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Saturday, May 24th 2008, 3:42am

EXE Hacks

Originall posted by Lancer Solurus on the Universal Modding Forums. Found here.


This is a list of hacks I have found and also the ones that used to be listed on TLR.

*********************************************************************
These hacks expect you to have the FL version 1.1 (patched)

Below is all of the ones I found

Price Limit
Freelancer.exe
001caee8 float - change to a5 d4 68 53 (999,999,999,999.0)

Max Money all integers max 7fffffff (2.1 bil) change to ff ff ff 7f
Server.dll
0006f46e
0006f475
0006f4a6
0006f4ad
0006f51e
0006f525
0006fb9b
0006fba3
0006fbae
0006fc00
0006fc08
0006fc1c
0007543c
00075443
000754e0
000754e7
00076426
0007642d

Tradelane speed all floats change to (10000.0) 00 40 1c 46, (20000.0) 00 40 9c 46
Freelancer.exe
00212434
Common.dll
0013f3cc

True Speed display up to 999 float change to 00 00 7a 44 (1000.0) first version
Freelancer.exe
001d7e80
common.dll
0018b5cc

HUD speed fix
000d5936 0f85 to 90e9 Cruise
000d5984 7e to eb Tradelanes

Docking distance - comes in 2 parts - floats
1) How far away can you click on a base and select dock
2) Distance from dock when the docking sequence is actually initiated

1)0013f48c originally 10000.0
2)0018bdb4 originally 1000.0

Below this is information obtained by checking info from TLR post "Breaking the limits"

Visibility settings Loc Original Value HEX value file Verified Tested
ZNear 00210530 3f 00004040 FL.exe y n
ZFar 00210534 250000f 00247448 FL.exe y n
Ship/Scenery Distance 001c8910 20000f 00409c46 FL.exe y n
Dist^2 targetting box 001d15b8 100000000f 20bcbe4c FL.exe y n

Dist^2 NPC disappear 00086aec 6250000f 20bcbe4a server.dll y n
Dist^2 plyr disappear 00086af0 25000000f 20bcbe4b server.dll y n
Dist^2 grpd plyr disap 00086af4 100000000f 20bcbe4c server.dll y n

Misc
Resale % for ships 001d6d38 0.8f cdcc4c3f FL.exe y n


Full post from TLR below
-------- Visibility --------
3f in Freelancer.exe, 0x210530 = near plane of view frustum
0x210530 = 1.1
250000f in Freelancer.exe, 0x210534 = far plane of view frustum (nothing will be drawn beyond this)
0x210534 = 1.1
20000f in Freelancer.exe, 0x1C8910 = max distance at which ships can be seen (even if LODranges specify a higher distance)
0x1C8910 = 1.1
100000000f in Freelancer.exe, 0x1D15B8 = square of max distance that a ship can be selected
0x1D15B8 = 1.1
6250000f in server.dll, 0x84ADC = square of NPC disappear distance in MP
0x86AEC = 1.1
25000000f in server.dll, 0x84AE0 = square of player disappear distance in MP
0x86AF0 = 1.1
100000000f in server.dll, 0x84AE4 = square of grouped player disappear distance in MP
0x86AF4 = 1.1

-------- NPC spawning/behavior --------
1775d in content.dll, 0x11AC80 = initial NPC max spawn distance in SP and MP (such as after respawn)
0x11BC80 = 1.1
2500d in content.dll, 0x11AC68 = NPC max spawn distance in SP and MP (following initial spawn)
0x11BC68 = 1.1
2500f in content.dll, 0xD3C3E = maximum distance that NPCs will persist in MP (I don't recall if it applies to SP)
0xD3D6E = 1.1
3750f in content.dll, 0x591B6 = distance over which NPC spawning will ignore density cap in SP; as a general rule, make it 1.5 * NPC max spawn distance
0x58F46 = 1.1
(when searching for that I found a 3750f under 0x58F76 in the 1.1 content.dll, two rows down from 0x58F46. I don't know what it does, though)
7500f in content.dll, 0x116A68 = distance over which NPC spawning will ignore density cap in MP; as a general rule, make it 3 * NPC max spawn distance
0x117A68 = 1.1
5000f in common.dll, 0x1407E0 = max range at which NPCs will engage enemies; don't forget to increase the range at which NPCs will engage in pilots_population as well (attack_preference under JobBlock)
0x140810 = 1.1
5000f in content.dll, 0xD0510 AND 0x11AD10 = max range at which NPCs will go hostile upon seeing their allies go hostile (AND means both values must be changed)
0xD0630 AND 0x11BD10 = 1.1
500i in content.dll, 0x6C790 = max range at which NPCs will scan your cargo
0x6C470 = 1.1
2500f in content.dll, 0x6CA37 = max range at which NPCs will initiate scan of your cargo
0x6C717 = 1.1

