Dev's Limit Breaking 101 Techniques
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I can’t be certain, because I’ve been out of modding a while so probably shouldn’t answer.
But, the entries in the data files for the stations etc, don’t they also have LOD ranges to update? I.e, not just as simple as slapping a hex edit on the EXE.
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Zyos wrote:
I can’t be certain, because I’ve been out of modding a while so probably shouldn’t answer.But, the entries in the data files for the stations etc, don’t they also have LOD ranges to update? I.e, not just as simple as slapping a hex edit on the EXE.
I can confirm that most bases have LODranges, but there are some exceptions:
- There is a maximum draw distance of 250000 for ALL things, that can be edited:
Freelancer.exe, 210534, 250000f, far plane of view frustum ~Dev ```* There is a maximum draw distance of 20000 for ships, that can be edited:
Freelancer.exe, 1C8910, 20000f, max distance at which ships can be seen, even if LODranges specify a higher range ~Dev, FriendlyFire
Freelancer.exe, 213EC8, 10000f, maximum draw distance for some bases (like battleships) ~FriendlyFire
- planets; no limit (except far plane of view frustum) - suns; no limit (except far plane of view frustum) - Jump Holes; seem to have a draw distance between 4000 and 4500, depending on the angle you look at them (straight 4000, side of screen 4500), could be a hex value offset that isn't discovered yet (by us)(?) - track_ring; used in the Dublin race course, seem to be unlimited - surprise_ge_fighter5; most likely bug, since all other surprise ships do have LODranges - some random mission bases (random mission wplatforms do have LODranges, however) @ilkerone Hope this helps… if not, some other hex offsets need to be discovered.
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Gold_Sear wrote:
- Jump Holes; seem to have a draw distance between 4000 and 4500, depending on the angle you look at them (straight 4000, side of screen 4500), could be a hex value offset that isn’t discovered yet (by us)(?)
No.
Jump holes use invisible models, so adding a LOD Range there won’t change anything.Actually what you see are only effects, and those are gf_wormhole* in effects.ini.
There you see their [c] vis_type = EFT_JUMP_GATE_EFFECTS[/c]
Looking into effect_types.ini for EFT_JUMP_GATE_EFFECTS gives us [c]pbubble = 3000, 4000[/c].
pbubble is the visibility range.100f freelancer.exe 212B00 Dev unknown, likely the first value of pbubble 500f freelancer.exe 212B04 Dev visual cutoff range of effects (second value of pbubble) ```(from eft_explosion_large)
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Gold_Sear wrote:
- surprise_ge_fighter5; most likely bug, since all other surprise ships do have LODranges
just a typo I would think. the whole```
LODranges = -
Most of those exceptions are rather straightforward. Planets don’t have LODs, they’re spheres generated on the fly. Suns and jump holes are not physical; their appearance is entirely determined by their effect. For suns, that’s all in stararch.ini. For jump holes, there’s an effect in the loadout, changing that effect’s draw distance will affect the jump hole itself (up to a certain limit, I believe there’s a max range for attached FX as well).
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Skotty wrote:
Gold_Sear wrote:
- Jump Holes; seem to have a draw distance between 4000 and 4500, depending on the angle you look at them (straight 4000, side of screen 4500), could be a hex value offset that isn’t discovered yet (by us)(?)
No.
Jump holes use invisible models, so adding a LOD Range there won’t change anything.Sorry, my mistake (although if you add Jump Hole archetype as asteroids inside a nebula, they’ll become slightly visible. To make invisible asteroids, use gravity_buoy archetype.)
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Hey everyone, it’s that time of year again! Or something like that.
I’ve gone through and added everything that was posted in this topic (phew!) as well as a few others that I found were missing. I also added an offset that determines at what distance solar fuses are activated (25km by default).
For the time being I’ve simply tossed all files up on Google Drive here: https://drive.google.com/folderview?id=0B8y8z35Y1fY_flpaRHFJUUc1ak5wbWM1QUg0dm9INmhFemY4a2p6X25Edlc1VzR4TWdVbVk&usp=drive_web#list
As far as I know there are no bandwidth limits on public-facing shared folders, so hopefully that won’t go away any time soon (unlike Dropbox, which permanently disabled my account’s sharing due to bandwidth concerns with no warning).
Let me know if there are any I missed! Maybe I’ll get to them this year.
fox -
foxUnit01 wrote:
Let me know if there are any I missed! Maybe I’ll get to them this year.
fox@foxUnit01
Found this while wandering the Forums but couldn´t find it in the current 101-List.freelancer.exe, 00840B3, 0F84 --> 90E9 = remove the automatically generated portion of equipment infocards. ~M0tah
Note:
Only AFAIK this offset was found by M0tah.Greetings
J.R. -
Thanks a lot fox!
I hope you’ll be able to update this to the wiki list.
If I may, tomorrow I’ll check the new list for any errors and missing offsets.
