Dev's Limit Breaking 101 Techniques
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This is just:
– 0.8d in freelancer.exe, 0x1D7E50, 0x1D7E50 = width of bars for energy, shield and hull gauges (for example, set to 1.0 to make the bars solid)
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Looking for an offset for being able to buy/sell cloaks….
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200f in content.dll, v1.1 0x118578 = some kind of multiplier that raises patrol_path spawn distances. Raising it enables patrols spawn further than 3000 away from the player
Set patrol_path spawn distances(C48D7 and C4974 in content.dll v.1.1, 2500f default) to say 9800f, and this offset to 715 and you’ll get 10k patrol spawning.
1 = 13,986013986013986013986013986014 meters of patrol spawn distance(715 for 10k).
This constant sets the maximum spawn distance, patrol_path spawn offsets - distances below which spawn is rejected.
This offset should indicate higher distance then spawn offsets, otherwise = no spawning. -
-0.243f in Freelancer.exe, 0xe0f6b, 0xe0f6b = y offset for contact background box, change to -0.265 for 1280x1024
EDIT: -0.340 in Freelancer.exe, 0xe0f63, 0xe0f63 = x offset for contact background box
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It’s not a fixed value. I think the 34000 mentioned is made up of 10000 (the vignette size) and 24000 (dunno, but it varies according to object). It seems all you need to do is just increase the size of your vignette zones.
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And so it is. Interesting. Thanks for pointing that out.
MK
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Since I thought increasing the vignette size might not really be an entirely practical solution, ended up having another look. Whilst I still didn’t find where the 24000 (actually 80) comes from, I did track down a multiplier.
300f in content.dll, 0x116608, 0x117608 = multiplier for zone distance - increase to allow randommissions further from base ~adoxa ```Didn't test it, so I don't know if it has an effect on anything else.
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BTW, anybody tried to fix ship shaking(that annoying when far from the centre)?
There was an idea to make a system with multiple centres, but nothing is heard of results….
Is there any way to fix this code mistake???
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It’s not a “mistake” so much as it is an inherent problem with how FL stores positions internally. I doubt there’s a solution without requiring extensive rebuilding of the game…
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A similar question is if it is possible to prevent ships from shaking when getting hit while having shields offline.
Can this be fixed? -
Has anyone found out yet how to rename freelancer.ini?
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Change the reference to it in Freelancer.exe?
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Which offset is it at then?
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Do an ascii search mate.
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Found it after trying several hex editors. Thanks for the hint!
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Not a problem man! Glad you got it figured out.
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Guys, i’m after increasing some visual FX on a black hole. I want to view the effects from 50k away. I’ve edited the server dll thinking the vis beam needs increasing, no joy. I’ve edited the effect type setting to 1mil and defined it to be used by the effect, no joy.
Only entries i can see without altering ale files are for smoke, explosion and large proj. Are there any specific to normal visual effects where i can change the viewable range and pbubble settings?
Before anyone says anything, this all works up to about 4 or 5k away from the blackhole, then the FX stop showing so its def a visibility setting or hack for standard fx view distances that i’m after. Cheers in advance
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The EffecType’s radius and pbubble values are properly setup?
287/1126