Dev's Limit Breaking 101 Techniques
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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?
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Yeah, I see that. I think I see the issue in the code, but there’s not enough space in place to fix it.
Adoxa’s code replaces an assignment to an Archetype::Ship pointer used later on to loop through the ship parts. Unfortunately there’s not enough space around that code to keep the assignment and replace the calculation, so it’d probably have to be performed by a plugin instead.
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Oops. :oops: I did set a breakpoint on it, but since I only had hull damage, must have missed it. There’s room enough, assuming you have a ship (yes), a ship archetype (yes) and a hull good (players should, but maybe admin ships don’t?).
File: Freelancer.exe 0B3A0E: 50 FF 15 FC 61 5C 00 90 89 44 E4 [ 3B C7 74 2A 50 FF 15 FC 61 5C 00 ] 14 FF 15 58 61 5C 00 89 C1 FF 15 [ 83 C4 04 3B C7 89 44 24 10 74 18 ] 18 64 5C 00 D9 E8 [ D9 05 DC 75 5C 00 ] 0B3A30: 58 [ 1C ]
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That works great! And in multiplayer, too. On what base do you calculate the cost of repairing a hull component relative to the general hull value?
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It’s still reusing the repair cost multiplier you can define in the base INI: http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=403&forum=28&post_id=22072#forumpost22072
Also, nicely done adoxa
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While we’re at it:
default repair price ratio (1) common.dll 57FA 0.33 ~FF default repair price ratio (2) common.dll 4A28 0.33 ~FF
I don’t think the second one is actually used anywhere, but I figured I’d throw it in just in case.
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…. just an experience thrown in:
If you got very expensive ships + equipment parts,
price variants can make up fantastic trading possibilities.Once I had to wonder, how fast all those pilot suddenly got real rich.
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Just to make sure to not mess anything up…
Adoxa wrote in the above mentioned post:
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…
So I assume the default ratio (your offset FF):
default repair price ratio (1) common.dll 57FA 0.33 ```is used whenever this entry "ship_repair_cost" isn´t present at all in a BaseInfo-Section ? Greets J.R.
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Just to let you know: I’ve added my findings from http://the-starport.net/freelancer/forum/viewtopic.php?post_id=62352#forumpost62352 to the wiki entry.
In case anyone has the low res texture bug, this fixes it. -
foxUnit01 wrote:
10/25/15: -- 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
So I’ve fixed point 3 of my todo list at least partially.
common.dll 8C331 7A 19 -> 90 90 make formation leaders independent of escorts (this will make formation leaders able to flee) PART 1 ~Gold_Sear common.dll 8C35C DC 0D 88 DF 39 06 -> 90 90 90 90 90 90 make formation leaders independent of escorts (this will make formation leaders able to flee) PART 2 ~Gold_Sear common.dll 8C4D3 7A 23 -> 90 90 make formation leaders independent of escorts (this will make formation leaders able to flee) PART 3 ~Gold_Sear common.dll 8C4E4 75 12 -> 90 90 make formation leaders independent of escorts (this will make formation leaders able to flee) PART 4 ~Gold_Sear ```This will prevent formation leaders from waiting for their escorts before fleeing while in combat, making them able to properly flee. More precisely, it will prevent them from waiting for their escorts before engaging cruise. It also has effect in non-combat situations. Todo (concerning engage cruise): - Make a fleeer cruise all the way. Every 20 or so seconds, a fleeer will drop out of cruise and then about 3 seconds later engage cruise again, even when there are enemies. Of course, he should be cruising all the way. This behavior is also shown by tradep_trade_traders. - Prevent formation leaders from standing still in cruise. This sometimes happens when e.g. a transport is fleeing from pirates but its escorts are engaging the pirates, when a formation enters an 'important' zone (such as damage, interference or spacedust), or even when just reaching the next section of the patrol path. - Make traders cruise all the way to the destination. When a trader approaches a jump gate or base to about 3km, he will suddenly drop out of cruise and immediately engage cruise again. Of course, he should be cruising all the way to the destination. I haven't tested this thoroughly yet, but it looks like as if this happens when the convoy switches from goto to dock. Thus, a possible fix is to prevent the formation leader from checking the dock distance and instead either dock immediately or dock within dock acknowledge range.