Dev's Limit Breaking 101 Techniques
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adoxa wrote:
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.
HOHO, great adoxa! Thankyou!
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He MUST be as fluent in Assembly as he is in English, if not more…
Incredible, adoxa
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As his avatar suggests, adoxa is “elite” – in the finest Hackers sense of the word!
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About the battle timer hackers, LOL i note that i can dock to base, go to other system etc in some mission and without failure mission!
BTW, about the Hide New Game / Load Game hacker. Now i only have 3 buttons on home screen, it’s looks bit strange, so i want to move the 3 buttons to screen center or just move to higher. how?
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Adoxa! Respect
Friendly: for adoxa definitely need “thx” button :)) -
NeXoSE wrote:
BTW, about the Hide New Game / Load Game hacker. Now i only have 3 buttons on home screen, it’s looks bit strange, so i want to move the 3 buttons to screen center or just move to higher. how?http://the-starport.net/freelancer/forum/viewtopic.php?post_id=27216#forumpost27216
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adoxa wrote:
NeXoSE wrote:
BTW, about the Hide New Game / Load Game hacker. Now i only have 3 buttons on home screen, it’s looks bit strange, so i want to move the 3 buttons to screen center or just move to higher. how?http://the-starport.net/freelancer/forum/viewtopic.php?post_id=27216#forumpost27216
WOW, Thank you again! It works!
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@Vital: Here’s a version that only works with docking bays. Not sure if it has any adverse effects. Don’t forget to restore the original freelancer.exe (btw, it should have been 74, not 04).
0xE829C1FFFF8B4C24248D54->0x6A0089F9E835000000EB1F in common.dll, 0x?, 0x501B2 = manually launch from docking bay PART 1 0x8B54->0xEB20 in server.dll, 0x?, 0x22040 = manually launch from docking bay PART 2
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I dont know of a way, but its a bad idea to try, IMO. Freelancer doesnt do MP collision detection for NPCs because of all the processor time it would eat up. You’ve got a TON of NPCs flying around that would normally be colliding with every asteroid in existence during combat. If they had collision detection all of a sudden, FL would have to calc for every asteroid object and NPC. The performance drop would be enormous.
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Oh, thats why my npcs fly through asteroids sometimes! I have never noticed this in vanilla, but in a mod of mine I have very dense fields of the largest asteroids (the ones not used in fields normally) and there it is quite annoying - npcs fly through, you have to fly around. If this could be fixed…