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pal28
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Easy question

Post by pal28 »

How do i rename the federation to somethink else my brain hasnt been working latly been hitting hard on the alcahol lol
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Re: Easy question

Post by thunderchero »

these changes are needed for complete race change.

I am sure I missed a few. this is just a quick look.

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Lexicon
index
272
319
320
321
322
451
453
471
473
599
681
692
722
738
753
781
829
840
1302
1303
1304
1305

all text in hdiplomt.tdb (220 text entries)

race/race info name, image, description and home planet if planets are changed

starting conditions/major empire home system set planets if changed

a round 650 GUI tga images to change interface (25+ that have “fed” in text)

trek.exe hex edit at 0x1746f4 (name length is important UE might be able to reset but not easy to do)

trek.exe hex edit at 0x1748c0 (name length is important UE will not be able to reset, not easy to do)
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Re: Easy question

Post by pal28 »

Exellent your federation renamed to Terran Empire Next up will be the image of the terran Empire instead of UFP IT WILL BE STARFLEET AND Terran empire made it much better il try to give some screen shots to show you whats it like
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Re: Easy question

Post by Axis »

Hi again

Now I do have a question about changing the name of a major empire star system name, I changed the Sol name to Sol Invictus
(Invictus means Invincible :wink: ) in UE. Changing Earth to Terra worked just fine (I always think about earth more like dirt :???: ).

The system name shows up right as it should, but the planet animations are off, for example, mercury is now a large desert.

Should I edit trek.exe or do what to restore animations to their places?
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Re: Easy question

Post by thunderchero »

not sure what all you have change so this is just basic info.

in UE Galaxy/planets find Mercury it should look like this
mercury.jpg
mercury.jpg (98.89 KiB) Viewed 6349 times
you can change animation from dropdown

you can even create your own animations from images using UE :wink:

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Re: Easy question

Post by Axis »

Well, all I changed was the name Sol to Sol Invictus in UE Text/Lexicon.

Then the animations went all wrong, except that of the Terra and the Gas Giants.

But if you use your mouse to see the info of these (Mercury, Venus, Mars and Pluto), they are as they should be, only the animations are wrong.

In UE Galaxy/Planets the animations are shown correct.

I`ve also tried to do my own animations, and that worked just fine, although the Error correction mod animations for planets are best to my taste.
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Re: Easy question

Post by thunderchero »

the only other place I can think to check would be in UE edit/starting conditions/major empire home systems. and see if it lists things correct there.

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Re: Easy question

Post by Axis »

I figured it out myself (again), I mean I had to copy the plut.ani, venu.ani, mars.ani and merc.ani elsewhere, and rename them to plut2.ani etc.
Then I copied them back to stbof.res, and used them instead of the originals, and now they are all as they should be.

This is what it looks so far :

The large map (209 x 156) when in small map mode :
MainscreenS.jpg
MainscreenS.jpg (203.06 KiB) Viewed 6332 times
The large map (209 x 156) when in large map mode :
MainscreenL.jpg
MainscreenL.jpg (227.09 KiB) Viewed 6332 times
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Re: Easy question

Post by thunderchero »

those sectors are small

you might try 246 x 183 (max for 1024 x 768), Dcer set limit to UE so you would have to enter all the values manually.

this would fill up available area 740 x 550

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Re: Easy question

Post by Axis »

Yes, they are small, although the first experiment on 800 x 600 and 1 pixel per sector was painful.

I tried that 246 x 183, but UE has changed a part of the code when I used that 209 x 156, so I don`t know what to put in place instead
(I`m not that experienced yet).

Map Dimensions: Large (unedited)

Default values are 0x19 (horizontal edge) and 0x12 (vertical edge).
Code locations:
Code: Select all
Offset    (hex address) hex code                asm code

:0043D8CC (0x3cccc) B8 12 00 00 00              mov eax, 00000012

:0043D8FC (0x3ccfc) B8 19 00 00 00              mov eax, 00000019

:0043DAED (0x3ceed) BA 19 00 00 00              mov edx, 00000019

:0044F717 (0x4eb17) B8 12 00 00 00              mov eax, 00000012
:0044F72D (0x4eb2d) B8 19 00 00 00              mov eax, 00000019

:004AF2B2 (0xae6b2) BD 5A 00 00 00              mov ebp, 0000005A   // 5 times 0x12
:004AF2B7 (0xae6b7) BA 7D 00 00 00              mov edx, 0000007D   // 5 times 0x19

:004AF2E0 (0xae6e0) C7 05 14 B3 5C 00 19 00 00 00    mov dword[005CB314], 00000019
:004AF327 (0xae727) C7 05 14 B3 5C 00 19 00 00 00    mov dword[005CB314], 00000019
:004AF35D (0xae75d) C7 05 14 B3 5C 00 19 00 00 00    mov dword[005CB314], 00000019

:004B223D (0xb163d) C7 00 19 00 00 00            mov dword[eax], 00000019
:004B2243 (0xb1643) C7 40 04 12 00 00 00          mov dword[eax+04], 00000012

