http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=403 ------ Changelog / Tutorial / Download ------ A changelog for this may by found at http://www.memes.no/88flak/downloads/beta/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 A text-only version of the tutorial may be found at http://www.memes.no/88flak/downloads/beta/1.1_Offsets_Tutorial.txt An up-to-date download of this may always be found at http://www.memes.no/88flak/downloads/beta/1.1_Offsets.txt ------ Information ------ This list was originally compiled by Dev in the Lancers Reactor topic Limit Breaking 101. 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. Please note all offsets are for 1.1 patch DLLs only. If you do not use the 1.1 patch in your mod, you can easily upgrade with this stand-alone zip file containing all 1.1 patch items: http://www.memes.no/88flak/downloads/beta/flpatch.zip ------ Table of Contents ------ -- Visibility -- NPC Spawning: Generic -- NPC Spawning: Patrol Path -- NPC Spawning: Tradelane -- NPC Behavior -- Random Missions -- Docking / Jumping -- System Editing -- Damage / Repair / Collision -- Credits / Market -- Reputation -- Server Operation -- Tractor Beam / Trading -- Turret View / Mouse -- Cruise / Tradelane -- Scripted Missions (Story etc.) -- OpenSP Hack -- Misc -- HUD: Chat -- HUD: Limits -- HUD: Energy Bars -- HUD: Damage Indicators -- HUD: Ship Brackets -- HUD: Contacts / Weapons List / Wireframe -- HUD: Nanobot / Shield Battery -- HUD: Animation Speeds -- HUD: Equipment / Shipdealer -- HUD: Other -- Effects Layout: (file name) (1.1 offset) (default value) = (description) (default value) meanings: f = float, 4 bytes d = double, 8 bytes i = integer, 4 bytes b = byte, 1 byte (-128 to 127) Any other value with no suffix means a hexadecimal value. Thus, a value like "0F85->90E9" means replace the original bytes on the left with the new bytes on the right. ====== Visibility ====== freelancer.exe 210530 3f = near plane of view frustum ~Dev freelancer.exe 210534 250000f = far plane of view frustum (nothing will be drawn beyond this) ~Dev freelancer.exe 213EC8 10000f = maximum draw distance for some bases (like battleships) ~FriendlyFire freelancer.exe 1C8910 20000f = same offset as below, max distance at which ships can be seen (even if lodranges specify a higher distance) ~Dev freelancer.exe 1C8910 20000f = 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 freelancer.exe 1D15B8 100000000f = square of max distance that a ship can be selected ~Dev server.dll 086AEC 6250000f = square of NPC disappear distance in MP ~Dev server.dll 086AF0 25000000f = square of player disappear distance in MP ~Dev server.dll 086AF4 100000000f = square of grouped player disappear distance in MP ~Dev ====== NPC Spawning: Generic ====== content.dll 11BC78 100d = initial NPC min spawn distance in SP and MP (such as after respawn) ~fox content.dll 11BC80 1775d = initial NPC max spawn distance in SP and MP (such as after respawn) ~Dev content.dll 11BC68 2500d = NPC max spawn distance in SP and MP ~Dev content.dll 0D3C36 2500f = maximum distance that NPCs will persist in SP ~fox content.dll 0D3D6E 2500f = maximum distance that NPCs will persist in MP ~Dev content.dll 058F46 3750f = distance over which NPC spawning will ignore density cap in SP ~Dev content.dll 117A68 7500f = 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) ~Dev ====== NPC Spawning: Patrol Path ====== content.dll 118578 200f = multiplier for patrol_path spawn distances, double this to double patrol_path spawn ranges; use this in tandem with below to raise patrol_path spawn ranges ~Vital content.dll 0C4974 2500f = minimum spawn