Dev's Limit Breaking 101 Techniques
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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
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cloak.dll 009160 "freelancer.exe" = name of freelancer.exe for w0dk4's Cloak plugin; if you're going to rename your freelancer.exe, you'll need to change it here as well ~J.R.
Recently I found out that the name of the renamed “freelancer.exe” in cloak.dll MUST be written in lower case to work.
Maybe its useful to add a small note about this in the database to avoid problems for modders ?Greetings
J.R.
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common.dll 142684 "Freelancer" = name of Freelancer save folder to workaround restart.fl crashes ~He||oween
Noticed that Freelancer Trial has own save folder.
Because i have few modded freelancers - good old way to delete restart.fl was lazy for me. More lazy i am for using FLMM 2.0 which fixes restart.fl problems.Also checked Cannon’s acctpath_patch - but it wont save preferenses like keymaps - seems to be because target was for server multiplayer accounts.
But… Seems to be more effective solution must be to force not to copy newplayer.fl into restart.fl but to copy & replace.
Also Beta keeps saves inside own folder - not bad solution too!
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I hooked into FL’s startup and the first thing I do is delete the local restart.fl
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Good solution
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Hey everyone, I’ve finally gone ahead and updated the tab-delimited text version here:
https://drive.google.com/folderview?id=0B8y8z35Y1fY_flpaRHFJUUc1ak5wbWM1QUg0dm9INmhFemY4a2p6X25Edlc1VzR4TWdVbVk&usp=drive_web#list09/30/15: -- Shuffled some offsets around to more appropriate sections -- Fixed wrong default for Helloween's trade lane exit distance hack (thanks Gold_Sear) -- Added adoxa's adjustment for maximum reputation -- Added adoxa's rank level limit -- Fixed wrong target bytes for adoxa's make drag_modifier independent of interference/damage (thanks Gold_Sear) -- Added adoxa's update objects once (fixes bug that makes solar guns reduce refire delay when multiple players are around) -- Fixed wrong source byes for Xerx's / Cannon's OpenSP tweak for 1.1 DLLs to always start from m13 (thanks Gold_Sear) -- Added Helloween's name of Freelancer save folder to work around restart.fl crashes -- Added adoxa's need level to buy ships and equipment in MP hacks -- Fixed wrong source bytes for Jolly_Roger's remove hostile [freighters / fighters] from "important" filter (thanks Gold_Sear) -- Added WhiskasTM's diamonds / objects / player icon ignore [x / y] limit NavMap hacks ~WhiskasTM -- Fixed wrong default for my range at which fuses for solars activate hack, and noted shared bevavhior with maximum AI firing range 07/24/15: -- Added M0tah's remove automatically generated portion of equipment infocards hack
Let me know what I’ve missed!
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Alex, replace```
server.dll 06BFA6 E4B4->14B3 = disable encryption on creating MP character ~Helloween
server.dll 06E10D E4B4->14B3 = disable encryption on saving character/game ~Helloween
server.dll 07399D E4B4->14B3 = disable encryption on creating restart file ~Helloweento
server.dll 06BFA6 E4B4->14B3 = disable encryption on creating MP character ~Adoxa
server.dll 06E10D E4B4->14B3 = disable encryption on saving character/game ~Adoxa
server.dll 07399D E4B4->14B3 = disable encryption on creating restart file ~AdoxaP.S. Wrong = alternative?
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I’ve updated the tab-delimited text version again:
https://drive.google.com/folderview?id=0B8y8z35Y1fY_flpaRHFJUUc1ak5wbWM1QUg0dm9INmhFemY4a2p6X25Edlc1VzR4TWdVbVk&usp=drive_web#list10/25/15: -- Added note to Gold_Sear's multiplier for min cruise speed in formation, as this hack seems to bork up asteroid fields -- Corrected attribution for disable charfile encryption hacks to Adoxa
Gold_Sear wrote:
Thanks for updates fox! I found one thing you missed:
post #918.Thanks for the heads up - I should have everything in there. I kept the formation catch up multipliers separate as they do actually control two distinct behaviors (one of them affects trail if e.g. chasing a target in cruise, though I forget which). On that note though, do you remember how you found the multiplier for min cruise speed in formation? It seems to have some pretty serious side-effects with asteroid field composition.