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There are currently 65 users playing Freelancer on 39 servers.
March. 25, 2023
The Starport Forum Index > All Posts (Gold_Sear)

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Re: Dev's Limit Breaking 101 Techniques
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@Ruppetthemuppet: the issue about the offset for my NavMap zoom move limit has been resolved, so can you please add them to the list on KnowledgeBase (or just pull my request)?

Quote:

This has come up a few times in discussion on the Discord, but how do folks feel about splitting the page up by category and having a central index for these? The md file is so large VS code won't auto format it at this point!

I see now that there is no possibility to jump between sections, so this would probably be a good idea, to group the separate files in the folder e.g. 'Limit Breaking 101'.

Posted on: 3/13 13:06
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Re: Dev's Limit Breaking 101 Techniques
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@adoxa: is this DWORD-alignment faster or more secure (or for another reason I might not think of)? Or is it just for consistency?

Posted on: 3/10 11:12
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

Ruppetthemuppet wrote:
Hi folks, with the TSP forum upgrade imminent, we're shifting stuff from the wiki over to a new system, this includes Limit Breaking 101!

I've ported the tsp-wiki page over to the new format, and will be doing a pass of this thread to add any offsets that haven't been included yet.

The new page can be found here: https://wiki.the-starport.net/FL%20Binaries/Limit%20Breaking%20101/ It pulls from this repository: https://github.com/TheStarport/KnowledgeBase, and auto-updates when there's a change.

If you'd like to contribute to the page, feel free to either make a PR or give someone on the Galactic community discord a shout for direct access. We're still ironing out a few issues, and are in the process of porting the wiki content as a whole over.


Euhm... a few questions if I may:
(1) Will the 101 list from the wiki here disappear?
(2) I can't seem to append my new offsets to the new 101 list, how do I do that?

Posted on: 3/10 7:57
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Re: Dev's Limit Breaking 101 Techniques
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Update: FOUND IT! A solution to starworld's original problem:
Code:
Freelancer.exe  95900  E0 75 5C --> 9C 63 49 = NavMap zoom move limit PART 1 ~Gold_Sear
Freelancer.exe  95916  E0 75 5C --> 9C 63 49 = NavMap zoom move limit PART 2 ~Gold_Sear
Freelancer.exe  9639C  90 90 90 90 -> 0.5f = NavMap zoom move limit PART 3 ~Gold_Sear

To explain: at 95900 and 95916, the limiting variables are multiplied by a 0.5f located at 1C75E0, but that offset is used by a lot of other things, so I used unused padding bytes at 9639B (EDIT:9639C) instead.

@adoxa: when I set 9639B to 0.6f, my disassembler shows altered code at the beginning of the next function. Is this a problem?

EDIT: used 9639C now instead of 9639B, this affects part 1 and 2 too.

Posted on: 3/9 22:50
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Re: Enabling Undock Chatter in MP?
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From here:
Code:
server.dll  86AEC  6250000f = square of distance from the center of the system over which bases no longer wish you well when un-docking [...] ~fox

However, this offset is used for other things as well (specifically, raising it will cause NPCs to remain selected in MP, rather than the automatic deselect at 2.5K), so a patch will be needed to properly fix this.

Posted on: 3/9 9:56
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

starworld wrote:
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 ?


Happy 20th birthday Freelancer!

So this is going to be a long post.
In honour of Freelancer's 20th anniversary, I tried to fix the above problem. As you can read in my original reply, I thought it was easy to fix, but it turned out to be damn tricky to track down. No luck so far, but in my hunt I stumbled upon dozens of other related things, which I will sum up now and index to wiki:

related to NavMap size:
Code:
Freelancer.exe  917CC  112000f = size of system map; beware, affects size of player ship icon aswell ~Gold_Sear
Freelancer.exe  1D2EEC  33333f = size of sectors in F9 info screen; needs to keep ratio with variable above ~Gold_Sear
Freelancer.exe  1D2EF0  -99999f = starting point of sector calculation in F9 info screen, needs to be -3*variable above ~Gold_Sear


In addition to WhiskasTM's original post about the size of system diamonds:
Code:
Freelancer.exe  915C8  1.0f = bunch scale of all system diamonds on Universe Map (method 4) ~Gold_Sear

This one really only scales the diamonds, not also move them.

The following offsets can be used to clear the NavMap of names inside of the map (other than labels):
Code:
Freelancer.exe  8F007  -0.274f = NavMap system/universe name x-displacement ~Gold_Sear
Freelancer.exe  8F00F  -0.252f = NavMap system/universe name y-displacement ~Gold_Sear
Freelancer.exe  90582,9FD83  -0.294f = NavMap letter alignment perpendicular to grid ~Gold_Sear
Freelancer.exe  90620,9FE33  -0.309f = NavMap number alignment perpendicular to grid PART 1 ~Gold_Sear

By 'perpendicular to grid' I mean perpendicular to the letter/number alignment on screen in WhiskasTM's post.