-------- HUD --------
2000i in Freelancer.exe, 0xD2C02 = distance over which kilometers rather than meters are displayed (in the contact list)
0xD2C02 = 1.1
2000i in Freelancer.exe, 0xEEF90 = distance over which kilometers rather than meters are displayed (target bracket in space)
0xEEF90 = 1.1
10000i in Freelancer.exe, 0xD2C32 = distance over which fractions of kilometers are not displayed
0xD2C32 = 1.1
99999i in Freelancer.exe, 0xD2C94 = distance over which "far" is displayed rather than an actual distance
0xD2C94 = 1.1
999i in Freelancer.exe, 0xD597A = speed over which "---" is displayed
0xD597A = 1.1
0x0F85->0x90E9 in Freelancer.exe, 0xD5936 = remove cruise speed display limit of 300 (in other words, change 0x0F85 to 0x90E9; this hack was found by someone else)
0xD5936 = 1.1
0.6f in Freelancer.exe, 0xDFC09 = speed at which target crosshair closes on subtarget in wireframe view (make smaller for faster)
0xDFC09 = 1.1
0.8d in Freelancer.exe, 0x1D7E50 = width of bars for energy, shield and hull gauges (for example, set to 1.0 to make the bars solid)
0x1D7E50 = 1.1
1.25f in Freelancer.exe, 0x1C9804 = multiplier for distance at which brackets around non-targeted ships in space will appear (1.25 = ~3km, 37.5 = ~93km, etc)
0x1C9804 = 1.1
3.0f in Freelancer.exe, 0x1D7964 = seconds between updates of the distances in the contact list
0x1D7964 = 1.1

-------- Misc --------
1000f in common.dll, 0x18ADB4 = max dock acknowledge distance
0x18BDB4 = 1.1
10000f in common.dll, 0x13F45C = max docking initiation distance
0x13F48C = 1.1
0.8f in Freelancer.exe, 0x1D6D38 = resale % for ships
0x1D6D38 = 1.1
9999999f in Freelancer.exe, 0x1CAEE8 = maximum value of any single good
0x1CAEE8 = 1.1
0.9f in common.dll, 0x18C5D4 = Reputation over which will give you affiliation with that faction (faction name appears in space before your name)
0x18D5D4 = 1.1
999999999i in server.dll, 0x6EEF1 = maximum credits that a player can have in MP
(un-able to find precisely in 1.1 server.dll with my methods, however my testing with upping max cash on the 1.0 DLL caused players to have a chance of wrapping around to -1 credits, loosing all their cash)

EFT_EXPLOSION_LARGE (limited duration):
100f in Freelancer.exe, 0x212AF0 - on-screen radius of effects, affects size-on-screen-based cutoff (make larger to increase cutoff range)
0x212AF0 - 1.1
15f in Freelancer.exe, 0x212AF8 - max run time of effects
0x212AF8 - 1.1
100f in Freelancer.exe, 0x212B00 - unknown, likely the first value of pbubble
0x212B00 - 1.1
500f in Freelancer.exe, 0x212B04 - visual cutoff range of effects (second value of pbubble)
0x212B04 - 1.1

EFT_WEAPON_LARGE_PROJ (infinite duration):
50f in Freelancer.exe, 0x212C58 - on-screen radius of effects
0x212C58 - 1.1
-1f in Freelancer.exe, 0x212C60 - max run time of effects
0x212C60 - 1.1
100f in Freelancer.exe, 0x212C68 - unknown, likely the first value of pbubble
0x212C68 - 1.1
500f in Freelancer.exe, 0x212C6C - visual cutoff range of effects (second value of pbubble)
0x212C6C - 1.1
15f in Freelancer.exe, 0x213158 - on-screen radius of vis_beam effects
0x213158 - 1.1
100f in Freelancer.exe, 0x213168 - unknown, likely the first value of pbubble for vis_beam
0x213168 - 1.1
500f in Freelancer.exe, 0x21316C - default vis_beam cutoff range (second value of pbubble for vis_beam)
0x21316C - 1.1

EFT_DAMAGE_LARGE_SMOKE (infinite duration):
20f in Freelancer.exe, 0x212DE8 - on-screen radius of effects
0x212DE8 - 1.1
-1f in Freelancer.exe, 0x212DF0 - max run time of effects
0x212DF0 - 1.1
100f in Freelancer.exe, 0x212DF8 - unknown, likely the first value of pbubble
0x212DF8 - 1.1
500f in Freelancer.exe, 0x212DFC - visual cutoff range of effects (second value of pbubble)
0x212DFC - 1.1

Kratos

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2

Saturday, August 23rd 2008, 10:35pm

Re: EXE Hacks

how exactly would i make tradelane speed hack? i want tratelanes to keep speeding till end
Signature from »Kratos«

Nym

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Sunday, April 12th 2009, 1:28pm

Re: EXE Hacks

How do I hack the exe???? How do I use those value to increase the draw distance? Valuable information posted but no means of using it.HELP!

