Dev's Limit Breaking 101 Techniques
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Hiya sorry for the late reply i totally forgot about this… i did look on my old pc and searched through the mods on it but never found it.
Although i’m sure it was a plugin that was meant for something else. (thats why i mentioned scroller.dll).
Sorry i havent been much help, i will keep looking. -
starworld wrote:
Is it possible to change the preview size of the ship?As it turns out, Freelancer already has code to scale the ship preview, but it ignored it and used a fixed size. Of course, using the calculated scale will make smaller ships appear slightly bigger (presumably why it was made fixed - to preserve relative sizes), and it still doesn’t quite get it right for large ships, but it’s most definitely an improvement.
In searching for the scale, I also discovered the ability to rotate the preview. Rotating around X & Y works as expected, but rotating around Z just looks like a slightly different X.
freelancer.exe 0B7B85 0f = degrees to continuously rotate ship preview around X axis ~adoxa freelancer.exe 0B7B90 0f = degrees to continuously rotate ship preview around Y axis ~adoxa freelancer.exe 0B7B9B 0f = degrees to continuously rotate ship preview around Z axis ~adoxa freelancer.exe 1855C0 74->EB = scale ship to fill the preview ~adoxa freelancer.exe 0B8EFA 162.581f = initial degrees of ship preview around X axis ~adoxa freelancer.exe 0B8F02 -71.6442f = initial degrees of ship preview around Y axis ~adoxa freelancer.exe 0B8F0A 0f = initial degrees of ship preview around Z axis ~adoxa
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:lol: yes just left or right mouse click on the preview.
:oops: Can’t believe I never tried that (or maybe I did long ago and forgot about it). Anyway, the rotation I found happens continuously, so I’ve updated it to make that clearer. I’ve also added the initial values.
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Thank you Adoxa!
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Okay, here’s a fun one.
Does anyone have an idea of how to decrease the width of the blue lines drawn on the universe map between connected systems? We’ve got a bunch of systems in Broken Bonds that are fairly close together and as a result the big thick blue lines cover up our nice shiny universe map background.
Thanks,
–Troy -
freelancer.exe 0974C9 0.005f = width of system connection line ~adoxa freelancer.exe 097501 00 = red component of system connection line ~adoxa freelancer.exe 097506 40 = green component of system connection line ~adoxa freelancer.exe 09750B 80 = blue component of system connection line ~adoxa freelancer.exe 097510 FF = alpha component of system connection line ~adoxa
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freelancer.exe 0915F4 2000i = size range of universe map stars ~adoxa freelancer.exe 091605 3000i = minimum size of universe map stars ~adoxa freelancer.exe 0916F2 03C2C1F80F->B80i000000 = color of universe map stars (i=0-6 for RGBCMYW) ~adoxa freelancer.exe 0916FE 8403->0000 = prevent universe map stars from pulsing PART 1 ~adoxa freelancer.exe 09173A C1F80F->83C8FF = prevent universe map stars from pulsing PART 2 ~adoxa freelancer.exe 0A1727 D8642410->90909090 = prevent universe map stars from blinking ~adoxa
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I believe adoxa uses the official No-CD for all of his offsets instead of the cracked one. Some of the offsets differ.
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The cracked one has junk code in between functions (the official one has NOPs - the 90 bytes you’ll see in some edits) plus the protection code itself (making it 800k bigger), but the actual code is the same.
C:\Games\Freelancer\EXE>d/1 {,j:\Crack\}freelancer.exe C:\Games\Freelancer\EXE\ Volume label is undefined 2,220,544 a---- 05 Feb, 2003 00:04:40 Freelancer.exe 1 file: 2,220,544 <2,224,128>; Disk: 779,616,944,128 <1,000,097,181,696> J:\Crack\ Volume label is undefined 3,005,956 ----r 21 Feb, 2003 20:03:06 Freelancer.exe 1 file: 3,005,956 <3,006,464>; Disk: 0 <618,135,552> C:\Games\Freelancer\EXE>xd +0x915f4 -rl =1 {,j:\Crack\}freelancer.exe freelancer.exe: 2000 j:\Crack\freelancer.exe: 2000 C:\Games\Freelancer\EXE>xd +0x91605 -rl =1 {,j:\Crack\}freelancer.exe freelancer.exe: 3000 j:\Crack\freelancer.exe: 3000
Could it be that you’ve already got a patched star size? Here’s some surrounding bytes:
0915f0 ff d5 69 c0 d0 07 00 00 99 81 e2 ff 7f 00 00 03 091600 c2 c1 f8 0f 05 b8 0b 00 00 89 44 24 20 8b 06 c7 ```d0 07 is 2000i (you should have 00 00) and b8 0b is 3000i (you should have 00 10).