Posted 23 January 2009 - 05:53 AM Edited by Sacky, 23 January 2009 - 11:46 PM.
First off I'll describe the POOL structure:
+0x0: Pointer to the entity pool
+0x4: bool* to indicate which entities are in use
+0x8: Maximum number of entities in the pool
+0xC: Size of entities in the pool
+0x10: Unknown Pointer (initializes at 0xFFFFFFFF)
+0x14: Unknown (initializes at null)
+0x18: Is Pool Active? (initializes at 1)
0x1064808: CPlayer** (With 32 pointers to CPlayer classes)
I'm working on a limit adjuster with an API, so let me know if there are any other limits you want cracked.
Posted 23 January 2009 - 08:38 AM
Posted 23 January 2009 - 07:51 PM
have you found out which ones are for these?
Posted 23 January 2009 - 11:35 PM
@Dhatz: I haven't found that one, in fact it seems quite hard to find. I usually work out limits by reverse engineering a memory exception crash. Not impossible though, I'll have a look.
@UZI-I: 220.127.116.11 Have you run into any WPL/IPL Limits? I'd love to break them.
Posted 23 January 2009 - 11:55 PM
Posted 23 January 2009 - 11:56 PM
Some limits I don't like are the free cam distance limit in the editor and the filesize limit of saving replays (96,680KB), any in that list that affect those?
But mainly, if you did find those values, I don't know what I could do with them, would I be able to use a memory hacker like CheatEngine to change the values in game? I only use that program to slow games down so I can record a video with a smooth fps so a hint on how to do that or whatver you do would be handy.
Posted 24 January 2009 - 07:34 AM
At 0xF74B04 there is a pointer to a pool of these structures:
+0x0 : (DWORD) ScoID
+0x4 : (CSco*) Sco Class
The CSco class is like this:
+0x0 : (void*) VMT
+0x4 : (DWORD) Unknown
+0x8 : (BYTE*) ScoScript
The ScoScript variable points to the raw byte data of the script. Now I know nothing about decompiling the Sco Scripts but if Aru's SparkIV is any indication then maybe when he represents a global like G it means its in offset 9156? Maybe ask him about this some more if you are unsure.
@sk8er_martz: I need an exact number for the limits. It's hard enough to search for limits if you have the number and no crash, let alone a ballpark. Also are there any error messages associated with these limits?
Posted 24 January 2009 - 09:20 AM
Sacky yeah. I could try with some tester to reach the Item Instance limit...
Posted 24 January 2009 - 09:30 AM
Posted 24 January 2009 - 07:41 PM
Posted 14 October 2009 - 10:02 PM
|QUOTE (TTKRickJames @ Jan 24 2009, 19:41)|
|Will you be able to remove the top speed of cars, like you could remove the flying height limit in SA?|
Yea no hight for heli or be able to change it like in VC. I think that the hight limmit being unlimmited should be an option but unlimmited in IV would be unrealistic because when you go up realy high there will be the black disk under the map appering. So I think thaat unlimmited would be cool but also the ability to have a hight limmit but change it would be cool. Also one thing would be the memory for the desplay. If the max is changed that may also be able to fix bugs like textures dissapering.
Posted 16 October 2009 - 03:28 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users