@josbyte,@adoxa: added your offset to the payload and to KraftFragment;
@Venemon : added your offsets to the payload and KraftFragment, with the exception of #7, which was already found by adoxa in 2010.
goes off testing the new patches
Gold_Sear
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@IrateRedKite No worries, I’ve been away too.
goes back hunting for solutions on his list -
@Laz: thanks again for fixing my typos!
@self: remember to turn off the ‘insert’ button and fix it’s damage!EDIT:
#make accounts less vulnerable to crashes due to too many cargo/base_cargo lines in character files #double the size of Freelancer's 'visit' packet (MP only) #Jolly_Roger, 14 September 2012 #adoxa, 7 March 2021 #adoxa, 1 October 2022 File: RemoteClient.dll 96B1: D0 27 [ 00 28 ] 96E8: 30 20 03 [ 00 90 01 ] 9707: 20 03 [ 90 01 ] File: remoteserver.dll 9AE5: D0 27 [ 00 28 ]
This patch is actually a composition of two patches that alter the same code, hence had to be merged.
#colors of several things hardcoded in freelancer.exe #adoxa, 7 January 2010 File: Freelancer.exe 0bd8ec: 43 # R of tooltip background 0bd8f1: 61 # G 0bd8f6: 70 # B 0bd933: b9 # R of tooltip text 0bd938: f7 # G 0bd90b: ff # B (this is e0 of an unused color) 0bd92a: 0f # change it from 0e so above works 15b22c: ff # R of selected maneuver icon 15b231: ff # G 15b236: 00 # B 15b2cb: ff # R of selected neural net icon 15b2d0: ff # G 15b2d5: 00 # B 15b2f6: ff # A of both 161be6: 87 # R of main text color (aqua) 161bed: c3 # G 161bf4: e0 # B 161bfb: c0 # A 161c06: 87 # R of main color (aqua) 161c0d: c3 # G 161c14: e0 # B 161c1b: ff # A 161c66: f5 # R of selected color (yellow) 161c6d: ea # G 161c74: 52 # B 161c7b: ff # A 161ce1: 80 # RGB of disabled icons 161cf7: ff # A 199da6: 87 c3 e0 # RGB of some buttons 199dab: 87 c3 e0 # and again 199dc6: 80 80 80 # RGB of disabled buttons 199dcb: 80 80 80 # and again
Probably want to make a new section ‘HUD: Colors’ to add it in.
EDIT: indexed to payload.
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Ah… I did make a typo (thanks Laz!)
Okay, so I’ve gone through my archive of untested offsets, found quite a few:
- from this thread the following, tested:
#camera of target wireframe on the top (like a playership wireframe) #Jeider, 9 April 2020 File: Freelancer.exe E3D09: B1 01 90 [ 0F 95 C1 ] #always show target wireframe #WhiskasTM, 29 July 2019 File: Freelancer.exe CFE75: 00 [ 01 ] E203E: 90 E9 [ 0F 84 ] E20FF: EB [ 74 ] E3CE0: 90 90 90 90 90 90 [ 0F 85 8F 02 00 00 ] E1F91: 90 90 [ 74 60 ] E36DA: 30 [ 08 ] #force 1st weapon group to be set on entering space #WhiskasTM, 29 July 2019 File: Freelancer.exe DB6A5: 07 [ 13 ] DB6B7: 6A 00 [ EB 05 ] #make target wireframe ignore all mouse events #WhiskasTM, 12 July 2019 File: Freelancer.exe E7DF9: 30 C0 [ B0 01 ]
From here:
#steering arrows always go to mouse #adoxa, 2 May 2010 File: Freelancer.exe C8864: EB [ 75 ] #increase to 12 steering arrows #adoxa, 2 May 2010 File: Freelancer.exe C885B: F8 1A 48 [ DC 75 5C ] C886A: 1.8f [ 1.0f ] #distance between steering arrows #adoxa, 2 May 2010 File: Freelancer.exe C8AE0: 74 86 4C [ DC 6E 5D ] C8674: 0.15f [ 90 90 90 90 ] #size multiplier for steering arrows #adoxa, 2 May 2010 File: Freelancer.exe C8A6F: 78 86 4C [ E0 75 5C ] C8678: 0.5f [ 90 90 90 90 ]
Furthermore, I dug up two offsets of my own that I never published:
#hostile threshold for Closest Enemy #Gold_Sear, 6 June 2024 File: common.dll 13E548: -0.6f #max selection distance #Gold_Sear, 6 June 2024 File: Freelancer.exe 1DC130: 10000000f
Everything added to the payload, including fixes for bugs I made earlier.
