Search found 7764 matches

by thunderchero
Mon Apr 15, 2024 11:00 pm
Forum: General Chat
Topic: "Generations" BOTF development mod
Replies: 82
Views: 1804

Re: "Generations" BOTF development mod

1. any time you edit buildings you need to edit/starting conditions/starting technology "autoset all"
2. run integrity check
by thunderchero
Mon Apr 15, 2024 1:49 pm
Forum: General Modding Information/Questions
Topic: Crash logs and solutions
Replies: 135
Views: 108207

Re: Crash logs and solutions

Sorry when I gave this impression. time test was just to confirm patches have no effect on combat turn processing in time test without Tactical Combat Excessive Memory Usage Fix. (might do test with patch) vanilla, evade and new evade all took same time avg 16:47 (7 turns) with same results. combat...
by thunderchero
Mon Apr 15, 2024 1:14 pm
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 25
Views: 603

Re: Branch/Commits testing of latest UE code

0x00180194 is where orbital battery image is loaded
by thunderchero
Mon Apr 15, 2024 12:31 pm
Forum: General Modding Information/Questions
Topic: Crash logs and solutions
Replies: 135
Views: 108207

Re: Crash logs and solutions

Needs more info. Same with unedited 1.0.2 vanilla? just tested for you and yes same crash on vanilla, evade and new evade This is patches used in ECM (no effect for 32767 objects limit) NAME: Tactical Combat Excessive Memory Usage Fix (version 2 double memory) 00530E91 8D1C58 LEA EBX, [EAX+EBX*2] r...
by thunderchero
Mon Apr 15, 2024 10:21 am
Forum: General Modding Information/Questions
Topic: Crash logs and solutions
Replies: 135
Views: 108207

Re: Crash logs and solutions

Flocke wrote: Mon Apr 15, 2024 10:07 am
thunderchero wrote: Mon Apr 15, 2024 9:40 amthis references ItemDB_maxSize_total_sfx_32767
Sounds like you maxed out on sound effects. Too many hits at same time maybe. :eek:
never made it into combat screen

this is last screen I see before crash
fight.jpg
fight.jpg (242.39 KiB) Viewed 206 times
by thunderchero
Mon Apr 15, 2024 9:40 am
Forum: General Modding Information/Questions
Topic: Crash logs and solutions
Replies: 135
Views: 108207

Re: Crash logs and solutions

I ran into this crash to desktop while testing on new evade patch, but also happens on current evade crash patch large combat 547 vanilla ships models (546 combat does not crash) and I have both saves crashes after selecting "fight" but before entering combat screen. no crash log event vie...
by thunderchero
Sun Apr 14, 2024 5:57 pm
Forum: General Modding Information/Questions
Topic: fbboom
Replies: 6
Views: 90

Re: fbboom

I can't tell any difference :up: The fixed mbboom looks better. :wink: thank you too bad ECM uses shared explosions :cool: here is patch files for vanilla note; files contain texture.lst and palette.lst and they will only work with vanilla to add to other mods register texture mshock.gif (should sh...
by thunderchero
Sun Apr 14, 2024 4:55 pm
Forum: General Modding Information/Questions
Topic: Vanilla Evade/Retreat Crash fix
Replies: 24
Views: 4382

Re: Vanilla Evade/Retreat Crash fix

Here are some test files for vanilla install this need all kinds of combat testing :wink: edited hob files, after files are extracted just add all files with UE or add file tool to vanilla stbof.res edited a.zip Here is b_c_hob.patch b_c_hob.patch NAME: Disable usage of _b.hob and _c.hob AUTHOR: Spo...
by thunderchero
Sun Apr 14, 2024 11:10 am
Forum: General Modding Information/Questions
Topic: Vanilla Evade/Retreat Crash fix
Replies: 24
Views: 4382

Re: Vanilla Evade/Retreat Crash fix

a bit more debugging might provide a better/easier trek.exe based solution. We know the hardcode loops for a/b/c hob files where the LOD data/files for the switches get prepared in some sort of list. Your tests show the "total texture set" value in the HOB is used for this: Hex location i...
by thunderchero
Sat Apr 13, 2024 11:11 pm
Forum: General Modding Information/Questions
Topic: fbboom
Replies: 6
Views: 90

Re: fbboom

mbboom took a little more to fix. it was missing mapping so I used; rbboom.hob renamed to mbboom.hob mbboom.gif renamed to mshock.gif rbboom.gif renamed to mbboom.gif and assigned mshock.gif palette here is what it looks like now https://www.youtube.com/v/YQiKFXaUlFY here is what it looked like befo...
by thunderchero
Sat Apr 13, 2024 4:00 pm
Forum: General Modding Information/Questions
Topic: fbboom
Replies: 6
Views: 90

fbboom

Hi Everyone, testing UE I noticed the fbboom.hob has extra textures assigned t01_a.gif twice. :???: fbboom.jpg but this has really no effect on how explosion displays in game since those texture have no mapping. :wink: this is easy to fix though the rbboom.hob uses same mapping. rename and assign pr...
by thunderchero
Sat Apr 13, 2024 1:17 pm
Forum: General Modding Information/Questions
Topic: Vanilla Evade/Retreat Crash fix
Replies: 24
Views: 4382

Re: Vanilla Evade/Retreat Crash fix

I don't get this part. You mean textures used by the removed B/C HOB files? In ECM and AIO-vanilla same the as A HOB? b/c.gif when removed (no longer used) could be removed from texture.lst and palette.lst updated. But this is not required for testing just clean up work. :wink: And before anyone wa...
by thunderchero
Sat Apr 13, 2024 9:00 am
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 25
Views: 603

Re: Branch/Commits testing of latest UE code

Just check some UDM models like cs_a.hob and you find it has a TextureSetSize of 3 for three different textures being used to add more detail. :wink: OK never mind I was looking at vanilla models. but that is really not named correctly, :???: example; vanilla models = 1 (3 textures with same mappin...
by thunderchero
Sat Apr 13, 2024 8:39 am
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 25
Views: 603

Re: Branch/Commits testing of latest UE code

Flocke wrote: Sat Apr 13, 2024 6:05 am while TextureSetSize is 0x2C
I might test it later but you know why I asked, :wink:
but I already know max texture size (512 x 512) is controlled by mpr files. :evil:
by thunderchero
Sat Apr 13, 2024 8:34 am
Forum: General Modding Information/Questions
Topic: Vanilla Evade/Retreat Crash fix
Replies: 24
Views: 4382

Re: Vanilla Evade/Retreat Crash fix

Think I can change to allow multi-hob editing in UE. That should reduce work greatly. Thanks for the offer, but hob editing will be smallest part of the project. :wink: removal of no longer needed files and corrections of texture/palette will be worst part of project. any way we need testing first....

Go to advanced search