distance for patrol_path NPCs, patrol_path spawns below this distance will be rejected; use this in tandem with above to raise patrol_path spawn ranges ~fox content.dll 0BB1DA 2000f = distance from the zone (or from the edge of the patrol_path) that encounters begin to spawn - this is not from the center of the patrol; if your patrol has a radius of 750, encounters will spawn 2750 away from the central axis of the patrol; if your zone is a sphere with 4000 radius encounters start spawning 6000 (4000 + 2000) away from the centre of the zone ~Vital content.dll 0C48D7 2500f = distance that patrol_path NPCs spawn when players are close to each other in patrol path (so far seems like closer than 300m) ~Vital ====== NPC Spawning: Tradelane ====== content.dll 0D8AAF 1400i = distance from a disrupted trade lane that tradelaneattackers are created ~Vital content.dll 0BB1DA 2000f = distance from the last tradelane ring that FL will generate NPCs from when you enter tradelane ~Vital content.dll 0D3D93 4000f = distance from the last tradelane ring that patrol path NPCs created when you enter tradelane will still exist ~Vital content.dll 11BB58 1200f = distance from the last tradelane ring that patrol path NPCs are created (2750 and more, no NPCs are created, unless patrol_path spawn distance is raised?) ~Vital content.dll 0C5D53 3750f = distance from the tradelane ring (except the nearest one) at which NPCs with arrival = tradelane encounters are created (negative numbers accepted, though terminal rings will act up) - there are more 3750f in content.dll which may be relevant ~Vital content.dll 0C2946 5000i = minimum spawn distance for tradelane NPCs, tradelane spawns below this distance will be rejected and transferred to the next ring instead ~Vital ====== NPC Behavior ====== common.dll 140810 5000f = 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) ~Dev server.dll 0A8AF0 10000f = maximum AI firing range ~FriendlyFire common.dll 08E6D8 74->EB = remove FIGHTER | FREIGHTER testing on Player for attack_preference in JobBlocks ~adoxa common.dll 13E52C 04->00 = NPCs use scanner (enables CMs) ~adoxa content.dll 0D0630 5000f = max range at which NPCs will go hostile upon seeing their allies go hostile PART 1 ~Dev content.dll 11BD10 5000f = max range at which NPCs will go hostile upon seeing their allies go hostile PART 2 ~Dev content.dll 06C470 500i = max range at which NPCs will scan your cargo ~Dev content.dll 06C717 2500f = max range at which NPCs will initiate scan of your cargo ~Dev content.dll 1195D4 25000000f = 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 common.dll 07AE5E 200f = 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 common.dll 13E518 0.0001f = nudge_force sensitivity (higher = less auto-dodging from autopilot and AI) ~adoxa common.dll 13E6D0 1.5f = autopilot helper value used by all AI functions, including NPC maneuvering and player autopilot; generally, set lower for a more accurate and picky autopilot (beware, has massive effect on how AI handle and may break your NPCs, so be very careful!) ~fox common.dll 13E6D4 50f = default follow offset for following NPCs using FollowOp; a following NPC is to the right by default, but will appear to the left, below, and above after jumping systems ~fox content.dll 129058 547261696C4F7040414940707562404051414540585A00->466F6C6C6F774F7040414940707562404051414540585A = replace TrailOp behavior with FollowOp behavior (very useful for wingmen addon here: http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=977) ~fox content.dll 085D6F 33FF897C24->E923F9FFFF = replace TrailOp behavior with FollowOp behavior (alternate