Search found 680 matches

by DCER
Tue Jul 12, 2011 3:05 am
Forum: General Chat
Topic: New site up and running
Replies: 39
Views: 20184

Re: New site up and running

The new site looks great, though the reversed side bars will take some getting used to and I miss the link to the forums on the side bar :)

Are you planning on adding advertisements to the site? On the main page it says "Advertisement Banner", but none is shown.
by DCER
Fri Jul 01, 2011 3:28 pm
Forum: Multiplayer Games
Topic: Search UDM3 player Tunngle tool !!!
Replies: 7
Views: 4804

Sounds interesting. A better link for english speaking folks might be: http://www.tunngle.net/index.php?menu=features&l=en And I had to chuckle at the description a bit here: http://www.tunngle.net/index.php?l=en&sec=tfree Tunngle is a magic tool that will never let you down (even with the m...
by DCER
Tue Jun 21, 2011 5:14 am
Forum: Showcase Ships/Stations/3D-FX
Topic: new Animations from Suns
Replies: 11
Views: 8056

note; to see change of speed, type in delay you want then use arrow up then arrow down. This seems to only work on cursors. The delays for ani's are ignored by botf and must be elsewhere - either trek.exe or maybe the wdf files. Adding more frames is the only option atm. Other things that could use...
by DCER
Wed Jun 08, 2011 5:40 am
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 1083
Views: 381497

Hi Asano,

Have you followed the tutorial by Thunderchero?

https://www.armadafleetcommand.com/botf ... ial-for-ue

What size/options did you try to set?
by DCER
Wed Jun 08, 2011 3:15 am
Forum: General Chat Archive
Topic: i'm about stupid
Replies: 2
Views: 2336

Hi Drakelious, unfortunately you can't edit starting ships with UE. They are encoded in trek.exe and not edit friendly. You'll need to use a hex editor to change the code that controls adding starting ships to suit your needs. Here's some info on the subject: https://www.armadafleetcommand.com/onscr...
by DCER
Wed Jun 01, 2011 7:12 am
Forum: Modding Information Archive
Topic: A question about All the Ages mod
Replies: 2
Views: 2083

cm_glmap.tga, hm_glmap.tga, fm_glmap.tga, km_glmap.tga, and rm_glmap.tga

these are: Cards, Humans, Ferengi, Klingons and Roms
by DCER
Thu May 26, 2011 8:52 am
Forum: General Chat Archive
Topic: Star Trek Convention
Replies: 10
Views: 5728

Re: Star Trek Convention

Hi tpatz, By the way I'am getting an error message fro UE when I attempt to change systems in a saved gave "1132" pointer something or other.?! What does that mean? First make sure you use the latest stable (0.7.0k) or dev (0.7.1dev13a) version. If you get the error with one of those two, ...
by DCER
Tue May 24, 2011 4:46 am
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 1083
Views: 381497

Hi, I've had some time to test this. I've found that moving a system (with ships) with the dev version and new galaxy map gui doesn't change anything that should affect the tech available. Comparing the output files from 0.7.0 and 0.7.1 they are basically the same - save for the changed ship positio...
by DCER
Fri May 06, 2011 10:55 am
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 1083
Views: 381497

Thanks, it helps. Hopefully I'll have some time and energy left this weekend to check what dev13 is doing different that might cause this. :) On the second issue: Once more of the saved game structure is figured out this might be less of an issue, but for now it's recommended you edit saved games on...
by DCER
Fri Apr 29, 2011 5:33 am
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 1083
Views: 381497

Hi Wilhelmina,

I haven't heard of this problem yet, not sure what could be causing it but it's not intentional. When you edit with the older version (Galactic Map) does this not happen? Are you using a mod or vanilla botf? Did you edit stbof.res?

Thanks for reporting this!
by DCER
Fri Apr 15, 2011 10:37 am
Forum: Modding Information Archive
Topic: Editing the number of buildings in a system
Replies: 4
Views: 2878

I should have explained better, thankfully thunderchero stepped in.

Yes, UE 0.7.1dev13a.zip is the latest dev version.
by DCER
Tue Apr 12, 2011 11:10 am
Forum: Modding Information Archive
Topic: Editing the number of buildings in a system
Replies: 4
Views: 2878

Yes!

Get the latest dev version, open a saved game - the option is found in Edit->Systems
by DCER
Tue Apr 05, 2011 11:12 am
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 1083
Views: 381497

I've tried a fix in dev13a, hopefully it will do the trick. The changes to the starting buildings should be visible in a new game. If there's still a problem it might be with edifice.bst. Editing the buildings list is still problematic and might not work. I would suggest not removing main buildings ...
by DCER
Tue Apr 05, 2011 11:00 am
Forum: Modding Information Archive
Topic: Editing image files in UE
Replies: 6
Views: 4036

Hi eprahsnada,

this bug was fixed in the dev version, but I forgot to add it to stable. I've uploaded 0.7.0k which has the bug fixed now.

Thanks for bringing this up and sorry for your troubles.
by DCER
Sun Apr 03, 2011 6:16 am
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 1083
Views: 381497

It's alright :) Save will only work if changes were made to the file, it's quite possible UE's not marking changes somewhere in which case it would help if I knew some more specifics on what you were changing that failed to get tracked. Save as was working the same way as Save and was fixed recently...

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