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the_101_list.txt
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the_101_list.txt
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LIMIT BREAKING 101
-AUDIO-
#completely disable the UI character typing text sounds
#BC46
File: Freelancer.exe
18B147: 90 90 90 90 90 [ E8 04 95 FD FF ]
|-
#disable the typing effect for the arrival text
#adoxa
File: Freelancer.exe
5AC3D: FF [ FC ]
|-
#disable the typing effect for the target ship name and sub-target name text elements
#adoxa
File: Freelancer.exe
E111B: 00 [ 01 ]
E11AF: 00 [ 01 ]
E1A61: 00 [ 01 ]
E21CF: 00 [ 01 ]
E32B6: 00 [ 01 ]
E32CA: 00 [ 01 ]
E47B2: 00 [ 01 ]
E47C6: 00 [ 01 ]
|-
#continue playing FL's audio when Alt-Tabbed
#adoxa
File: soundmanager.dll
A021: 80 [ 00 ]
File: soundstreamer.dll
18A9: 80 [ 00 ]
|-
#turn off non-music sounds
#Venemon, 14 July 2024
File: soundmanager.dll
89B8: EB [ 74 ]
|-
#turn off combat chatter
#Venemon, 14 July 2024
File: content.dll
12E368: 00 [ 01 ]
-VISIBILITY-
#near plane of view frustum
#Dev, 17 August 2006
File: Freelancer.exe
210530: 3f
|-
#far plane of view frustum (nothing will be drawn beyond this)
#FriendlyFire, 4 October 2005
File: Freelancer.exe
210534: 250000f
|-
#multiplier for planet draw distance (so far can be safely increased)
#adoxa, 10 October 2017
File: rendcomp.dll
14053: 1000000f
|-
#maximum draw distance for some bases (like battleships)
#FriendlyFire, 7 February 2011
File: Freelancer.exe
213EC8: 10000f
|-
#same offset as below, max distance at which ships can be seen (even if LODranges specify a higher range)
#Dev, 17 August 2006
File: Freelancer.exe
1C8910: 20000f
|-
#same offset as above, poly flipping distance - raising this stops graphical glitches on big CMPs, but raising it too high introduces flickering issues with SPH-based models (like planets)
#FriendlyFire, 25 February 2010
File: Freelancer.exe
1C8910: 20000f
|-
#remove (exclusion) zone clipping
#adoxa, 7 January 2011
File: Freelancer.exe
11C3D3: EB [ 75 ]
|-
#square of max distance that a ship can be selected in SP
#Dev, 17 August 2006
File: Freelancer.exe
1D15B8: 100000000f
|-
#square of NPC disappear distance in MP
#squares of disappear distances
#Dev, 17 August 2006
#foxUnit01, 25 August 2006
File: server.dll
86AEC: 6250000f #NPC
86AF0: 25000000f #player
86AF4: 100000000f #grouped player
|-
#double existing LODranges
#adoxa, 9 October 2010
File: Freelancer.exe
2389: D8 C0 90 90 90 [ 83 FE 08 7D 16 ]
|-
#quadruple existing LODranges
#adoxa, 9 October 2010
File: Freelancer.exe
2389: D8 C0 90 D8 C0 [ 83 FE 08 7D 16 ]
|-
#alternative to above: scale LODranges by one of the following; in the last part, use the 3 bytes corresponding to the value in between brackets
#adoxa, 9 October 2010
#BC46 for the 10.0 factor
File: Freelancer.exe
2389: E8 7B FF FF FF [ 83 FE 08 7D 16 ]
2309: 90 90 [ D8 0D ]
230E: 90 90 [ 00 C3 ]
230B: 4B 1A 47 [ 90 90 90 ] #1.5
230B: B4 55 5D [ 90 90 90 ] #2.0
230B: 28 4F 5D [ 90 90 90 ] #3.0
230B: 9C FC 5C [ 90 90 90 ] #4.0
230B: 64 84 5D [ 90 90 90 ] #5.0
230B: 08 4F 5D [ 90 90 90 ] #6.0
230B: 50 88 5D [ 90 90 90 ] #7.0
230B: 54 23 44 [ 90 90 90 ] #8.0
230B: FA 1F 57 [ 90 90 90 ] #10.0
|-
#gamma ranges from 0.0 to 1.0, not 1.0 to 2.0
#adoxa, 11 August 2010
File: Freelancer.exe
244F5: EB 04 [ DC 05 ]
|-
#gamma ranges from 0.5 to 1.5, not 1.0 to 2.0
#adoxa, 11 August 2010
File: Freelancer.exe
244F7: E8 75 [ B8 89 ]
|-
