Dev's Limit Breaking 101 Techniques
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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 -
man adoxa, you sure do work some magic.
BTW I updated the wiki with these entrys.
Ozed.
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oZed wrote:
BTW I updated the wiki with these entrys.No you didn’t, I did. (Removed the author from the description; use six characters for the offset; one tab between each entry.)
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anyone knows the offsets for the “high details” options some mods have?
I mean thinks like distance where Asteroids, Bases, Lanes are visible and also offset for the distance where texturedetails get reduced? -
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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hm in hhc mod it get definitivly turned on by memory hack.
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viper wrote:
hm in hhc mod it get definitivly turned on by memory hack.No, they’re just modifying LOD values as FL reads them runtime. I use this method as well.
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as hook or what? o.O
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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.
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Whoa, who did the Wiki? It’s so organized and clean! Nice job!
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regardless of what you hack, to have higher view distances you will have to increase the LOD values in the ini’s, too. for most ships seen in mods the 20000 max is far enough btw.
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Requesting: ^^
maybe there’s a way to remove red npcs/solars from “Important” filter in the targets list? And group members? -
@Sushi: Ozed did the hard work and I tweaked it.
@OutCast: Don’t know why you’d want to, but here they are.
0x0E->0x00 in freelancer.exe, 0xD07EB, 0xD07EB = remove hostile & group ships from important filter ~adoxa 0x13->0x00 in freelancer.exe, 0xD100F, 0xD100F = remove hostile solars from important filter ~adoxa
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How can remove groupmember from important filter? This is very useful in team combat.
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I didn’t do all the work just your new offset, I don’t want to take someone else’s credit, thats just wrong
Ozed.
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Oops, it was tai that did the hard work.
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Oh, hum, i think i have the EVE syndrome…but…
Is possible to make mission not failure when player exited the mission space?
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You realize that would be bad for the server? It needs to keep track of the NPCs it spawned for the missions for as long as it wasn’t completed. It also alters NPC spawns around the mission area.
Just don’t be lazy and complete the missions you take…
392/1120