:004B6BEF (0xb5fef) B8 19 00 00 00              mov eax, 00000019

:004B6CA7 (0xb60a7) B8 19 00 00 00              mov eax, 00000019

:004B6D17 (0xb6117) BB 19 00 00 00              mov ebx, 00000019
:004B6D1C (0xb611c) B8 12 00 00 00              mov eax, 00000012

:004B6EA8 (0xb62a8) B8 19 00 00 00              mov eax, 00000019

:004B6EBE (0xb62be) BE 12 00 00 00              mov esi, 00000012

:004B7190 (0xb6590) BE 19 00 00 00              mov esi, 00000019
:004B7195 (0xb6595) BF 12 00 00 00              mov edi, 00000012


And this part is the tricky one, I mean these are the numbers now, when "UE:d" (209 x 156) :

:004AF327 (0xae727) B9 32 00 00 00 90 90 90 90 90

:004AF35D (0xae75d) BE 0E 00 00 00 90 90 90 90 90

All the others begin with the same unedited numbers, and those I can change easily, for example 12 (18) to B7 (183) and 19 (25) to F6 (246).



Update : I did it again! :grin:

All I had to do was to use those unedited values and then replace the 25 with 246

(More clearly) to:
:004AF327 (0xae727) C7 05 14 B3 5C 00 F6 00 00 00
:004AF35D (0xae75d) C7 05 14 B3 5C 00 F6 00 00 00
246x183.jpg
246x183.jpg (253.19 KiB) Viewed 6305 times
I won`t delete that "tricky part"-thing above, just in case if there`s someone trying to do the same thing.
Last edited by Axis on Mon Feb 13, 2023 6:51 am, edited 1 time in total.
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Re: Easy question

Post by Axis »

Well, that`s been experimented with, and I do have two (allright, two and a half :D ) other questions :

1. What might be the largest possible size with 3 pixels (i guess it`s 3 x 3 = 9) per sector on this 1024 x 768 res, or can i use a calculator or something to uncover it?

1,5. Are there some values I should keep in mind when calculating the possible size that fits the screen?

2. As this new map size is so large, it takes a lot of memory etc, is it possible to change the memory usage of the game lets say to 1 gigabytes for example? (I don`t even know what is the max memory of the game anyways).

These because the game crashed after a while, when I tried the F11 key (-Mudd cheat) to show the map. Also, it is so "sticky" when browsing through the map (small or large). on 209 x 156 the F11 worked.

It`s either this or that (both would be perfect) to make the game smoother, more playable.
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Re: Easy question

Post by thunderchero »

Axis wrote:What might be the largest possible size with 3 pixels
that is largest possible, the area available is 740 x 550. to calculate subtract 1 from each and divide each by 3
Axis wrote:2. As this new map size is so large, it takes a lot of memory etc, is it possible to change the memory usage of the game lets say to 1 gigabytes for example? (I don`t even know what is the max memory of the game anyways).
most of the restrictions of this game is not "memory usage". It is the coding used is based on win 98. back then they did not expect system like we have now a days. Many have tried to increase speed/memory/CPU usage of this game, but none have had any success.

one other problem you might not have noticed yet will be your minors will be grouped to left. there is a value to correct this but not sure if it will work on such a large map.

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Re: Easy question

Post by Axis »

No, I meant 3 like the hex code 03 or in the UE (of course UE has 5 as the lowest value, and it is 05 in the hex code). But it does not matter, because I see you did mean the number with what to divide those 740 x 550.

So I modified the map sizes a little based on those numbers you gave :

Hex (sector size) Size
03 (3) Large 184 x 137
05 (5) Medium 123 x 91
0A (10) Small 67 x 49

Thanks again for the advice, they all fit the screen.

I noticed that "left-wing" :grin: problem after you mentioned it.

So, what and where is this value to correct that? I could always try to see if it changes the situation.
Last edited by Axis on Mon Feb 13, 2023 6:51 am, edited 1 time in total.
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Re: Easy question

Post by thunderchero »

Axis wrote:I noticed that "left-wing" :grin: problem after you mentioned it.

So, what and where is this value to correct that? I could always try to see if it changes the situation.
it was discussed in this topic
viewtopic.php?f=107&t=618&p=13384#p13384

but the larger the map the harder it was to control/ prevent minors on left

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Re: Easy question

Post by Axis »

Well, here it is now : A9 99 99 99 99 99 B9 3F (0.1)
That seems to be the correct value for even these map sizes.

Vulcan in the upper right "corner" of the galaxy, Malcor on lower right, Deneb in the middle...
Minors.jpg
Minors.jpg (387.89 KiB) Viewed 6285 times
I had even one test where I had Mintaka almost on the middle right edge of this large (184 x 137) size galaxy.

And there`s always all of those 30 minors present, on any size of map (the many minors setting on of course).
Last edited by Axis on Mon Feb 13, 2023 6:51 am, edited 1 time in total.
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