Dev's Limit Breaking 101 Techniques
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Some might have heard from Procyon’s dynamic lightning on muzzle flashes when firing a gun. I just wanted to implement this in Freeworlds and found out that the light_anim entries in weapon_equip.ini are actually disabled. They are read, but they are not used.
Here is a (messy) hack that will activate FL’s light_anim dynamic lightning:
Freelancer.exe:
0x12D132 replace 2 bytes with “EB 6D”
0x12D052 replace 6 bytes with “90”
0x12D0F6 replace 1 byte with “53”
0x12D0F9 replace 1 byte with “02”
0x12D100 replace 1 byte with “CA” -
FriendlyFire wrote:
If you have WinRAR or 7-Zip, just download the EXE patch, right click on it and extract it as you would a standard archive. You’ll be able to see for yourself exactly what files are changed by the update.As for OpenSP, I do not know about this, but I think there were newer versions than Xerx’s one. All I know is that most mods want, at one point or another, to go MP and that you want to be ready for this.
Hey I earlier missed and only read your post now, right after I run the .exe
Good for me that DwnUndr listed the files.
DwnUndr wrote:
These are the files updated in flpatch.exe (the 1.1. patch made by Microsoft):
Freelancer\DLLS\BIN\Content.dll
Freelancer\EXE\CheatMessage.txt
Freelancer\EXE\ReadmePatch.htm
Freelancer\EXE\FLServer.exe
Freelancer\EXE\Common.dll
Freelancer\EXE\DALib.dll
Freelancer\EXE\RemoteClient.dll
Freelancer\EXE\Server.dllThanks, much appreciated!
Btw I just patched and common.dll is now 1.0.1254.11 :? I had expected something like 1.1.1254.11 … Oh well, I asume it’s allright.
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adoxa wrote:
Regarding OpenSP, there’s also my SP from MP tool.Adoxa, your site is gone?! It automatically connects to http://www.dogsoftheseas.com/110mb/
Now I can’t download your OpenSP Does anyone have a copy?
EDIT Or another functioning OpenSP for FL 1.1?
EDIT2 i have it now. When Adoxa’s page is adressed thru Google, the page shows up and the tool can be downloaded. But the link above goes Dogs of the Seas. The internet works in mysterious ways. Especially because the other linked file in Adoxa’s post, Flcodec, does indeed lead to the file it’s supposed to lead to :crazy:
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@ Adoxa: I have a bunch of question regarding your SP from MP tool. I’ll open a thread in Conventional Modding for it.
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w0dk4 wrote:
Some might have heard from Procyon’s dynamic lightning on muzzle flashes when firing a gun. I just wanted to implement this in Freeworlds and found out that the light_anim entries in weapon_equip.ini are actually disabled. They are read, but they are not used.If they are disabled, what lights the cockpit mesh (in cockpit view) when firing?
And…why don’t you add the light to the projectile effect? That works for sure…
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Quarks wrote:
w0dk4 wrote:
Some might have heard from Procyon’s dynamic lightning on muzzle flashes when firing a gun. I just wanted to implement this in Freeworlds and found out that the light_anim entries in weapon_equip.ini are actually disabled. They are read, but they are not used.If they are disabled, what lights the cockpit mesh (in cockpit view) when firing?
And…why don’t you add the light to the projectile effect? That works for sure…
If you have 6 or so lights, all of them disappear. Having lights on the muzzle instead of the projectile means they’ll be there for a much shorter time and maybe not disappear as often.
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Quarks wrote:
w0dk4 wrote:
Some might have heard from Procyon’s dynamic lightning on muzzle flashes when firing a gun. I just wanted to implement this in Freeworlds and found out that the light_anim entries in weapon_equip.ini are actually disabled. They are read, but they are not used.If they are disabled, what lights the cockpit mesh (in cockpit view) when firing?
And…why don’t you add the light to the projectile effect? That works for sure…
Actually they may be used for cockpit lightning, I didnt look at the code for that,
As FF said, dynamic lights on projectiles is overkill.
Also, dyn lights on beam bolts are not possible IIRC. -
I don’t know about that, I’m pretty sure beam bolts and ALE-based effects both can have light anims on them. The issue is that attaching them to projectiles means you hit the cap so fast they barely ever show up.
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It there a hack to allow create mp nickname with spaces like have npc? Example: Vasiliy Poupkine
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Thx for offtop, but we really need this )
Maybe something like entering nick by nick%20name
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Okay, sorry to be a pain here but this is not a good idea. I tried this and it works, no problems there as i can now have a space in my name.
The major thing you’re forgetting and i’m not blaming adoxa here as he was asked to do this, is that if you’re a server admin, how in god’s name are you going to find players that choose to just use space as their name? Or more importantly, more than one space? How do you find them? They all look the same. This is a nightmare for me as a server admin. They are impossible to trace or at least makes the job of tracking them very difficult.
It’s a shame as it does look good with no underscore, but i’m starting to realise why M$ made it this way and for once, they’re right… can’t believe i said that lol
*** EDIT ***
@ adoxaThanks for removing that. I mean if others don’t see the wisdom in my reasoning then fair enough but it could lead to all sorts of problems as already stated.
I did some more testing with this. Assuming the server has an unaltered exe regarding this hack and the client has an altered version, the name still shows up with the space in the name on the server so i suppose is easy to spot in that department. I use FLAC so for me it’s easy to trace people even if they use this but others might find it difficult. For anyone thinking of using this on any other server, be warned, it’s like painting a target on your back and clearly shows you’ve edited the exe file.