Dev's Limit Breaking 101 Techniques
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You don’t seem to realize that this is a hell of a lot more difficult than it appears. How do you check for that hack? Scan Freelancer.exe or whatever DLL the change is in? Nope, it’s trivial to just write a patch that works in memory and doesn’t change the file. Scan dacom.ini? You’ve just prevented people from using certain entirely valid changes like HudShift, and they can sideload through a d3d injector too.
But wait, you can just not release that information (because it has EXACTLY ZERO PURPOSE aside from cheating) and solve the problem for everyone. The Starport will not facilitate cheating, and that’s the end of it.
As for the source code, get over it. Microsoft are under no obligations to release it, they don’t have to explain why (and they haven’t, everything is just rumors or speculations) and they don’t have to talk to us about any of it. It’s not them being evil, it’s not them being selfish, it’s not greed either, it’s what 99.95% of game developers do.
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foxUnit01 wrote:
Act_PlayerEnemyClamp = 0, 999 Act_GCSClamp = false
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hi all,
Does anyone know the offsets for the min/max values of
Act_PlayerEnemyClamp = 2, 2 ```? (I guess that are them) If not, adoxa maybe you can find them? Greetz, Gold_Sear
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Hmm, that’s odd.
Well, then those values (the edited ones via scripting) must be stored somewhere else (maybe the RAM, since I cannot find them in any files), since when FL exits, they are reset to their default 2,2.I want them set to 0,999 (foxUnit01 already accomplished this in MP, but not SP) by default, because that makes the way NPCs target things more naturally.
@adoxa: you tested them in a mission, but does it make a difference when you test in freetime, when no mission script is active? Thanks for looking mate
Greetz,
Gold_SearEDIT: would you mind to give me the offsets?
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You can find the default for both values of [c]Act_PlayerEnemyClamp[/c] at content.dll 02CB44; to make that the maximum and have a 0 minimum (untested):
02CB48 89460C894610->83660C009090 02CB54 8BC65EC20400909090->8946108BC65EC20400 ```(If you're using NoCD, you may have something other than those last three 90s.) Free time must use something else, since this is only read during a mission.
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adoxa wrote:
You can find the default for both values of [c]Act_PlayerEnemyClamp[/c] at content.dll 02CB44; to make that the maximum and have a 0 minimum (untested):02CB48 89460C894610->83660C009090 02CB54 8BC65EC20400909090->8946108BC65EC20400 ```(If you're using NoCD, you may have something other than those last three 90s.) Free time must use something else, since this is only read during a mission.
Hmm, doesn’t work for me :/… PlayerEnemyClamp still 2,2, must be read somewhere…
Do you know where the freetime offsets are (if any)? And how to set them to 0,max?
Thanks for the effort mate… greetz
Gold_Sear -
adoxa, sorry to respond so late mate, my holiday has just ended…:roll:
Free time must use something else, since this is only read during a mission.
You just hit it in the head. The problem is, PlayerEnemyClamp is not stored in your saved game (is it?), so it gets reset to its default value (which is always read) every time FL launches. But it can only be edited when a mission script is active. Thus, when you load game in freetime, PlayerEnemyClamp cannot be modified.
Greetz,
Gold_SearPS: [c]common.dll 18658D “set_player_enemy_clamp”[/c]
Is this used somewhere? -
@adoxa: works like a charm Thanks once again adoxa!
EDIT: updated to wiki
@foxUnit01: looks like you updated the wiki, thanks! Hope you don’t mind I fixed a few bugs?
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J.R. wrote:
Is this for SinglePlayer only?
And if not… whats the effect of each of these two inits?Greetings
J.R.It’s also for MP (see the code section of this post). However, in SP it wasn’t as easy to control, that’s why I asked adoxa’s help.
About what it does… I explained that here - these are problems I still like to be seen fixed/possible in FL.Hope it helps,
Gold_Sear -
@fox: updated post #918 and updated wiki
foxUnit01 wrote:
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).Now properly indexed.
EDIT: M0tah fixed this problem (at least partially) - indexed.
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Gauge colors (by adoxa):
color of power bar (blue,green,red,alpha) Freelancer.exe 0D57AC 5E A1 A7 FF ~adoxa color of shield bar (blue,green,red,alpha) Freelancer.exe 0D5843 B5 3D 3E FF ~adoxa color of hull bar (blue,green,red,alpha) Freelancer.exe 0D588D 33 2A 78 FF ~adoxa
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I use this hack
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=58738#forumpost58738
and
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=60591#forumpost60591But there is a problem when zoom in and move.
The player icon and the waypoint icon are outside of the map :
http://nsa37.casimages.com/img/2016/09/20/160920072300115764.jpgSomeone have a solution ?
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Just adjust WhiskasTM’s values to suit your needs.
EDIT: forgot to mention, but the problem that the zoomed map jumps back when trying to move is not solved yet.
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So this is gonna sound dumb and I’m sure it’s been uncovered already, but I’m having a brain fart right now: where do you change the repair cost ratio? I’m trying to rederive it from just looking at ships with various damage ratios but I’m not finding anything, they all come down to different ratios.
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For the ship and its groups, see here. Equipment and goods use their own resale value (0.3f at 1D51B4 in Freelancer.exe). Unlike the dealer resale, the repair value is not rounded, so it turns out you may be $1 better off to repair and sell, rather than selling damaged.