Anonymous

Unregistered

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Sunday, April 12th 2009, 3:16pm

Re: EXE Hacks

There's a lot of exe hacking software, hex editors, etc..
You can find tutorials by doing a search with Google, etc..

PE Explorer is what some of the mod makers use, at least those that can afford it.
Description:
A feature-packed program for inspecting the inner workings of your own software, and more importantly, third party Windows applications and libraries for which you do not have source code.
This program costs $129.00
Available at HeavenTools

I like the Hex Editor Neo, there's a free version of this program, and yes it works with Vista.
Description:
Free Hex Editor Neo allows you to view, modify, analyze your hexadecimal data and binary files, edit, exchange data with other applications through the clipboard, insert new data and delete existing data, as well as perform other editing actions.
Make patches with just two mouse clicks; manipulate your EXE, DLL, DAT, AVI, MP3, JPG files with unlimited undo/redo. Taste the visual operation history with branching.
This hex and binary code data editing software utility for Windows includes the following basic functionality: Unlimited Undo/Redo; Find; Replace; Visual History Save and Load; Patch Creation; Clipboard Operations; Bytes, Words, Double Words, Quad Words, Floats and Doubles Edit Mode.

Available everywhere...
Homepage HHD Software
You can get it at my favorite freeware site FreewareFiles.com
on this page http://www.freewarefiles.com/Hex-Editor-…gram_43137.html

Nym

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Sunday, April 12th 2009, 4:30pm

Re: EXE Hacks

3f in Freelancer.exe, 0x210530 = near plane of view frustum
0x210530 = 1.1
250000f in Freelancer.exe, 0x210534 = far plane of view frustum (nothing will be drawn beyond this)
0x210534 = 1.1

Ok I have the neo hex editor and as I tried before with other hex editors I try looking for strings similar to this and I find nothing...so...how do I change draw distance in neo hex with the information above...what am I looking for where do I insert what do I change.
It's all lovely But I can't understand what the info above does when my exe editor "cannot find similar patterns"
So what do I do all guru of hex editing? I am working on a cheeky big little mod with huge systems and no tradelanes and it's a shame my 100k planets dissappear after 250k.
How do I increase that limit to 800 K?

Tunicle

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Sunday, April 12th 2009, 4:39pm

Re: EXE Hacks

Try FoxUnit01's tutorial
<!-- m --><a class="postlink" href="http://www.memes.no/88flak/downloads/beta/1.0-1.1_Offsets_Tutorial.txt">http://www.memes.no/88flak/downloads/be ... torial.txt</a><!-- m -->

Anonymous

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Sunday, April 12th 2009, 5:16pm

Re: EXE Hacks

After you open the exe file or whatever file you want to edit, go to edit, find, and put in the string you're looking for then find next, find next, find next.
You'll see how it works in no time. The data shows up on the left side and you edit in the right column, then save.
Always use a backup copy to do your editing just in case it don't work, like crashing the game, then you can always try again.

----------------------------------------------------

Ripped from the Starport, posted by foxUnit01
Lancers Reactor had or has the Dev's Limit Breaking post so I don't feel bad about posting this here...
Actually I don't feel bad if I put anything here since it was all submitted to Lancers Reactor originally.

This is a compilation of Dev's Limit Breaking 101 info, plus the contributions of random people - please read the "Information" section below for more info, especially if you have no clue what this is. There's also a tutorial linked below, for if you know what this is and have no idea how to use it. =P

I try to regularly maintain this list to keep it up to date, so if you find any new offsets please post them here! Here goes: The Starport - A Freelancer Game Fansite :: Dev&#039;s Limit Breaking 101 Techniques [Forum - Speciality Modding]

-------- Changelog --------
04/01/09:
-- Slight reorganization of the sections, less crap in the "Misc" section now
-- Indexed M0tah's multi-instance hack
-- Indexed M0tah's group invite bypass for missions (still can't join group though)

03/27/09:
-- Indexed Cheese on Toast's HUD offsets
-- Indexed Vital's misc patrol_path NPC behavior offsets
-- Indexed Crazy's freelancer.exe rename for remoteserver.dll
-- Indexed M0tah's chat box offsets
-- Indexed M0tah's System + House IDS offsets
-- Indexed M0tah's Equipment Class Number offset

03/08/09:
-- Indexed w0dk4's solar respawn offset, which I somehow forgot until now

02/12/09:
-- Indexed some NPC reputation stuff, under the Reputation section

02/06/09:
-- Indexed M0tah's max chat lines and characters

01/07/09:
-- Happy new year! I guess. XD
-- Indexed Xerx's OpenSP hack that routes rank reading to ptough.ini, and found the 1.1 DLL equivilant
-- Indexed SP max NPC persist offset
-- Cleared up description of density ignore ranges
-- Indexed tractor beam width offset
-- A bunch of other stuff I forgot

11/30/08:
-- Added new HUD-related offsets courtesy of M0tah

03/20/08:
-- Indexed the 2500f that controls Patrol Path NPC spawn distance
-- Indexed the 100d that controls minumim NPC spawn distance
-- Wrote up a picture-guided tutorial for using these editing techniques, which may be found in the "information" section below.