method) PART 1 ~adoxa content.dll 06CDF5 06->07 = replace TrailOp behavior with FollowOp behavior (alternate method) PART 2 ~adoxa content.dll 06CE24 14->4C = replace TrailOp behavior with FollowOp behavior (alternate method) PART 3 ~adoxa content.dll 0875BC 18->50 = replace TrailOp behavior with FollowOp behavior (alternate method) PART 4 ~adoxa content.dll 0875C2 1C->54 = replace TrailOp behavior with FollowOp behavior (alternate method) PART 5 ~adoxa ====== Random Missions ====== content.dll 11C2C4 2500f = distance at which NPC mission target ships in randommissions are created ~Vital content.dll 0F17D9 2625f = distance at which NPC wave ships in randommissions are created ~Vital content.dll 11C2B0 7500f = distance at which mission target solars in randommissions are created ~Vital content.dll 11CBCC 6000f = distance from 1st mission waypoint that second waypoint (and ships at it) in randommissions are created ~Vital content.dll 11C2C8 3500f = core retreat distance from randommission waypoint, modified by below offset ~Vital content.dll 11CAB4 250f = amount to add to the core retreat distance (above) to work out a real retreat distance, and amount to subtract from the core retreat distance (above) to work out a real back-in-range distance ~Vital content.dll 11C2CC 2000f = max range at which randommission NPCs will engage enemies; outside of this range, their behavior will be strange (fly around in circles, ignore fire, etc.) ~Vital content.dll 117608 300f = multiplier for zone distance; increase to allow randommissions further from base ~adoxa content.dll 12E778 30f = return to battle time (SP) ~adoxa content.dll 11C2DC 45f = return to battle time (MP) ~adoxa content.dll 0ECED5 5f = return to battle update interval ~adoxa content.dll 0AAD7A 8944E404D944E420D864E41CEB0466B8FB06DB44E404D80DD0973906DEC9D844E41C5E83C410C3->99B903000000F7F985D27433D90530B2FB06DD5C2404FFD699DD442404B903000000F7F98D5412 = make MP job difficulty exactly between min and max difficulty in mbases.ini ~adoxa ====== Docking / Jumping ====== common.dll 18BDB4 1000f = max dock acknowledge distance ~Dev common.dll 13F48C 10000f = max docking initiation distance ~Dev common.dll 0501B2 E829C1FFFF8B4C24248D54->6A0089F9E835000000EB1F = manually launch from docking bay PART 1 ~adoxa server.dll 022040 8B54->EB20 = manually launch from docking bay PART 2 ~adoxa common.dll 18BDB8 18f = docking speed ~adoxa common.dll 06D6CA 15f = launching speed (for launch sequences that use strafe like battleships) ~fox common.dll 050527 1.0f = relative speed after launching (planet) ~adoxa common.dll 06DE13 0.5f = relative speed after launching (station) ~adoxa common.dll 18BDC0 15f = radius which HpDockPointX01 is considered reached in docking sequence ~fox common.dll 18BDBC 10f = radius which HpDockPointX02 is considered reached in docking sequence ~fox common.dll 063645 60->62 = F3 docking works with FREIGHTER type PART 1 ~adoxa common.dll 063650 00->02 = F3 docking works with FREIGHTER type PART 2 ~adoxa common.dll 13E678 2000f = 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 ====== System Editing ====== common.dll 0DAD24 057B->0175 = make drag_modifier independent of interference/damage ~adoxa server.dll 08B450 526500000000f = 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 server.dll 086AEC 6250000f = 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 persistence range, loot_unseen_radius = (radius) and loot_unseen_life_time = (time outside radius) in constants.ini, increasing this is safe) ~fox freelancer.exe 05B029 77->EB = force "%s System." IDS (1373 in resources.dll) to be used for all system arrival text (no house is displayed) ~M0tah freelancer.exe 05B021 83FFFFFCFF83F8->AB01000000EB2F = make the house in the system arrival text the system's IDS +1 ~M0tah freelancer.exe 05B021 83FFFFFCFF83F8->9B01000000EB2D = make system arrival text the system's IDS +1 (be sure to also change IDS 1373 to just "%s") ~M0tah common.dll 13DFDC 1.74f = multiplier for fill_dist in CmnAsteroid::CAsteroidField::near_field calculation, increase this to make FL render asteroid fields from greater distances ~w0dk4, OutCast common.dll 0E698E 7C->EB = some planets keep on spinning ~adoxa common.dll 0D670F C644243001->E947FFFFFF = suns will honor visit flag ~adoxa ====== Damage / Repair / Collision ====== server.dll 00960C 0C->00 = fix explosion damage not causing full damage (or no damage) on large ships ~M0tah server.dll 00AFC0 D94424->C20800 = energy weapons don't damage power ~adoxa common.dll 04B4D2 1E->0E = exclude cloaking device from total hit points PART 1 ~adoxa common.dll 04B582 1E->0E = exclude cloaking device from total hit points PART 2 ~adoxa common.dll 04B63E 1E->0E = exclude cloaking device from total hit points PART 3 ~adoxa server.dll 08551C 0.05f = minimum fraction of damage required in order to use bots/batts (in other words, if your Nanobot heals 1000 damage, you will need to have at least 50 points of damage to be able to repair) ~adoxa freelancer.exe 0B3C42 E9->00 = items with "ids_name = 0" show up in repair list ~adoxa common.dll 0EDB44 0.01f = collision detection min check distance (increasing this will fix issues with the sur collisions on objects > 130k from center of system) ~w0dk4 ====== Credits / Market ====== freelancer.exe 1CAEE8 9999999f = maximum value of any single good ~Dev server.dll { 06F46E & 06F475 & 06F4A6 & 06F4AD & 06F51E & 06F525 & 06FB9B & 06FBA3 & 06FBAE & 06FC00 & 06FC08 & 06FC1C & 07543C & 075443 & 0754E0 & 0754E7 & 076426 & 07642D } 999999999i = maximum credits that a player can have in MP (ALL offsets must be changed!) ~adoxa freelancer.exe 1D6D38 0.8f = resale % for ships (client-side) ~Dev server.dll 08AE78 0.8f = resale % for ships (server-side, must match variable above or 1.1 server dll will kick client for cheating) ~FriendlyFire freelancer.exe 1D0E2C 0.3f = resale % for equipment (client-side) ~fox server.dll 08AE7C 0.3f = resale % for equipment (server-side, must match variable above or 1.1 server dll will kick client for cheating) ~fox freelancer.exe 080942 75->EB = allow engines to be sold ~M0tah freelancer.exe 0808AD 0F85->90E9 = allow engines to be transferred ~adoxa freelancer.exe 037ECF 7F000000 = number of items in stock ~adoxa freelancer.exe 037ECB C74424440000007F->8944244490909090 = market files control items in stock (MarketGood = , , , , , , ) ~adoxa, M0tah ====== Reputation ====== common.dll 18D5D4 0.9f = reputation over which will give you affiliation with that faction (faction name appears in space before your name) ~Dev content.dll 1143C8 0.6f = reputation set by bribes, can not exceed 0.9 ~fox content.dll 11BD84 1.0f = reputation at/over which a faction's NPCs will excuse your friendly fire (killing the NPC should still dock rep, however), same as below ~fox content.dll 11BD84 1.0f = reputation at/over which a faction will no longer turn hostile upon seeing its allies turn hostile, same as above ~fox content.dll 11BD80 0.6f = reputation over which a faction will be friendly with another faction (such as shooting you if that faction is hostile, etc.) ~fox common.dll 143C58 "(group name)" = 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 00s (DO NOT change the length of the DLL) ~Bejaymac ====== Server Operation ====== freelancer.exe 