Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Random Image
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
51 user(s) are online (22 user(s) are browsing Forum)

Members: 0
Guests: 51

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +30€

Current balance: -190€
(last updated 04/2017)

Please make a donation if you want to help keeping The-Starport online:

Bitcoin address:
Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 64 users playing Freelancer on 34 servers.
October. 22, 2017

Browsing this Thread:   1 Anonymous Users



 Bottom   Previous Topic   Next Topic  Register To Post

« 1 ... 63 64 65 (66) 67 »


Re: Dev's Limit Breaking 101 Techniques
Starport Admin
Joined:
2009/2/21 21:42
Group:
Webmasters
Registered Users
Posts: 3447
Offline
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.

Posted on: 2/13 20:03
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
Top
Re: Dev's Limit Breaking 101 Techniques
Home away from home
Joined:
2009/8/16 2:58
From Qld, Aus.
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 1774
Offline
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?).

Code:
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 ]

Posted on: 2/14 5:02
Top
Re: Dev's Limit Breaking 101 Techniques
Just can't stay away
Joined:
2010/2/17 20:45
From Germany
Group:
Registered Users
Senior Members
Posts: 466
Offline
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?

Posted on: 2/14 12:06

Edited by Skotty. on 2017/2/14 12:18:40
How to create .SUR files - Tutorial
Top
Re: Dev's Limit Breaking 101 Techniques
Starport Admin
Joined:
2009/2/21 21:42
Group:
Webmasters
Registered Users
Posts: 3447
Offline
It's still reusing the repair cost multiplier you can define in the base INI: http://the-starport.net/freelancer/fo ... t_id=22072#forumpost22072

Also, nicely done adoxa

Posted on: 2/14 15:00
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
Top
Re: Dev's Limit Breaking 101 Techniques
Starport Admin
Joined:
2009/2/21 21:42
Group:
Webmasters
Registered Users
Posts: 3447
Offline
While we're at it:
Code:

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.

Posted on: 2/14 23:17
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
Top
Re: Dev's Limit Breaking 101 Techniques
Home away from home
Joined:
2008/5/13 15:48
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 659
Offline
.... 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.

Posted on: 2/15 7:49
Open in new window
Top
Re: Dev's Limit Breaking 101 Techniques
Just can't stay away
Joined:
2010/8/9 17:45
Group:
Registered Users
FLServer Admins
Posts: 310
Offline
Just to make sure to not mess anything up...

Adoxa wrote in the above mentioned post:
Quote:
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):
Code:
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.

Posted on: 2/17 19:24
ENIGMA V.4 ATG HOMEPAGE/FORUM
Top
Re: Dev's Limit Breaking 101 Techniques
Just can't stay away
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 495
Offline
Just to let you know: I've added my findings from http://the-starport.net/freelancer/fo ... t_id=62352#forumpost62352 to the wiki entry.
In case anyone has the low res texture bug, this fixes it.

Posted on: 3/17 9:43
Top
Re: Dev's Limit Breaking 101 Techniques
Not too shy to talk
Joined:
2015/1/18 12:56
From The Hague, EU
Group:
Registered Users
Posts: 76
Offline
Quote:
foxUnit01 wrote:
Code:
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.
Code:
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.

Posted on: 7/5 10:31
There is always something to do.
Top
Re: Dev's Limit Breaking 101 Techniques
Not too shy to talk
Joined:
2015/1/18 12:56
From The Hague, EU
Group:
Registered Users
Posts: 76
Offline
Quote:

Moonhead wrote:
Here it is, a piece of text that moved me more than any poetry could have done. Copied-and-saved from The Lancer Reactors Modding Forum, preserved from ancient times, copied from harddisk to harddisk: the Holy Planets Visibility Limit Hack!

Quote:
FriendlyFire
Flight Commander
Original posting
posted 10/4/2005 18:31 PST
--------------------------------------------------------------------------------
I was fiddling with a problem I had with scales and I was looking for the mythic 250k draw limit. I found it!

Open up your Freelancer.exe with your favorite Hex Editor. I use Hex Workshop.
Search for a 32 bits Float value of "250000" ( Without "" ).
The first and only result is the good one. Change it to, say, 1000000 ( 1000k ) and save, then try to boot the game ( Singleplayer is better for this as it does not have the ship explosion bug when you are too far away from the center of the map ).

It will work!

Hope this helps making even greater mods.
FriendlyFire

Edited by - FriendlyFire on 10/4/2005 6:32:23 PM


Bring me my bow of burning gold!
Bring me my arrows of desire!
Bring me my spear! O clouds, unfold!
Bring me my chariot of fire!

:worship:

Oh that reminds me: nebula's also get weird when your too far from ' em... But I can't remember of the above-mentioned hack also covered that. or if that one even has been solved.

(post 345)

I'm posting this here since there's a good chance that this will lead to another offset for the list.