#gamma ranges from 0.75 to 1.75, not 1.0 to 2.0
#BC46
File: Freelancer.exe
244F7: F8 EB 5D [ B8 89 5C ]
|-
#fix bug with low resolution textures on some systems (sets maximum to 8192 instead of 128)
#Schmackbolzen, 12 March 2017
File: Freelancer.exe
1AD6F: 00 20 [ 80 00 ]
|-
#always use high-quality space rendering; makes planets look more round from far distances
#adoxa
File: rendcomp.dll
C499: 00 [ 02 ]
|-
#change magnification filtering mode from 'linear' to 'anisotropic'; forces Anisotropic Filtering for better rendering of textures
#BC46
File: rp8.dll
1A48C: 03 [ 02 ]
1A4C5: 03 [ 02 ]
1A4FE: 03 [ 01 ]
|-
#change magnification filtering mode from 'nearest' to 'linear'; gives better texture rendering than the default option but worse than anisotropic
File: rp8.dll
1A4FE: 02 [ 01 ]
|-
#max anisotropy
#BC46
File: rp8.dll
1A5B8: 1b
|-
#overall sun color impact in universe (larger for brighter)
#Venemon, 19 December 2023
File: Freelancer.exe
1C89C0: 255d
|-
#number of space particles around the player outside fields (65535 max)
#Venemon, 19 December 2023
File: Freelancer.exe
14BDF7: 80i (2byte)
|-
#sun flare size
#Venemon, 19 December 2023
File: Freelancer.exe
11250F: 3B 90 [ B8 89 ]
1C903B: 1.0d [ 00 64 80 5B 00 64 80 5B ]
|-
sun flare brightness
#Venemon, 19 December 2023
File: Freelancer.exe
10F982: 1.0f
|-
#sun color impact in universe
#Venemon, 19 December 2023
File: Freelancer.exe
10262: 8b #green
10267: 8b #blue
|-
#ship light points modifier (2.0f for rainbow)
#Venemon, 19 December 2023
File: Freelancer.exe
FDDDE: 1.0f
|-
#turn off opacity transition of static objects in asteroid fields
#Venemon, 19 December 2023
File: Freelancer.exe
213855: 00 [ 01 ]
|-
#turn off opacity of ambient field in asteroid field (buggy)
#Venemon, 19 December 2023
File: Freelancer.exe
213854: 00 [ 01 ]
|-
#max selection distance
#Gold_Sear, 6 June 2024
File: Freelancer.exe
1DC130: 10000000f
|-
#turn off rendering background universe
#Venemon, 14 July 2024
File: Freelancer.exe
152E7C: EB [ 74 ]
-NPC SPAWNING-
#initial NPC min spawn distance in SP and MP (such as after respawn)
#foxUnit01, 29 May 2008
File: content.dll
11BC78: 100d
|-
#initial NPC max spawn distance in SP and MP
#Dev, 17 August 2006
#foxUnit01, 25 August 2006
File: content.dll
11BC80: 1775d
|-
#NPC max spawn distance in SP and MP
#Dev, 17 August 2006
#foxUnit01, 25 August 2006
File: content.dll
11BC68: 2500d
|-
#allow NPC max spawn distance below 2500
#Gold_Sear, 11 May 2023
File: content.dll
C1771: EB [ 7A ]
|-
#SpacePop 'heartbeat' interval in seconds
#adoxa, 2 May 2023
File: content.dll
BA57A: 3.0f
|-
#maximum NPC persistance range
#foxUnit01, 29 May 2008
#Dev, 17 August 2006
#foxUnit01, 25 August 2006
File: content.dll
D3C36: 2500f #SP
D3D6E: 2500f #MP
|-
#distance over which NPC spawning will ignore density cap in SP
#Dev, 17 August 2006
#foxUnit01, 25 August 2006
File: content.dll
58F46: 3750f
|-
#distance over which NPC spawning will ignore density cap in MP (in other words, players within this distance to another will 'share spawns' and must move this distance away to start spawning 'own' NPCs)
#Dev, 17 August 2006
#foxUnit01, 25 August 2006
File: content.dll
117A68: 7500f
|-
#multiplier for patrol_path spawn distances, double this to double patrol_path spawn ranges, use in tandem with below (715 = 10k)
#Vital, 3 February 2010
File: content.dll
118578: 200f
|-
#patrol_path NPC min spawn distance check, patrol_path spawns below this distance will be rejected, use in tandem with above