16835B 5b = maximum number of characters per account PART 1 ~Zephyer freelancer.exe 169D2B 5b = maximum number of characters per account PART 2 ~adoxa server.dll 07417C 5b = maximum number of characters per account PART 3 ~M0tah server.dll 085530 60d = respawn time for any solar object to regain full health once destroyed ~w0dk4 ====== Tractor Beam / Trading ====== freelancer.exe 1D848C 1000000f = square of distance from loot that the "tractor all" button can tractor in loot / appears on HUD ~fox freelancer.exe 1C9800 1.2f = multiplier for width of tractor beams ~fox freelancer.exe 1D8D08 1500f = maximum distance to initiate trade ~adoxa ====== Turret View / Mouse ====== freelancer.exe 1DBE0C -1.04719758034f = lower limit of y/z axis rotation in turret view, in radians ~M0tah freelancer.exe 1DBE10 1.04719758034f = upper limit of y/z axis rotation in turret view, in radians ~M0tah freelancer.exe 0C7903 42->00 = keyboard moves ship in turret view PART 1 ~adoxa freelancer.exe 0DBB12 74->EB = keyboard moves ship in turret view PART 2 ~adoxa freelancer.exe 0DBB58 74->EB = keyboard moves ship in turret view PART 3 ~adoxa freelancer.exe 0DBB9E 74->EB = keyboard moves ship in turret view PART 4 ~adoxa freelancer.exe 0DBBE4 74->EB = keyboard moves ship in turret view PART 5 ~adoxa freelancer.exe 0C7EDB 42->00 = mouse moves ship in Turret View, a bit buggy though PART 1 ~adoxa freelancer.exe 11A8ED 0F85->90E9 = mouse moves ship in Turret View, a bit buggy though PART 2 ~adoxa freelancer.exe 14A65B A1A04A67008A88B905000084C97438A14497670085C0740583C0F8EB0233C050FF1570645C0083C40485C074088BC8->9CA14497670083C0F850FF1570645C0059919D740DA0CAEC67008881F9000000EB25B0008681F9000000A2CAEC6700 = disable camera level during Turret View (for ship movement) ~adoxa freelancer.exe 11D89C D91D7C526700->E82F820A0090 = camera is independant of ship movement in turret view PART 1 ~adoxa freelancer.exe 11D8BB D91D70526700->E8F0810A0090 = camera is independant of ship movement in turret view PART 2 ~adoxa freelancer.exe 1C5AB0 00000000000000000000000000000000000000->D91570526700D80D84906700D91D7C906700C3 = camera is independant of ship movement in turret view PART 3 ~adoxa freelancer.exe 1C5AD0 0000000000000000->D9157C526700EBDE = camera is independant of ship movement in turret view PART 4 ~adoxa freelancer.exe 1C94FC 1.75f = multiplier of mouse speed ~Syd ====== Cruise / Tradelane ====== common.dll 053796 74->EB = adjust cruise speed according to drag_modifier ~adoxa freelancer.exe 0C7A81 9090909090909090909090->6A00E86800000083C404C3 = instant deceleration to 0 after dropping cruise PART 1 ~adoxa freelancer.exe 0C7AB0 C390909090909090->807CE4040074CAC3 = instant deceleration to 0 after dropping cruise PART 2 ~adoxa common.dll 13F3CC 2500f = trade lane travel speed (beware, values over 2500 may have adverse side-effects) ~Lord of Lunacy ====== Scripted Missions (Story etc.) ====== server.dll 03A03E 74->EB = bypass mission check on player invite (beware, may bug up RandomMissions) ~M0tah server.dll 03A438 74->EB = remove mission check on group invite accept (beware, may bug up RandomMissions) ~M0tah content.dll 019A59 7517->EB0E = prevent mission failures due to attacking a neutral/friendly object ~M0tah ====== OpenSP Hack ====== content.dll 04EE3A A22A->A26A = OpenSP tweak for 1.1 DLLs to always start from m13; alternatively, simply direct your newplayer.fl file to start on a blank Mission_13 instead of using this hack ~Xerx, Cannon ====== Misc ====== common.dll 01A74C 200f = maximum FPS PART 1 ~adoxa common.dll 01A892 2CB239->4CA727 = maximum FPS PART 2 ~adoxa freelancer.exe 1B2819 74->EB = Disable forced