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Limit breaking 101
Here you find the different tutorials on editing and MODing Freelancer
can't say i'm an expert but it's not particularly universally accepted for whatever reason, it also seems to have a steep learning curve, and is not acessible/convenient for players as some theoretical program where you could browse available pilot templates with pictures. also it would be easier to configure for servers using a few options boxes for things like faction-orientation, money, character-specific starting locations on/off, ship-package modules- all of which is -already- available through the game's INIs, but not changeable in-game because that they did not provide toggle buttons for the pilot selection screen.
actually what would be best is just patching back in the buttons that *should* be there for toggling the "pilot =" line in newcharacter.ini so you can change pilot/costume in-game in the character preview window, but that's probably a very remote possibility :/
Edited by - Cold_Void on 7/8/2007 12:03:58 PM
actually what would be best is just patching back in the buttons that *should* be there for toggling the "pilot =" line in newcharacter.ini so you can change pilot/costume in-game in the character preview window, but that's probably a very remote possibility :/
Edited by - Cold_Void on 7/8/2007 12:03:58 PM
Hey, could someone tell me how I can get a copy of the right version of Freelancer.exe? Because nearly all of the addresses are wrong for my version and I really want to change a lot of things in that file, but can't and it's bugging the heck out of me. If you can't tell me how, could someone email me an unedited copy of Freelancer.exe that has the right addresses?
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Actually info on Freelancer.exe, server.dll, content.dll and common.dll would be nice. These hacks take care of a lot of annoyances
Edited by - 0blivion on 7/25/2007 8:04:56 AM
----Edit----
Actually info on Freelancer.exe, server.dll, content.dll and common.dll would be nice. These hacks take care of a lot of annoyances
Edited by - 0blivion on 7/25/2007 8:04:56 AM
Nevermind, I got it all worked out. In my impatience to find an answer as to why my files weren't working, I missed P1p3r's post saying that you need a cracked version of Freelancer.exe. As for the dll's, I reinstalled Freelancer and used the 1.0 offsets, and everything works now.
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Believe what you will, but I'll believe the truth.
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Believe what you will, but I'll believe the truth.
Alright, I'd posted this as a topic in the General Editing forums, and I'm hoping I'll have more luck here as this one's a question for the DLL and EXE whizes.
When you make new tractor items that have a range above 1000m, you still can not tractor anything in until within 1000m of that object - however, if you were to target the object and tractor just that item (shift+B ), it works fine. This wouldn't normally be that big of a deal, however for my slow, long-range (2500m) Capital Ship tractors it's a big pain. I was told that this 1000m value was stored in Freelancer.exe, but so far I've turned up nothing.
I'm almost 100% certain that the range is 1000m, and it's 1000m from the center of the ship, not the tractor mount - if the target's 1001m, loot all will not grab it (come to think, never tried it at exactly 1000m - I hope it's not something stupid like 999m - crap, I'll have to test this when I get home X_x).
Can anyone shed some light on this? This would be invaluble to the Capital Ships in my mod, as they usually have very slow, but long-range, tractors.
When you make new tractor items that have a range above 1000m, you still can not tractor anything in until within 1000m of that object - however, if you were to target the object and tractor just that item (shift+B ), it works fine. This wouldn't normally be that big of a deal, however for my slow, long-range (2500m) Capital Ship tractors it's a big pain. I was told that this 1000m value was stored in Freelancer.exe, but so far I've turned up nothing.
I'm almost 100% certain that the range is 1000m, and it's 1000m from the center of the ship, not the tractor mount - if the target's 1001m, loot all will not grab it (come to think, never tried it at exactly 1000m - I hope it's not something stupid like 999m - crap, I'll have to test this when I get home X_x).
Can anyone shed some light on this? This would be invaluble to the Capital Ships in my mod, as they usually have very slow, but long-range, tractors.
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