EDIT: done. I forgot to mention that there are untested patches by adoxa to make NPCs on server recognise collisions. However, since I am unable to test multiplayer-related stuff, I can not test them right now. Someone else willing to?
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@Laz: thanks!
Meanwhile I’ve added the ‘Systems’ section, naming it as is.
EDIT: the sync seems to be lost again: where did I make a typo?
EDIT2/Update: also added the ‘VFX’ section. I recall having some more offsets laying around, haven’t tested them yet, will add them soon.
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I’ve powered through and also added the ‘Turret View/Mouse’ section (renamed to simply ‘Turret View’, as all the offsets are focused on that). Also added a timestamp I forgot in the ‘Display’ section.
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Update: I’ve added the ‘Missions’ section to the payload. Also fixed some more bugs.
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@Laz Nice! The URLs now work, good job.
This is probably on your to-do list, but I still mention it: align the ‘offset’ and ‘patch’ columns. -
@IrateRedKite Thanks! I noticed some more typos from my side, fixed them. Also did a little reorganisation of the ‘Navmap’ section to make certain offsets easier to find.
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@IrateRedKite Did I make a typo again? Apologies…
Anyway, I’ve gone over the HUD section, adding all the URLs and timestamps I could find, reorganising a little, and adding some offsets I stumbled upon.
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I’ve added every URL and timestamp I could find on the former ‘Misc’ section. In this search for URLs I noticed that some of the offsets were miscredited, e.g.
- “don’t show the unknown graphics card warning” was already found by OutCast in 2011; and
- “Name of folder where FLSpew.txt is stored” is actually found by HeIIoween in 2015.
@IrateRedKite I like your recategorization of the Misc section However, we now have an ‘equipment’ section and an ‘Equipment’ section which are actually distinct. Also, the sync between the payload and Laz’s page seems to be lost, is this indeed the case?
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I’ve added the ‘Server Operation’ section to the payload.
@IrateRedKite you mentioned in your last post that timestamps should only show the date. My timestamps are accurate up to the minute (as most posts have this accuracy in their post date). Is this a problem?
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Update: I added the rest of the NPCs section to the payload, so that section can be crossed off.
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@IrateRedKite Nice! Check’m out later.
Meanwhile, I’m currently working on the ‘NPCs’ section (formerly NPC Spawning and NPC Behavior sections).
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An update: I did some work on the ‘equipment’ section (mostly).
While underway, I simultaneously edit KraftFragment to BwPatch format, will be updated once I’ve gone over the entire list.
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@IrateRedKite ah, thanks, just did some bug fixes from my part that need to be pulled aswell
EDIT: will revert it in the next commit
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I added some more stuff to the json payload. No new sections, just some extra offsets and URLs, as well as bug fixes.
Also, I restored the offset format as in the old Limit Breaking 101, as adoxa requested back in the day, to make copy-pasting the offsets easier.
@IrateRedKite Permission to do this for all offsets please. -
@Raikkonen thanks, that should work too
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@IrateRedKite I added some more offsets to the payload, as well as additional URLs of already added ones and updates/bug fixes.
Since some of the offsets (eg the max credits in MP) date from the lancersreactor.com era, could you perhaps please re-activate the search function over there? I’ve managed to find the original Limit Breaking 101 topic but not much more. -
@IrateRedKite Visibility is done
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques