Dev's Limit Breaking 101 Techniques
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@Aigle: A little tricky. Simple enough to test scanner instead of engine.
freelancer.exe 0808AC 0C->14 = prevent transfer of scanner (but allows engine) ~adoxa freelancer.exe 080941 0C->14 = prevent selling of scanner (but allows engine) ~adoxa ```EngClass bypasses this test altogether, though. @sumanuti: It shows your current worth in the reputation window, like in single player. That is the correct way. @DwnUnder: Not very helpful when you have to register first.
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Adoxa, did you /could you make a bypass for the tractor swap when exchanging ships at a shipdealer?
It’s annoying to have to put back your own scanner and tractor when they are swapped, and its easy to forget and lose a higer class scanner or tractor in the process.
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in combination with adoxa’s multicruise.dll i thought of a following solution: adding a parameter to the shiparch, that would deside, whether a ship can or cannot dock with a tradelane. in that way, you could e.g. make large capitals cruise faster than regular ships but therefore not to have the advantage of tradelane travel. is this possible?
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adoxa wrote:
This prevents everything (engines/scanners/tractors/powerplants) from being transferred. Untested.Thank you!
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This just in…
freelancer.exe 11D072 8C->CC = allow 64 simultaneous firings PART 1 ~adoxa freelancer.exe 11D7C2 8C->CC = allow 64 simultaneous firings PART 2 ~adoxa
is what killed the JFLP roll… tested & proven 100%… dam shame…
just a heads up… for anyone using both -
Oops! Again, I didn’t look closely enough.
freelancer.exe 11D072 8C->CC = allow 64 simultaneous firings PART 1 ~adoxa freelancer.exe 11D2F9 A0->E0 = allow 64 simultaneous firings PART 2 ~adoxa freelancer.exe 11D553 A0->E0 = allow 64 simultaneous firings PART 3 ~adoxa freelancer.exe 11D7C2 8C->CC = allow 64 simultaneous firings PART 4 ~adoxa
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A0=(4+1)*20
the 8C is probably a sum of some values or does not define the 32 at all… sure adoxa can explain better xD
anyway, if adding 64 makes the maximal fire amount rise by 32, it is possible that other offsets define the initial 32. otherwise you could set the A0 byte up to FF (with equal risings of the 8C byte) resulting in (FF-A0)/2+32 maximal fires. but that’s obviously wrong.edit: 0x_20_=32
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@adoxa
sorry, for bumping this again… its about the nautical miles hacks. i used 2 decimal digits on the HUD and 3 on the contact list. i also set the “kilometers rather than meters” distance to 0 in the contact list and to 0.5N in the HUD. now, haven’t tested too much and figured out now, that some objects in the contact list still show kilometers. -
@Gisteron: Using BPatch to apply and FL Hack to set the ranges, I don’t experience that. Either you’ve applied it wrong, or I need more information (I don’t see anywhere else it writes it).
Regarding the firing count. It’s a local variable (WORD hpid[32]) so it uses the stack. 8C->CC increases the stack usage (WORD hpid[64]); A0->E0 increases the offset for the argument. These are actually int values, so you can easily add more (2 * number, keep number even). So if you wanted to add another 32: CC00->0C01 & E000->2001. You got lucky with this since it was at the top of the stack; if it was at the bottom, I probably wouldn’t have bothered, since a lot more offsets would have to change (which is also why I restrict the system enumerator (best path finder) to ten rather than increasing it).
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thank you, adoxa, found the problem: it was the 10k longint limit of D2C32, freelancer.exe (distance over wich fractions of kilometers are not displayed - Dev). i raised the value to 500k (just to ensure it results in the same for larger systems than NY) and all objects in the contact list that could be displayed were shown with nm distances.
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well, i didn’t use FL Hack to apply anything about this one. only a hex editor. and all changes are exactly the hack you called (with decimals only), the range over which “kilometers” rather than meters are displayed in both HUD and contact list and finally the distance over which fractions of “kilometers” are not shown anymore.