Dev's Limit Breaking 101 Techniques
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Noted on both counts. I agree the 0x is annoying as you can’t double-click the offsets to select them for copy/paste, but instead must manually highlight, so I’ll take those out and use a constant six digits on the offsets. Also, the last l was chopped off to keep the tab-delimited table from going screwy; considering remoteserver.dll was the only culprit, I figured it really didn’t matter much.
Any other suggestions for the list? Any offsets it’s missing? Also, do you like the new organization? I’m thinking about going through and reorganizing the wiki to match the new list (and add in any missing offsets to it)
Edit: Oh, and still think I should get rid of the 1.0 offsets?
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foxUnit01 wrote:
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I agree the 0x is annoying as you can’t double-click the offsets to select them for copy/paste
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Edit: Oh, and still think I should get rid of the 1.0 offsets?
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Thank you! Please make sure that you terminate the offset so that copy and paste actually work correctly.
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I am glad that you keep asking about 1.0 offsets, FoxUnit01. Because I cannot figure out who would want them. Ever.
But that’s just me.
(Maybe you could archive the 1.0 list as it stands now, and focus on 1.1 offsets for the future?)
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what about, if hack requests, come up, the findings are uploaded to the list rather than to the topic, and the topic would point to it either by post or by script (kinda, any time a certain name string called hack request or such is in the name). so, no offsets would be missing spread out the forum but all stored in the wiki.
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No need for a hack, it’s controlled by fps_20_cap & fps_30_cap in DATA\SCRIPTS\rtcslider.ini. The Peformance Detail slider is a value between 0.0 and 1.0:
float RtcSlider::get_fps_cap() { // Ignoring all the testing, assuming set_less. if (detail < fps_20_cap) return 20; if (detail < fps_30_cap) return 30; return 200; }
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07/14/10:
– Added adoxa’s radiation offsets for CloakingDevices
– Added adoxa’s repair offsets for items with ids_name = 0
– Completely reformatted the list, axing the 1.0 offsets and removing the 0x before every hex value to make the list more efficientSorry it took so long to do this, things have been busy as of late - I’ve probably missed recent other hacks as well. I’ll take a look around later.
Edit: lol, one right on this page
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Updated the wiki in full. All new offsets were added, organization was overhauled to match the list, and ConTEXT screwed up the little arrow symbol.
Some of the hex-overwrite hacks were really really long, and I wasn’t sure what to do about them other than break them up into multiple lines; I’ll leave that for someone more wiki-experienced to figure out.
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@Fox: Here’s a reprint of a few you haven’t indexed. I haven’t included the wireframe equipment one.
common.dll 0E698E 7C->EB = some planets keep on spinning ~adoxa freelancer.exe 1D8D08 1500f = maximum distance to initiate trade ~adoxa common.dll 0D670F C644243001->E947FFFFFF = suns will honor visit flag ~adoxa
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Thanks, I’ll put those in. I was bookmarking posts containing offsets for a while, but now that bookmark tab is huge and needs to be cleaned, so I lose track pretty easily.
Edit: Done. Now to resist heating up pizza instead of going to sleep; it’s almost 5AM after all…
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adoxa wrote:
Heh, your almost 5am is my almost 7pm. It’s now just shy of 2am here, and I’m off to bed.I have a friend over in Melbourne I communicate with fairly regularly. YOU’RE FROM THE FUTURE.
And, uhh, right, I’ll get those group offsets in the list.
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Syd wrote:
Is there a way to aktivate the collisiondetection on Server for NPCs and Loot and so on?Well, I don’t know about the veracity of this method, but here’s a patch that disables turning collision detection off (for everything). If it works (or even if it doesn’t), I’ll at least have a starting point, but it’ll be quite some time before I have a proper look.
common.dll 0258EB 8B4C24086A0151->6A016A01909090 = always enable collisions ~adoxa