#foxUnit01, 3 June 2009
File: content.dll
C4974: 2500f
|-
#distance from the edge of the zone NPCs begin to spawn
#Vital, 17 May 2009
File: content.dll
BB1DA: 2000f
|-
#distance that patrol_path NPCs spawn when players are close to each other in patrol path (so far seems like closer than 300m)
#Vital, 1 January 2010
File: content.dll
C48D7: 2500f
|-
#distance from a disrupted tradelane that tradelaneattackers are created
#Vital, 29 November 2009
File: content.dll
D8AAF: 1400i
|-
#distance from the last tradelane ring that FL will generate NPCs from when you enter tradelane (note: same offset as zone edge NPC spawn distance)
#Vital, 29 November 2009
File: content.dll
BB1DA: 2000f
|-
#distance from the last tradelane ring that patrol_path NPCs created when you enter tradelane will still exist
#Vital, 29 November 2009
File: content.dll
D3D93: 4000f
|-
#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, 29 November 2009
File: content.dll
11BB58: 1200f
|-
#distance from the tradelane ring (except the nearest one) at which NPCs with arrival = tradelane encounters are created (negative numbers accepted, though terminal ring will act up), there may be more 3750f in content.dll which may be relevant
#Vital, 15 July 2009
File: content.dll
C5D53: 3750f
|-
#minimum spawn distance for tradelane NPCs, tradelane spawns below this distance will be rejected and transferred to the next ring instead
#Vital, 17 July 2010
File: content.dll
C2946: 5000i
|-
#NPCs are global, not local to base; in mbases.ini still need to define [GF_NPC] per base
#adoxa, 3 December 2010
File: content.dll
A8793: 00 [ 07 ]
A8903: 00 [ 05 ]
A8C83: 00 [ 05 ]
A8793: 39 4E 04 74 12 EB 09 [ 8D 44 24 10 50 8B CE ]
A8D59: 00 [ 05 ]
-NPC BEHAVIOR-
#max range at which NPCs will engage enemies, even if attack_preference under jobblock specify a higher range
#Dev, 17 August 2006
#foxUnit01, 25 August 2006
File: common.dll
140810: 5000f
|-
#maximum AI firing range
#FriendlyFire
File: server.dll
A8AF0: 10000f
|-
#values of Act_PlayerEnemyClamp
#adoxa, 9 August 2016
File: common.dll
18C754: 2i #first
18C758: 2i #second
|-
#alternative to above: disable Act_PlayerEnemyClamp altogether, instead making NPC enemy target selection random
#adoxa, 9 August 2016
File: common.dll
8E86A: EB 39 [ 7E 31 ]
|-
#remove FIGHTER/FREIGHTER testing on Player for attack_preference under jobblock
#adoxa, 17 July 2010
File: common.dll
8E6D8: EB [ 74 ]
|-
#NPCs use scanner (enables CMs)
#adoxa, 16 July 2010
File: common.dll
13E52C: 00 [ 04 ]
|-
#max range at which NPCs will go hostile upon seeing their allies go hostile (both offsets must be changed)
#Dev, 17 August 2006
#foxUnit01, 25 August 2006
File: content.dll
D0630: 5000f
11DB10: 5000f
|-
#max range at which NPCs will scan your cargo
#Dev, 17 August 2006
#foxUnit01, 25 August 2006
File: content.dll
6C470: 500i
|-
#max range at which NPCs will initiate scan of your cargo
#Dev, 17 August 2006
#foxUnit01, 25 August 2006
File: content.dll
6C717: 2500f
|-
#distance from player position at spawn moment that an NPC patrol with arrival = cruise will fly to when spawned
#M0tah
#Gold_Sear, 18 January 2015
File: content.dll
C4C01: 500f #min
C4C06: 2000f #max
|-
#square of the distance from the end of the patrol_path to the object over which NPCs won't dock with it (so far only tested with jumpgates; increasing this may prevent PP crashes?)
