Dev's Limit Breaking 101 Techniques
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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.
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Whoa… One of those edits seems to have increased my tradelane speed? I don’t think I’ve ever gone that fast in a tradelane. Now I need to go back and see which one did it…
Yeah, this was the one:
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 displayedDon’t do that one unless you want your speed to be 10,000 in tradelanes.
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I’ve been getting some wierd results.
The ‘speedometer’ is working properly for both cruise and tradelanes, the spinning planets hax from adoxa works, and I haven’t yet verified that the order shows up on the rep list, but other than the gamecopyworld nocd hack, I’ve not done anything else to common.dll and freelancer.exe.Now when I enter a planet’s atmosphere, I don’t get the ‘warning, entering planet atmosphere’ warning and I don’t get that burning hull effect. When I get closer to the planet I get the ‘warning, radiation detected’ warning.
I’m reinstalling and rebooting just to make sure all else is fine. Then I’ll reapply those edits.
Here are the edits I’ve done.
common.dll edited at
0xE698E(h): 7C -> EB
Adoxa edit to remove inertia from planets so they keep spinning0x143C88(h): 66 63 5F 6F 72 5F 67 72 70 -> 00 00 00 00 00 00 00 00 00
add Order to replistfreelancer.exe edited at
NoCD hack0xD5936(h): 0F 85 -> 90 E9 remove cruise speed display limit of 300
0xD5984(h): 7E -> EB remove tradelane speed display of –-
Edit: 08Jan11:2234 - A reinstall and reactivation of the mod fixed that little problem.
Does anyone know the offset and the values for the nocd hack?
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robocop wrote:
I’ve been getting some wierd results.
The ‘speedometer’ is working properly for both cruise and tradelanes, the spinning planets hax from adoxa works, and I haven’t yet verified that the order shows up on the rep list, but other than the gamecopyworld nocd hack, I’ve not done anything else to common.dll and freelancer.exe.By the way, i want to know if i can make faction like fc_n_grp give me mission just by edit the hex. I tried the “Rep List” hack but still no lucky, and looks only there i can found string “fc_n_grp” in program files, that i miss?
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Complete guide to missions against nomads
It’s under tutorials man, not hard to find.
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NeXoSE wrote:
By the way, i want to know if i can make faction like fc_n_grp give me mission just by edit the hex. I tried the “Rep List” hack but still no lucky, and looks only there i can found string “fc_n_grp” in program files, that i miss?For missions against Nomads: http://the-starport.net/modules/newbb/viewtopic.php?topic_id=1463&start=0
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lol, you’re a little quicker on the draw mate.