 -------- Weapon info close -------- X coordinate: 0xdad15, 0.38299998641, 0.53649998641 Y coordinate: 0xdad1d, -0.307000011206, -0.307000011206 Scale: 0xdad25, -0.5, -0.5 Button width: 0xdacfd, 1.40000004321e-002,1.40000004321e-002 Button height: 0xdad05, 1.40000004321e-002,1.40000004321e-002 -------- Weapon info use nanobots ? -------- X coordinate: 0xdad85, 0.340999990702, -------- Weapon info scrollbar -------- X coordinate: 0xdaefc, 0.490000009537, 0.583000009537 Y coordinate: 0xdaf04, -0.233999997377, -0.233999997377 Scale: 0xdaf0c, -1.0, -1.0 -------- Main Menu Button Backgrounds -------- X coordinate: 0x174671,-0.330000013113 Y coordinate: 0x1e3210,0.155000001192
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Unfortunately, every single HUD element has its own position, so simply shifting the weapons info pane, for example, requires finding and changing a lot of offsets. I did a little work on this and had a somewhat long-term plan of making an interface editor program to allow the elements to be graphically rearranged and the new positions saved, but I don’t think that’s likely to happen anytime soon.
Anyway, here’s the incomplete list I compiled. The entries with ? at the end of the header means the offsets didn’t work like I thought they would. The “new” column is the value that adjusts the control for widescreen. Hope it helps.
(Controls: offset, original, new) -------- Weapon info background -------- X coordinate: 0xda9a4, 0.338699996471, 0.431699996471 (+0.093) Y coordinate: 0xda9a9, -0.243, -0.243 Scale: 0xda9b1, -0.91, -0.91 -------- Weapon info background minimized ? -------- X coordinate: 0xdaa25, 0.410100013018, 0.503100013018 X coordinate (2): 0xdaa7d, 0.40000000596, 0.49300000596 Y coordinate: 0xdaa2d, -0.370000004768, -0.370000004768 Y coordinate (2): 0xdaa82, -0.370999991894, -0.370999991894 Scale: 0xdaa35, -1.0, -1.0 -------- Weapon info number -------- X coordinate: 0xdab83, 0.270000010729, 0.363000010729 Y coordinate: 0x1d876b,-0.199000000954, -0.199000000954 Button height: 0xdab5c, 1.69999990612e-002,1.69999990612e-002 Button width: 0xdab61, 1.9999999553e-002, 1.9999999553e-002 -------- Weapon info name -------- X coordinate: 0xdabf4, 0.287999987602, 0.380999987602 Y coordinate: 0x1d8750,-0.199, -0.199 Button height: 0xdabd7, 1.69999990612e-002,1.69999990612e-002 Button width: 0xdabd9, 0.165000006557, 0.165000006557 -------- Weapon info ammo -------- X coordinate: 0xdac2f, 0.458000004292, 0.551000004292 Button height: 0xdac50, 1.70000009239e-002,1.70000009239e-002 Button width: 0xdac55, 3.99999991059e-002,3.99999991059e-002 -------- Weapon info close -------- X coordinate: 0xdad15, 0.38299998641, 0.53649998641 Y coordinate: 0xdad1d, -0.307000011206, -0.307000011206 Scale: 0xdad25, -0.5, -0.5 Button width: 0xdacfd, 1.40000004321e-002,1.40000004321e-002 Button height: 0xdad05, 1.40000004321e-002,1.40000004321e-002 -------- Weapon info use nanobots ? -------- X coordinate: 0xdad85, 0.340999990702, -------- Weapon info scrollbar -------- X coordinate: 0xdaefc, 0.490000009537, 0.583000009537 Y coordinate: 0xdaf04, -0.233999997377, -0.233999997377 Scale: 0xdaf0c, -1.0, -1.0 -------- Main Menu Button Backgrounds -------- X coordinate: 0x174671,-0.330000013113 Y coordinate: 0x1e3210,0.155000001192
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Unfortunately, every single HUD element has its own position, so simply shifting the weapons info pane, for example, requires finding and changing a lot of offsets. I did a little work on this and had a somewhat long-term plan of making an interface editor program to allow the elements to be graphically rearranged and the new positions saved, but I don’t think that’s likely to happen anytime soon.
Anyway, here’s the incomplete list I compiled. All of the offsets are in freelancer.exe. The entries with ? at the end of the header means the offsets didn’t work like I thought they would. The “new” column is the value that adjusts the control for widescreen. Hope it helps.
