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by Spocks-cuddly-tribble
Mon Apr 22, 2024 5:16 pm
Forum: General Modding Information/Questions
Topic: Vanilla Evade/Retreat Crash fix
Replies: 49
Views: 4833

Re: Vanilla Evade/Retreat Crash fix

Nice one! So far I see only two code switches for this: 005591C5 cmp ecx, [eax+28h] 005591D1 imul ecx, eax -> xor ecx,ecx ? 00559A73 cmp eax, [edx+28h] 00559CE2 imul eax, ecx -> xor eax,eax ? Both multiply the value at [HOB+2C] with [current LOD factor ?] IF lower than [HOB+24h] (Totaltextureset) EL...
by Spocks-cuddly-tribble
Mon Apr 22, 2024 3:14 pm
Forum: General Modding Information/Questions
Topic: Vanilla Evade/Retreat Crash fix
Replies: 49
Views: 4833

Re: Vanilla Evade/Retreat Crash fix

BTW the "array" I found the id's in had every hob listed possible for that combat (boom, phaser, photon, shield, ship, ect) but data area was too small to have complete files info of hob. only header info maybe? There is many arrays for 3D objects, the A/B/C LOD HOB list is 0x98 bytes per...
by Spocks-cuddly-tribble
Mon Apr 22, 2024 2:25 pm
Forum: General Modding Information/Questions
Topic: Vanilla Evade/Retreat Crash fix
Replies: 49
Views: 4833

Re: Vanilla Evade/Retreat Crash fix

I was able to locate hob data of the combat for test model, so set breakpoint for each texture id Is this texture LOD switch and/or new multi textures model? Based on your 2/3 (same code location): 005610FD mov ecx, [ebp+308h] 00561103 mov eax, [eax+20h] 00561106 add eax, ecx // texture index -> * ...
by Spocks-cuddly-tribble
Mon Apr 22, 2024 1:26 pm
Forum: General Modding Information/Questions
Topic: Vanilla Evade/Retreat Crash fix
Replies: 49
Views: 4833

Re: Vanilla Evade/Retreat Crash fix

I think this code prepares the data before start of rendering. MPR__SelectTexture is the realtime action. [HOB+18h] looks like number of textures for the InsertTexture loop count: 55707F cmp ecx, [eax+18h] Your new models use multiple textures (not for LOD), is the number stored at [+18h]? totalText...
by Spocks-cuddly-tribble
Mon Apr 22, 2024 8:55 am
Forum: General Modding Information/Questions
Topic: Vanilla Evade/Retreat Crash fix
Replies: 49
Views: 4833

Re: Vanilla Evade/Retreat Crash fix

Well, we forgot QD analysed HOB files and code for many projects (I never did, since I don't understand 3D codes). Here a part of his IDA database: 00556CB0 CPP_CHOBReader__UpdateHOB ; CODE XREF: CPP_CHOBReader__readHOB 00556CB0 push ecx 00556CB1 mov ecx, eax 00556CB3 call CPP_CHOBReader__UpdateVert...
by Spocks-cuddly-tribble
Sun Apr 21, 2024 8:21 pm
Forum: General Chat
Topic: DS9
Replies: 7
Views: 123

Re: DS9

All starbases being a DS(X) would be a bit boring. Current ECM random names list for Stations in spoiler of this post: viewtopic.php?p=60388#p60388
by Spocks-cuddly-tribble
Sun Apr 21, 2024 8:10 pm
Forum: General Modding Information/Questions
Topic: Vanilla Evade/Retreat Crash fix
Replies: 49
Views: 4833

Re: Vanilla Evade/Retreat Crash fix

There is still much code for HOB, textures and palette mislabeled in my IDA. Back in the day it was just guessed based on nearby labels. I think we see the code composing the LOD list tested by you. Default 5, now 9 entries with always the same HOB and texture. Some extra analysis and changes are ne...
by Spocks-cuddly-tribble
Sun Apr 21, 2024 1:01 pm
Forum: General Chat
Topic: DS9
Replies: 7
Views: 123

Re: DS9

Here is the old main post for UM5: viewtopic.php?p=37446#p37446

UDM3 might also have Bajor DS9, thunderchero might know more since he knows the maker. :wink:
by Spocks-cuddly-tribble
Sun Apr 21, 2024 12:52 pm
Forum: General Modding Information/Questions
Topic: Making a spacefaring minor + options
Replies: 3
Views: 69

Re: Making a spacefaring minor + options

Well, they excluded colony and TT ships from intel code for stealing ships. But there should be no serious issues with mixing different or armed/unarmed colony and TT ships or using ships produced by other races (AFAIK). Minor race colony/TT with greater shiplist.sst IDs than the war ships and using...
by Spocks-cuddly-tribble
Sun Apr 21, 2024 11:57 am
Forum: General Modding Information/Questions
Topic: Making a spacefaring minor + options
Replies: 3
Views: 69

Re: Making a spacefaring minor + options

Minor race AI has no code to use colony ships and TTs. It can't even handle more than one star system per minor race. You can add them for the 'building minor ships after membership' patch, but note that the code for adding 1-4 random ships (sub_4517D0) just picks the first ship from the list_builda...
by Spocks-cuddly-tribble
Sun Apr 21, 2024 9:49 am
Forum: General Chat
Topic: DS9
Replies: 7
Views: 123

Re: DS9

That would be very complicated. The ECM station names gimmick is just a list with random names shared by all empires. But it should be easy to edit the starbase name with the Ultimate Editor in the saved game. :wink: And some mods like UM5 use a variant of the EDO GOD for the Bajor DS9 station. You ...
by Spocks-cuddly-tribble
Sun Apr 21, 2024 9:43 am
Forum: BOTF Strategy Guide
Topic: What strategy would you go for here to beat the Klingons?
Replies: 8
Views: 134

Re: What strategy would you go for here to beat the Klingons?

The vanilla AI diplomacy/military/economy codes are broken to the point they might scrap their entire fleet due to fleet support credit issues. So just watch the map with more scanners and spy ships for the right moment.... You could use the RETIRE button to watch the powergraph (and abort with any ...
by Spocks-cuddly-tribble
Sun Apr 21, 2024 9:23 am
Forum: BOTF Strategy Guide
Topic: Dilithium
Replies: 7
Views: 507

Re: Dilithium

Flocke wrote: Sun Apr 21, 2024 7:40 amScrap some built ships to get money. ;)
But keep in mind, even in vanilla, you need to scrap ships with 100% undamaged hull in a sector with a populated star system owned by the own empire to get their industry construction cost as credits bonus next turn. :wink:
by Spocks-cuddly-tribble
Sat Apr 20, 2024 1:14 pm
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 35
Views: 788

Re: Branch/Commits testing of latest UE code

In fact the energy screen orbital battery image shares the main building population assignment image selector at 0x180194 like TC reported. GUI pic code might be shared due to the same GUI feature (pop/power units bar). All other smaller energy pics just switch on/off by clicking them. it doesn't s...

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