#Vital, 31 January 2009
File: content.dll
1195D4: 25000000f
|-
#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, 31 January 2009
File: common.dll
7AE5E: 200f
|-
#nudge_force sensitivity (higher = less auto-dodging from autopilot and AI)
#adoxa, 16 August 2010
File: common.dll
13E518: 0.0001f
|-
#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!) (1.34 is good)
#foxUnit01, 25 May 2009
File: common.dll
13E6D0: 1.5f
|-
#default follow offset for following NPCs using FollowOp; a following NPC is to the right by default, but will appear on the left, below and above after jumping systems
#foxUnit01
File: common.dll
13E6D4: 50f
|-
#replace TrailOp behavior with FollowOp behavior
#foxUnit01, 29 June 2010
File: content.dll
129058: 46 6F 6C 6C 6F 77 4F 70 40 41 49 40 70 75 62 40 40 51 41 45 40 58 5A [ 54 72 61 69 6C 4F 70 40 41 49 40 70 75 62 40 40 51 41 45 40 58 5A 00 ]
|-
#replace TrailOp behavior with FollowOp behavior (addition to above, untested)
#adoxa, 3 July 2010
File: content.dll
85D6F: E9 23 F9 FF FF [ 33 FF 89 7C 24 ]
6CDF5: 07 [ 06 ]
6CE24: 4C [ 14 ]
875BC: 50 [ 18 ]
875C2: 54 [ 1C ]
|-
#make formation leader independent of escorts (this will make formation leaders able to flee)
#Gold_Sear, 5 July 2017
File: common.dll
8C322: EB 0F [ D9 44 ]
8C35C: EB 04 [ DC 0D ]
8C4C4: EB 20 [ D9 44 ]
|-
#distance ahead of formation leader escorts "anticipate" to go to when catching up in cruise (decrease this to make escorts go in a straighter line towards the leader, but setting this too low causes them swing back and forth after a minor turn)
#M0tah
#Gold_Sear, 26 May 2015
File: common.dll
6C017: 500f
|-
#distance from formation leader an escort will cruise to (before dropping out of cruise) when the leader is not cruising, as well as cruise catch up trail range
#Gold_Sear, 26 May 2015
File: common.dll
75B36: 500f
|-
#increase this to enable large formations to dock with jumpgate (raise with caution)
#M0tah
#Vital, 7 January 2009
File: common.dll
6C00D: 200f
|-
#disable NPC firing timing delay
#adoxa, 12 March 2020
File: common.dll
8ADD7: 00 [ 07 ]
|-
#adjusts CEGun::CanSeeTargetObject, allowing NPCs to 'see' everything (care: has a pretty significant impact on firing behavior)
#adoxa, 13 March 2020
File: common.dll
38590: B0 01 C2 04 00 [ 83 EC 34 53 56 ]
|-
#NPC muzzle cone angle (guns, radians)
#adoxa, 3 April 2020
File: common.dll
8A185: 0.0523599f
8AE95: 0.0523599f
|-
#autopilot will use thruster to catch up with formation
#Venemon, 16 January 2024
File: common.dll
763B6: 90 90 [ 84 C0 ]
|-
#force NPCs to use correct chasing behavior for shiptypes other than FIGHTER and FREIGHTER
#Aingar
File: common.dll
66148: 7F [ 03 ]
-RANDOM MISSIONS-
#allow fc_n_grp for randommissions
#adoxa, 3 February 2011
File: content.dll
518C7: 00 [ 34 ]
519B7: 00 [ 34 ]
|-
#distance at which NPC mission target ships in randommissions are created
#Vital
File: content.dll
11C2C4: 2500f
|-
#distance at which NPC wave ships in randommissions are created
#Vital, 23 May 2009
File: content.dll
F17D9: 2625f
|-
#distance at which mission target solars in randommissions are created
#Vital
File: content.dll
11C2B0: 7500f
|-
#distance from 1st mission waypoint that second waypoint and ships at it in randommissions are created
#Vital, 23 May 2009
File: content.dll
11CBCC: 6000f
|-
