Dev's Limit Breaking 101 Techniques
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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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@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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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…
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adoxa wrote:
Oops, it was tai that did the hard work.Speaking of the hard work that you guys have put into figuring out the filters (among other things )…
…how hard would it be to give us what you know about the entire bitmap of filter settings?
I have wanted to make custom filters more than once.
For example:
- Important Filter as basis
- no group/wingmen
- with neutral solars (or all solars)
The above would make exploring for wrecks and jump holes less tedious.
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Gisteron wrote:
i think due to the usual speed settings of some mods it is sensible to at least increase the radius you need to be around the waypoint in order to be participating in the mission.Think there may be an offset for that already, plus the question was specifically DISABLE, not extend the radius.
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FriendlyFire wrote:
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…
LOL, that was fun when a other player come here and ask: Hey why we have a new base here?
No, i just want player can rest new minutes in mission lawfully (they can repair ship, reload etc), if that possible i can try to make some long mission for them.
Will, if that not a good idea, please see here. i really need this to make player’s radar clean, you know in team combat, click a wrong target may will decide win or failure.
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Oh, what you want is to raise the timer before mission failure. You’d still get a warning, but instead of 10 seconds (or is it 30?), you’d have maybe 2-5 minutes. That would be far more reasonable, and it’s most likely possible to do.
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FriendlyFire wrote:
Oh, what you want is to raise the timer before mission failure. You’d still get a warning, but instead of 10 seconds (or is it 30?), you’d have maybe 2-5 minutes. That would be far more reasonable, and it’s most likely possible to do.Wow, this is a good idea, better than my idea. And now the problem is i don’t know how to find the offset….
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30f in content.dll, 0x?, 0x12E778 = return to battle time (SP) ~adoxa 45f in content.dll, 0x?, 0x11C2DC = return to battle time (MP) ~adoxa 5f in content.dll, 0x?, 0xECED5 = return to battle update interval ~adoxa ```I think docking is an automatic failure, though.
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Yeah seriously. Like I said in the XY map thing, you’re crazy dude.
Is there a chance you could make a hack for displaying all NPCs (so, friendly/neutral) in the Important list, or for displaying players in the Ships list (whichever is easier)?Also, Tai, epic job on the Wiki, I love it.