02/15/08:
-- Technically, the rep hacks Gibbon posted were quoted from Bejaymac, so I have reflected this in the file

02/07/08:
-- Added 8 offsets found by FriendlyFire, Vital, and Gibbon from The Starport - A Freelancer Game Fansite :: Dev&#039;s Limit Breaking 101 Techniques [Forum - Speciality Modding]
-- Indexed 1.1 offsets of Gibbon's reputation info
-- Indexed 1.0 offsets of Vital's randommission findings
-- Re-organized the file slightly

-------- To-do --------
-- Search the forums and index any relevant offsets

-------- Tutorial / Download --------
A picture-guided tutorial for this may be found at http://www.memes.no/88flak/downloads/bet…ts_Tutorial.txt

An up-to-date download of this may always be found at http://www.memes.no/88flak/downloads/bet…1.1_Offsets.txt

-------- Information --------
This list was originally compiled by Dev in the Lancers Reactor topic Limit Breaking 101.
Credit for finding the original offsets go to Dev. All of these were found by him unless credited otherwise at the end of the line.
I have since taken up the liberty of un-officially organizing this list, and documenting any new offsets I come across. If you find new values that could be of use, please contribute them and they will be added to the list.
While I attempted to find a 1.0 dll offset for useful variables I came across (I operate off 1.1 dlls), please excuse any variables that were found in 1.1 DLLs only. Finding these offsets is a pain.

freelancer.exe is not changed in the 1.1 patch, leaving all offsets the same for freelancer.exe.
Offsets in server.dll, common.dll, and content.dll are changed, however.
All 1.1 values relate to the variable above.

(default value) in (file), (hex offset) = (description)
(1.1 offset) = 1.1

-------- Visibility --------
3f in freelancer.exe, 0x210530 = near plane of view frustum
0x210530 = 1.1
250000f in freelancer.exe, 0x210534 = far plane of view frustum (nothing will be drawn beyond this)
0x210534 = 1.1
10000f in freelancer.exe, 0x213ec8 = maximum draw distance for some bases (like battleships) ~FriendlyFire
0x213ec8 = 1.1
20000f in freelancer.exe, 0x1c8910 = same offset as below, max distance at which ships can be seen (even if lodranges specify a higher distance)
0x1c8910 = 1.1
20000f in freelancer.exe, 0x1c8910 = same offset as above, poly flipping distance - raising this value stops graphical glitches on big CMPs, but raising it too high introduces flickering issues with SPH-based models (like planets) ~FriendlyFire
0x1c8910 = 1.1
100000000f in freelancer.exe, 0x1d15b8 = square of max distance that a ship can be selected
0x1d15b8 = 1.1
6250000f in server.dll, 0x84adc = square of NPC disappear distance in MP
0x86aec = 1.1
25000000f in server.dll, 0x84ae0 = square of player disappear distance in MP
0x86af0 = 1.1
100000000f in server.dll, 0x84ae4 = square of grouped player disappear distance in MP
0x86af4 = 1.1

-------- NPC Spawning --------
100d in content.dll, 0x11ac78 = initial NPC min spawn distance in SP and MP (such as after respawn) ~fox
0x11bc78 = 1.1
1775d in content.dll, 0x11ac80 = initial NPC max spawn distance in SP and MP (such as after respawn)
0x11bc80 = 1.1
2500d in content.dll, 0x11ac68 = NPC max spawn distance in SP and MP
0x11bc68 = 1.1
2500f in content.dll, 0xd3b06 = maximum distance that NPCs will persist in SP ~fox
0xd3c36 = 1.1
2500f in content.dll, 0xd3c3e = maximum distance that NPCs will persist in MP
0xd3d6e = 1.1
3750f in content.dll, 0x591b6 = distance over which NPC spawning will ignore density cap in SP
0x58f46 = 1.1
7500f in content.dll, 0x116a68 = distance over which NPC spawning will ignore density cap in MP - in other words, players within this distance to another player will "share spawns" with that player, and must move this distance away from other players for FLServer to start spawning NPCs for him/her
0x117a68 = 1.1
2500f in content.dll, 0xc4a44 = patrol path NPC max spawn distance; raise this with extreme caution, as values over 3000 seem to prevent patrol path NPCs from spawning at all ~fox
0xc4974 = 1.1
2500f, in content.dll, 0x11b2c4 = distance at which NPC mission target ships in randommissions are created ~Vital
0x11c2c4 = 1.1
7500f, in content.dll, 0x11b2b0 = distance at which mission target solars in randommissions are created ~Vital
0x11c2b0 = 1.1

-------- NPC behavior --------
5000f in common.dll, 0x1407e0 = max range at which NPCs will engage enemies; don't forget to increase the range at which NPCs will engage in pilots_population as well (attack_preference under jobblock)
0x140810 = 1.1
10000f in server.dll, 0xa5af0 = maximum AI firing range ~FriendlyFire
0xa8af0 = 1.1
5000f in content.dll, 0xd0510 and 0x11ad10 = max range at which NPCs will go hostile upon seeing their allies go hostile (and means both values must be changed)
0xd0630 and 0x11bd10 = 1.1
500i in content.dll, 0x6c790 = max range at which NPCs will scan your cargo
0x6c470 = 1.1
2500f in content.dll, 0x6ca37 = max range at which NPCs will initiate scan of your cargo
0x6c717 = 1.1
50f in common.dll, 0x?????? = offset of FollowOp NPCs - NPC is to the right by default, but will appear to the left, below, and above after jumping systems ~fox
0x13e6d4 = 1.1
1.5f in common.dll, 0x?????? = autopilot helper value used by all AI functions - set lower for better FollowOp, 1.35 is good ~fox
0x13e6d0 = 1.1
25000000f in content.dll, 0x?????? = square of the distance from the end of the patrol path to the object over which patrol_path NPCs won't dock with it (so far tested only with jumpgates; raising this may prevent PP crashes?) ~Vital
0x1195d4 = 1.1
200f in common.dll, 0x????? = unknown, increasing this to 1000f and more makes patrol_path NPCs stand still after spawn (side note by fox: this range seems to also denote the range which MsnRandEnc ships spawned with story scripting cut cruise and engage targets; if you're spawning ships with MsnRandEnc, try increasing this to make them more combat-effective) ~Vital
0x7ae5e = 1.1

-------- Reputation --------
0.9f in common.dll, 0x18c5d4 = reputation over which will give you affiliation with that faction (faction name appears in space before your name)
0x18d5d4 = 1.1
0.6f in content.dll, 0x1133c8 = reputation set by bribes, can not exceed 0.9 ~fox
0x1143c8 = 1.1
1.0f in content.dll, 0x11ad84 = reputation over which a faction's NPCs will excuse your friendly fire (killing the NPC should still dock rep, however) ~fox
0x11bd84 = 1.1
0.6f in content.dll, 0x11ad84 = reputation over which a faction will shoot at or be friendly with another faction due to rather player is friendly ~fox
0x11bd80 = 1.1
(group name) in common.dll, 0x143c28 = list of groups (in nickname form) of factions that won't show up on your reputation screen - either replace the nicknames or write over them with 0's (DO NOT change the length of the DLL) ~Bejaymac
0x143c58 = 1.1

-------- Credits --------
9999999f in freelancer.exe, 0x1caee8 = maximum value of any single good
0x1caee8 = 1.1
999999999i in server.dll, 0x6eef1 = maximum credits that a player can have in MP, a bit buggy though
0x????? = 1.1
0.8f in freelancer.exe, 0x1d6d38 = resale % for ships
0x1d6d38 = 1.1
0.3f in freelancer.exe, 0x1d0e2c = resale % for equipment (client-side) ~fox
0x1d0e2c = 1.1
0.3f in server.dll, 0x????? = resale % for equipment (server-side, must match variable above or 1.1 server dll will kick client for cheating) ~fox
0x8ae7c = 1.1

