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by Spocks-cuddly-tribble
Wed Apr 03, 2024 1:00 pm
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 35
Views: 846

Re: Branch/Commits testing of latest UE code

could hero marker be added to ship stats? maybe under special ship check box? Problem is the average Joe user might be overwhelmed by special settings for countless special patch features he don't knows or even cares about? And since ID table has to be edited manually in that patch anyway, hex-edit...
by Spocks-cuddly-tribble
Wed Apr 03, 2024 12:55 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 585

Re: Flagship/heroship code changes

a better patch would be to restore code location so the patches become independent. Was intended, but I tried to avoid additional calculations and redundant extra file loading (important for the countless iterating AI part of the patch). Since this part is player UI only code it wouldn't matter, co...
by Spocks-cuddly-tribble
Tue Apr 02, 2024 8:24 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 585

Re: Flagship/heroship code changes

I expect so, but here is patch created of current changes "buildable minor ships (major code modification)" In this case we need to replace this part of "buildable minor ships (major code modification)": AUTO:004F3DD7 mov bx, [ecx+4] AUTO:004F3DDB xor eax, eax AUTO:004F3DDD mov ...
by Spocks-cuddly-tribble
Tue Apr 02, 2024 7:50 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 585

Re: Flagship/heroship code changes

In this case Flocke meant the modified code sequence is unchanged, but relocaded in the 'minor ships' patch. Means we need to create two variants of the Hero ships patch (with/without minor ships). I'll install 'minor ships' and edit trek.exe with OllyDbg for that. Is this code still valid?: https:/...
by Spocks-cuddly-tribble
Tue Apr 02, 2024 6:40 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 585

Re: Flagship/heroship code changes

code conflict between "buildable minor ships (major code modification)" it will need extra variant for "buildable minor ships" I didn't check on this, but Flocke said there is no conflict (just a pointless UE check he might remove). :wink: here is patch I made for "protect ...
by Spocks-cuddly-tribble
Tue Apr 02, 2024 6:21 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 585

Re: Flagship/heroship code changes

this passage is shared code for all patch modes and not modified. That's good news, the patch was designed to work with all other given modifications (e.g. 'build minor ships'). :wink: leave out that passage from validation. If it's easy enough, just do it to avoid UE user confusion. :up: And yes, ...
by Spocks-cuddly-tribble
Tue Apr 02, 2024 2:11 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 585

Re: Flagship/heroship code changes

Flocke will not be, it throws exception Then he can advice where to free up 7 bytes for the new Hero ship switch (near the outpost/starbase checks) to avoid UE conflicts. I optimized loading shiplist.sst entry and cmp switches for this. I had the same thought, but Cardassian were pinned between rom...
by Spocks-cuddly-tribble
Tue Apr 02, 2024 12:44 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 585

Re: Flagship/heroship code changes

Glad to hear it works without issues. Sadly I can't say the same for my new building bonuses multi-patch, have to re-start from scratch. :mad: Code might show conflicts with patches for starting-ships/systems/structures + 'build minor ships' needs an extra variant, but all should be quite easy. :win...
by Spocks-cuddly-tribble
Mon Apr 01, 2024 11:44 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 585

Re: Flagship/heroship code changes

does code above in any way prevent AI from building hero ships? Of course, AI and starting ships use the same code (sub_455340 get_ship_ID_for_type) to determine ship ID to build via function (that's why we need the extra code with ID table - they are now blocked in the shared code). :wink: Researc...
by Spocks-cuddly-tribble
Mon Apr 01, 2024 7:18 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 585

Re: Flagship/heroship code changes

Flagship mod is a dinosaur... might not even be deserving of being in all in one installer :sad: I wouldn't say that. As you say guys like Studmaster are still interested in this special function. And to this day it's the only available workaround. :up: How many upgrades i.e. shiplist.sst slots use...
by Spocks-cuddly-tribble
Mon Apr 01, 2024 1:58 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 585

Re: Flagship/heroship code changes

with most "command" ships grouped in with cruisers would it be possible to give same combat commands and solo targeting as command cruisers type 04 to ship type 02 (cruiser) so both would have same abilities? They already have same combat orders, the broken command function is a fleet and...
by Spocks-cuddly-tribble
Sun Mar 31, 2024 4:54 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 585

Re: Flagship/heroship code changes

I'd write an extra code for adding an extra starting ship to home system: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=10103#p10103 Sub_446240 add_ShipID_edx__systemID_eax -> write a table with the shiplist.sst ship IDs for each empire race ID AX ( & starting level ? ). You c...
by Spocks-cuddly-tribble
Sun Mar 31, 2024 10:38 am
Forum: Showcase Ships/Stations/3D-FX
Topic: Galaxy class and variants
Replies: 21
Views: 540

Re: Galaxy class and variants

better with ever adjustment Thank you for fixing the confusing/strange anomalies. Approved. :cool: :up: I thought the ECM Galaxy was a simple glitch (area mirrored or left/right side texture areas interchanged). Before your last update of ECM textures I never noticed the area that dark and/or facin...
by Spocks-cuddly-tribble
Sat Mar 30, 2024 9:56 pm
Forum: Showcase Ships/Stations/3D-FX
Topic: Galaxy class and variants
Replies: 21
Views: 540

Re: Galaxy class and variants

here is texture adjustment (hh1_a.gif and palette) There is a misunderstanding. It's about the slightly darker forward neck area (with torpedo launcher and lateral docking locks). Here is original, ECM Galaxy-X and ECM Galaxy: GalaxyTorpedoLauncher.jpg It don't has to be canon, but Galaxy-X is way ...
by Spocks-cuddly-tribble
Sat Mar 30, 2024 12:53 pm
Forum: Showcase Ships/Stations/3D-FX
Topic: Galaxy class and variants
Replies: 21
Views: 540

Re: Galaxy class and variants

here is texture adjustment (hh1_a.gif and palette) Will check it out very soon, thanks! could you add some "tags" to the ECM patches? possible tags are; TAG: fix TAG: enhancement TAG: other (default displays when "other" selected with no tag) I don't want to spam your great Gala...

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