EDIT:
The following offsets still missing:
Reputationcontent.dll 11B930 0.1d = adjustment for maximum reputation ~adoxa
System Editing
server.dll 2C057 740A4183C2043BC87CF4EB0BC7848C9C000000000000 -> 750BC7848C9C000000000000004183C20439C17CE9EB = update objects once (fixes bug that makes solar guns reduce refire delay when multiple players are around) ~adoxa
Misc
Freelancer.exe 8049A 28 -> 00 = need level to buy ships and equipment in MP PART 1 ~adoxa Freelancer.exe 82E96 0A -> 00 = need level to buy ships and equipment in MP PART 2 ~adoxa Freelancer.exe B948E 1B -> 00 = need level to buy ships and equipment in MP PART 3 ~adoxa Freelancer.exe 13E1F8 9090909090909090 -> 89358C336700EB47 = need level to buy ships and equipment in MP PART 4 ~adoxa Freelancer.exe 13E23D 09 -> BA = need level to buy ships and equipment in MP PART 5 ~adoxa
Some errors I found in the list:
Cruise/Tradelanecommon.dll 13F448 0.4d = trade lane exit distance ~Helloween ```should be _400d_ System Editing
common.dll DAD24 057B -> 0175 = make drag_modifier independent of interference/damage ~adoxa
Misc
content.dll 4EE3A A22A -> A26A = OpenSP tweak for 1.1 DLLs to always start from m13; alternatively, simply direct your newplayer.fl file to start on a blank Mission_13 instead of using this hack ~Xerx, Cannon
HUD: Contacts/Weapons List/Wireframe
freelancer.exe 0D0A4E 57->EB = remove hostile freighters from “important” filter ~Jolly_Roger
freelancer.exe 0D0DC3 57->EB = remove hostile fighters from “important” filter ~Jolly_RogerEffects (main section)
server.dll 0A8AF0 25000f = range at which fuses for solars activate (and probably other stuff too) ~fox
EDIT: missed another one:
content.dll A9D8E = 28b rank level limit ~adoxa
Many greetings
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Moonhead wrote:
Adoxa emailed me the solution for the above problem:Freelancer.exe 0967CD 3C->A0 = allow all positions on Universe map (visible region roughly -2.4,-2.7 to 17.3,17) ~adoxa
Btw good to see the Starport is back online again
This hacks works fine for system diamonds, but not for the player position marker (blue ship), as the image below shows. Does adoxa or anyone else have a solution to this problem as well?
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Noone did any feedback so posting as is.
//diamonds/objects? freelancer.exe 96A1B 75->EB = ignore +x freelancer.exe 96A36 75->EB = ignore -x freelancer.exe 96A4D 75->EB = ignore +y freelancer.exe 96A68 75->EB = ignore -y //player's icon freelancer.exe 967E3 68E35D00->F1674900 = use new +x freelancer.exe 96808 643E5D00->16684900 = use new -x freelancer.exe 9682D 683E5D00->3B684900 = use new +y freelancer.exe 96852 643E5D00->60684900 = use new -y //new values freelancer.exe 967F1 112000f = +x freelancer.exe 96816 -112000f = -x freelancer.exe 9683B 112000f = +y freelancer.exe 96860 -112000f = -y ```With applying 112000f => 130000f (keep sign there!) limits are ~:
pos = -2.1, -2.6
pos = -2.1, 16.75
pos = 16.75, -2.6
pos = 16.75, 16.75http://s30.postimg.org/taj8n4gm9/universe.jpg http://s30.postimg.org/6kk3u4xep/system.jpg
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Gold_Sear wrote:
Effects (main section)
server.dll 0A8AF0 25000f = range at which fuses for solars activate (and probably other stuff too) ~fox ```Should be _10000f_.
Since there is another function at the same offset (found by FriendlyFire) I would suggest something like:
server.dll 0A8AF0 10000f = maximum AI firing range as well as the range at which fuses for solars activate (and probably other stuff too) ~FriendlyFire / ~fox
Greetings
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@WhiskasTM
Thanks a lot man!@J.R.
I’d prefer to keep these functions seperated because they don’t match categories (Effects and NPC behavior). You can see this effect throughout the list, for example adoxa’s trade initiate distance and my non-selected arrow distance have the same offset but have different categories (Cargo/Tractor Beam/Trading and HUD: Ship Brackets respectively). -
Misc
content.dll 4EE3A A22A -> A26A = OpenSP tweak for 1.1 DLLs to always start from m13; alternatively, simply direct your newplayer.fl file to start on a blank Mission_13 instead of using this hack ~Xerx, Cannon ```In my content.dll (original 1.1) on 4EE3A I see _422A_, so I guess it should be 422A -> A26A or 422A -> 426A.
Indeed it is that, I’ve trying to switch from A26A to A22A (i’ve modified my Content.dll to OpenSP and i wanted to go back to Story Mode) and cause the game crash and after that i found in the unmodified Content.dll from the 1.1 dlls was in fact 422A -> A26A.
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common.dll 07637F 1.2f = formation catch up speed multiplier ~Cannon common.dll 1407A0 1.2f = multiplier for max cruise speed in formation (escort) ~Gold_Sear
In my post #883 of this thread I mentioned:
-Cruise/tradelane-
common.dll, 7630c, 0.8f, multiplier for min cruise speed in formation (escort) ~Gold_Sear common.dll, 13df88, 0.5d, multiplier for min cruise speed in formation (leader, note: if this value is much smaller than value above, as by default, flying in formation is impossible when the leader is waiting for an escort) ~Gold_Sear common.dll, 1407a0, 1.2f, multiplier for max cruise speed in formation (escort) ~Gold_Sear common.dll, 18b5cc, 300f, cruise speed; always overruled by CRUISING_SPEED in constants.ini ~Gold_Sear common.dll, 18b5d0, 5f, cruise acceleration time; always overruled by CRUISE_ACCEL_TIME in constants.ini ~Gold_Sear common.dll, 18b5d4, 3f, cruise drag; always overruled by CRUISE_DRAG in constants.ini ~Gold_Sear
Note: The max cruise speed multiplier in formation does work, but I don’t know how it is related to Cannon’s formation catch up multiplier.
EDIT: Now I do know. Cannon’s offset controls the multiplier outside of trail range ([c]common.dll 075B36[/c]) and my offset controls the multiplier within trail range.
common.dll 7637F 1.2f = formation catch up cruise speed multiplier (outside of trail range common.dll 075B36; values above variable below will be ignored) ~Cannon common.dll 1407A0 1.2f = formation catch up cruise speed multiplier (within trail range common.dll 075B36) ~Gold_Sear