Search found 843 matches
- Wed Apr 14, 2021 8:10 am
- Forum: General Modding Information/Questions
- Topic: How to extend trek.exe code sections
- Replies: 5
- Views: 82
Re: How to extend trek.exe code sections
What I attempted was to split the relocation area into 2 areas 1 for data for energy screen project and second for code. The section type classifications are sometimes counterintuitive for non-expert programmers: - IIRC the energy screen project data area is read-only (no write-access -> this would...
- Fri Apr 09, 2021 12:20 pm
- Forum: General Chat
- Topic: Minor update to All in One will be in the works
- Replies: 9
- Views: 208
Re: Minor update to All in One will be in the works
Spocks-cuddly-tribble, do any of your new patches need to be applied to ECM? Here is link to ECM hotfix patch: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=53339#p53339 WARNING - Untested (so I cannot guarantee it won't break anything!) and unfinished (all mods would benefit fro...
- Thu Apr 01, 2021 1:36 pm
- Forum: General Modding Information/Questions
- Topic: system location in build screen?
- Replies: 12
- Views: 714
Re: system location in build screen?
Congratulations, thunderchero, outstanding work! You didn't use sub_446CB0 and sub_4B6B00 (parts of BotF standard code for this procedure) but instead optimized and simplified your own code by learnig how to compose an askii string in asm. So, in the end, it was good that you first missed my and Tet...
- Thu Apr 01, 2021 1:29 pm
- Forum: General Modding Information/Questions
- Topic: UDML Less Starting Planets
- Replies: 7
- Views: 100
Re: UDML Less Starting Planets
Since I'm recently hardly able to support the forums (leave alone updating ECM)

- Sat Mar 13, 2021 3:32 pm
- Forum: Stealth and Cloak
- Topic: Stealth and Cloak
- Replies: 25
- Views: 12532
Re: Stealth and Cloak
Eax+1Ch did not work for me. You should double check this again (maybe with the help of Thunderchero). A list of known pointers might be useful, if you have one? Some are listed here: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=28320#p28320 Most are set by sub_520D70 in ds:5978...
- Sat Mar 13, 2021 1:59 pm
- Forum: Stealth and Cloak
- Topic: Stealth and Cloak
- Replies: 25
- Views: 12532
Re: Disable Cloak within Nebula (Fix?)
I am still on the hunt for Damage Control and Defense, any advice wrt to either is appreciated. Thanks Given my fix code the values should be stored at: [eax+18h] defense EDIT ignore this, see below [ebx+344h] damage control (IIRC ships only) You have to insert your new code at 4748E4 (my fix code)...
- Sat Mar 06, 2021 1:14 pm
- Forum: General Modding Information/Questions
- Topic: Interview with BOTF Scheduled!
- Replies: 12
- Views: 346
Re: Interview with BOTF Scheduled!
The most noteworthy I did so far is the broken mpr++ project. I have to disagree with both statements: - even apart of MPR++ your outstanding efforts as member, consultant and contributor on AFC are beyond doubt - the AFC members don't consider MPR++ as 'broken' @ Topic Some nice talking points, Fl...
- Wed Mar 03, 2021 12:40 pm
- Forum: General Modding Information/Questions
- Topic: Tactical Combat Camera
- Replies: 10
- Views: 306
Re: Tactical Combat Camera
You run BotF with a modern OS without DxWnd or MPR++ and yet you haven't noticed any terrible mouse-lags? :shock: Throw him to the floor, please: https://www.youtube.com/watch?v=HrcbCW4y9Dw&t=64s :wink: And IIRC the BotF shields (software rendering) look in-game similar to the TNG effects. Only comp...
- Mon Mar 01, 2021 2:43 pm
- Forum: General Modding Information/Questions
- Topic: Tactical Combat Camera
- Replies: 10
- Views: 306
Re: Tactical Combat Camera
Key trigger for your first switch (static location) is ds:5918B8
So as a first step you might try to enforce (first two bytes 0F 84 -> 90 E9) or remove:
So as a first step you might try to enforce (first two bytes 0F 84 -> 90 E9) or remove:
Code: Select all
AUTO:0049A192 jz loc_49A5AB
AUTO:0049C6B5 jz loc_49C823
- Mon Mar 01, 2021 1:01 pm
- Forum: Supremacy
- Topic: Supremacy new release
- Replies: 1485
- Views: 284607
Re: Supremacy new release
Also, when you would start accumulating a few GroundCombat bonuses (if they were global like in BotF), it would get a bit silly. I'm not sure we want some systems to fall to a couple of TTs.. You already made some reasonable tweaks to empire-wide bonuses (their on/off switch logic always will remai...
- Mon Mar 01, 2021 12:42 pm
- Forum: General Modding Information/Questions
- Topic: Tactical Combat Camera
- Replies: 10
- Views: 306
Re: Tactical Combat Camera
It might be better to rely on the QD database in this matter. My understanding of 3D mechanics (in general and wrt ancient BSP workarounds) is very limited. It took me quite some time to understand trek.exe phaser slot values. Also if you already identified some relevant code areas, it might be wise...
- Tue Feb 23, 2021 10:37 am
- Forum: General Modding Information/Questions
- Topic: Interview with the Devs & Source Code
- Replies: 9
- Views: 354
Re: Interview with the Devs & Source Code
Correct, LOL. Well, in my defense I quote Mob boss Little Bonaparte with a line from "Some Like It Hot" (1959):


https://www.youtube.com/watch?v=vF7kH1gctgY
- Mon Feb 22, 2021 9:17 pm
- Forum: General Modding Information/Questions
- Topic: Interview with the Devs & Source Code
- Replies: 9
- Views: 354
Re: Interview with the Devs & Source Code
I think he is referring to 'The Rebirth and Newly Announced Games of Microprose with Sergio Costa' from last sunday....
- Mon Feb 22, 2021 2:59 pm
- Forum: General Modding Information/Questions
- Topic: Interview with the Devs & Source Code
- Replies: 9
- Views: 354
Re: Interview with the Devs & Source Code
Yes, something like an overlaid rectangular polygon would be the easiest user interface option in the creator. It could calculate and provide all values needed for the damage slots in the hob files in one go. As you say, if we knew how to trigger and handle this function....
- Mon Feb 22, 2021 10:13 am
- Forum: General Modding Information/Questions
- Topic: Interview with the Devs & Source Code
- Replies: 9
- Views: 354
Re: Interview with the Devs & Source Code
when I contacted MultiGen several years ago they gave me access to the original version of gamegen that was used during creation of botf. Interesting. So in theory it should be able to auto-calculate the damage-spot orientation values? But of course it's a very low-priority task right now and I hav...