(Controls: offset, original, new) -------- Weapon info background -------- X coordinate: 0xda9a4, 0.338699996471, 0.431699996471 (+0.093) Y coordinate: 0xda9a9, -0.243, -0.243 Scale: 0xda9b1, -0.91, -0.91 -------- Weapon info background minimized ? -------- X coordinate: 0xdaa25, 0.410100013018, 0.503100013018 X coordinate (2): 0xdaa7d, 0.40000000596, 0.49300000596 Y coordinate: 0xdaa2d, -0.370000004768, -0.370000004768 Y coordinate (2): 0xdaa82, -0.370999991894, -0.370999991894 Scale: 0xdaa35, -1.0, -1.0 -------- Weapon info number -------- X coordinate: 0xdab83, 0.270000010729, 0.363000010729 Y coordinate: 0x1d876b,-0.199000000954, -0.199000000954 Button height: 0xdab5c, 1.69999990612e-002,1.69999990612e-002 Button width: 0xdab61, 1.9999999553e-002, 1.9999999553e-002 -------- Weapon info name -------- X coordinate: 0xdabf4, 0.287999987602, 0.380999987602 Y coordinate: 0x1d8750,-0.199, -0.199 Button height: 0xdabd7, 1.69999990612e-002,1.69999990612e-002 Button width: 0xdabd9, 0.165000006557, 0.165000006557 -------- Weapon info ammo -------- X coordinate: 0xdac2f, 0.458000004292, 0.551000004292 Button height: 0xdac50, 1.70000009239e-002,1.70000009239e-002 Button width: 0xdac55, 3.99999991059e-002,3.99999991059e-002 -------- Weapon info close -------- X coordinate: 0xdad15, 0.38299998641, 0.53649998641 Y coordinate: 0xdad1d, -0.307000011206, -0.307000011206 Scale: 0xdad25, -0.5, -0.5 Button width: 0xdacfd, 1.40000004321e-002,1.40000004321e-002 Button height: 0xdad05, 1.40000004321e-002,1.40000004321e-002 -------- Weapon info use nanobots ? -------- X coordinate: 0xdad85, 0.340999990702, -------- Weapon info scrollbar -------- X coordinate: 0xdaefc, 0.490000009537, 0.583000009537 Y coordinate: 0xdaf04, -0.233999997377, -0.233999997377 Scale: 0xdaf0c, -1.0, -1.0 -------- Main Menu Button Backgrounds -------- X coordinate: 0x174671,-0.330000013113 Y coordinate: 0x1e3210,0.155000001192
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Doing what I do, I’m particularly prone to crashes, so finally being fed up after waiting for the latest one, here’s a hexedit to disable dxdiag, which takes a long time to run.
0x81->0xC3 in freelancer.exe, 0x1A5390, 0x1A5390 = don't run dxdiag on crash ~adoxa
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If I enabled the ‘show order rep’ hack on the client side but not on the server side, might that cause the server to crash?
If so, would it crash only if you came in contact with the order (doesn’t happen in vanilla FL), or would it crash regardless?
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You shouldn’t even be able to unmount, since there should be no mount/unmount icon at all. No need for a hack to disable the ship dealers, ini-editing can do that (quick and dirty way is to just delete DATA\EQUIPMENT\market_ships.ini; the proper method is to remove the ship dealer room from all the bases).
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viper wrote:
Thank you very very much adoxa I tried it long time but all I got was crash on unmount ^^ …Any hint how to disable unmounting of a single equipment piece
without client crash?ATM i m going to have a HP, which can’t be accessed
together with no good for the item, which shouldn’t
be traded or transfered to an other ship. -
0x75->0xEB in freelancer.exe, 0xB88A4, 0xB88A4 = disable "Select Ship" ship dealer button ~adoxa ```The button will still appear valid, but won't have any affect. I thought if there's no good, the equipment isn't listed? Doesn't that take care of everything? Assuming, of course, that it comes with the ship…
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Viper… what are you doing? 8-)
Curiosity at full… im seriously interested in why you’d do that…
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…@F!R
Isnt their a way to add item like engines to an ship but dont show it?
Why u dont use this way. The Item will be on the ship but its unmoutableThat’s the basic result, of what i described above
- but different from the engines, cause the item will just not show,
while you are docked.
Why i am not satisfied with that?
I 'd want to allow the player to mount other weapons on that 2 ship slots
(not wanting to add some slots 4 balance reasons) but i d not want the
players to collect 10 of those guns (by buying 5 of those ships) and
mount it on an other one (also 4 balance reasons).The 2 possible - not really - ‘sollutions’ i found:
– client crashes, when unmounting those babys cause of missing [good]
– weapons of ship can’t be changed - but different from the engines, cause the item will just not show,
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@F!R
Ah ok whats about to make those guns to high level like 11, (dont know if its possible to make weaponslots with an level above 10) and only to slots of the ship to this level?@Xarian_Prime
I just want to prevent any changes on a char in some circumstances -
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The market files contain what we all presumed to be the number of items in stock, but it was never honoured. Turns out if it’s not zero, it’s set to 0x7f000000. Here’s two hexedits to either set the explicit stock count, or honour the file setting.
0x7f000000 in freelancer.exe, 0x37ECF, 0x37ECF = number of items in stock ~adoxa 0xC74424440000007F->0x894424448D642400 in freelancer.exe, 0x37ECB, 0x37ECB = market files control items in stock ~adoxa ```Of course, since there's an instantaneous restock (launch, turn around, dock), it's more of a hassle than a real restriction.
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viper wrote:
@F!R
Ah ok whats about to make those guns to high level like 11, (dont know if its possible to make weaponslots with an level above 10) and only to slots of the ship to this level? …AFAIK it will work, as if no level is set.
Maybe a job for adoxa to create a ‘only-pre-mounted-stuff’ Hp.
(So now it’s up from 2001 additional Hps to 2002.)