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Some Patches!

The general place to discuss MOD''ing Freelancer!

Post Sat Jul 02, 2005 11:41 pm

Obviously that didn't happen. Sorry about that. I'm working still, so don't worry .

Also, I thought I should note I've bypassed the $10,000,000 price limit (without using a work-around like making lights cost money).

Post Sun Jul 03, 2005 1:38 am

I was just wandering, but is there a way to make some engines incapable of cruise, like they can't cruise at all?

Post Sun Jul 03, 2005 6:20 pm

@alfa_astrix

This might be possible, but at this point is not implemented in any patch (such as the cruise patch). However, you can set the cruise speed to 0 for the engine and they won't move, or set it to the same speed as the the maximum speed of the engine and it won't be any different - but it will still try to charge and activate cruise at this point.

Post Sun Jul 03, 2005 7:57 pm

The reason I asked was because the mod I am working on (if ever get's finished) takes place in the year 2105 AD. Which at that time, I don't think the humans had cruise, except for a few experiments. I'm also trying to get multiple race (some with faster cruise than others) so your multi cruise mod/patch will help. If you have any other ideas that might help what I am trying to do, let me know.

Note: When are you going to have the multi cruise mod/patch posted?

Post Sun Jul 03, 2005 8:30 pm

As soon as I can, but I needed to change a few more things because at first I simply made it so engines could have independent cruise speed which overrode the CRUISING_SPEED value in constants.ini, but then I realized that people would want more than just independent cruise speed, also independent control over all the cruise variables for each engine. So I'm adding code so each engine can have its own cruising speed delay time, etc. to allow for say a really fast cruise engine but it takes twice as long to charge as normal, etc.

Post Sun Jul 03, 2005 11:15 pm

I thought the line "cruise_charge_time = " Ment how long it takes for the engine to warp up, or are you talking about thecruise disrupter time?

Post Sun Jul 03, 2005 11:27 pm

Sorry. Yes, you're right the cruise_charge_time variable is already available for engines, I mean't the cruise disrupt time - so some engines could say recover faster than others.

Post Mon Jul 04, 2005 1:30 am

Nice one Grasshopper. Just remember...

Everything is nothing, but nothing is not everything.

Edited by - alfa_astrix on 7/4/2005 2:31:37 AM

Post Mon Jul 04, 2005 5:24 am

so are the other ones out yet?

Post Mon Jul 04, 2005 7:57 am

Two of them are, for sellable engines and money beyond $1,000,000,000. See the links in the first post in this topic.

Post Mon Jul 04, 2005 11:21 am

Damn FLFreeLancerCpt, that was kind of a no-brainer.

Edited by - alfa_astrix on 7/4/2005 12:21:44 PM

Post Mon Jul 04, 2005 3:13 pm


As soon as I can, but I needed to change a few more things because at first I simply made it so engines could have independent cruise speed which overrode the CRUISING_SPEED value in constants.ini, but then I realized that people would want more than just independent cruise speed, also independent control over all the cruise variables for each engine. So I'm adding code so each engine can have its own cruising speed delay time, etc. to allow for say a really fast cruise engine but it takes twice as long to charge as normal, etc.


That will go excellent for the Terra Empire mod al, thanks for thinking about it, I can't wait a little longer for that, just try not to forget the other patches now *hehe* Keep up the great work man.

NOTE: Also I am assuming since placing the cruise speed varibe like you said overrides the constants curising speed, so as I said i'm assuming if an engine does not have a cruising speed set in it, it will use the standard one in the constants ini correct? (just thought i'd double check and clarify)

James "Quickshot14" Greenwood
QSD (Quickshot14's Domain http://qsd.xpi.org.uk)
Home of QFL & QWC And Quicks Mix Radio

Edited by - Quickshot14 on 7/4/2005 4:14:42 PM

Post Fri Jul 22, 2005 8:18 am

How's it coming?

Post Sun Jul 24, 2005 10:05 am

HOW THIS PATCH WORKS: It replaces all occurences of the value 999,999,999 in hex (3B 9A C9 FF in hex) with 2,000,000,000 in hex (77 35 94 00) in Server.dll to allow trade transactions of value up to 2,000,000,000 as well as the ability to acquire and hold up to 2,000,000,000. For those who want to learn assembly - please note that hex values in a file <always> appear in reverse order, this is why numbers most often appear as gibberish to the untrained eye. Therefore, the actual code that is being changed in Server.dll with this patch is all hex values of (FF C9 9A 3B ) with (00 94 35 77) - since the order has to be reversed. Also note, that if you attempt to create your own patch, feel free to do so, however, make note that the variable used to store credits is an unsigned integer which means that it cannot have a value greater than 2,147,483,647 - if you exceed this value it will interpret the numbers beyond this value as negative, creating a negative credit limit which would of course not work. Thus why a new value of 2,000,000,000 is set as the new credit limit in this patch - nice and even.

____________________________________________________________________


Hi ...
every time i tried to do it, the server doesn't want to run ..
the dll is not in read only .. i see the adress to be modified , after modification
the server refuse to run ...

this address is valid with witch dll??? from the original game or from the patch 1.1 ??

why not deliver the dll instead one exe program ???

Edited by - ChampsZeWonder on 7/24/2005 11:06:37 AM

Post Sun Jul 24, 2005 5:58 pm

It should work for both. I've tested on both 1.0 and 1.1, I'm not sure why it won't work for you.

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