Dev's Limit Breaking 101 Techniques
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StarTrader wrote:
Do we know why in some mods the ship exit speed from jumpgates is zero?Can it be fixed?
common.dll 13E678 2000f = how far behind a jumpgate a player will be spawned - from this point, the player will be thrown forward at exceptional speed until he/she has reached the gate ~fox
??
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no solution. once the player reaches the gate he again will have a velocity of zero even with previously killed engines. guess though a hack is needed to prevent that. it’s not yet on the wiki or the limit breaking however, if there is a such and if it can be found.
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Speaking of decimals I have a few requests if they should be possible…
1. - Allow decimals in prices for everything, also in the credits display.
2. - Make FL show cargo space with atleast one decimal. Two would be better
Alot of things in my mod is less than 1 volume unit such as 0.1, 0.2, 0.25 and so on, but when I buy a single unit of those it shows up as 1 unit being used in the cargohold!
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1. Cash is stored as integer, so there’s no point.
# Show cargo space using decimals. # Also need to change string 1179 in resources.dll. # Jason Hood, 29 September, 2010. File: Freelancer.exe 079D9F: 83 EC 10 DD 1C E4 D9 44 E4 30 DD [ E8 1C E1 13 00 D9 44 24 20 8B D8 ] 5C E4 08 8D B5 08 05 00 00 EB 02 [ 8D B5 08 05 00 00 E8 0B E1 13 00 ] 079DC3: 28 [ 20 ] ```The string needs to change **%d** (both of them) to **%g** (may end up with more decimals than intended, but will remove them if not needed) or **%.2f** (always has two decimals). @Gisteron:
Use nautical miles (1852m) for distance and knots (nm/hour) for speed.
Jason Hood, 30 September & 7 October, 2010.
File: Freelancer.exe
Contact list, with decimals.
0D2C38: D9 47 0C DA 35 51 9E 56 00 83 EC [ B8 D3 4D 62 10 F7 E9 C1 FA 06 8B ]
08 DD 1C E4 EB 1D [ C2 C1 E8 1F 03 D0 ]Contact list, no decimals.
0D2C9B: E3 8B 8D 00 [ D3 4D 62 10 ]
0D2CA3: 02 [ 06 ]Speed (ignores cruise limit).
0D58B1: D8 0D 3C 59 4D 00 D8 15 84 7E 5D [ D8 15 84 7E 5D 00 DF E0 F6 C4 41 ]
00 DF E0 F6 C4 41 0F 85 7C 00 00 [ 0F 85 82 00 00 00 D8 15 DC 75 5C ]
00 D9 E8 D8 D1 DF E0 F6 C4 41 75 [ 00 DF E0 F6 C4 05 7A 75 DD D8 D9 ]
02 D9 C9 DD D8 [ 05 DC 75 5C 00 ]
0D5929: 74 [ EB ]
0D593C: E5 CF F8 3F [ DD D8 D9 05 ] # 3600/1852Target.
0EEFAC: DB 84 E4 14 01 00 00 D8 A4 E4 0C [ B8 D3 4D 62 10 F7 E9 C1 FA 06 8B ]
01 00 00 DA 35 51 9E 56 00 56 83 [ C2 C1 E8 1F 03 D0 56 8B F2 69 D2 ]
EC 08 DD 1C E4 EB 12 [ E8 03 00 00 2B CA B8 ]Use “N” instead of “K”.
1C8BC5: “N” [ “K” ] # Valid characters list (ANSI)
1C8CAA: “N” [ “K” ] # Valid characters list (Unicode)
1D7BFA: “N” [ “K” ] # Contact List, no decimals
1D7BFC: “%.2fN” 00 [ “%d.%dK” ] # Contact List, decimals
1D9620: “%.2f N” 00 [ “%d.%d K” ] # Target -
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one thing about the nautical miles thingy: it works pretty well, as always, but the “N” is neither displayed in contact list nor on the target. on the target there is the float with “–” on the end and on the contact list there is the float with “-” on the end.
edit:
oh and as i am on it… and excuse me please for this request now…
the speed display is meters per second. how to make it show knots?
sorry, m8. just massively impressing work you are doing here, keep thyself in the bless our goodness brought you to.
deep bow down to thy toes. -
See, I told you I do minimal testing (or, in this case, no testing :)). Updated the previous post, also including speed as knots. Please don’t ask me to change all the stats, as well…
I changed to two decimals, since three seemed a bit crowded on the Contact List. Assuming you’re using BPatch, say yes when it asks to apply anyway to use two; no to stay with three; or yes to the first and no to the second to use two in the List and three for the Target (change the patch to suit for the last two).
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Easy enough to double or quadruple the existing LODranges, if that will do what you want (untested).
freelancer.exe 002389 83FE08->D8C090 = double existing LODranges PART 1 ~adoxa freelancer.exe 00238C 7D16->9090 = double existing LODranges PART 2a ~adoxa freelancer.exe 00238C 7D16->D8C0 = quadruple existing LODranges PART 2b ~adoxa ```Use parts 1 & 2a to double; parts 1 & 2b to quadruple. Bear in mind it replaces the test for eight ranges, which is the maximum allowed.
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I had assumed you’d already applied the maximum range patch.
freelancer.exe 1C8910 20000f = same offset as below, max distance at which ships can be seen (even if lodranges specify a higher distance) ~Dev freelancer.exe 1C8910 20000f = same offset as above, poly flipping distance - raising this value stops graphical glitches on big CMPs, but raising it too high introduces flickering issues with SPH-based models (like planets) ~FriendlyFire ```This can be customized per system by using **space_farclip** in [SystemInfo].