-------- HUD --------
2000i in freelancer.exe, 0xd2c02 = distance over which kilometers rather than meters are displayed (in the contact list)
0xd2c02 = 1.1
2000i in freelancer.exe, 0xeef90 = distance over which kilometers rather than meters are displayed (target bracket in space)
0xeef90 = 1.1
10000i in freelancer.exe, 0xd2c32 = distance over which fractions of kilometers are not displayed
0xd2c32 = 1.1
99999i in freelancer.exe, 0xd2c94 = distance over which "far" is displayed rather than an actual distance
0xd2c94 = 1.1
999i in freelancer.exe, 0xd597a = speed over which "---" is displayed
0xd597a = 1.1
0x0f85->0x90e9 in freelancer.exe, 0xd5936 = remove cruise speed display limit of 300 (in other words, change 0x0f85 to 0x90e9) ~Unknown
0xd5936 = 1.1
0.6f in freelancer.exe, 0xdfc09 = speed at which target crosshair closes on subtarget in wireframe view (make smaller for faster)
0xdfc09 = 1.1
0.8d in freelancer.exe, 0x1d7e50 = width of bars for energy, shield and hull gauges (for example, set to 1.0 to make the bars solid)
0x1d7e50 = 1.1
0.125d in freelancer.exe, 0x1d7e58 = total width 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) ~Cheese on Toast
0x1d7e58 = 1.1
0.0052d in freelancer.exe, 0x1d7e68 = height of the energy bars ~Cheese on Toast
0x1d7e68 = 1.1
0.0855d in freelancer.exe, 0x1d7e60 = individual 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) ~Cheese on Toast
0x1d7e60 = 1.1
1.25f in freelancer.exe, 0x1c9804 = multiplier for distance at which brackets around non-targeted ships in space will appear (1.25 = ~3km, 37.5 = ~93km, etc)
0x1c9804 = 1.1
1.2f in freelancer.exe, 0x1c9800 = multiplier for width of tractor beams ~fox
0x1c9800 = 1.1
3.0f in freelancer.exe, 0x1d7964 = seconds between updates of the distances in the contact list
0x1d7964 = 1.1
0.3f in freelancer.exe, 0x1cea10 = multiplier for HUD animations from user NN bar (make smaller for faster) ~fox
0x1cea10 = 1.1
0.3f in freelancer.exe, 0x1cb4d0 = multiplier for HUD animations from base NN bar (make smaller for faster) ~M0tah
0x1cb4d0 = 1.1
0.3f in freelancer.exe, 0x1d8860 = multiplier for left HUD minimize animation (make smaller for faster) ~M0tah
0x1d8860 = 1.1
0.3f in freelancer.exe, 0x1d8488 = multiplier for right HUD minimize animation (make smaller for faster) ~M0tah
0x1d8488 = 1.1
0xe6->0x00 in freelancer.exe, 0xd3180 = add faction name to players in contact list (in other words, change 0xe6 to 0x00) ~M0tah
0xd3180 = 1.1

-------- Chat --------
0x20 in freelancer.exe, 0x691d1 = maximum number of chat lines in chat history window (signed byte, so max of 127) ~M0tah
0x691d1 = 1.1
10000i in freelancer.exe, 0x691ca = time in milliseconds chat text is displayed before disappearing ~M0tah
0x691ca = 1.1
0x20 in freelancer.exe, 0x691cf = maximum number of chat lines displayed at once -1 ~M0tah
0x691cf = 1.1
-0.265f in freelancer.exe, 0x1ceee4 = y position of chat input box ~M0tah
0x1ceee4 = 1.1
0.065f in freelancer.exe, 0x1ceee0 = height of chat input box ~M0tah
0x1ceee0 = 1.1
0.46f in freelancer.exe, 0x1ceedc = width of chat input box ~M0tah
0x1ceedc = 1.1
0x50 in freelancer.exe, 0x6a440 = maximum number of characters in chat input box ~M0tah
0x6a440 = 1.1

-------- System Editing --------
526500000000f in server.dll, 0x????? = square of distance from the center of the system over which your ship explodes in multiplayer (no 1.0 offset, this feature was added in 1.1) ~fox
0x8b450
6250000f in server.dll, 0x84adc = square of distance from the center of the system over which bases no longer wish you well when un-docking (note: this is the same number as NPC disappear distance - as long as you have a good NPC persistance range, and good loot_unseen_radius = (radius) & loot_unseen_life_time = (time outside radius) in constants.ini, increasing this is safe) ~fox
0x86aec = 1.1
0x77->0xeb in freelancer.exe, 0x5b029 = force "%s System." IDS (1373 in resources.dll) to be used for all system arrival text (no house is displayed) ~M0tah
0x5b029 = 1.1
0x83fffffcff83f8->0xab01000000eb2f in freelancer.exe, 0x5b021 = make the house in the system arrival text the system's IDS +1 ~M0tah
0x5b021 = 1.1
0x83fffffcff83f8->0x9b01000000eb2d in freelancer.exe, 0x5b021 = make system arrival text the system's IDS +1 (be sure to also change IDS 1373 to just "%s") ~M0tah
0x5b021 = 1.1