#core retreat distance from randommission waypoint, modified by below
#Vital, 24 May 2009
File: content.dll
11C2C8: 3500f
|-
#amount to add to core retreat distance (above) to work out a real retreat distance, and amount to subtract from core retreat distance (above) to work out a real back-in-range distance
#Vital, 24 May 2009
File: content.dll
11CAB4: 250f
|-
#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, 24 May 2009
File: content.dll
11C2CC: 2000f
|-
#multiplier for zone distance, increase to allow randommissions further from base
#adoxa, 7 February 2010
File: content.dll
117608: 300f
|-
#return to battle time in SP
#adoxa, 27 April 2010
File: content.dll
12E778: 30f
|-
#return to battle time in MP
#adoxa, 27 April 2010
File: content.dll
11C2DC: 45f
|-
#return to battle update interval
#adoxa, 27 April 2010
File: content.dll
ECED5: 5f
|-
#make MP job difficulty exactly between min and max difficulty in mbases.ini
#adoxa, 3 June 2010
File: content.dll
AAD7A: 89 44 E4 04 D9 44 E4 20 D8 64 E4 1C EB 04 66 B8 FB 06 DB 44 E4 04 D8 0D D0 97 39 06 DE C9 D8 44 E4 1C 5E 83 C4 10 C3 [ 99 B9 03 00 00 00 F7 F9 85 D2 74 33 D9 05 30 B2 FB 06 DD 5C 24 04 FF D6 99 DD 44 24 04 B9 03 00 00 00 F7 F9 8D 54 12 ]
|-
#max value of misn difficulty in mbases.ini
#adoxa, 4 June 2011
File: content.dll
1143D4: 100f
|-
#max value of DestroyMission difficulty in mbases.ini
#adoxa, 4 June 2011
File: content.dll
1175F0: 100f
|-
#max value of rank_diff and generated mission difficulty
#adoxa, 4 June 2011
File: content.dll
11B22C: 100f
|-
#weighted vector used to determine how many ships should occur in random missions in SP; 0 to 8 ships
#adoxa, 4 June 2011
File: content.dll
11CC58: (0,0,3,9,6,2,1,1,1)f
|-
#weighted vector used to determine how many ships should occur in random missions in MP; 0 to 8 ships
#adoxa, 4 June 2011
File: content.dll
11CC7C: (0,0,2,3,9,6,4,2,1)f
|-
#use 30-float array at 12CB08 (created manually!) for the SP weighting vector
#adoxa, 4 June 2011
File: content.dll
F8A4B: 00 CB FC [ 58 CC FB ]
|-
#use 30-float array at 12CB88 (created manually!) for the MP weighting vector
#adoxa, 4 June 2011
File: content.dll
F8A54: 80 CB FC [ 7C CC FB ]
|-
#disable ArchDB::Get random mission spew warning
#adoxa, 2 April 2012
File: common.dll
995B6: 90 90 [ FF 10 ]
995FC: 90 90 [ FF 12 ]
|-
#random mission NPCs will use missiles (changes their attack_preference to GUNS|GUIDED|UNGUIDED)
#BC46
File: content.dll
F20F0: 07 [ 01 ]
|-
#random mission NPCs will use missiles and torpedoes (changes their attack_preference to GUNS|GUIDED|UNGUIDED|TORPEDO)
#BC46
File: content.dll
F20F0: 0F [ 01 ]
|-
#bypass mission check on player invite (beware, may bug up RandomMissions)
#M0tah
File: server.dll
3A03E: EB [ 74 ]
|-
#remove mission check on group invite accept (beware, may bug up RandomMissions)
#M0tah
File: server.dll
3A438: EB [ 74 ]
-SCRIPTED MISSIONS (story etc.)-
#prevent mission failures due to attacking a neutral/friendly object
#M0tah, 5 May 2009
File: content.dll
19A59: EB 0E [ 75 17 ]
|-
#Pub::Player:PopUpDialog won't pause the game in SP
#Venemon, 31 January 2024
File: Freelancer.exe
8A521: EB [ 75 ]
|-
#Pub::Player:PopUpDialog won't lock controls
#Venemon, 31 January 2024
File: Freelancer.exe
8A53D: 00 [ 01 ]
|-
#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
File: content.dll
4EE3A: A2 6A [ 42 2A ]
