Dev's Limit Breaking 101 Techniques
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Hello All!
HUD: Contacts / Weapons List / Wireframe
freelancer.exe000D0A4E: 57 -> EB
Remove hostile Freighters from “important” filter.000D0DC3: 57 -> EB
Remove hostile Fighters from “important” filter.Tested in MP ~2 weeks (possible not fully).
- This NOT remove players and group ships from “important” filter.
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Change flserver.exe of font color:
flserver.exe
0000F824: 87 C3 E0 -> any what you want of RGB color code, like FF FF FF will change it to white.(part 1)
0000F9B1: 87 C3 E0 -> any what you want of RGB color code, like FF FF FF will change it to white.(part 2)
Still no luck to find how to change the freelancer.exe of font color (I mean that, in game of server info etc).
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Which font colour exactly?
Hasn’t all of this already been done?
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=23562#forumpost23562
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JONG wrote:
Change flserver.exe of font color:flserver.exe
0000F824: 87 C3 E0 -> any what you want of RGB color code, like FF FF FF will change it to white.(part 1)
0000F9B1: 87 C3 E0 -> any what you want of RGB color code, like FF FF FF will change it to white.(part 2)
Still no luck to find how to change the freelancer.exe of font color (I mean that, in game of server info etc).
http://adoxa.110mb.com/freelancer/tools.html#flcolors
http://the-starport.net/modules/wfdownloads/singlefile.php?cid=5&lid=2404BTW: i still cannot send email to you, please give another one address.
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NeXoSE wrote:
http://adoxa.110mb.com/freelancer/tools.html#flcolors
http://the-starport.net/freelancer/download/singlefile.php?cid=5&lid=2404BTW: i still cannot send email to you, please give another one address.
I was change those color, I mean is (see the picture at the arrow):
I want to change those blue color fonts.
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Try the rich fonts file.
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=24258#forumpost24258
Search for the colour hex codes, to find the blue.
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robocop wrote:
Does anyone have a hack that would narrow the window of the player jumpin point when using jumpgates/jump holes?Right now a player spawns at a random point within +/- 550m of the jumpin point when jumping into a system. I’d like to narrow that window to 50m, or even tighter for a specific jump. I’m going to guess it’s an all or nothing deal, i.e. if you do it for one it will work that way for all, but I can deal with that.
Up
guys no one has found it? -
Is this an all or nothing ‘fix’ or can it be tied to the jump_out_hp?
In other words, changing this entry in server.dll would make the jump out points tighter across the board, ie. every jumpgate, every jumphole, etc. I can deal with that, it’s better than what we have now.
It would be cool though to have it tied to the jump_out_hp for even a specific hole. My purpose for this would be to have players be able to jump INSIDE the lair core instead of possibly inside but more probably outside.
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adoxa thank you! thank you! thank you!
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Works like charm!
Again, thanks adoxa. -
Jump Out Point allows each [Object] to have its own parameters (via a separate file, not within the [Object]).
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sumanuti wrote:
Works like charm!
Again, thanks adoxa.I like the video. Is that in single-player or multi-player?
How’d you get out after undocking?I was never able to get the generator/shield thing to work. ie. Kill the generators, the shield drops.
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adoxa wrote:
server.dll 0876C0 500d = jump gate/hole x- & y-axis entry point adjustment ~adoxaI found this value when I switched the viewer to DOUBLE FLOAT (IEEE, 64bits). Is that correct? It stretches from 0x0876c0 to 0x0876c7. It’s also a single value. How do you adjust for each (x and y) axis?
Thanks much for doing this Adoxa.
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robocop wrote:
sumanuti wrote:
Works like charm!
Again, thanks adoxa.I like the video. Is that in single-player or multi-player?
MP - the Dyson Destroy is next mission!
How’d you get out after undocking?
I was never able to get the generator/shield thing to work. ie. Kill the generators, the shield drops.
One stuff kills with fuse other stuff that wears a SHIELD.
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All right, if I’m reading the info correctly I need to:
- copy the plugin (jumpoutpt.dll and accompanying files) to the EXE folder
- add the jumpoutpt.dll reference to the library in dacom.ini and dacomsrv.ini and
- create a JumpOutPt.ini file in DATA\UNIVERSE with the following contents (example shown, not actual):
[JumpOutPt]
;default = 500, 500, -350 ; original values
Li02_to_Li01 = 500, 500, -350, 0 ; always on the right
Li03_to_Li01 = 500, 500, -350, 90 ; always on the topDoes EVERY hole need to be addressed, or only the ones that are changed from default?