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There are currently 33 users playing Freelancer on 41 servers.
October. 17, 2019
The Starport Forum Index > All Posts (Gold_Sear)

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Re: @ Adoxa (and other hackers): The Player Ship indicator on Universe Map is bound within a region...
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Quote:

Moonhead wrote:
Thanks Gold_Sear!

I don't quite grasp the third part of the instructions though. That might be because I used to work with HexWorkshop, which stopped working at one point (Norton identified it as some generic virus, and it was a cracked version so I couldn't be totally sure it wasn't), and am now using HxD which is decent, but seems less versatile than HexWorkshop (I must also stress that I am not at all a hacker; I just blindly follow instructions and usually those get it done.)

Quote:

WhiskasTM wrote:

Code:
//new values
freelancer.exe 967F1 112000f = +x 
freelancer.exe 96816 -112000f = -x 
freelancer.exe 9683B 112000f = +y 
freelancer.exe 96860 -112000f = -y 

With applying 112000f => 130000f (keep sign there!) limits are ~:
Code:
pos = -2.1, -2.6 
pos = -2.1, 16.75 
pos = 16.75, -2.6 
pos = 16.75, 16.75

It also affects a red arrow in system map.Result:
http://s30.postimg.org/taj8n4gm9/universe.jpg
http://s30.postimg.org/6kk3u4xep/system.jpg


I don't understand the sign part (as in HxD there is not an option to 'lift out' the code at e.g. 967F1; in my recollection of HexWorkshop there was, which made such replacements a lot easier). Also "112000f" is 7 characters while these code replacements usually work with an even number.

Currently the values at those offsets are:
Code:

freelancer.exe 967F1 = 00 C0 DA 47
freelancer.exe 96816 = 00 C0 DA C7
freelancer.exe 9683B = 00 C0 DA 47
freelancer.exe 96860 = 00 C0 DA C7


Maybe you could talk me through it? (I've done the 1st and 2nd parts already.)


Also, back at the day (when the youtube demo still worked) I was hugely impressed with the multiverse plugin but I decided not to use it; I've already grown too fond of my 2D solution.

Moonhead - these are floats, not bytes. That is, 112000f looks in plain code as 00 C0 DA 47. Same for -112000, that looks like 00 C0 DA C7 in plain code, where the last bit is swapped to apply sign.

Posted on: 9/30 22:53
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Re: @ Adoxa (and other hackers): The Player Ship indicator on Universe Map is bound within a region...
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@Moonhead: I asked this question back in 2015, answered by WhiskasTM.

EDIT: it is also shown in the wiki here.

Thanks for bringing it into attention tho... this should make it easier to find.

EDIT2: you might want to take a look at WhiskasTMs multiuniverse plugin (you already posted in this thread, but in case you forgot)

Posted on: 9/30 11:40
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Re: Help with draw distance
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Yeah, that's what I meant, but apparently those links are dead.

EDIT:
@miguelf2213: for now: you will need a hex editor -- see this topic for a discussion which one to use. Furthermore, you will need something like 'simple data types', a function that comes with the hex editor, where you can see the different data types listed in the 101 list. Of course, always remember to back up your files.

Hope it helps.

Posted on: 8/19 17:08
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Re: Help with draw distance
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I was to point him to fox' tutorial on this, but those links appear to be dead. Does anyone still have a link/download to this tutorial?

Posted on: 8/18 16:08
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Re: Advanced Widescreen HUD idea (required help with HUD visibility options)
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Quote:

WhiskasTM wrote:
Need to find exact thing: mouse down on static control.
I've found mouse over only, and that will result in becoming unable to highlight a ship's parts and select its weaponry.
Code:
freelancer.exe E7DF9 B001>30C0 = make target wireframe ignore all mouse events


Thanks, I'll try to do further investigation. This patch will indeed allow shooting through the target wireframe, but not, or only partially, through the contact and weapon lists.

Posted on: 7/23 21:53
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Re: Advanced Widescreen HUD idea (required help with HUD visibility options)
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And now, allow shooting through the wireframes. Right now, right-clicking on the wireframes refuses shooting, which can be annoying during combat.

Posted on: 7/12 12:30
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Re: Framerate Randomly Locks at 25
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For those of us who understand hex editing: here's the patch (using adoxas tool BwDiff):
Code:
Freelancer.exe 158A14 D9 1D 0C 0A 61 00 -> 90 90 90 90 90 90 = prevent FL from reducing framerate to 25 in some instances (still need to manually limit framerate using external tool) ~FriendlyFire


No reaction from KJFreshly yet...

Posted on: 2/10 10:52
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Re: Framerate Randomly Locks at 25
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Did you try applying the 1.1 patch or JFLP? Other than that, I can't help you.

Posted on: 1/25 22:30
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Re: Evenly Incremented Rank
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Hi, sorry for bumping old topic.

