The 1024x768 Project

Increasing Game Resolution + patchtool; support/discussion/questions

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QuasarDonkey
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Re: The 1024x768 Project

Post by QuasarDonkey »

Another minor update to the Resolution Patch:
This fixes the formulas for patching the galaxy grid multiplier constants, which fixes a bug where the small galaxies might not show up at all.

For reference, here's the formula:

Code: Select all

wdf_w is the width of the map in pixels in maingal.wdf
wdf_h is the height of the map in pixels in maingal.wdf
map_w is the width of the map in sectors, e.g. 13 for small galaxy
map_h is the height of the map in sectors, e.g. 10 for small galaxy
S is the size of a single zoomed-out sector (a.k.a. the grid multiplier). We want this.

; First compute maximum width of a sector
Sw = (wdf_w - 1) / map_w - 1

; Next compute maximum height of a sector
Sh = (wdf_h - 1) / map_h - 1

; Pick the smaller of the two to use a size of a square sector.
S = minimum( Sh, Sw )
The reason for subtracting 1 when computing sector size (after dividing) is that there is a one pixel boundary between each sector, used for showing ship range. We also subtract 1 from wdf_w and wdf_h because the ship range border will be drawn on all edges of the map too.

Maybe it's easier to follow if you reverse calculations.
If the size of a sector (grid multiplier) is S, then the area in the WDF must be at least:

Code: Select all

wdf_w = 1 + (S + 1) * map_w
wdf_h = 1 + (S + 1) * map_h
So you need one pixel for range border at the top of the map, plus one extra pixel at the bottom of each sector. Same going across.

I'll be posting all the info on the various patches used here into the "Solutions and Recoding" section once we successfully complete the 1024x768 Project.
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thunderchero
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Re: The 1024x768 Project

Post by thunderchero »

looks good on all screens/sizes, great job

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AlexMcpherson79
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Re: The 1024x768 Project

Post by AlexMcpherson79 »

Which wdf is the Fed main screen? the filenames dont make it obvious. (I saw galmap for f, but not h)
--nevermind

A list of what each file is could be helpful (I was looking at f* thinking, "were the hell are the fed files" before realising that h was used, h for humans.)
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Re: The 1024x768 Project

Post by thunderchero »

all of them are needed to be extracted to a folder to run res patch.

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Quintaine
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Re: The 1024x768 Project

Post by Quintaine »

On my PC the Wdfeditor doesn`t work it -.- that is my real Problem! The Prgramm doesn`t open Wdf Files

Your prgramm tell me:

This application has requested the runetime to terminate it in an unusualy way.

Pleas help me.

All Wdf Data in the same folder how can i find the Wdfedite.exe.
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Re: The 1024x768 Project

Post by thunderchero »

do you have all the tga's in same place as wdf files?

as for finding wdfedit.exe sort by date or type.

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Quintaine
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Re: The 1024x768 Project

Post by Quintaine »

Thanks for your great help^^. Now my wdfeditor are function. And i have modfied the wdf for 99/999 controling star info edded^^
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Re: The 1024x768 Project

Post by Froz3nT1ger »

I know there aren't many threads older than this I could have dug up ;)

My botf runs fine with WIndows 7 and Win98 compatibility mode.
After I patched it with this tool, I get the well known error message that trek.exe has stopped working.

This is what I did
- unpack the stbof.res into an empty folder using WinRar
- use this tool, patching the trek.exe and the unpacked files
- re-add the files into the stbof.res, replacing the old files

Is there a chance of a general Win7 incompatibility? Or any other hints how I could get in running? Maybe I did something wrong?

And if I may leave a suggestion
The introducing post with the download links could use a little more information on how to use the tool.
If I hadn't read through the whole thread, I probably would have never found out where to find the wdf files you all talked about. For somebody like me who didn't follow the development or hasn't any knowledge of the technical details of this game, it was kind of frustrating not finding those files in the game installation folder.
You can't just implement a little "How-to" window into the tool without telling noobs like me where to find the wdf files ;)
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thunderchero
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Re: The 1024x768 Project

Post by thunderchero »

Hi Froz3nT1ger,

This tool is not that easy to use, Other than editing all the wdf files and trek.exe you must edit hundreds of tga files.

You will find some precompiled installers here for most versions.

GUI improvements section

but I will note this project has been known to have some problems with some video driver. (random crashes)

good luck

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QuasarDonkey
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Re: The 1024x768 Project

Post by QuasarDonkey »

Ah, apologies. This thread really chronicles the development of the project.

The actual completed 1024x768 versions of the game are in the GUI improvements section of Downloads area of this site. You'll find installers a lot of popular mods in 1024 there (vanilla, BoP, UDM).

The installers contain the patches and new artwork. They require that the relevant mods be installed first though.
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Benman2785
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Re: The 1024x768 Project

Post by Benman2785 »

hi, my winlose is 800x600 instead of 1366x768

but wdf looks fine - yet here is the result
winlose.jpg
winlose.jpg (136.86 KiB) Viewed 2168 times
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Re: The 1024x768 Project

Post by thunderchero »

Benman2785 wrote: Thu Apr 28, 2022 11:18 am hi, my winlose is 800x600 instead of 1366x768

but wdf looks fine - yet here is the result
the images are in the alt.res and need to be resized.
use UE to extract images
resize or replace all of them
then use UE to add them back in alt.res
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Benman2785
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Re: The 1024x768 Project

Post by Benman2785 »

thank you so much ;)
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thunderchero
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Re: The 1024x768 Project

Post by thunderchero »

btw these are all edited in all in one installer
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Benman2785
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Re: The 1024x768 Project

Post by Benman2785 »

i am still using the old 1.0.2 german english Multi-Installer - as the galaxy looks more nice with it ;)

yet i will try the AiO 2.0.0 and compare the alt.res from 1366x768 with my version
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