Dev's Limit Breaking 101 Techniques
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Alright folks, I threw everything I could find in this topic into the list. If I missed any important hacks (or otherwise mis-documented them), please let me know.
Also, the work you guys are doing is fantastic. I was completely in awe as I went through this list; I think it’s going to be in dire need of some reorganization soon, there’s so much stuff! =P
Edit: While we’re at it, anyone want to take a look at the:
intensity = (float)
lightsource_cone = (int in degrees)
entries in light_equip.ini? Seeing as w0dk4 managed to get light_anim for weapons working, perhaps this is possible too? -
What do you mean w0dk4 managed to get light_anim for weapons working? do you mean effects bases lights on flash/proj/impact of weapons or actually attaching lights to stuff? If im not mistaken lightsource_cone is the degrees that the light will show up, radiating from the normal, like with stock headlights, they have a cone effect.
Ozed.
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@fox: There are a few things I recall from other topics (didn’t check whether you already put them in, just listing what I remember):
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=26444#forumpost26444 (VERY important)
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=24427#forumpost24427
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=23562#forumpost23562
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=24359#forumpost24359
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=21904#forumpost21904
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=21855#forumpost21855
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=20438#forumpost20438
That may not be all of them, but I think I got the majority.
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FF, thanks for linking to direct posts. I’ll work those in - I already indexed M0tah’s explosion damage fix, but missed the other ones.
Also, adoxa, you’re the man for formatting your new hacks to the list’s standard of (default value) in (file), (1.0 hex offset), (1.1 hex offset) = (description) - yours are the easiest to index. Your tables are a bit of a pain though (j/k, they’re actually easier to read than the list - just another clue this list needs to be reorganized). =P
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If you’re feeling daring, the best thing would be to make a Wiki page out of it with tables.
That’d take a while though
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You’ve missed something with the stock randomizer:
0xC74424440000007F->0x8944244490909090 in freelancer.exe, 0x37ECB, 0x37ECB = market files control items in stock (MarketGood = , <required level=“”>, <required rep=“”>, <unknown>, <stock>, <sell>, <price multiplier=“”>) ~adoxa, M0tah</price></sell></stock></unknown></required></required>
The <unknown>value is supposed to be the minimum value of the stock and the <stock>being the maximum as adoxa says:
The unknown value looks to be the minimum in stock - retrieved by pub::Market::GetMinInventory as part of a function in content.dll. That function suggests a dynamic economy was planned, but not fully implemented.
Just though we should have that cleared up.
Ozed.</stock></unknown>
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oZed wrote:
The <unknown>value is supposed to be the minimum value of the stock and the <stock>being the maximum as adoxa says</stock></unknown>I noted that, but forgot to change it to “unused” - I didn’t want to write “minimum” in there to avoid confusion, as the hack doesn’t actually put that value to use. I’ll clear it up though, thanks for the reminder.
Also, agreed on the Wiki standpoint. Time permitting, I’m going to try and wedge this in there. If anyone else wants to take a shot at it in the meantime, go ahead.
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I’m on it right now, building the List with Tables, far easier to read than here xD
http://the-starport.net/freelancer/wiki/index.php/Limit_Breaking_101
Hard Part is done, I’ll hand it back to you guys, good night
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– 0x05 in freelancer.exe, 0x16835B, 0x16835B = maximum number of characters per account, PART 1, BUGGY (literally just “05” in hex) ~Zephyer
– 0x05 in server.dll, 0x???, 0x7417C = maximum number of characters per account, PART 2, BUGGY ~M0tahIf you saw the CMP to SUR thread, the hack Lancer says works perfectly is for this, so here’s the updated version, using a ‘b’ suffix to indicate a byte value (range -128/0x80 to 127/0x7F).
– 5b in freelancer.exe, 0x16835B, 0x16835B = maximum number of characters per account, PART 1 ~Zephyer
– 5b in freelancer.exe, 0x169D2B, 0x169D2B = maximum number of characters per account, PART 2 ~adoxa
– 5b in server.dll, 0x72A0C, 0x7417C = maximum number of characters per account, PART 3 ~M0tah -
this is not an offset (except for effect textures) but LOD entries from .\data\ships\shiparch.ini and .\data\solar\solararch.ini (and any other file you have defined space objects in). they control the cmpnd parts in the cmp which refer to the 3db which then defines what texture to use where and on what mesh so in end effect both, texture and mesh are controlled by LOD.
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viper wrote:
as hook or what? o.Othe two
if you don’t hack the right file, you can change the LOD on the ini, it doesn’t change anything
the hack is to set up the maximum LOD you authorize, and then you can change the ini.it’s a maximum value if you prefer
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Updated the wiki, removing the 1.0 offsets and fixing the maximum credits patch.