|-
#skip non-space story cutscenes with Esc key, like in FL Beta
#BC46
File: Freelancer.exe
5685F: EB 0C [ 8A 50 ]
|-
#next level requirements in SP in addition to worth at mission end; formatted Freetime_01_02, Freetime_02_03, Freetime_03_04, Freetime_04_05, Freetime_05_06, Mission_07, Freetime_07_08, Freetime_08_09, Mission_10, Mission_11, Mission_12, Mission_13, Mission_End
#Stone-D, 31 March 2004
File: content.dll
5E5F: 3500f
5E69: 5200f
5E73: 7000f
5E7D: 10000f
5E87: 16000f
5E91: 0f
5E9B: 36000f
5EA5: 30000f
5EAF: 0f
5EB9: 0f
5EC3: 0f
5ECD: 0f
5ED7: 0f
DOCKING/JUMPING
#max dock acknowledge distance
#Dev, 17 August 2006
#foxUnit01, 25 August 2006
File: common.dll
18BDB4: 1000f
|-
#max dock initiation distance
#Dev, 17 August 2006
#foxUnit01, 25 August 2006
File: common.dll
13F48C: 10000f
|-
#minimum distance away from object to automatically engage cruise when using dock or goto
#M0tah, 27 July 2009
File: common.dll
1422F0: 1750f
|-
#always engage cruise when using dock or goto (alternative to above)
#Gold_Sear
File: common.dll
9E21D: EB 0F [ D9 44 ]
|-
#manually launch from docking bay
#adoxa, 3 May 2010
File: common.dll
501B2: 6A 00 89 F9 E8 35 00 00 00 EB 1F [ E8 29 C1 FF FF 8B 4C 24 24 8D 54 ]
File: server.dll
22040: EB 20 [ 8B 54 ]
|-
#docking speed
#adoxa, 16 June 2010
File: common.dll
18BDB8: 18f
|-
#launching speed (for launch sequences that use strafe like battleships)
#foxUnit01
File: common.dll
6D6CA: 15f
|-
#relative speed after launching (planet)
#adoxa, 16 June 2010
File: common.dll
50527: 1.0f
|-
#relative speed after launching (station)
#adoxa, 16 June 2010
File: common.dll
6DE13: 0.5f
|-
#F3 docking works with FREIGHTER type
#adoxa, 18 June 2010
File: common.dll
63645: 62 [ 60 ]
63650: 02 [ 00 ]
|-
#how far behind a jumpgate a ship (player or NPC) will be spawned - the ship will move from this point to the arrival point near the gate during the respective [JumpGateEffect] jump_in_time
#foxUnit01
File: common.dll
13E678: 2000f
|-
#jump gate/hole z-axis entry point adjustment
#adoxa, 24 May 2012
File: server.dll
231BF: -350f
|-
#jump gate/hole x/y-axis entry point adjustment
#adoxa, 24 May 2012
File: server.dll
876C0: 500d
|-
#enable undocking hail in MP
#Laz, 10 March 2023
File: server.dll
173DA: EB [ 74 ]
-CRUISE/TRADELANE-
#allow shooting in cruise
#WhiskasTM, 8 March 2014
File: common.dll
37813: E9 11 00 00 [ E8 48 9F 01 ]
|-
#allow mine dropping in cruise
#WhiskasTM, 8 March 2014
File: common.dll
3A2B3: 09 [ 06 ]
|-
#allow firing in tradelanes
#WhiskasTM, 8 March 2014
File: common.dll
3A011: 09 [ 07 ]
|-
#adjust cruise speed according to drag_modifier
#adoxa, 29 January 2010
File: common.dll
53796: EB [ 74 ]
|-
#formation catch up cruise speed multiplier (outside of trail range common.dll 75B36; values above variable below will be ignored)
#Cannon, 1 August 2011
#File: common.dll
7637F: 1.2f
|-
#formation catch up cruise speed multiplier (within trail range common.dll 75B36)
#Gold_Sear, 10 August 2015
#File: common.dll
1407A0: 1.2f
|-
#multiplier for min cruise speed in formation (escort)
#Gold_Sear, 18 January 2015
File: common.dll
7630C: 0.8f
|-
#multiplier for min cruise speed in formation (leader) (side note by fox: this seems to majorly affect asteroid spacing in asteroid fields and can break asteroid exclusion zones - use with caution!)