@Moonhead, FriendlyFire, adoxa
So I was playing with big planets and large systems, and, to my unpleasant surprise, I stumbled onto another draw limit for planets.

You can try it out yourself. First, make a planet that has a large radius, for example 200000 (manhattan will do as well but is not as easy to see); simply pick a planet's sph file, copy it, rename it, and change the float at the end of the file -- that's the radius. Then add to solararch.ini and put it somewhere (it does not matter where). For testing purposes, increase the cruise speed to something like 30000. Launch FL, go to the system you placed the planet in, and fly away from the planet. Now at about 1200-1400K away from the planet (depending on how big your planet is), it will suddenly disappear from screen!

More thorough testing indicates that the limit seems to be exactly 1428148 units away from the planet's center (so 1428148-radius away from the surface). This is given the planet is exactly centered at screen, when not in center the above mentioned distance is increased.

In contrast to FF's limit, which gives some flickering before disappearing, this limit causes sudden disappearance, similar to this.

Unfortunately I didn't find any offset for the limit (yet) or how to fix it.


PS: On another note, FF's limit does apply to nebulas and suns, they are rendered just fine from huge distances, but not planets.

Posted on: 7/8 22:18
There is always something to do.
Top
Re: Dev's Limit Breaking 101 Techniques
Not too shy to talk
Joined:
2015/1/18 12:56
From The Hague, EU
Group:
Registered Users
Posts: 76
Offline
Hi again,

When making a veritcally oriented trade lane (so it also travels vertically) and setting proper rotate settings for the rings, travelling in the next direction works just fine, but in the prev direction the vertical component is not swapped, causing weird behavior. The following patch fixes it.
Code:
common.dll 06191E DD 05 D0 E2 39 06 D9 FF -> D9 E8 D9 E0 D9 EE D9 C1 = swap vertical component of trade lane travel in prev direction (fixes issues with vertically oriented trade lanes) PART 1 ~Gold_Sear

common.dll 061941 C7 44 24 24 00 00 00 00    D9 54 24 20 D9 5C 24 30
                  C7 44 24 2C 00 00 00 00    D9 54 24 24 D9 54 24 28
                  C7 44 24 30 00 00 80 3F    D9 54 24 2C D9 54 24 34
                  C7 44 24 34 00 00 00 00 -> D9 54 24 3C D9 44 24 54 = swap vertical component of trade lane travel in prev direction (fixes issues with vertically oriented trade lanes) PART 2 ~Gold_Sear
                  C7 44 24 3C 00 00 00 00    D9 E0 D9 5C 24 54 D9 44
                  DD 05 D0 E2 39 06 D9 FE    24 60 D9 E0 D9 5C 24 60
                  D9 C1 D9 5C 24 20 D9 54    D9 44 24 48 D9 E0 D9 5C
                  24 28                      24 48


EDIT: indexed to wiki. Also indexed formation leader independency patch to wiki.

Posted on: 8/11 18:11

Edited by Gold_Sear on 2017/8/11 19:03:22
Edited by Gold_Sear on 2017/8/11 19:07:07
Edited by Gold_Sear on 2017/8/26 13:10:47
There is always something to do.
Top
Re: Dev's Limit Breaking 101 Techniques
Not too shy to talk
Joined:
2010/6/13 13:38
From Russia, Penza
Group:
Registered Users
Posts: 71
Offline
Last hack is crash my FL when I entering in prev direction of my TradeLane.

Crash offset: common.dll; 1.0.1254.11; 000f1e32 - on ANY tradelane (horizontal too), FL dlls is clean

Posted on: 8/14 8:06

Edited by Jeider on 2017/8/14 23:06:28
Edited by Jeider on 2017/8/14 23:10:03
Top
Re: Dev's Limit Breaking 101 Techniques
Not too shy to talk
Joined:
2015/1/18 12:56
From The Hague, EU
Group:
Registered Users
Posts: 76
Offline
Ups, one of the bytes was wrong -- the last 54 byte should be 44 -- fixed.

Thanks Jeider!

Posted on: 8/26 13:13
There is always something to do.
Top
Re: Dev's Limit Breaking 101 Techniques
Not too shy to talk
Joined:
2010/6/13 13:38
From Russia, Penza
Group:
Registered Users
Posts: 71
Offline
It's working!

Was:
Open in new window

Now:
Open in new window

Thanks!

Posted on: 8/26 20:10
Top
Re: Dev's Limit Breaking 101 Techniques
Not too shy to talk
Joined:
3/20 14:31
Group:
Registered Users
Posts: 71
Offline
I'm probably doing this wrong but I am trying to add the FPS limit via the hack.

I went to the part 1 offset and changed 200 to 60 (I guess I am misunderstanding this part).
I went to the offset and changed the values as described in part 2.

I loaded up fraps for it's overlay and it shows a fluctuating range up to around 170s range.

Am I doing this wrong?
Should the max FPS now be 60?

Posted on: 9/1 16:11
Top
« 1 ... 63 64 65 (66) 67 »