Of course, I also looked into zooming, and found the following:
Code:
Freelancer.exe  1D3F30  -0.257f = NavMap number lower limit when zoomed ~Gold_Sear
Freelancer.exe  1D3F34  0.274f = NavMap number upper limit when zoomed ~Gold_Sear
Freelancer.exe  1D3F38  0.31f = NavMap letter left limit when zoomed ~Gold_Sear
Freelancer.exe  1D3F3C  -0.23f = NavMap letter right limit when zoomed ~Gold_Sear
Freelancer.exe  9FCF6,9FC9B  8.6f = NavMap letter/number zoom factor ~Gold_Sear

Bonus: to align the NavMap zoom factor with the NavMap letter/number zoom factor, letting the latter be the control:
Code:
Freelancer.exe  9F2B4  DC 0D 28 3F 5D -->  D8 35 F6 FC 49 = align NavMap zoom factor to letter/number zoom factor; redundants adoxa's NavMap zoom factor, now controlled by the NavMap letter/number zoom factor ~Gold_Sear


For those of you (including me) who find this 'PHYSICAL MAP' label on the top of the NavMap annoying, the following might help:
Code:
Freelancer.exe  211C94  1360i = MAP LEGEND identifier ~Gold_Sear
Freelancer.exe  211CA0  968i = BASE LIST identifier ~Gold_Sear
Freelancer.exe  211C84  1338i = PHYSICAL MAP identifier ~Gold_Sear
Freelancer.exe  211C88  1339i = POLITICAL MAP identifier ~Gold_Sear
Freelancer.exe  211C8C  1340i = PATROL PATH identifier ~Gold_Sear
Freelancer.exe  211C98  1361i = MINEABLE ZONES MAP identifier ~Gold_Sear


When having cleared the NavMap of these texts inside of the map, the labels can be moved further from the center:
Code:
Freelancer.exe  1D3EF0  -0.198f = upper limit for labels on NavMap ~Gold_Sear
Freelancer.exe  1D3EF4  0.192f = lower limit for labels on NavMap ~Gold_Sear

*goes away and continues hunt*

EDIT: forgot to mention: I updated this patch:
Code:
common.dll  460B0  81 F9 --> EB 15 = always render static asteroids ~w0dk4,Gold_Sear

to reduce load, now it should not have side effects...

Posted on: 3/4 17:32
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Re: Is there a mod to make the story missions not mess with your reputation so much?
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A while ago I played with Act_SetRep to see whether it can be used to change faction-to-faction reputations. The result was negative. This surprised me because faction-to-faction reputations are stored in save files, which may suggest the possibility for them to be changed during the storyline.

Anyone else looked into this? Did I miss something?

Posted on: 2022/4/23 16:34
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Re: Zone Manipulation Question
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Now to make it appear properly on the NavMap...

Posted on: 2021/6/22 13:06
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Re: Freelancer Supply/Demand
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Quote:

My thinking was you could install the plugin into dacom.ini, which would give you a random variance for each session (need to exit FL to get new values); or install into freelancer.ini, which would give you a random variance each time you load a game. This is different to price_variance, which gives you a random variance (up to a max of what you specify) every time you dock.

Aha! Can this reduce price variance abuse? And: is it suitable for MP?

Also, it eliminates the need for the points in my previous post.

Posted on: 2021/2/6 16:59
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Re: Freelancer Supply/Demand
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@rightous:
Code:
Freelancer.exe, 37ECB,
C7 44 24 44 00 00 00 7F
-->
89 44 24 44 90 90 90 90,
market files control items in stock (MarketGood = <item nickname>, <required level>, <required rep>, <minimum>, <max in stock>, <full resale>, <price multiplier>) ~adoxa, M0tah

Is this what you're looking for? (See also here and here.)

@adoxa:
Quote:
Hm, I might be able to create a plugin to create a random variance...

Thoughts:

  1. Create a non-uniform range for the price?

  2. Avoid having to include price_multiplier for every base? (Maybe a patch suffices here?)

  3. Configurable variant of the above (for each commodity/base combination)?



Posted on: 2021/2/5 17:11
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Re: Random Undocking Point?
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@adoxa: I just confirmed this: after commenting out moors.dll I undocked from Ames dock 1 30 times in a row. After removing the comment, I got an immediate undock from dock 4. Thanks!

Posted on: 2021/2/1 18:44
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Random Undocking Point?
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Hello everyone; after some time of absence due to RL, I'm back, with the following question:

When I undock from a station, the undocking point is always 'dock 1'. However, some mods (including Genesis) have randomized the undocking point. How come?

It might be worth noting that I am using the original No-CD Freelancer.exe, and Genesis uses a ~3100kB version of Freelancer.exe (probably the cracked version?).

Posted on: 2021/1/31 18:03
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Re: NPCs play their retreat voicelines as soon as they undock
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This is a vanilla problem. For example near, let's say, Montezuma or Dawson or even Luxury Liner Hawaii, when an NPC created by area_trade_trader or area_trade_smuggler undocks.

Posted on: 2020/11/21 16:39
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Re: Crash Offsets
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Looks good. Maybe omitting the 0x prefix as in the Limit Breaking 101 wiki looks nicer?

Posted on: 2020/8/28 20:33
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Re: Increasing SP Level Cap Beyond 38/40?
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You might wanna read this, some of it might be outdated though. XP had that nice feature that when an application crashed, it showed the crash offset in the 'Tell Microsoft about this problem' window that popped up. In these days, you have to find the crash offset using EventViewer, if I recall correctly.

Posted on: 2020/7/13 17:38
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