logging to FLSpew.txt (logging can still be defined to custom file in freelancer.ini) ~FuryFreelancer server.dll 08AE30 "Restart" = name of Restart.fl file ~fox freelancer.exe 1E6DCC "FreelancerClient" = string used for lpName when FL calls CreateMutex (change this for multiple instances) ~M0tah freelancer.exe 1E6454 "RemoteServer.dll" = 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 remoteserver.dl 03F440 "Freelancer.exe" = 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 freelancer.exe 1A5390 81->C3 = don't run dxdiag on crash ~adoxa freelancer.exe 1B264C 83FF010F94C2->BA0100000090 = keep FL display running when the window doesn't have focus ~cannon ====== HUD: Chat ====== freelancer.exe 0691D1 20b = maximum number of chat lines in chat history window (signed byte, so max of 127) ~M0tah freelancer.exe 0691CA 10000i = time in milliseconds chat text is displayed before disappearing ~M0tah freelancer.exe 0691CF 20b = maximum number of chat lines displayed at once -1 ~M0tah freelancer.exe 1A6250 8B4424->C21000 = prevent chat from being displayed (but not new/departing player messages) ~M0tah freelancer.exe 1CEEE4 -0.265f = y position of chat input box ~M0tah freelancer.exe 1CEEE0 0.065f = height of chat input box ~M0tah freelancer.exe 1CEEDC 0.46f = width of chat input box ~M0tah freelancer.exe 06A440 50b = maximum number of characters in chat input box ~M0tah freelancer.exe 05E01B BF1D1D = RGB color as Hex value of the messages "New Player" etc. ~Viper freelancer.exe 06AAF8 0F84->90E9 = disable new player messages ~Cannon freelancer.exe 06AF1E 0F84->90E9 = disable departing player messages ~Cannon ====== HUD: Limits ====== freelancer.exe 0D2C02 2000i = distance over which kilometers rather than meters are displayed (in the contact list) ~Dev freelancer.exe 0EEF90 2000i = distance over which kilometers rather than meters are displayed (target bracket in space) ~Dev freelancer.exe 0D2C32 10000i = distance over which fractions of kilometers are not displayed ~Dev freelancer.exe 0D2C94 99999i = distance over which "far" is displayed rather than an actual distance ~Dev freelancer.exe 0D597A 999i = speed over which "---" is displayed ~Dev freelancer.exe 0D5936 0F85->90E9 = remove cruise speed display limit of 300 ~Unknown ====== HUD: Energy Bars ====== freelancer.exe 1D7E50 0.8d = width of bars for energy, shield and hull gauges (for example, set to 1.0 to make the bars solid) ~Dev freelancer.exe 1D7E58 0.125d = 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 freelancer.exe 1D7E68 0.0052d = height of the energy bars ~Cheese on Toast freelancer.exe 1D7E60 0.0855d = 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 ====== HUD: Damage Indicators ====== freelancer.exe 1D8010 0.8f = damage indicator sensitivity ~M0tah freelancer.exe 1D800C 0.7f = damage indicator fade time ~M0tah freelancer.exe 11DB5C 0.02f = screen shake when hull is hit ~w0dk4 freelancer.exe 11DB89 0.005f = screen shake when shield is hit ~w0dk4 freelancer.exe 11DB44 74->EB = remove screen shake altogether ~adoxa ====== HUD: Ship Brackets ====== freelancer.exe 1C9804 1.25f = multiplier for distance at which brackets around non-targeted ships in space will appear (1.25 = ~3km, 37.5 = ~93km, etc) ~Dev freelancer.exe 0EC1B3 7A0A->9090 = remove brackets from objects in space ~adoxa freelancer.exe 0EC592 E8D9F9FFFF->9090909090 = remove non-targeted brackets from objects in space ~adoxa freelancer.exe 0ED5B9 0F85->90E9 = remove HUD elements on objects in space - includes text, brackets, targeting reticles, and missile warnings ~M0tah ====== HUD: Contacts / Weapons List / Wireframe ====== freelancer.exe 