Dev's Limit Breaking 101 Techniques
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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.
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foxUnit01 wrote:
Added note to Gold_Sear’s multiplier for min cruise speed in formation, as this hack seems to bork up asteroid fieldsThanks for the heads up. Didn’t notice that one.
On that note though, do you remember how you found the multiplier for min cruise speed in formation?
Since I’m not a pro reverse engineer like adoxa, I found this one (and most of my offsets) through trial and error (yeah I know…). Only thing I knew was the value to look for.
For example I found this one
Gold_Sear wrote:
Freelancer.exe 1D8D08 1500f distance over which non-selected arrows of important contacts on the edge of the screen start fading (note: same offset as adoxa’s max trade initiate distance)But I didn’t find the fade crossing distance to add to this 1500 to get the distance over which the arrow completely disappeares (around 2450 by default).
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adoxa found new offset, thought I’d post it here:
adoxa wrote:
Freelancer.exe 08E46B 60->C0 = allow up to 256 trade lane rings ~adoxa
The exact value is an integer one byte earlier: 192 * number of prev_ring (or next_ring, or Archetype = Trade_Lane_Ring - 2 * tradelane_space_name).
Nice find adoxa 8-)
EDIT: adoxa found another important one:
adoxa wrote:
File: pilot_f_leg_m01.utf 0000D7: "9A5CFD0" [ "809CF08" ] 000DF2: "809CF08" [ "9A5CFD0" ]
This fixes a bug that causes NPC’s to call Border Station Pirna in Dresden incorrectly by the Hessians base Vogtland (and vice versa, if I remember correctly).
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fox, add this offset by M0tah to the list.
Greetings
goldsearEDIT:
ChangeIn HUD:Limits: freelancer.exe D5984 7E->EB = remove speed display limit of 999 (alternative to above) ~Unknown freelancer.exe D5936 0F85->90E9 = remove cruise display limit of 300 ~Unknown ```to
In HUD:Limits:
freelancer.exe D5984 7E->EB = remove speed display limit of 999 (alternative to above) ~StoneD
freelancer.exe D5936 0F85->90E9 = remove cruise display limit of 300 ~StoneDand add
freelancer.exe 1D7E80 300f = cruise speed display limit ~M0tah (note: same offset as Schmackbolzen’s tradelane waypoint reached distance)
greetings, Gold_Sear
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Good evening, old friends and perhaps soon-to-be new ones.
So, since I last saw this thread it has about tripled in length, and from what I gather some of the wiki page is out of date although there seems to be an effort of gathering and recovering all the offsets found in the recent years.
The particular one I am looking for seems to either not been found or not to be recoverable by search parameters I managed to intuit, so here goes.I noticed at a velocity of about 1200 m/s and higher effects like space dust no longer render. I thought this was a matter of the ale, so I went in there and started coding away. Increasing emitter size, making effect alpha and size time-independent seemed, while otherwise making expected changes, not to break through what hitherto seemed to be an emergent limit. So my modder-senses tell me it must be hardcoded given that parameter any of the ini code seems to refer to is responsible.
Does anybody know this offset? And if it hasn’t been found, would someone versed with the appropriate tools and know-how kindly have a look for it?
And while we’re at it, what is responsible for the shaking during a system jump? it happens in both the target and the origin system irrespective of the properties of the tunnel. Is there perhaps a multiplier for that?
Many thanks! -
Hi Gisteron
Assuming your question regarding the “shake” is about the screen shake:
I don´t think there is a way to prevent it for this particular event (jumping in or out of a system) but only for hull hits and shield hits.
Anyway… you can remove it completely.
Check out this offset:freelancer.exe 11DB44 74->EB = remove screen shake altogether ~adoxa
Greetings
J.R. -
I noticed at a velocity of about 1200 m/s and higher effects like space dust no longer render.
I expanded Manhattan’s atmosphere dust and changed cruise speed to 2500 m/s and that still seemed to be rendered.
And while we’re at it, what is responsible for the shaking during a system jump?
freelancer.exe 103E49 041F5D->3C3F50 = screen shake during jump PART 1 ~adoxa freelancer.exe 103E7B 041F5D->3C3F50 = screen shake during jump PART 2 ~adoxa freelancer.exe 103E8B 041F5D->3C3F50 = screen shake during jump PART 3 ~adoxa freelancer.exe 103F3C 90909090->0.015f = screen shake during jump PART 4 ~adoxa ```(The original value is at 1D1F04, but that is used by other functions, so this moves it to 103F3C.)
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adoxa wrote:
I noticed at a velocity of about 1200 m/s and higher effects like space dust no longer render.
I expanded Manhattan’s atmosphere dust and changed cruise speed to 2500 m/s and that still seemed to be rendered.
Hmm, weird, the regular motion dust disappears completely. Maybe it is something in the ale after all, I shall compare it thusly with the atmosphere dust. Thanks for now…
[jump shake hack]
So many thanks! Still baffled how you do it but aren’t we lucky to have you goes off to bother someone else with his happiness
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Maybe crazy question…
Does anyone know the distance for the aimbot to lock on the target crosshair?
What I mean is the following.
When hostiles come into fire range of your currently activated weapons, a small red dot appears at the screen, for any of the hostiles. You can move your mouse over them just fine, but when you shoot, within a small range of the red dot the fire direction ‘locks’ on the red dot, when there are two near each other it will lock on the nearest.Does anyone know the offset to change this small range?
greetings,
Gold_Sear