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by Flocke
Mon Apr 15, 2024 12:54 pm
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 25
Views: 603

Re: Branch/Commits testing of latest UE code

Warning: in edifice.bst: Image size 60x50 of gspdf_60.tga doesn't match hsenergy.wdf placeholder 2464 with 120x100 pixels. placeholder 2464 is set to 120x100 image used in game is 120x100 gspdf.tga not gspdf_50.tga (with border) With fixed integrity check, same issue now is reported for Vanilla 136...
by Flocke
Mon Apr 15, 2024 10:07 am
Forum: General Modding Information/Questions
Topic: Crash logs and solutions
Replies: 135
Views: 108206

Re: Crash logs and solutions

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:
by Flocke
Sun Apr 14, 2024 8:42 pm
Forum: General Chat
Topic: Admiral Chat
Replies: 59
Views: 8218

Re: Admiral Chat

2.) 'She' with last character replaced by an 'a' -> female from a country where most women's names end with an 'a' Oh, don't joke on the one million headed shesha king of the serpents! The snake of the universe in control of all existance! https://en.wikipedia.org/wiki/Shesha 'Sha' is a rather comm...
by Flocke
Sun Apr 14, 2024 7:35 pm
Forum: General Modding Information/Questions
Topic: fbboom
Replies: 6
Views: 90

Re: fbboom

Spocks-cuddly-tribble wrote: Sun Apr 14, 2024 4:15 pm The fixed mbboom looks better. :wink:
I had to replay a few more times, but now I agree, the new one indeed looks better. :up:
There is some better explosion detail while the old animation looked more stretched and not exploding.
by Flocke
Sun Apr 14, 2024 2:55 am
Forum: General Modding Information/Questions
Topic: fbboom
Replies: 6
Views: 90

Re: fbboom

I can't tell any difference :up:
by Flocke
Sat Apr 13, 2024 8:54 pm
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 25
Views: 603

Re: Branch/Commits testing of latest UE code

when I was looking at structures I noticed a strange effect (all mods tested) in video you will notice the tga name changes on each selection except orbital battery? The first image letter of the orbital battery is in upper case, the image file however is in lower case and it failed to find the com...
by Flocke
Sat Apr 13, 2024 6:51 pm
Forum: General Modding Information/Questions
Topic: fbboom
Replies: 6
Views: 90

Re: fbboom

thunderchero wrote: Sat Apr 13, 2024 4:00 pm testing UE I noticed the fbboom.hob has extra textures assigned t01_a.gif twice. :???:
Same for mbboom.hob. Explosion extends hower differ in both cases.
fbboom vs. rbboom:
boom-compare.jpg
boom-compare.jpg (116.93 KiB) Viewed 82 times
by Flocke
Sat Apr 13, 2024 6:28 pm
Forum: General Modding Information/Questions
Topic: Vanilla Evade/Retreat Crash fix
Replies: 24
Views: 4382

Re: Vanilla Evade/Retreat Crash fix

And before anyone wastes time for this (editing stbof.res files or UE code), a bit more debugging might provide a better/easier trek.exe based solution. I'm sorry but given all displayed and editable values benefit form multi HOB file selection, I went ahead and implemented it. Now you can select a...
by Flocke
Sat Apr 13, 2024 1:00 pm
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 25
Views: 603

Re: Branch/Commits testing of latest UE code

simple extract then add back of same vanilla model will give texture "X" of hob could not be loaded happening only on vanilla ship model export? new models exported no issues ship pack made prior not seeing this issue. [...]The very same bug already is present in UE 0.7.2dev5c, just noone...
by Flocke
Sat Apr 13, 2024 9:19 am
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 25
Views: 603

Re: Branch/Commits testing of latest UE code

but that is really not named correctly, :???: TextureSetSize is the number of images of one texture set. For computing the data index, the term 'size' per texture set however is accurate, and it is much shorter than something like "TextureSet-TextureNumber". I stick with the falcon rendbe...
by Flocke
Sat Apr 13, 2024 8:48 am
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 25
Views: 603

Re: Branch/Commits testing of latest UE code

thunderchero wrote: Sat Apr 13, 2024 8:39 am 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:
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:
by Flocke
Sat Apr 13, 2024 6:05 am
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 25
Views: 603

Re: Branch/Commits testing of latest UE code

in hob editing I see a value for "texturesetsize" location in hob? and any other info on value? values seen 0, 1, 2 Offset of TotalTextureSet is 0x28, while TextureSetSize is 0x2C. The usage on models indeed is a bit weird. See ferengi colony ship fc_a.hob of german Vanilla 1366x768 impro...
by Flocke
Sat Apr 13, 2024 4:46 am
Forum: General Modding Information/Questions
Topic: Vanilla Evade/Retreat Crash fix
Replies: 24
Views: 4382

Re: Vanilla Evade/Retreat Crash fix

Now the question is it worth all the effort to edit 1000's of files and or remove no longer need files? Think I can change to allow multi-hob editing in UE. That should reduce work greatly. And from what I read, yes, it probably is worth the effort. But we should also take a look at performance. Al...
by Flocke
Fri Apr 12, 2024 11:03 pm
Forum: General Chat
Topic: Admiral Chat
Replies: 59
Views: 8218

Re: Admiral Chat

Flocke treats his guests like wood worms. He serves them a branch instead of brunch. And some of his 'committed' branches have a really bad after taste: commit sha = adultery -> massive attitude/sympathy losses of spouses commit sha(s) = arson, burglary, forgery, homicide, perjury -> serious troubl...
by Flocke
Wed Apr 10, 2024 5:32 pm
Forum: Building mod
Topic: launcher GUI with J-shipedit
Replies: 20
Views: 1258

Re: launcher GUI with J-shipedit

Spocks-cuddly-tribble wrote: Wed Apr 10, 2024 4:58 pm Sounds almost as if we could just use the hex editor replace function for all '7D 00 00 00' -> 'FF 00 00 00' in the uncompressed file.
Most likely yes, but without further fixture I think you will have to add another 130 ships this case. :mrgreen:

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