0D3180 E6->00 = add faction name to players in contact list ~M0tah freelancer.exe 0D07EB 0E->00 = remove hostile & group ships from "important" filter ~adoxa freelancer.exe 0D100F 13->00 = remove hostile solars from "important" filter ~adoxa content.dll 091A24 03->01 = freighters are named as large ships ~adoxa freelancer.exe 0D094B 0F852A050000->7404FEC875C4 = include player ships in "ship" filter ~adoxa freelancer.exe 1D7BF0 0.004d = vertical offset of player name in contact list ~M0tah freelancer.exe 1D7964 3.0f = seconds between updates of the distances in the contact list ~Dev freelancer.exe 1D8484 1.0f = seconds between updates of displays in weapons list ~fox freelancer.exe 0E6F67 D9542418D81D74745C00DFE0F6C44175188B4C2418->D95CE4188B4CE41885C97E1D81F90000803F74XX90 = remove flashing in wireframe for items with hit_pts = 0 (replace XX with: 4E for yellow, 58 for aqua, 15 for dark blue) ~adoxa ====== HUD: Nanobot / Shield Battery ====== freelancer.exe 0DAD6D 4260653C->00000000 = disable nanobot button ~adoxa freelancer.exe 0DADB4 96430B3D->00000000 = remove nanobot count ~adoxa freelancer.exe 0DAE0B 4260653C->00000000 = disable battery button ~adoxa freelancer.exe 0DAE87 96430B3D->00000000 = remove battery count ~adoxa freelancer.exe 1D8690 69->00 = remove Shield Battery use icon ~adoxa freelancer.exe 1D86E0 69->00 = remove Nanobot use icon (wrench) ~adoxa freelancer.exe 0DE317 999i = maximum number of nanobots displayed in HUD PART 1 ~adoxa freelancer.exe 0DE310 999i = maximum number of nanobots displayed in HUD PART 2 ~adoxa freelancer.exe 0DE314 7E->EB = ignore nanobot HUD display limit (alternative to above) ~adoxa freelancer.exe 0DE369 999i = maximum number of batteries displayed in HUD PART 1 ~adoxa freelancer.exe 0DE362 999i = maximum number of batteries displayed in HUD PART 2 ~adoxa freelancer.exe 0DE366 7E->EB = ignore battery HUD display limit (alternative to above) ~adoxa ====== HUD: Animation Speeds ====== freelancer.exe 0944AC 1.5f = time taken to zoom out on NavMap (not zero) ~adoxa freelancer.exe 09F2A7 1.5f = time taken to zoom in on NavMap (not zero) ~adoxa freelancer.exe 0DFC09 0.6f = multiplier for subtargeting HUD animations (make smaller for faster) ~Dev freelancer.exe 1CEA10 0.3f = multiplier for HUD animations from user NN bar (make smaller for faster) ~fox freelancer.exe 1CB4D0 0.3f = multiplier for HUD animations from base NN bar (make smaller for faster) ~M0tah freelancer.exe 1D8860 0.3f = multiplier for left HUD minimize animation (make smaller for faster) ~M0tah freelancer.exe 1D8488 0.3f = multiplier for right HUD minimize animation (make smaller for faster) ~M0tah ====== HUD: Equipment / Shipdealer ====== freelancer.exe 07C9A8 6098628i->6098632i = remove class number (just the number) on equipment entries ~M0tah freelancer.exe 07C943 0F87->90E9 = remove class info from equipment ~adoxa freelancer.exe 07CEC0 84->30 = prevents mounting/unmounting of all equipment ~adoxa freelancer.exe 0B88A4 75->EB = disable "Select Ship" ship dealer button ~adoxa ====== HUD: Other ====== freelancer.exe 1D97B4 150f = distance from a waypoint when it is considered reached ~M0tah freelancer.exe 1D7E80 300f = distance from a waypoint within a tradelane when it is considered reached ~Schmackbolzen freelancer.exe 0F045B 8601->0000 = show aiming lead on everything ~adoxa freelancer.exe 0D1750 14000f = range at which an object is no longer "unknown" ~FriendlyFire freelancer.exe 1D3F28 0.116279d = NavMap zoom factor (lower increases zoom) ~adoxa freelancer.exe 0992B0 64->C3 = remove tradelane lines in NavMap ~adoxa freelancer.exe 1C9020 1.85f = aspect ratio of the cinematics ~adoxa freelancer.exe 0DCA20 81->C3 = remove mouse flight text ~cannon ====== Effects ====== freelancer.exe 0F86A3 1.0f = Time in seconds for particle effects to stay after emitter died. ~w0dk4 server.dll 086AEC 6250000f = square of maximum effect draw distance (vis_beam) ~FriendlyFire freelancer.exe 12D132 5F5E->EB6D = activate [gun] light_anim entries PART 1 ~w0dk4 freelancer.exe 12D052 0F8449010000->909090909090 = activate [gun] light_anim entries PART 2 ~w0dk4 freelancer.exe 12D0F6 5B->53 = activate [gun] light_anim entries PART 3 ~w0dk4 freelancer.exe 12D0F9 03->02 = activate [gun] light_anim entries PART 4 ~w0dk4 freelancer.exe 12D100 CB->CA = activate [gun] light_anim entries PART 5 ~w0dk4 eft_explosion_large (limited duration): freelancer.exe 212AF0 100f = on-screen radius of effects, affects size-on-screen-based cutoff (make larger to increase cutoff range) ~Dev freelancer.exe 212AF8 15f = max run time of effects ~Dev freelancer.exe 212B00 100f = unknown, likely the first value of pbubble ~Dev freelancer.exe 212B04 500f = visual cutoff range of effects (second value of pbubble) ~Dev eft_weapon_large_proj (infinite duration): freelancer.exe 212C58 50f = on-screen radius of effects ~Dev freelancer.exe 212C60 -1f = max run time of effects ~Dev freelancer.exe 212C68 100f = unknown, likely the first value of pbubble ~Dev freelancer.exe 212C6C 500f = visual cutoff range of effects (second value of pbubble) ~Dev freelancer.exe 213158 15f = on-screen radius of vis_beam effects ~Dev freelancer.exe 213168 100f = unknown, likely the first value of pbubble for vis_beam ~Dev freelancer.exe 21316C 500f = default vis_beam cutoff range (second value of pbubble for vis_beam) ~Dev eft_damage_large_smoke (infinite duration): freelancer.exe 212DE8 20f = on-screen radius of effects ~Dev freelancer.exe 212DF0 -1f = max run time of effects ~Dev freelancer.exe 212DF8 100f = unknown, likely the first value of pbubble ~Dev freelancer.exe 212DFC 500f = visual cutoff range of effects (second value of pbubble) ~Dev ====== Unfinished, or the "I'll do this later" section :P ====== axoda: everything in http://the-starport.net/freelancer/forum/viewtopic.php?post_id=23562#forumpost23562 (I don't even know where to start there) # Remove the "NEW GAME" and "LOAD GAME" buttons on the main menu. # Jason Hood, 28 November, 2009. File: Freelancer.exe 174634: E8 47 E5 EA FF 83 7C 24 50 01 77 [ C7 44 24 70 00 00 00 00 C7 44 24 ] 11 DB 05 4C 46 57 00 EB 0D [ 74 00 00 00 00 C7 44 24 78 ] 1746CA: 00 00 [ 80 3E ] 174707: 00 00 [ 80 3E ] to move buttons: Go to 1E28C0 in freelancer.exe and change 0.1725f (D7 A3 30 3E) to 0.3369f (28 7E AC 3E; moves the text up) and at 1E3210, change 0.155f (52 B8 1E 3E) to 0.318f (E5 D0 A2 3E; moves the boxes up). M0tah: random offsets that may be interesting if you're into editing the real finer points of AI -- common.dll: FollowOp 150f, 06CB12 -- increasing may help 2f, 06CB40 -- "chill out" distance from where it should be 400f, 06CB4A -- decreasing helps? 100f, 06CB54 -- increasing may help FormationOp 200f, 06C00D -- form ranges? 500f, 06C017 -- form ranges? GotoOp 09D6D0 -- 09D6FA -- 09D745 -- 09D74F -- 09D759 -- 079C52 -- 079C5C -- 079C66 -- GuideOp (unknown) 06F293 -- 06F29D -- 06F2A7 -- 06F2B1 -- TrailOp 50f, 06A3DB -- 3.85f, 06A3E5 -- 400f, 06A3EF -- 4f, 06A3F9 -- 2.5f, 06A41B -- 3f, 06A425 -- 5f, 06A42F -- 1f, 06A445 -- 20f, 06A47A -- 1500f, 06A484 -- -- content.dll: PatrolPathSpawn 200f, 0C496A -- multiplier of some sort 2500f, 0C48D7 -- used in similar fashion to PP spawn offset 5f, 0C4B0B -- 500f, 0C4C01 -- 2000f, 0C4C06 -- -1f, 0C4EC5 -- 500f, 0C4ED0 -- 100f, 0C4EEF --