-------- Misc --------
14000f in freelancer.exe, 0xd1750 = solar detection radar range ~FriendlyFire
0xd1750 = 1.1
1000f in common.dll, 0x18adb4 = max dock acknowledge distance
0x18bdb4 = 1.1
10000f in common.dll, 0x13f45c = max docking initiation distance
0x13f48c = 1.1
2500f in common.dll, 0x13f3cc = trade lane travel speed ~Lord of Lunacy
0x13f39c = 1.1
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
2000f in common.dll, 0x?????? = how far behind a jumpgate a player will be spawned - from this point, the player will be thrown forward at exceptional speed until he/she has reached the gate ~fox
0x13e678 = 1.1
60d in server.dll, 0x????? = respawn time for any solar object to regain full health once destroyed ~w0dk4
0x85530 = 1.1
-1.04719758034f in freelancer.exe, 0x1dbe0c = lower limit of y/z axis rotation in turret view, in radians ~M0tah
0x1dbe0c = 1.1
1.04719758034f in freelancer.exe, 0x1dbe10 = upper limit of y/z axis rotation in turret view, in radians ~M0tah
0x1dbe10 = 1.1
0x05 in freelancer.exe, 0x16835b = maximum number of characters per account, PART 1, BUGGY (literally just "05" in hex) ~M0tah
0x16835b = 1.1
0x05 in server.dll, 0x????? = maximum number of characters per account, PART 2, BUGGY ~M0tah
0x7417c = 1.1
0x3228->0x8268 in content.dll, 0x4f05a = OpenSP tweak to always start from m13; alternatively, simply direct your newplayer.fl file to start on Mission_13 instead of using this hack ~Xerx
0xa22a->0xa26a 0x4ee3a = 1.1 (please note the hex changed IS different for the 1.1 version) ~Cannon
0x74->0xeb in freelancer.exe, 0x1b2819 = Disable forced logging to FLSpew.txt (logging can still be defined to custom file in freelancer.ini) ~FuryFreelancer
0x1b2819 = 1.1
6098628i->6098632i in freelancer.exe, 0x7c9a8 = remove class number (just the number) on equipment entries ~M0tah
0x7c9a8 = 1.1
0x74->0xeb in server.dll, 0x????? = bypass mission check on player invite ~M0tah
0x3a03e = 1.1
"FreelancerClient" in freelancer.exe, 0x1e6dcc = string used for lpName when FL calls CreateMutex (change this for multiple instances) ~M0tah
0x1e6dcc = 1.1
"RemoteServer.dll" in freelancer.exe, 0x1e6454 = name of RemoteServer DLL filename used by FL (a duplicate RemoveServer.dll with different name is needed to play in MP with the multi-instance hack) ~M0tah
0x1e6454 = 1.1
"Freelancer.exe" in remoteserver.dll, 0x3f440 = name of freelancer.exe for RemoteServer; if you're going to rename your freelancer.exe, you'll need to change it here as well, or it will crash when you try to join a server ~Crazy
0x3f440 = 1.1

-------- Effects --------
6250000f in server.dll, 0x84adc = square of maximum effect draw distance (vis_beam) ~FriendlyFire
0x86aec = 1.1

eft_explosion_large (limited duration):
100f in freelancer.exe, 0x212af0 - on-screen radius of effects, affects size-on-screen-based cutoff (make larger to increase cutoff range)
0x212af0 - 1.1
15f in freelancer.exe, 0x212af8 - max run time of effects
0x212af8 - 1.1
100f in freelancer.exe, 0x212b00 - unknown, likely the first value of pbubble
0x212b00 - 1.1
500f in freelancer.exe, 0x212b04 - visual cutoff range of effects (second value of pbubble)
0x212b04 - 1.1

eft_weapon_large_proj (infinite duration):
50f in freelancer.exe, 0x212c58 - on-screen radius of effects
0x212c58 - 1.1
-1f in freelancer.exe, 0x212c60 - max run time of effects
0x212c60 - 1.1
100f in freelancer.exe, 0x212c68 - unknown, likely the first value of pbubble
0x212c68 - 1.1
500f in freelancer.exe, 0x212c6c - visual cutoff range of effects (second value of pbubble)
0x212c6c - 1.1
15f in freelancer.exe, 0x213158 - on-screen radius of vis_beam effects
0x213158 - 1.1
100f in freelancer.exe, 0x213168 - unknown, likely the first value of pbubble for vis_beam
0x213168 - 1.1
500f in freelancer.exe, 0x21316c - default vis_beam cutoff range (second value of pbubble for vis_beam)
0x21316c - 1.1

eft_damage_large_smoke (infinite duration):
20f in freelancer.exe, 0x212de8 - on-screen radius of effects
0x212de8 - 1.1
-1f in freelancer.exe, 0x212df0 - max run time of effects
0x212df0 - 1.1
100f in freelancer.exe, 0x212df8 - unknown, likely the first value of pbubble
0x212df8 - 1.1
500f in freelancer.exe, 0x212dfc - visual cutoff range of effects (second value of pbubble)
0x212dfc - 1.1

-------- Unfinished --------
All these are in common.dll, found by M0tah
These may be interesting if you're into editing the real finer points of AI

FollowOp
150f, 0x6cb12 -- increasing may help
2f, 0x6cb40 -- "chill out" distance from where it should be
400f, 0x6cb4a -- decreasing helps?
100f, 0x6cb54 -- increasing may help

FormationOp
200f, 0x6c00d -- form ranges?
500f, 0x6c017 -- form ranges?

