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by Tethys
Fri Apr 16, 2021 1:10 am
Forum: General Modding Information/Questions
Topic: Extra code space using relocation table
Replies: 6
Views: 90

Re: Extra code space using relocation table

maybe when we use up what we have now. :grin: here is my reserve area of code 0x01a0000 - 0x01a0e0f (3600 bytes) wish me luck thunderchero Good luck. I am leaving a 496 byte buffer and starting my section at 0x01A100 Might as well (thunderchero) take the whole 4096 bytes up until 0x01A0FFF and I wi...
by Tethys
Thu Apr 15, 2021 1:32 am
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 837
Views: 222336

Re: Ultimate Editor

Ohhhh boy.. this sounds like it could be fun! So many changes and not so many ways to edit them these days.. this should solve that
by Tethys
Thu Apr 15, 2021 1:18 am
Forum: General Modding Information/Questions
Topic: How to extend trek.exe code sections
Replies: 17
Views: 220

Re: How to extend trek.exe code sections

sad part is even if I get this call figured out my new code calls sprintf_ and I am sure that will not be easy to call correct code location. If you take both code addresses and convert them to decimal address with UE, you can subtract the smaller value from the larger value and then reconvert that...
by Tethys
Sat Apr 10, 2021 4:20 am
Forum: Galaxies MOD
Topic: (Download) ST:BotF Galaxies MOD v0.3.0a
Replies: 689
Views: 181294

Re: (Download) ST:BotF Galaxies MOD v0.3.0a

problem is what does UE not touch? UE changes so many small locations though out the trek.exe. most of these location are edited without warning of location. Only warning is a message "do you want to update trek.exe" But as long as the popup does not show, the exe is not written, am I correct? Ther...
by Tethys
Fri Apr 09, 2021 10:07 pm
Forum: Other Projects
Topic: Lexicon.dic (Redevelopment)
Replies: 0
Views: 30

Lexicon.dic (Redevelopment)

TC and I have been talking about ways to condense and consolidate in BotF. One of the most overlooked areas is the lexicon.dic Many entries are duplicates, some are differing only slightly and can be merged. We have a rough estimate of about 150 lexicon entries that can be freed up to use in project...
by Tethys
Fri Apr 09, 2021 12:27 am
Forum: Galaxies MOD
Topic: (Download) ST:BotF Galaxies MOD v0.3.0a
Replies: 689
Views: 181294

Re: (Download) ST:BotF Galaxies MOD v0.3.0a

Thank you for that informative topic Flocke, the process of importing functions into a container does sound intriguing these days. I would probably want to retain as much compatibility with UE and Patcher as possible, as they are both heavily relied upon still in the year 2021. I think having a dll ...
by Tethys
Thu Apr 08, 2021 1:35 am
Forum: Galaxies MOD
Topic: (Download) ST:BotF Galaxies MOD v0.3.0a
Replies: 689
Views: 181294

Re: (Download) ST:BotF Galaxies MOD v0.3.0a

congratz to your progress! When shifting and compressing the code to free some space becomes too hard, don't forget we can also extend the exe and add another code section to the end of the exe with whatever free code space you need. The only issues I see is compatibility with UE and QD patcher. Bu...
by Tethys
Wed Apr 07, 2021 5:02 pm
Forum: Galaxies MOD
Topic: (Download) ST:BotF Galaxies MOD v0.3.0a
Replies: 689
Views: 181294

Re: (Download) ST:BotF Galaxies MOD v0.3.0a

UE 14 objects
UE1.png
UE1.png (14.75 KiB) Viewed 169 times
UE.png
UE.png (12.35 KiB) Viewed 169 times
Small Galaxy 13 objects
Stellar.png
Stellar.png (380.87 KiB) Viewed 168 times
by Tethys
Wed Apr 07, 2021 1:19 am
Forum: Galaxies MOD
Topic: (Download) ST:BotF Galaxies MOD v0.3.0a
Replies: 689
Views: 181294

Re: (Download) ST:BotF Galaxies MOD v0.3.0a

Developmental update: Thanks to Thunderchero's helpful debugging and codespace reorganization, I am pleased to report than we have successfully added a 13th stellar object to the game in the form of an Anomaly; and with space for at least one more!.. possibly two more? The hardest part of this proje...
by Tethys
Thu Apr 01, 2021 5:36 pm
Forum: General Modding Information/Questions
Topic: system location in build screen?
Replies: 12
Views: 730

Re: system location in build screen?

Pleased to report that I've got this working on latest version of GALM. Some values were not being adjusted and it was having a complete fit. It may be a good idea to add to the patch these locations in question (use same values for both vanilla and modded values): 0x000B5A04 89 C6 0x000B5A56 89 New...
by Tethys
Wed Mar 31, 2021 12:50 am
Forum: Galaxies MOD
Topic: (Download) ST:BotF Galaxies MOD v0.3.0a
Replies: 689
Views: 181294

Re: (Download) ST:BotF Galaxies MOD v0.3.0a

Updated version GALM 0.3.6a Fixed Dominion early tech scout ship size. Also, it's entry was not showing in Add/Remove models; fixed that. Experimental changes: Stellar hobs now use 2 character filenames (solary.hob -> sy.hob). This is for a future feature, I hope to add the first true additional ste...
by Tethys
Tue Mar 30, 2021 8:25 pm
Forum: Galaxies MOD
Topic: (Download) ST:BotF Galaxies MOD v0.3.0a
Replies: 689
Views: 181294

Re: (Download) ST:BotF Galaxies MOD v0.3.0a

Flocke, you are right, the phaser stats are incorrect. I forgot to redo the Feds because I thought they were all set, guess I was wrong. I'll fix it by next release. I believe scrapping a ship will only net the max income of the system, or is disabled but I can't remember tbh. Maintenance cost are s...
by Tethys
Mon Mar 29, 2021 6:49 pm
Forum: Galaxies MOD
Topic: (Download) ST:BotF Galaxies MOD v0.3.0a
Replies: 689
Views: 181294

Re: (Download) ST:BotF Galaxies MOD v0.3.0a

Flocke, Avast has become bloated in recent years, but still works well for me most of the time. Constant hacking of trek.exe however seems to isolate trek.exe from the system while Avast decides it wants to scan it with realtime shields. Solution is to just turn those shields off until you're done t...
by Tethys
Mon Mar 29, 2021 3:33 am
Forum: General Modding Information/Questions
Topic: Widget Count Increase (Info)
Replies: 0
Views: 40

Widget Count Increase (Info)

Disclaimer: This info is intended for modders who understand the code. This info can break your install if you don't know how to use it. I did not use any standard color coding. In my quest to create a standalone textbox (in game notepad) for entering information, i came across some interesting inf...
by Tethys
Sun Mar 28, 2021 8:24 pm
Forum: General Modding Information/Questions
Topic: Better quality race portraits
Replies: 3
Views: 62

Re: Better quality race portraits

I agree with Flocke, very well done. The only one that looks out of place is the Andorian.

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