Dev's Limit Breaking 101 Techniques
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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.
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When it comes to extremely large CMPs (like planetary surfaces), once you face a direction opposite the center of the CMP, the model is no longer rendered and will simply disappear. Usually, this is not a problem - if a regular base is not rendered when you can’t see it anyway; but in case of a planetary surface, it is not like that.
Mostly this issue can be fixed by changing the radius of the CMP, but for some reason this does not work for objects of such massive size.
Is there any way to keep these objects rendered anyway?
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SURs have a far greater impact on this than any CMP value you can set.
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If your SUR mesh is the same as the CMP mesh it will not dissappear. Aslong as the SUR is visible in the screen it will render whatever it is attached too.
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I’ve had a similar idea, but the SUR mesh is exactly the same as the CMP mesh - down to the point that even the CMP is nothing but convex meshes. I also get perfect hit and coll detection everywhere.
I think this needs a separate topic, not to waste space here. I will create one soon. -
sumanuti wrote:
I did make a change to file but is it correct way?
How do you “Zoom in” close enough to see the numbers and letters in Hex editor?.
Cheers, Khayman.
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khayman wrote:
How do you “Zoom in” close enough to see the numbers and letters in Hex editor?.Cheers, Khayman.
When you start Hexplorer the first time you will probably want to increase the font size, it is a bit small for me. Click View… Options… and set Font: to Fixed Roman Large, and the Colors: to Matrix (or whatever combination you like).
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Good luck.Uncle StarTrader.
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Update: These limits are cosmetic to the console only. The server will still prompt a default player limit.
I hope this is a good place to post this. After looking around for a while, I found no information for how to change the maximum limit of players for FLServer.exe. If this was posted before, ignore this.
This should be in the same notation everyone else posted in:
flserver.exe 006A3E 80->FF = Increases player multi count to 255, GUI Limit ~Omicron flserver.exe 006A3F 00->00 = Multiplier for player count, GUI Limit ~Omicron flserver.exe 006C45 80->FF = Increases player multi count to 255, Conditional Check ~Omicron flserver.exe 006C46 00->00 = Multiplier for player count, Conditional Check ~Omicron
This works for version 1.1 of FLServer, however it might also work on 1.0.
The “006A3E” offset is the actual player count allowed by the GUI box when you first start the server. By default, it is set to 128.
“006A3F” appears to be a multiplier for the last value. It is set to “00” above, but setting it to “01” multiplies the last value by 2. For instance, it you have it set to 255 characters, this will allow you up to 511 characters. “02” allows 767 in this case, and “03” allows 1023. As of current, FLServer resets input values over 999 back to zero.
The next two offsets are the values used in a conditional statement when you click “okay” on the GUI prompt. Rule of thumb, set these two values to the same values of the first two.
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Omicron wrote:
I hope this is a good place to post this. After looking around for a while, I found no information for how to change the maximum limit of players for FLServer.exe. If this was posted before, ignore this.This should be in the same notation everyone else posted in:
flserver.exe 006A3E 80->FF = Increases player multi count to 255, GUI Limit ~Omicron flserver.exe 006A3F 00->00 = Multiplier for player count, GUI Limit ~Omicron flserver.exe 006C45 80->FF = Increases player multi count to 255, Conditional Check ~Omicron flserver.exe 006C46 00->00 = Multiplier for player count, Conditional Check ~Omicron
This works for version 1.1 of FLServer, however it might also work on 1.0.
The “006A3E” offset is the actual player count allowed by the GUI box when you first start the server. By default, it is set to 128.
“006A3F” appears to be a multiplier for the last value. It is set to “00” above, but setting it to “01” multiplies the last value by 2. For instance, it you have it set to 255 characters, this will allow you up to 511 characters. “02” allows 767 in this case, and “03” allows 1023. As of current, FLServer resets input values over 999 back to zero.
The next two offsets are the values used in a conditional statement when you click “okay” on the GUI prompt. Rule of thumb, set these two values to the same values of the first two.
Does the server is full message work with this hack? I remember once that the discovery main server using w0dk4s server limit hack was full and while trying to connect I didn’t receive the server is full msg but can’t connect to server msg.
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That is something I need to research further actually. I never came close to reaching those capacities. It is quite possible though.
Once finals are over, I will look into it. Unless, of course, one of the experts on this can clarify further edits.
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Well, those hacks are only for the GUI. There is a lot more involved in patching the max player slots, the most difficult one being to extend the player-connection array in remoteclient.dll which involves messing with .dll section headers, etc…
I released the 200 player hack back in the day so I cannot think of any good reason why you would want to go through the headache again…
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This is a huge request, maybe it’s even impossible, I don’t know.
When you are at the equipment dealer and viewing an item’s infocard, you’ll notice two sections: the left hand section is a written text about the item, consisting of headline + text body, whereas the right hand side is an automatically generated stats listing. What I want to be able to do is basically similar to what you have with ship infocards, where you have one infocard containing all the categories, and another one containing all the corresponding values. (ship dealer side only, in space you have both in one infocard)If it would be possible to have one part of the weapon script saying ids_info, where you could store the text, another one called ids_info1 that contains the categories, and another one saying ids_info2 where you could store the values and these ids_info1/ids_info2 replacing the part that’s auto-generated, it’d be possible to add custom information.
Maybe some of you programmers (looking to adoxa mainly ) could at least have a look at it and say what they think of this. If not, then thanks for reading anyways.
Thanks in advance!
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content.dll 0CC985 40->00 = jump gates test reputation ~adoxa content.dll 0CC986 0C->04 = jump holes test reputation ~adoxa content.dll 11BCF4 -0.6f = hostile docking reputation ~adoxa ```Trade lane docking seems to ignore reputation altogether, so would have to delve deeper and do a plugin for that one. @Aigle: Could probably do that, some day… What type of extra information do you want, though? If it's only what's defined by the ini, be better off doing customisable dynamic stats. In either case, I don't think it's a suitable discussion for this thread (it'll be a plugin, not an edit).
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adoxa wrote:
content.dll 0CC985 40->00 = jump gates test reputation ~adoxa content.dll 0CC986 0C->08 = jump holes test reputation ~adoxa content.dll 11BCF4 -0.6f = hostile docking reputation ~adoxa ```Trade lane docking seems to ignore reputation altogether, so would have to delve deeper and do a plugin for that one.
WOW! Big amaze! Thank you adoxa!