Dev's Limit Breaking 101 Techniques
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thats incorrect, damage_per_fire means the weapon does damage to the user when it is fired.
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Dragnite_MU wrote:
thats incorrect, damage_per_fire means the weapon does damage to the user when it is fired.hmmm, how does that work then? not getting at you, but how did you come to that conclusion?
by default - damage_per_fire = 0
changing it does not seem to do anything, like oZed, I assumed that it was some legacy code left in for simulating weapon wear…
adoxa wrote: shields
lol, subtle
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Whatever the case, I’m not even sure the game reads them.
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Guess it would make sense, most weapons need some sort of maintenance. Would give players something else to think about if weapons had to be serviced, if it could be applied in such a way that the weapon simply stopped firing when it ran out of hitpoints as opposed to being destroyed, that would be good.
I highly doubt the possibility of such an approach in this game, but it would be fantastic if a weapons accuracy, range, power it uses to fire etc became less efficient the longer it goes without service.
Same could be applied to shields, recharge slower. Engines could become less efficient, take longer to accelerate, cruise charge etc. Could apply it to anything, but this game was never meant to have depth, shame. -
Any chance the few offsets I found could be credited to me? Hehe, they were credited to Adoxa and Dev in the Wiki :P, the Starport didn’t exist when I posted that on Universal Modding.
http://lancersreactor.org/index.php?page=Thread&threadID=100
Everything above this line
‘Below this is information obtained by checking info from TLR post “Breaking the limits”’
is what Im speaking of
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Actually only you and I have found those as far as I know, that post was the entire list at the time. For some reason the effects entries have persisted as the last item in the list (#20 in the Wiki). BTW, I will see if I can find that list of the rest of them since I tracked them down for Gibbon awhile back and put them in a text file (unless u wanna post them)….
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Control the individual selected target brackets (hi BSGVenom!).
freelancer.exe 0EF455 E8A6A406->B8000000 = remove top-right bracket of target ~adoxa freelancer.exe 0EF4A5 E856A406->B8000000 = remove bottom-left bracket of target ~adoxa freelancer.exe 0EF4F1 E80AA406->B8000000 = remove top-left bracket of target ~adoxa freelancer.exe 0EF532 E8C9A306->B8000000 = remove bottom-right bracket of target ~adoxa
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Another nice reveation adoxa, keep them coming…
But don’t forget I’m sill waiting for a sur exporter or plugin!
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Adoxa I tried to change the crosshair (to avoid misunderstandings: the one you aim at with the mouse, looks like this: “+” ^.^) without your TinyHexer-Script, but it didn’t work… Then I saw that there are a few other changes, but I can’t find the right one for the crosshair.
I found the change at 0x0f2099 (from your script) 10 bytes the replace, but i can’t get it work =(
Can you please give me the right offsets? Thanks! -
I’ve done the following edits to the following files:
common.dll edited at
0x13F3CC(h): 90 D4 2B 06 -> 00 40 1C 46 (version 1.0)
0x13F3CC(h): 00 40 1C 45 -> 00 40 1C 46 (version 1.1)?
Correct tradelane speed displayedfreelancer.exe edited at
0xD5936(h): 0F 85 -> 90 E9 remove cruise speed display limit of 300
0xD5984(h): 7E -> EB remove tradelane speed display of –-
0x212434(h): D7 02 B8 5A -> 00 40 1C 46 remove tradelane speed display limit —The edits seem to work except for one thing that confuses me. I thought tradelane speed was 2,500. When I’m going through a tradelane I see speeds in excess of 10,000 before I dump out the other end. Is this correct? Did I make a mistake somewhere?
Also, anyone remember the offset and edit for the nocd hax? I can’t seem to find it anywhere.
Thx.