Dev's Limit Breaking 101 Techniques
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– 2500d in content.dll, 0x11AC68, 0x11BC68 = NPC max spawn distance in SP and MP
– 2500f in content.dll, 0xD3B06, 0xD3C36 = maximum distance that NPCs will persist in SP ~fox
– 2500f in content.dll, 0xD3C3E, 0xD3D6E = maximum distance that NPCs will persist in MPis this Serverside or clientside?
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Found another one.
0xBB1DA Content.dll (v1.1) - 2000f - distance from the patrol zone that patrol_path encounters begin to spawn.
Note: so far tested only with patrol zones and patrol_path behaviour encounters.
This is not the distance from the end of the patrol(suprisingly), but from the patrol zone.Say, you have patrol that begins near New London and ends near Cambridge gate. So between these to points if you are closer to the patrol than 2000 m, patrol encounters will spawn.
This is not from the middle of the patrol.
Say, your patrol has size 75030000. in this case encounters will spawn 2375 - 2750 away from the patrol. If your patrol has size 130000, they will spawn 2000 away from it or closer.Seems like this parameter is also valid for area zones(did some tests).
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Here’s a nice one for those who take videos.
0x0F85->0x90E9 in freelancer.exe, 0xED5B9 = remove HUD elements on objects in space - includes text, brackets, targeting reticles, and missile warnings
I tried this, but didnt work for me, only thing i noticed, that bracket of planet disapeared when i come close to it, and indicator started to circle around my screen. Any idea what i missed ?
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Here’s a nice one for those who take videos.
0x0F85->0x90E9 in freelancer.exe, 0xED5B9 = remove HUD elements on objects in space - includes text, brackets, targeting reticles, and missile warnings
I tried this, but didnt work for me, only thing i noticed, that bracket of planet disapeared when i come close to it, and indicator started to circle around my screen. Any idea what i missed ?
Tried too, same effect
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@HeIIoween:
Here’s a nice one for those who take videos.
0x0F85->0x90E9 in freelancer.exe, 0xED5B9 = remove HUD elements on objects in space - includes text, brackets, targeting reticles, and missile warnings
I tried this, but didnt work for me, only thing i noticed, that bracket of planet disapeared when i come close to it, and indicator started to circle around my screen. Any idea what i missed ?
Tried too, same effect
I guess those address offset is V1.1, not at V1.0 of games.
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Forsaken: Yes, but strange question, because patch 1.1 only for server, whether not so?
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Here’s a nice one for those who take videos.
0x0F85->0x90E9 in freelancer.exe, 0xED5B9 = remove HUD elements on objects in space - includes text, brackets, targeting reticles, and missile warnings
I tried this, but didnt work for me, only thing i noticed, that bracket of planet disapeared when i come close to it, and indicator started to circle around my screen. Any idea what i missed ?
This is a side effect of the hack, so I think you did it correctly. The main purpose of it is to remove the brackets around non-targeted ships. Before this was found your only option was to adjust a multiplier that was used in both the calculation of the visibility of the brackets and some asteroid calculations, so when you decreased the multiplier to make the brackets show up at a shorter distance, asteroids would tend to “pop in.” This isn’t related to the asteroid calculations at all, so it doesn’t have that side effect. The only side effects that I’ve seen are that missile warnings are disabled and that the selected object’s bracket/text doesn’t show up.
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06/02/09:
– Indexed Vital’s distance from the patrol zone that patrol_path encounters begin to spawn
– Indexed Vital’s distance from 1st mission waypoint that second waypoint (and ships at it) in randommissions are created
– Indexed M0tah’s remove HUD elements on objects in space hack - includes text, brackets, targeting reticles, and missile warnings
– Indexed Vital’s core retreat distance from randommission waypoint, modified by below offset
– Indexed Vital’s amount to add to the core retreat distance (above) to work out a real retreat distance, and amount to subtract from the core retreat distance (above) to work out a real back-in-range distance
– Indexed Vital’s max range at which randommission NPCs will engage enemies