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by thunderchero
Thu Apr 22, 2021 12:38 am
Forum: General Chat
Topic: Minor update to All in One will be in the works
Replies: 10
Views: 310

Re: Minor update to All in One will be in the works

Hi Everyone, I may have found an issue with current release of AIO installer, if other members could confirm it would be appreciated. I am getting CTD on 1024 vanilla (installed with default options), I think this is an compression issue (stbof.res is incorrect size) what I found to fix this issue w...
by thunderchero
Thu Apr 22, 2021 12:12 am
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 852
Views: 222744

Re: Ultimate Editor

Thanks! I'll start looking into it when I get some free time in the next couple weeks. Personal life/work started getting a little hectic.... no hurry take care of your personal life first. one other thing that is part of this, is in edit/starting conditions/starting buildings and starting technolo...
by thunderchero
Wed Apr 21, 2021 2:02 pm
Forum: General Modding Information/Questions
Topic: Build Queue project
Replies: 2
Views: 50

Re: Build Queue project

First, the good news is the feature is not used for AI. But the OrdInfo could be a problem if involved. SystInfo wiki: Offset 0x00A8 to 0x00AB = address of GUI data for production Queue, length 0x6C I had already looked at wiki :grin: and yes it is good AI does not use Build Queue. (well I guess th...
by thunderchero
Wed Apr 21, 2021 10:39 am
Forum: General Modding Information/Questions
Topic: Build Queue project
Replies: 2
Views: 50

Build Queue project

Hi Everyone, this project is just in it starting stages. I will be following QD's example from the energy screen project for most of my changes. what I have done so far I have created the WDF files *solars.wdf files with 4 extra image place holder. moved and enlarged the widget table for *solars.wdf...
by thunderchero
Tue Apr 20, 2021 9:57 pm
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 852
Views: 222744

Re: Ultimate Editor

Hi Lathon, this will be a tough one QD never really post detailed info. here is release of EdificePatcher and source code EdificePatcher-130122-w32.zip EdificePatcher-130122.tar.gz here is edifice.bst with and without patch. (from mirror universe mod) edifice.zip these files have completely differen...
by thunderchero
Tue Apr 20, 2021 11:38 am
Forum: General Modding Information/Questions
Topic: minor races placed on left bug question
Replies: 4
Views: 87

Re: minor races placed on left bug question

Hi Everyone, Here is a patch that will address the issue of minor mainly on left of map on larger maps. Prerequisites relocation patch . The patch needs to be adjusted for large and medium map long (horizontal) edge. The patch also will need adjustment of the large/medium minor density values. note;...
by thunderchero
Sat Apr 17, 2021 3:51 pm
Forum: General Modding Information/Questions
Topic: minor races placed on left bug question
Replies: 4
Views: 87

Re: minor races placed on left bug question

IIRC I suggested a dynamic adjustment workaround, using the number of starsystems on the map, which I presume didn't work. one option I was considering would be to "cmp" for long edge of large map to a different minor race frequency value, but this would not be a universal patch and only work if ga...
by thunderchero
Sat Apr 17, 2021 2:36 pm
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 852
Views: 222744

Re: Ultimate Editor

Another question comes to mind is if we want UE to enable the patch into shipbin.dat (inside Trek.exe). Currently that feature is not working. If i use QD patcher to enable the patch, UE will work correctly. I can change the message to state to run the patcher first before adding new name groups, o...
by thunderchero
Fri Apr 16, 2021 8:52 pm
Forum: General Modding Information/Questions
Topic: minor races placed on left bug question
Replies: 4
Views: 87

minor races placed on left bug question

Hi Everyone, calculation, have always been my main weakness. So I thought I would ask for some suggestions. On larger maps there has always been an issue of minors generating mainly on the left of map. we know this is due to the shared "minor density" value position: 0x17D668 length: 8 bytes default...
by thunderchero
Thu Apr 15, 2021 10:29 pm
Forum: General Modding Information/Questions
Topic: Extra code space using relocation table
Replies: 6
Views: 118

Re: Extra code space using relocation table

great work, next give it another try to add one section and double the AUTO code space :D just place it after the last section there but don't forget to increase the exe size along with the raw size for the new section maybe when we use up what we have now. :grin: here is my reserve area of code 0x...
by thunderchero
Thu Apr 15, 2021 3:13 pm
Forum: General Modding Information/Questions
Topic: Extra code space using relocation table
Replies: 6
Views: 118

Extra code space using relocation table

Hi Everyone, As Flocke suggested here I was able to use the relocation table to add new code to the game. This can be used in many different ways, 1. It will allow small code changes without moving code to make more space. 2. you could inject changes like was done with X Y project 3. complete sub-se...
by thunderchero
Thu Apr 15, 2021 2:23 pm
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 852
Views: 222744

Re: Ultimate Editor

nice work, if you want one a little more challenging you could look at fixing extending shipname.bin UE issue. this was started by Dcer but never completed https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=50935#p50935 one other project would be to add the EdificePatcher UE would need...
by thunderchero
Thu Apr 15, 2021 11:57 am
Forum: General Modding Information/Questions
Topic: How to extend trek.exe code sections
Replies: 17
Views: 259

Re: How to extend trek.exe code sections

I did get it to work, the issue was I had to use OllyDbg to calculate the virtual address of new code. plus any call within the old reloc section you need to also use OllyDbg to calculate return virtual address. I have tested using "call" command with C3 return on simple 10 bytes of code, as well as...
by thunderchero
Wed Apr 14, 2021 10:43 pm
Forum: General Modding Information/Questions
Topic: How to extend trek.exe code sections
Replies: 17
Views: 259

Re: How to extend trek.exe code sections

Well I have attempted many different ways to get it to work with no luck. I did notice when looking at section info in ida it might be missing some setting? sections.jpg section 5 does not list; OS type : MS Windows Application type: 32bit Ideal p686 pmmx model flat also unknown data is dd while unk...
by thunderchero
Wed Apr 14, 2021 5:49 pm
Forum: General Modding Information/Questions
Topic: How to extend trek.exe code sections
Replies: 17
Views: 259

Re: How to extend trek.exe code sections

I did some editing to my XY patch to place code outside of that sub-routine that it was within to confirm it is a sub-routine. here is image of my new sub for X Y displayed in ida sub_4B6879.jpg This makes me think my issue is due to section alignment? But no idea how to fix issue. Or if there is a ...

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