#Gold_Sear, 18 January 2015
#foxUnit01, 25 October 2015
File: common.dll
13DF88: 0.5d
|-
#instant deceleration to 0 after dropping cruise
#adoxa, 3 October 2009
File: Freelancer.exe
C7A81: 6A 00 E8 68 00 00 00 83 C4 04 C3 [ 90 90 90 90 90 90 90 90 90 90 90 ]
C7AB0: 80 7C E4 04 00 74 CA C3 [ C3 90 90 90 90 90 90 90 ]
|-
#trade lane travel speed (beware, values over 2500 may have adverse side-effects)
#Lord of Lunacy, 13 September 2006
#foxUnit01, 23 September 2006
File: common.dll
13F3CC: 2500f
|-
#trade lane enter speed
#He||oween, 23 September 2010
File: common.dll
13F440: 0.125d
|-
#trade lane exit speed
#He||oween, 23 September 2010
File: common.dll
13F458: 0.4d
|-
#trade lane exit distance
#He||oween, 23 September 2010
File: common.dll
13F448: 400d
|-
#swap vertical component of trade lane travel in prev direction (fixes issues with vertically oriented trade lanes)
#Gold_Sear, 11 August 2017
File: common.dll
6191E: D9 E8 D9 E0 D9 EE D9 C1 [ DD 05 D0 E2 39 06 D9 FF ]
61941: D9 54 24 20 D9 5C 24 30 D9 54 24 24 D9 54 24 28 D9 54 24 2C D9 54 24 34 D9 54 24 3C D9 44 24 54 D9 E0 D9 5C 24 54 D9 44 24 60 D9 E0 D9 5C 24 60 D9 44 24 48 D9 E0 D9 5C 24 48 [ C7 44 24 24 00 00 00 00 C7 44 24 2C 00 00 00 00 C7 44 24 30 00 00 80 3F C7 44 24 34 00 00 00 00 C7 44 24 3C 00 00 00 00 DD 05 D0 E2 39 06 D9 FE D9 C1 D9 5C 24 20 D9 54 24 28 ]
|-
#drop out of cruise once power reaches 0
#adoxa, 18 November 2010
File: common.dll
3659E: 79 [ 4F ]
36618: 8B 8E 94 01 00 00 EB 14 [ 90 90 90 90 90 90 90 90 ]
36634: E3 B8 6A 00 E8 A3 D5 03 00 EB AF [ 90 90 90 90 90 90 90 90 90 90 90 ]
|-
#cruise speed, always overruled by CRUISING_SPEED in constants.ini
#Gold_Sear, 18 January 2015
File: common.dll
18B5CC: 300f
|-
#cruise acceleration time, always overruled by CRUISE_ACCEL_TIME in constants.ini
#Gold_Sear, 18 January 2015
File: common.dll
18B5D0: 5f
|-
#cruise drag, always overruled by CRUISE_DRAG in constants.ini
#Gold_Sear, 18 January 2015
File: common.dll
18B5D4: 3f
|-
#disable cruise for players and NPCs
#BC46
File: common.dll
3625A: E9 78 01 00 [ 0F 84 77 01 ]
|-
#disable cruise charge text
#Venemon, 28 January 2024
File: Freelancer.exe
D5F53: B0 00 90 [ 8A 47 54 ]
-DAMAGE/REPAIR/COLLISION-
#fix explosion damage not causing full damage (or no damage) on large ships and bases
#M0tah, 27 March 2010
File: server.dll
960C: 00 [ 0C ]
|-
#energy weapons don't damage power
#adoxa, 15 June 2010
File: server.dll
AFC0: C2 08 00 [ D9 44 24 ]
|-
#exclude cloaking device from total hit points (note by w0dk4: you can also set hit_pts = 0 for cloaking devices, for the same effect)
#adoxa, 13 July 2010
#w0dk4, 13 July 2010
File: common.dll
4B4D2: 0E [ 1E ]
4B582: 0E [ 1E ]
4B63E: 0E [ 1E ]
|-
#minimum fraction of damage required in order to use bots/batts
#adoxa, 2 July 2010
File: server.dll
8551C: 0.05f
|-
#items with "ids_name = 0" show up in repair list
#adoxa, 13 July 2010
File: Freelancer.exe
B3C42: 00 [ E9 ]
|-
#collision detection min check distance (increasing this will fix issues with the sur collisions on objects >130k from center of system)
#w0dk4, 29 April 2009
File: common.dll
EDB44: 0.01f
|-
#ignore armor when determining radiation damage
#adoxa, 24 January 2011
File: server.dll
A46C: EB 26 [ 8B C8 ]
A494: 66 81 7C E4 04 5A 13 74 E2 91 EB CE [ 90 90 90 90 90 90 90 90 90 90 90 90 ]
-REPUTATION-
#reputation over which will give you affiliation with that faction (faction name appears in space before your name)
