Search found 2291 matches
- Thu Apr 18, 2024 6:39 pm
- Forum: General Modding Information/Questions
- Topic: Vanilla Evade/Retreat Crash fix
- Replies: 62
- Views: 5094
Re: Vanilla Evade/Retreat Crash fix
Oh, well done. I need to test this soon. Flocke, it would be great to have some kind of hob analysis built into the UE, even if it can help with editing them manually. Imagine being able to edit hobs on the fly... not just ships, but also shields, phasers, the anomalies
- Sun Apr 14, 2024 5:31 am
- Forum: General Modding Information/Questions
- Topic: Vanilla Evade/Retreat Crash fix
- Replies: 62
- Views: 5094
Re: Vanilla Evade/Retreat Crash fix
Hi Everyone, in the test version of UE, it now has some editable hob info this made me wonder if additional editing of vanilla hob might help even more? what I am looking at is this the t02 hob, while it is a billboard look at "lod levels" settings level.jpg I think this controls texture ...
- Sun Apr 14, 2024 4:54 am
- Forum: Site Information
- Topic: AFC site status
- Replies: 63
- Views: 11631
Re: AFC site status
Yes a little more activity for me in the gaming world recently. Of course will be more updates, I am surely not finished with GALM because I still have some ideas that I'd like to get out and in. A few bugs to fix still. I am still needing to test out the SCT fix on the Edo God multiples and such. I...
- Fri Apr 12, 2024 12:14 pm
- Forum: Site Information
- Topic: AFC site status
- Replies: 63
- Views: 11631
Re: AFC site status
So we are nearing the "end times" soon. How are we feeling these days?
If you think activity is slow here, maybe go check out the Dynaverse forums and see we're a bit more active
If you think activity is slow here, maybe go check out the Dynaverse forums and see we're a bit more active
- Wed Apr 03, 2024 7:35 am
- Forum: General Modding Information/Questions
- Topic: Memory Leak: Solution?
- Replies: 9
- Views: 419
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...
- Tue Apr 02, 2024 7:09 pm
- Forum: General Chat
- Topic: "Generations" BOTF development mod
- Replies: 111
- Views: 2521
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...
- Tue Apr 02, 2024 6:51 pm
- Forum: General Chat
- Topic: "Generations" BOTF development mod
- Replies: 111
- Views: 2521
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 ...
- Tue Apr 02, 2024 6:25 pm
- Forum: General Modding Information/Questions
- Topic: Memory Leak: Solution?
- Replies: 9
- Views: 419
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...
- Fri Mar 29, 2024 5:05 pm
- Forum: General Chat
- Topic: Star Trek: Infinite - BOTF successor? Possible
- Replies: 47
- Views: 5244
Re: Star Trek: Infinite - BOTF successor? Possible
Then maybe it can be purchased for relatively cheap ?
- Fri Mar 29, 2024 4:49 pm
- Forum: General Chat
- Topic: Star Trek: Infinite - BOTF successor? Possible
- Replies: 47
- Views: 5244
Re: Star Trek: Infinite - BOTF successor? Possible
Better ask about the source code now, before it becomes a repeat of BotF...
- Fri Mar 29, 2024 4:08 pm
- Forum: General Modding Information/Questions
- Topic: Memory Leak: Solution?
- Replies: 9
- Views: 419
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...
- Fri Mar 29, 2024 4:01 pm
- Forum: General Modding Information/Questions
- Topic: For SCT (Gomtuu effect)
- Replies: 7
- Views: 1243
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)
- Sun Feb 04, 2024 1:39 pm
- Forum: Monster Editing Info
- Topic: Monster Editing Info
- Replies: 48
- Views: 27269
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 ...
- Thu Feb 01, 2024 11:26 am
- Forum: Monster Editing Info
- Topic: Monster Editing Info
- Replies: 48
- Views: 27269
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...
- Mon Jan 29, 2024 5:28 pm
- Forum: Monster Editing Info
- Topic: Monster Editing Info
- Replies: 48
- Views: 27269
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...