Dev's Limit Breaking 101 Techniques
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Yeah, you would have to increase NPC spawning distances to have higher ranges - however Scanner ranges themselves are just defined by “range = (range)” under [Scanner] items. If you had a 5k spawn distance but a 3k scanner range, you would still only see NPCs 3k away.
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Ok I’ve reged, and now i have a question for a Missle that i wish to make.
I’ve been making missles for an A10 mod that I found, I’ve made the sidewinder missles, and Maverick missles. I wish to make a missle that can hit ships out at 100km Kinda like the tomahawk cruise missle, I want it to be used as a torpedo, and only for stations, mobile stations and capital ships.
Were do I go to hex edit the veiwing distance and what value do I change to make it so that I can veiw out to 100km. And once I get that ability, How do I go and add the same veiwing distance to radar. So that I can add a special radar for one certain ship that I’ll have to fire the Tomahawk missles.
Can someone help me to change the veiw from its normal to 100km so that i can experament with making this cruise missle.
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Found few offsets, will post 1 for now, didn’t check the others the right way:
v1.1:
25000000f, Content.dll, 1195D4 - square of the distance from the end of the patrol path to the object over which patrol npcs won’t dock with it(so far tested only with jumpgates).
Rising this to very high value may prevent patrol crashes? -
Interesting finds Vital. I’ll check 'em out.
Also, updated the list with some new indexes. Of note is M0tah’s max chat lines index.
Edit: Yes yes, I missed some. I have 'em bookmarked and I’ll get on it. I’ll try to get all the ones I missed in this thread too. (d’oh!)
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02/06/09:
– Indexed M0tah’s max chat lines and charactersDont forget his other offsets
-0.265f in freelancer.exe, 0x1ceee4 = y position of chat box
0.065f in freelancer.exe, 0x1ceee0 = height of chat box
0.46f in freelancer.exe, 0x1ceedc = width of chat box
0x50 in freelancer.exe, 0x6a440 = maximum number of characters in multiplayer chat window -
Interesting finds Vital. I’ll check 'em out.
Thanks, will keep on trying, despite lack of time…
Finally I came to a concept of 10k radar with no influence on gameplay(um… except that there is 10k radar).
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@Bas:
02/06/09:
– Indexed M0tah’s max chat lines and charactersDont forget his other offsets
-0.265f in freelancer.exe, 0x1ceee4 = y position of chat box
0.065f in freelancer.exe, 0x1ceee0 = height of chat box
0.46f in freelancer.exe, 0x1ceedc = width of chat box
0x50 in freelancer.exe, 0x6a440 = maximum number of characters in multiplayer chat windowWhat are the values you used for the released .exe, Bas? I was hoping to increase the chat for FW:ToW.
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Till yet I only altered the maximum number of characters in chat window:
Ok, best value for maximum number of characters in multiplayer chat window is 7F/127. I am not sure, but I have the feeling that even higher values have an effect, meaning that you can write more letters then. But then there is the “loop”-bug again - meaning you dont come to an end of letters when you are writing a message (just see for yourself ^^)
I also made 2 screenshots to show how muhc it is only enlarged, not too much IMHO (127 instead of 80 letters):
http://www.abload.de/img/screen135k6kc.jpg
http://www.abload.de/img/screen1361b7q.jpg(I am I with EXE hack, Saarländer without EXE hack - Just look for Halloooooo[…])
And for the size/number of lines of the chatlog:
0x20 in freelancer.exe, 0x691d1 = maximum number of chat lines in chat history window (signed byte, so max of 127)
(So just set the value to 7F)
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Thanks, Bas.
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0x05 in freelancer.exe, 0x16835b = maximum number of characters per account, PART 1, BUGGY (literally just “05” in hex) ~M0tah
0x16835b = 1.1
0x05 in server.dll, 0x??? = maximum number of characters per account, PART 2, BUGGY ~M0tah
0x7417c = 1.1Has anyone else played with this? I heard Procyon had 8 accounts/char.
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(3/27/2009 7:49:21 AM) M0tah: And I believe we had a deal
(7:14:56 PM) foxUnit01: Alright
(7:15:01 PM) foxUnit01: Let’s make a deal
(7:15:18 PM) foxUnit01: I’ll update the list with all those offsets
(7:17:46 PM) foxUnit01: And you write me a Hook feature that disallows certain items from being traded (either via /transfer or via player-trading) - this will both fix issues with trading both Alaska system passes and boss system passes^_^
(8:14:16 AM) foxUnit01: facepalm
(8:14:25 AM) M0tah:He had me there, so I’ve updated the list with every offset I found in this topic, as well as his work with chat boxes and system IDSs. I also made a new –- Chat — section in the list to encompass all the chat edits.
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I’ve figured out how to run multiple instances of Freelancer under one user.
You will need the following offset:"FreelancerClient" in freelancer.exe, 0x1e6dcc = string used for lpName when FL calls CreateMutex (change this for multiple instances) ```The following are optional to get it to work, but are needed for running multiple instances off of one installation:
“RemoteServer.dll” in freelancer.exe, 0x1e6454 = name of RemoteServer DLL filename used by FL
freelancer.exe in remoteserver.dll, 0x3f440 = name of freelancer.exe for RemoteServer; if you’re going to rename your freelancer.exe, you’ll need to change it here as well, or it will crash when you try to join a server ~CrazyThe first step is changing the "FreelancerClient" string to something else. You have a few options here because there's 3 extra null characters you can use after the original string (strings in binary files are typically **null terminated** - the end is signified by a null (0x00) character). Since there are 4 null characters after the original string you can safely make use of up to 3 of them to make the string longer. I personally added a "01" onto the original string. If the freelancer.exe that you're editing is in its own installation, then you're done - you should now be able to launch it along with whatever other installation you have. Otherwise, you should save the modified freelancer.exe as something else. The filename can be up to 1 character longer than the original "freelancer.exe". Now make a copy of the remoteserver.dll file, naming it up to 3 characters longer than the original filename. Next you need to change the filename of RemoteServer in freelancer.exe. As with the "FreelancerClient" string, there are 3 extra null characters after the string. Finally, change the "FreeLancer.exe" string in your copy of remoteserver.dll to whatever you saved your modified freelancer.exe as. You should now have two Freelancer executables that you can launch to have two instances of Freelancer open at once. Notes: I have only tested this in MP, where it worked fine. I do not know if it is also compatible with SP, but it should be. You should only have to change the "FreelancerClient" string in order to get it to work in SP - the remoteserver.dll stuff is specifically to get it to work in MP. I recommend launching the two instances with the -windowed (-w for short) command line switch, which will run each of them in their own window. When FL is run in windowed mode the window will only be updated when it has focus (FL will continue running whether it has focus or not, however). EDIT: I almost forgot. In order to connect the multiple instances to FLServer you will need to connect one, change your MP ID, and then connect another. I typically do this via registry files, but there is also a program called Freelancer Account Manager that will do this for you (I have not personally tried it, however).
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M0tah, I tested your offsets for multiple instances, how ever, I was able to open a 2nd instance, but was unable to connect to the game server? I added the -sIP to the short cut, but simple no thing is going on if I click at the “connect” button. No thing happens then…
Did I did some mistake?
Hint: The first instance was connected to this game server, but I changed my FL MP ID…plus there was NO message. Simple no thing is going on.