GotoOp
0x9d6d0 --
0x9d6fa --
0x9d745 --
0x9d74f --
0x9d759 --
0x79c52 --
0x79c5c --
0x79c66 --

GuideOp (unknown)
0x6f293 --
0x6f29d --
0x6f2a7 --
0x6f2b1 --

TrailOp
50f, 0x6a3db --
3.85f, 0x6a3e5 --
400f, 0x6a3ef --
4f, 0x6a3f9 --
2.5f, 0x6a41b --
3f, 0x6a425 --
5f, 0x6a42f --
1f, 0x6a445 --
20f, 0x6a47a --
1500f, 0x6a484 --

adoxa

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8

Friday, April 17th 2009, 3:16am

Re: EXE Hacks

Quoted from ""MantisOlthoi""

Tradelane speed
HUD speed fix
2) Distance from dock when the docking sequence is actually initiated


FL Hack has options to change these ones.

MadEddy

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9

Thursday, April 30th 2009, 6:49am

Re: EXE Hacks

Where can I find the tradelane acceleration?

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10

Saturday, May 2nd 2009, 2:48am

Re: EXE Hacks

In FL Hack, you mean? How about where it says "Trade Lane speed"? Is that not obvious enough, or am I missing something?

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11

Sunday, May 3rd 2009, 7:39am

Re: EXE Hacks

Ähm... NO and YES. Excuse, my English is terrible.

I do not mean the maximum speed(FL standard 2500). I mean the time exciting for the acceleration of the normalspeed to the tradelane max speed.
I hope that was clearer. regards

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12

Tuesday, May 5th 2009, 2:25am

Re: EXE Hacks

Right, my mistake. There's a couple of places that could change it. I'll have a play around and see what I can do.

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13

Friday, May 8th 2009, 2:46am

Re: EXE Hacks

The new version of FL Hack provides an option for almost-instant trade lane acceleration (use a negative trade lane speed). It also restricts the maximum trade lane speed to 10 000.

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14

Friday, December 3rd 2010, 10:29pm

So I built this ship, a remake of the Ebon Hawk from the KOTOR game, and I split it into 2 halves(21k triangles each) like so:



Then I re-skinned it cuz the color-scheme was too... "meah.."

And it goes as follows:
- The main ship section is the AFT or back section a.k.a. the half of the ship that has the engines
- The front half of the ship with the cockpit and all that was used as a component to be connected to the main half in the game so that the 2 halves make one ship counting 42k triangles.
- The idea worked fine but with a slight problem.
- When I am in space the ship renders beautifully and the super-high rez texture makes up for some fx that the game engine can't render and it's a joy to fly around in this thing as you can see here:



The problem starts when I am docked. For some reason the attached component, A.K.A. the front half of the ship is invisible even though the ship appears as a whole in the ship dealer's little preview window. and here are the images to show you what the frak I'm talking about:

Ship Dealer Preview OK:




Planet-Scape View NOT-OK:


Now I've tried making the front half of the ship a cargo container, a shield generator and even a static weapon(seeing that turrets and guns are rendered in the planet scape scene), but the result was always the same; full ship in space, half a ship when docked.

I'm posting here because I'm guessing it has something to do with an .exe hack or something.

If anyone has a clue about how to fix this please help! I know there is another method of making super high poly ships by splicing stuff together but I'd rather keep it simple for now.
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15

Friday, December 3rd 2010, 11:00pm

Is this using Sushi's method for High-Poly models in FL or something different??
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Nym

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16

Friday, December 3rd 2010, 11:02pm

Sushi uses a splicing method that I'm not familiar with. My method is simply making custom equipment with a ship cmp and mat and attaching it to the right hardpoint.
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17

Saturday, December 4th 2010, 9:07am

you will have to use the splicing method, the equipment one has many side effects such as one that equipment is not rendered in cutscenes
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18

Saturday, December 4th 2010, 12:43pm

In my case it does render in cutscenes, this is the only exception that I've presented above...but yes I've researched some more and a nice fellow offered to splice it for me by next week cuz I'm a lil too busy atm. When it's ready I'll release it so anyone can use it in their own mod & stuff.
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19

Saturday, December 4th 2010, 2:42pm

Is there any type of hack for allowing multi missions. in other words. changing it from 1 job to say 4 or more so that it will allow players to test there skills by not docking and rearming?

I know iv been bugging about this but its a great idea to allow players to test there skills and allow for more Rp as it can be Rped as a partol or search and destroy, the Rp for this is really endless.

Anyways. no rush im so busy spaming the net lately its not funny.
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