Dev's Limit Breaking 101 Techniques
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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.
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Aha, I knew I’d seen it before but search was being useless, thanks!
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So I know that this is going a ways off, but I was wondering, from this post:
adoxa wrote:
Oops, I left out a byte; fixed the original post.The unknown value looks to be the minimum in stock - retrieved by pub::Market::GetMinInventory as part of a function in content.dll. That function suggests a dynamic economy was planned, but not fully implemented.
For those unaware of it, bases also have a “price_variance = float” value as part of [BaseInfo]. It picks a random number between (1 - price_variance) and (1 + price_variance) to adjust the cost of each good (equipment and commodities).
That section also contains “ship_repair_cost = float” (default 0.33). This affects the repair value of the ship and its groups, but not equipment. The formula is: repair_cost = (1 - damage) * hit_pts * ship_repair_cost. Damage is the fractional health value (75/100 = 0.75).
Would you know, adoxa, if the hit_pts could be replaced with the price of the ship good instead?
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freelancer.exe 0B3A15 FC615C0083C4043BC789442410->58615C0091FF1518645C0039F8 = repair cost based on ship cost, not armor PART 1 ~adoxa freelancer.exe 0B3A30 1C->58 = repair cost based on ship cost, not armor PART 2 ~adoxa ```Ship cost is the cost of the hull. I only tested SP, so it's possible it might not work in MP.
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It works fine in multiplayer. On a default server there are no cheating issues or other problems. Money is calculated based on ship hull price. Repairs are working.
However there are two changes: All ship components now always have a repair price of 1, except for the root ship component, which has the correct pricing. I guess it is because ship components don’t have a price at all via goods.ini?
And second all ship components are now displayed as “Ship Component” instead of their individual name.The latter isn’t a serious problem, but the first one might be: If you don’t repair the main hull and only single components it comes nearly for free.
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By ship component, you mean like shield generators, weapons and such?