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There are currently 115 users playing Freelancer on 43 servers.
September. 24, 2017

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Re: Dev's Limit Breaking 101 Techniques
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Is this for SinglePlayer only?
And if not... whats the effect of each of these two inits?

Greetings
J.R.

Posted on: 2016/8/10 15:27
ENIGMA V.4 ATG HOMEPAGE/FORUM
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

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

Posted on: 2016/8/10 18:04
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Re: Dev's Limit Breaking 101 Techniques
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Many THX for clearing things up a bit.
Much apprechiated...

Greetings
J.R.

Posted on: 2016/8/11 15:29
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Re: Dev's Limit Breaking 101 Techniques
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@fox: updated post #918 and updated wiki

Quote:
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.

Posted on: 2016/8/17 12:40

Edited by Gold_Sear on 2016/8/17 19:35:15
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Re: Dev's Limit Breaking 101 Techniques
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Gauge colors (by adoxa):
Code:
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

Posted on: 2016/9/2 15:14
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Re: Dev's Limit Breaking 101 Techniques
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I use this hack
http://the-starport.net/freelancer/fo ... t_id=58738#forumpost58738
and
http://the-starport.net/freelancer/fo ... t_id=60591#forumpost60591

But 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.jpg

Someone have a solution ?

Posted on: 2016/9/20 18:24
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Re: Dev's Limit Breaking 101 Techniques
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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.

Posted on: 2016/9/20 19:39

Edited by Gold_Sear on 2016/9/20 19:48:25
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Re: Dev's Limit Breaking 101 Techniques
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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.

Posted on: 2016/10/9 2:45
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: Dev's Limit Breaking 101 Techniques
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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.

Posted on: 2016/10/9 8:54
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Re: Dev's Limit Breaking 101 Techniques
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Aha, I knew I'd seen it before but search was being useless, thanks!

Posted on: 2016/10/9 15:12
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
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Re: Dev's Limit Breaking 101 Techniques
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So I know that this is going a ways off, but I was wondering, from this post:

Quote:

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?

Posted on: 2/10 19:56
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: Dev's Limit Breaking 101 Techniques
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Code:
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.

Posted on: 2/13 1:17

Edited by adoxa on 2017/2/13 1:24:51
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Re: Dev's Limit Breaking 101 Techniques
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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.

Posted on: 2/13 11:31
How to create .SUR files - Tutorial
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Re: Dev's Limit Breaking 101 Techniques
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By ship component, you mean like shield generators, weapons and such?

Posted on: 2/13 14:58
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: Dev's Limit Breaking 101 Techniques
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@FF
...the parts of the hull like a starboard wing or a top fin... meaning the parts of the ship itself (when present like on most vanilla-ships)

Or am I wrong ???

Greetings
J.R.

Posted on: 2/13 15:06
ENIGMA V.4 ATG HOMEPAGE/FORUM
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