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by Tethys
Wed Apr 03, 2024 7:35 am
Forum: General Modding Information/Questions
Topic: Memory Leak: Solution?
Replies: 9
Views: 374

Re: Memory Leak: Solution?

Yes, it has been discussed and there are a combination of factors at play WRT to high turn times. First and foremost is the number of ships in the galaxy. More ships = higher turn times. Solution = eliminate ships through battle, or with UE savegame editing (not recommended). Next, in my opinion, wo...
by Tethys
Tue Apr 02, 2024 7:09 pm
Forum: General Chat
Topic: "Generations" BOTF development mod
Replies: 73
Views: 1518

Re: "Generations" BOTF development mod

ASM code and hex editing took me about 10 years to fully grasp. It wasn't until about 2018 that I really clicked with the exe. I still have a lot of trouble with stack info, which is apparently VERY important when moving around a lot of data from all over the exe. Not so much important for small twe...
by Tethys
Tue Apr 02, 2024 6:51 pm
Forum: General Chat
Topic: "Generations" BOTF development mod
Replies: 73
Views: 1518

Re: "Generations" BOTF development mod

Good luck with your project :D If you happen to make any ships, I have a whole list of candidates for ENT/TOS era based from FASA Star Trek RPG. Mostly for non-Fed since Fed always get the most love for ship models; FASA can be used to flesh out alot of the early Romulan and Klingon ship list. Some ...
by Tethys
Tue Apr 02, 2024 6:25 pm
Forum: General Modding Information/Questions
Topic: Memory Leak: Solution?
Replies: 9
Views: 374

Re: Memory Leak: Solution?

I still say the simplest way to decrease turn processing (this is not a memory leak issue) would be to add multi thread AI turn processing 4 separate threads running at same time processing each major AI race turn at the same time. problem might be getting all 4 threads to write into saved game wit...
by Tethys
Fri Mar 29, 2024 5:05 pm
Forum: General Chat
Topic: Star Trek: Infinite - BOTF successor? Possible
Replies: 47
Views: 5023

Re: Star Trek: Infinite - BOTF successor? Possible

Then maybe it can be purchased for relatively cheap ?
by Tethys
Fri Mar 29, 2024 4:49 pm
Forum: General Chat
Topic: Star Trek: Infinite - BOTF successor? Possible
Replies: 47
Views: 5023

Re: Star Trek: Infinite - BOTF successor? Possible

Better ask about the source code now, before it becomes a repeat of BotF...
by Tethys
Fri Mar 29, 2024 4:08 pm
Forum: General Modding Information/Questions
Topic: Memory Leak: Solution?
Replies: 9
Views: 374

Re: Memory Leak: Solution?

Flocke I think you misunderstood perhaps? I will try to explain better. When a computer is left running for a long period of time, the computer uptime becomes greater. When the uptime (in ms) exceeds the floating point maximum, weird stuff happens. Especially in the memory. If we look at the trek ex...
by Tethys
Fri Mar 29, 2024 4:01 pm
Forum: General Modding Information/Questions
Topic: For SCT (Gomtuu effect)
Replies: 7
Views: 1203

Re: For SCT (Gomtuu effect)

Vanilla animations have a halo around the planet depending on atmosphere ? But I don't recall terraforming changing that halo/planet animation (it's part of the ani file)
by Tethys
Sun Feb 04, 2024 1:39 pm
Forum: Monster Editing Info
Topic: Monster Editing Info
Replies: 48
Views: 27045

Re: Monster Editing Info

Interesting, I didn't expect code. I will give this a try real soon. Been busy with life and such with my son and newborn daughter, she is just 2 weeks old as of today. I ended up also switching out the Echo Papa 2B and put 2A Edo God in it's place, which makes the station shoot back if attacked. I ...
by Tethys
Thu Feb 01, 2024 11:26 am
Forum: Monster Editing Info
Topic: Monster Editing Info
Replies: 48
Views: 27045

Re: Monster Editing Info

There are 2 issues I seem to be having with my Edo god aliens. 1. If race 12h is being attacked by a monster, game will crash due to wrong alien in 12h home system ie ailen!=0 narrowed it down to 00471330 alien_0_loop_471330: ; "alien != 0" Depending on dead_race_bitmask1 it would either x...
by Tethys
Mon Jan 29, 2024 5:28 pm
Forum: Monster Editing Info
Topic: Monster Editing Info
Replies: 48
Views: 27045

Re: Monster Editing Info

Easiest way is to write a new shared sub: - read the star ID from [5B5560] TC_sector_lst_entry (using wiki info on sector.lst) - load systInfo entry by star ID and read pop race ID aka inhabitants - if empire 0-4 then exit set eax 0 (best check >4 and <24h in case pop is dead) - else load start pos...
by Tethys
Mon Jan 29, 2024 3:50 pm
Forum: Monster Editing Info
Topic: Monster Editing Info
Replies: 48
Views: 27045

Re: Monster Editing Info

Yes I use that wiki religiously now, and perhaps the one in the UE topic more, but still dont really understand a few things (perhaps they are not explained in deatails) I believe what you are referring to is this where 0x20 = the Acamarians. Offset 0x0020 = known races (bitwise XOR with 0x01 = card...
by Tethys
Fri Jan 26, 2024 11:32 am
Forum: Monster Editing Info
Topic: Monster Editing Info
Replies: 48
Views: 27045

Re: Multiple Edo Gods (hacky way)

say hello to Nor Class Stations in Bajor and Cardassia :mrgreen: Sorry to spoil the fun, but there is still much work to do. There is many hardcoded checks for EDO in bitmasks and special pointer for EDO alienInfo entry to check relationship of others to the EDO in combat. One of my fixes even adds...
by Tethys
Wed Jan 24, 2024 4:14 am
Forum: General Chat
Topic: Soval as vulcans.tga - RIP Gary Graham
Replies: 1
Views: 300

Re: Soval as vulcans.tga - RIP Gary Graham

RIP and thanks to Gary Graham for that excellent character

Nice images as well
by Tethys
Sun Jan 21, 2024 1:49 pm
Forum: General Modding Information/Questions
Topic: Crash logs and solutions
Replies: 128
Views: 107491

Re: Crash logs and solutions

one more to add, just got this today not sure but playing the Feds and clicking on second tech entry for Biotech caused this crash: ------------------------------------- ST:BOF Sun Jan 21 12:47:51 2024 Version Under Test: 72 File: ..\..\source\ui\techscrn\tscnlink.c, Line: 536, _linkInfo.total <= MA...

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