#Dev, 17 August 2006
#foxUnit01, 25 August 2006
File: common.dll
18D5D4: 0.9f
|-
#reputation set by bribes, cannot exceed 0.9
#foxUnit01, 18 October 2006
File: content.dll
1143C8: 0.6f
|-
#reputation at/over which a faction's NPCs will excuse your friendly fire (killing the NPC should still dock rep, however), same as below
#foxUnit01
File: 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
#foxUnit01
File: content.dll
11BD84: 1.0f
|-
#reputation over which a faction will be friendly with another faction (such as shooting you if that faction is hostile)
#foxUnit01
File: content.dll
11BD80: 0.6f
|-
#reputation needed for lawful factions to show rumors
#adoxa, 5 March 2014
File: content.dll
12E354: 0.2f
|-
#reputation needed for unlawful factions to show rumors
#adoxa, 5 March 2014
File: content.dll
12E358: 0.4f
|-
#adjustment for maximum reputation
#adoxa, 18 July 2010
File: content.dll
11B930: 0.1d
|-
#hostile docking reputation
#adoxa, 16 November 2010
File: content.dll
11BCF4: -0.6f
|-
#list of groups (in nickname form) that won't show up on your reputation screen - either replace the nicknames or write them over with 00s (DO NOT change the length of the DLL)
#Bejaymac
File: common.dll
143C58: <group names>
|-
#jump gates test reputation
#adoxa, 16 November 2010
File: content.dll
CC985: 00 [ 40 ]
|-
#jump holes test reputation
#adoxa, 16 November 2010
File: content.dll
CC986: 04 [ 0C ]
|-
#in freetime between missions 4,5,6 and 7 buying a ship will set your rep with the Bounty Hunters to -0.2; either change the nickname or write it over with 00s (DO NOT change the length of the DLL)
#Gold_Sear, 18 January 2015
File: content.dll
114310: "gd_bh_grp"
|-
#alternative to above: in freetime between missions 4,5,6 and 7 buying a ship will set your rep with the Bounty Hunters to -0.2; this prevents that
#Gold_Sear, 18 January 2015
File: content.dll
6272: EB 04 [ FF 15 ]
|-
#hostile formation reputation
#Venemon, 28 January 2024
File: common.dll
13F540: -0.6f
|-
#hostile threshold for Closest Enemy
#Gold_Sear, 6 June 2024
File: common.dll
13E548: -0.6f
-CREDITS/MARKET-
#show current worth in multiplayer
#adoxa, 11 October 2010
File: Freelancer.exe
A8004: 1A [ 05 ]
|-
#maximum value of any single good
#Dev, 17 August 2006
File: Freelancer.exe
1CAEE8: 9999999f
|-
#maximum credits a player can have in MP (ALL offsets must be changed!)
#adoxa, 14 March 2008
#File: server.dll
6F46E: 999999999i
6F475: 999999999i
6F4A6: 999999999i
6F4AD: 999999999i
6F51E: 999999999i
6F525: 999999999i
6FB9B: 999999999i
6FBA3: 999999999i
6FBAE: 999999999i
6FC00: 999999999i
6FC08: 999999999i
6FC1C: 999999999i
7543C: 999999999i
75443: 999999999i
754E0: 999999999i
754E7: 999999999i
76426: 999999999i
7642D: 999999999i
|-
#number of items in stock
#adoxa, 17 November 2009
File: Freelancer.exe
37ECF: 2130706432i
|-
#market files control items in stock (MarketGood = <item nickname>, <required level>, <required rep>, <minimum>, <stock>, <full value>, <price multiplier>)
#adoxa, 17 November 2009
#M0tah, 27 November 2009
File: Freelancer.exe
37ECB: 89 44 24 44 90 90 90 90 [ C7 44 24 44 00 00 00 7F ]
|-
#disable money-based rank (rank becomes fixed, may instead be manually managed via hooks etc)
#adoxa, 20 September 2013
File: content.dll
A94D4: 39 [ 04 ]
|-
#rank level limit
#adoxa, 14 August 2010
File: content.dll