Dev's Limit Breaking 101 Techniques
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This is a compilation of Dev’s Limit Breaking 101 info. I try to regularly maintain this list to keep it up to date, so if you find any new offsets please post them here or add them to the wiki version.
Wiki:
http://the-starport.net/freelancer/wiki/index.php/Limit_Breaking_101Tab-delimited text / changelog:
https://drive.google.com/folderview?id=0B8y8z35Y1fY_flpaRHFJUUc1ak5wbWM1QUg0dm9INmhFemY4a2p6X25Edlc1VzR4TWdVbVk&usp=drive_web#listOutdated 2011 links:
http://www.memes.no/88flak/downloads/beta/1.1_Offsets.txt
http://www.memes.no/88flak/downloads/beta/1.1_Offsets_Changelog.txtA picture-guided tutorial for this may be found at:
http://www.memes.no/88flak/downloads/beta/1.1_Offsets_Tutorial.htm
(text-only version here) -
I’ve found the two offsets that control how you can’t go over/under the ship in turret view:
-1.04719758034f in freelancer.exe, 0x1dbe0c = lower limit of y/z axis rotation in turret view, in radians
0x1dbe0c = 1.1
1.04719758034f in freelancer.exe, 0x1dbe10 = upper limit of y/z axis rotation in turret view, in radians
0x1dbe10 = 1.1There’s a slight problem with this though - if you’re viewing your ship upside down, then the view will rotate in the same direction of your mouse cursor instead of in the opposite direction as normal.
The default -pi/3 and pi/3 (AKA -60° and 60°) setting prevents you from going over/under your ship because starting from 0° it’s -90° to view the bottom of your ship and +90° to view the top, for a total of 180° of rotation. The setting simply determines how far you can rotate down/up in turret view, by default preventing you from rotating over the top or bottom 60° of your ship. So to make it seem unlimited, change the lower limit to a large negative number and the upper limit to a large positive number.
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**I’ve managed to stumble upon some hex that controls the energy bars at the bottom of the screen, if we somehow manage to make a new HUD, this could be used for making it a bit bigger ? anyways here they are!
0.125d in Freelancer.exe, 0x1D7E58 = length of bars for energy, shield and hull gauges (set to 1.0 to cover the entire bottom part of the screen from left to right)
0x1D7E58 = 1.1
0.00520833333333333d in Freelancer.exe, 0x1D7E68 = Height of the Energy Bars
0x1D7E68 = 1.1
0.08544921875d in Freelancer.exe, 0x1D7E60 = Width of the energy bars (each individual block is a set size - you can only notice this change when the bars are not solid but are standard FL like.)On a hex releated subject, Highlighted Text. how on earth does one change the colour that the text is (before you ask, edit fonts.ini and richfonts.ini - this is not the location) ive been searching for a while for the colour value which is blue and i have found it
FL’s TRU Blue Color
Decimal - 0.529412, 0.764706, 0.87451
RBG - 135, 195, 223The only file these values are in is Freelancer.exe, ive changed this and it does nothing - tho this IS the colour used for the font.
Im still at a complete miss to this, perhaps searching for highlight string would help? :P**@ LS - i can see why you have bold posting now, SO much clearer
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hey there, sorry to but in but is there any chance you came across a way to change the colors of those gauges (energy hull shield)? so far i have tried changing the textures in the 3db files, changing the name of the file the exe looks for and putting the correct files in place, and also found no entry in the hud.ini file. I know the RGB values (i think) but don’t really know how to look for them, i did try search for both hex and decimal values in exe, maybe i searched wrong. here is RGB + dec values if this would help:
shieldgauge - 72 72 224 - 0.282353 0.282353 0.878431
hullgauge - 161 50 50 - 0.631372 0.196078 0.196078
energygauge - 216 208 103 - 0.847059 0.815686 0.403921thx in advance
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they are textures in the INTERFACE/HUD folder
hud_shieldguage.3db
hud_energyguage.3db
hud_hullgauge.3dbthe textures are in these files fella
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Dude, thats what i said. I changed those textures, over and over. Wierd, seems like no-ones ever tried to change em.
Oh well, thanks for the speedy reply anyways
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Dude, thats what i said. I changed those textures, over and over. Wierd, seems like no-ones ever tried to change em.
Oh well, thanks for the speedy reply anyways
whoops lol, my bad
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Anyone have any ideas on how the offset for the screen-shake-when-shot factor might be found? This would be excellent for Capital Ships.
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i actually think thats an FX. im not sure id have to double check fox.
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Hi, do you have the standard tractor effect or did you customise it or shrink your ships due to your system size?
Increasing the float value gives increased range with no increase on vanilla tractor beam size.
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It does it on all tractor beams. The only thing I’ve changed on the custom ones was the colors.
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posted this back on the temp. TLR, might be useful to some:
Found the respawn time after any solar object will regain full health once destroyed:
0x85530 in server.dll (v1.1): 60.0 double float (= 60 seconds) -
Awesome. I’ll get it in the list. Thanks w0dk4.
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Hi fox:
I was read your Information and make sure I’m not any mistake when I edit those files.
But I find the randommissions NPC attack player distance seem like can’t change, even I raise its value to 4500, they just stay there and don’t attack player until player go into 1800 distance.
How can I fix this ? thanks for your help.
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Did you change all the related values?
maximum distance that NPCs will persist in MP
max range at which NPCs will engage enemies
Must be changed. Also, the job preferences have to be changed. Same for scanner ranges.
Otherwise, I wouldn’t know.
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Thanks FriendlyFire !
That’s point:
The scanner ranges !
I forget to add the max scanner range for NPC use, now it work fine.
Thanks again for your help.
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Updated the list with new offsets. Of note is the proper indexing of Xerx’s OpenSP hacks so they may be easily added to any mod, and a proper indexing of the SP max persistance range for NPCs, so max ranges can now be properly increased for SP.
Also, I realize I’m really late in answering this, but there’s an offset - target bracket range I think - that also affects how wide the tractor beams are. That’s probably your issue, Nightstalker. I’ve also PM’d you this info incase you miss this post, since it’s a few months late.
Edit: Found it!
1.2f in freelancer.exe, 0x1c9800 = multiplier for width of tractor beams ~fox
0x1c9800 = 1.1 -
Any new findings about the patrols, fox?
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FormationOp
200f, 0x6c00d –
500f, 0x6c017 –Could you spot a bit more light on this, especially first values, cos this 200 value seems to be familiar, thats the quote from one of my posts:
If one ship of the formation has 0, 0, 0 position, it dosn’t matter how far the others, they dock well(firstone goes first, others follow). It works till approximately 0, 0, 220 position, after this they start docking manuver, and… fly away from the gates about 5-6k, turn around, start docking manuver and it all repeats, if the ships a more then 5-6 k from the centre of formation, they just start spining around with their docklights blinking.
It’s impossible to dock while they are trying.Maybe that 200 value can help here.