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September. 28, 2023

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Dev's Limit Breaking 101 Techniques
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This is a compilation of Dev's Limit Breaking 101 info. I try to regularly maintain this list to keep it up to date, so if you find any new offsets please post them here or add them to the wiki version.

Wiki:
http://the-starport.net/freelancer/wi ... ex.php/Limit_Breaking_101

Tab-delimited text / changelog:
https://drive.google.com/folderview?id ... WdVbVk&usp=drive_web#list

Outdated 2011 links:
http://www.memes.no/88flak/downloads/beta/1.1_Offsets.txt
http://www.memes.no/88flak/downloads/ ... 1.1_Offsets_Changelog.txt


A picture-guided tutorial for this may be found at:
http://www.memes.no/88flak/downloads/beta/1.1_Offsets_Tutorial.htm
(text-only version here)

Posted on: 2008/5/29 7:52
88 Flak for Freelancer
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Re: Dev's Limit Breaking 101 Techniques
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I've found the two offsets that control how you can't go over/under the ship in turret view:
-1.04719758034f in freelancer.exe, 0x1dbe0c = lower limit of y/z axis rotation in turret view, in radians
0x1dbe0c = 1.1
1.04719758034f in freelancer.exe, 0x1dbe10 = upper limit of y/z axis rotation in turret view, in radians
0x1dbe10 = 1.1

There's a slight problem with this though - if you're viewing your ship upside down, then the view will rotate in the same direction of your mouse cursor instead of in the opposite direction as normal.

The default -pi/3 and pi/3 (AKA -60° and 60°) setting prevents you from going over/under your ship because starting from 0° it's -90° to view the bottom of your ship and +90° to view the top, for a total of 180° of rotation. The setting simply determines how far you can rotate down/up in turret view, by default preventing you from rotating over the top or bottom 60° of your ship. So to make it seem unlimited, change the lower limit to a large negative number and the upper limit to a large positive number.

Posted on: 2008/6/18 22:42
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Re: Dev's Limit Breaking 101 Techniques
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I've managed to stumble upon some hex that controls the energy bars at the bottom of the screen, if we somehow manage to make a new HUD, this could be used for making it a bit bigger ? anyways here they are!

0.125d in Freelancer.exe, 0x1D7E58 = length of bars for energy, shield and hull gauges (set to 1.0 to cover the entire bottom part of the screen from left to right)
0x1D7E58 = 1.1
0.00520833333333333d in Freelancer.exe, 0x1D7E68 = Height of the Energy Bars
0x1D7E68 = 1.1
0.08544921875d in Freelancer.exe, 0x1D7E60 = Width of the energy bars (each individual block is a set size - you can only notice this change when the bars are not solid but are standard FL like.)


On a hex releated subject, Highlighted Text. how on earth does one change the colour that the text is (before you ask, edit fonts.ini and richfonts.ini - this is not the location) ive been searching for a while for the colour value which is blue and i have found it

FL's TRU Blue Color
Decimal - 0.529412, 0.764706, 0.87451
RBG - 135, 195, 223

The only file these values are in is Freelancer.exe, ive changed this and it does nothing - tho this IS the colour used for the font.
Im still at a complete miss to this, perhaps searching for highlight string would help?


@ LS - i can see why you have bold posting now, SO much clearer

Posted on: 2008/7/27 4:40
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Re: Dev's Limit Breaking 101 Techniques
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hey there, sorry to but in but is there any chance you came across a way to change the colors of those gauges (energy hull shield)? so far i have tried changing the textures in the 3db files, changing the name of the file the exe looks for and putting the correct files in place, and also found no entry in the hud.ini file. I know the RGB values (i think) but don't really know how to look for them, i did try search for both hex and decimal values in exe, maybe i searched wrong. here is RGB + dec values if this would help:

shieldgauge - 72 72 224 - 0.282353 0.282353 0.878431
hullgauge - 161 50 50 - 0.631372 0.196078 0.196078
energygauge - 216 208 103 - 0.847059 0.815686 0.403921

thx in advance

Posted on: 2008/7/28 9:56
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Re: Dev's Limit Breaking 101 Techniques
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they are textures in the INTERFACE/HUD folder

hud_shieldguage.3db
hud_energyguage.3db
hud_hullgauge.3db

the textures are in these files fella

Posted on: 2008/7/28 12:55
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Re: Dev's Limit Breaking 101 Techniques
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Dude, thats what i said. I changed those textures, over and over. Wierd, seems like no-ones ever tried to change em.

Oh well, thanks for the speedy reply anyways

Posted on: 2008/7/29 0:31
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

Dude, thats what i said. I changed those textures, over and over. Wierd, seems like no-ones ever tried to change em.

Oh well, thanks for the speedy reply anyways


whoops lol, my bad

Posted on: 2008/7/29 7:54
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Re: Dev's Limit Breaking 101 Techniques
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Anyone have any ideas on how the offset for the screen-shake-when-shot factor might be found? This would be excellent for Capital Ships.

Posted on: 2008/7/29 9:15
88 Flak for Freelancer
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Re: Dev's Limit Breaking 101 Techniques
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i actually think thats an FX. im not sure id have to double check fox.

Posted on: 2008/7/29 20:32
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Re: Dev's Limit Breaking 101 Techniques
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Is there a different hex value for tractor beams then this?

1000000f in freelancer.exe, 0x1d848c = square of distance from loot that the "tractor all" button appears on HUD / can tractor in loot ~fox
0x1d848c = 1.1

I got the increased range but now the tractor beam is bigger than the ship

Open in new window

Open in new window


Posted on: 2008/10/30 0:26
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Re: Dev's Limit Breaking 101 Techniques
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Hi, do you have the standard tractor effect or did you customise it or shrink your ships due to your system size?

Increasing the float value gives increased range with no increase on vanilla tractor beam size.


Posted on: 2008/10/30 4:00
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Re: Dev's Limit Breaking 101 Techniques
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It does it on all tractor beams. The only thing I've changed on the custom ones was the colors.

Posted on: 2008/10/30 9:17
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Re: Dev's Limit Breaking 101 Techniques
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posted this back on the temp. TLR, might be useful to some:

Quote:
Found the respawn time after any solar object will regain full health once destroyed:
0x85530 in server.dll (v1.1): 60.0 double float (= 60 seconds)

Posted on: 2008/11/13 22:35
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https://www.moddb.com/mods/fwtow
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Re: Dev's Limit Breaking 101 Techniques
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Awesome. I'll get it in the list. Thanks w0dk4.

Posted on: 2008/11/14 1:43
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Re: Dev's Limit Breaking 101 Techniques
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Hi fox:

I was read your Information and make sure I'm not any mistake when I edit those files.

But I find the randommissions NPC attack player distance seem like can't change, even I raise its value to 4500, they just stay there and don't attack player until player go into 1800 distance.

How can I fix this ? thanks for your help.

Posted on: 2008/11/14 2:09
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The mod is only me working on it.
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