Dev's Limit Breaking 101 Techniques
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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.)
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F!R wrote:
Any hint how to disable unmounting of a single equipment piece
without client crash?Give it a large volume. Mounted items don’t occupy any cargo space, but unmounted items do, so a mounted item that has a volume larger than the cargo hold cannot be unmounted. Don’t think that helps with transfer, though.
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…. but unmounted items do…
Even mounted internal equipment does
- that’s how i tried to balance our capital reactors, armor etc.
before you came out with your Hp-hack.
…. that would have safed me a nice bunch of work …
- that’s how i tried to balance our capital reactors, armor etc.
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True… @ F!R… I just finished phase 1 of intergrating the engines/power into X… might have saved you a ton of work… but it makes a ton more m8 especially when the ship-counts are high like in our mods…
and yes… a small side effect adoxa… but only a tiny one as long as all the ships are “leveled” it shouldn’t be a issue (trading powerplants between chars… ect…)
Oh and a final note here… when re-coding your mods to work with Adoxa’s engclass.dll… Don’t pull ye hair out when getting to your loadouts… the game don’t care what NPC mounts what ENG/PWR…
as they’ll never need to unmount and remount in space…That should save ye’s about a day or 2… just add the HP its attached to though… (just like a gun or shield) although i dont think that is even needed in the loadouts… but safe to have it there as Lancers-FLEC sees it as a loadout error if not there…
Hehe… anyone done all this and actually ran the FLEC… I have…
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Depends what you’re trying to find. For example, the bat/bot HUD limit I found by simply searching for 000003E7 (999), plus knowing how it recognises bats & bots. Disabling buttons is also not that difficult, since button creation uses text strings as identifiers. So to disable the “Select Ship” button, I searched for the resource string (0000039A), which led me to the “ShipTraderBuyButton”, which is stored at offset “[esi+0380]”, so searching for “+0380]” takes me to “cmp edi, [esi+0380] / jne”. Change “jne” to “jmp” and bye-bye “Select Ship”. The same technique will work to disable any button.