So I've been doing some research on this and ptough.ini, and found some things:

  1. As adoxa said, ptough.ini is restricted to level 40, providing the format ptough_graph_pt = <worth>,<level>.

  2. This limit is hardcoded at content.dll A9D8E as a byte, only allowing 127 as maximum.
    Quote:
    adoxa wrote:
    @Sethernis: I believe so. Here's one that ignores the test altogether, theoretically allowing any number of levels: 0A9D93, 7F->EB.

    Adoxa is right about that the test can be ignored, but provides the wrong patch; this is the correct one:
    Code:
    content.dll A9D93 7F 0F -> 90 90 = ignore rank level limit test, theoretically allowing any number of levels ~adoxa, Gold_Sear

  3. There's theoretically no limitations about what you can enter for <worth> and <level>, levels need not be consecutive and neither do worths. Worth noting is that when leveling up, the reached level is shown correctly in the rep screen up to 1410065408, but in the announcement at top center of screen, only the last two bytes are shown, e.g 50000 and 65535 are shown correctly, but 100000 will become 34464.



Hope this clears things up a bit.

Posted on: 2018/7/27 19:23
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Re: Dev's Limit Breaking 101 Techniques
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Indexed this; an improved version of removing non-targeted brackets.

Posted on: 2018/7/23 18:08
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Re: System resizer ?
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Quote:
Moonhead:
But have you considered that there is maximum visibility limit to planets, stars, and nebulas? Enlarging system by 5.5. might get you into problems related to this...

Please Moonhead, also tell him the solution.

Posted on: 2018/7/20 19:46
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

w0dk4 wrote:
The problem with asteroids not being able to be rendered is due to how FL computes unique IDs.
Because after a certain size of the position vector the unique id computation function fails, asteroids will no longer be spawned.

At Freeworlds, we simply made the function always return "some" id, no matter if its a broken ID.

Maybe adoxa can fix the code for larger vectors, the function responsible is:

unsigned long __cdecl CmnAsteroid::compute_cube_id(class Vector const &)

in common.dll (062A6010)


@w0dk4: did you apply this patch?
Code:
common.dll 460B6 77 3B -> 90 90 = always render static asteroids PART 1
common.dll 460BE 77 33 -> 90 90 = always render static asteroids PART 2
common.dll 460C5 77 2C -> 90 90 = always render static asteroids PART 3

Or something similar? I'm asking because adoxa's patch on this subject has side-effects (see above post).

Posted on: 2018/1/25 12:52
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Re: Base archetypes used as auxillary docks for a base
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Moonhead did it work? No more crashes?

Posted on: 2018/1/22 23:38
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Re: Dev's Limit Breaking 101 Techniques
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I should mention another two findings by adoxa:

1:
Quote:

adoxa wrote:
Ah, I should have done another search with underscores. You'll find the defaults as two ints at 18C754 in common.dll. The function is only used by Act_PlayerEnemyClamp.


Alternative:
Code:
common.dll 08E86A 7E31->EB39 = disable PlayerEnemyClamp, instead making NPC target selection random ~adoxa

I don't recall if it completely deactivates the scripted Act_PlayerEnemyClamp function, but it has the desired effect when not in a mission.

2: Making npcs global, not local to base, found by adoxa; makes a visited NPC at a bar also visited at other bases. Indexed (to Misc section).

3:: Removes exclusion zone clipping, prevents far clipping of exclusion zones.

I should also warn that adoxa's solution to the 130k asteroid rendering limit has serious side effects: change of 7 to A results in the asteroids mostly not being rendered and even if so, then spawned in a regular pattern instead of pseudorandomly. I'd suggest we'd have another, closer look there.

EDIT: this last statement is not true I used hispania_debris_field to test, but apparently that one isn't representative. My mistake....

EDIT2: looking more closely, it is still partially true, using F instead of A; now the asteroids do get spawned, but in a very regular pattern. Conclusion: careful raising these two bytes

Posted on: 2018/1/20 14:54
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Re: Ship Shaking
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[dream]Fixed.[/dream]

Hi all, happy new year!

First of all, apologies for bumping this very old topic.

Was wondering whether there is any news on this subject that I've missed (doesn't have to be big). For example from earlier in this thread:
Quote:

LancerSolurus wrote:
I agree with W0dk4 there i a limit to how much the normalizing will help. Even in GE the ship begins to shake a little bit at 2 million units out. And I use normalization on all of my matrices. The only sure fire way to get around the problem is to split up huge systems into sections and move everything in the system each time a player crosses one of the boundary. don't know difficult it would be to make a plugin for that but I have a feeling it wouldn't be easy.

or
Quote:

Schmackbolzen wrote:
I was talking to wodka about this and he was working on some changes via client- and serverhooking, but it's a rather huge change so i guess it will take a while. Changing the data type to double would have a bad effect on performance (besides i don't think it's easy to do). I did some tests in my own 3D engine and I only noticed some unprecision starting at around 5000K from the center, so I am not sure whether this really is a precision problem at all.

Anyone still working on this?

Just checking.

Posted on: 2018/1/3 22:57
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