Search found 2915 matches
- Mon Apr 08, 2024 9:35 am
- Forum: General Modding Information/Questions
- Topic: disabling random events in code
- Replies: 11
- Views: 220
Re: disabling random events in code
I understand random event setting would be pointless, but that is how Joker released this mod When you open the readme, there is no mention of disabled random events or removed monsters. And in fact the random events were not removed, they are just broken. If it was intent to remove them, he could ...
- Mon Apr 08, 2024 1:35 am
- Forum: General Modding Information/Questions
- Topic: disabling random events in code
- Replies: 11
- Views: 220
Re: disabling random events in code
yes, SCT posted on how to disable monsters along with global events over here: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=20540#p20540 but when you check the random generator, it should also be easy to keep global events and just disable the monsters and no, you don't want to d...
- Sun Apr 07, 2024 5:35 pm
- Forum: Ultimate Editor
- Topic: Branch/Commits testing of latest UE code
- Replies: 26
- Views: 633
Re: Branch/Commits testing of latest UE code
not sure what can or should be done, Joker removed those monsters from ship list. :shock: I could improve the integrity check to handle this, but when ingame it is broken anyhow, not sure whether to not rather patch them back to the mod. :roll: when editing race name in race info and if the order o...
- Sat Apr 06, 2024 12:13 pm
- Forum: Ultimate Editor
- Topic: Ultimate Editor
- Replies: 1083
- Views: 381494
Re: Ultimate Editor
but IMHO it's highly unlikely that the values are used for or against unrest. I trust you carefully analysed the code, but my point was that sometimes BotF has some hard to see pointer computations and does weird stuff. Therefore best give it a test someone. If then no effects raise up, I will put ...
- Sat Apr 06, 2024 3:15 am
- Forum: Ultimate Editor
- Topic: Ultimate Editor
- Replies: 1083
- Views: 381494
Re: Ultimate Editor
Just for the record, in the shiplist topic you said removing custom checks and depending on other code locations' limits/values is bad coding style.... :razz: When the limit is known, while(true) { } loops are considered bad coding style, because programmers often fail to properly check termination...
- Fri Apr 05, 2024 3:43 pm
- Forum: Ultimate Editor
- Topic: Ultimate Editor
- Replies: 1083
- Views: 381494
Re: Ultimate Editor
I thought it automatically displays the newest code you are working on if I start from the main page: https://gitlab.com/stbotf/ultimate-editor No, what is displayed is the main branch where all developers of the project merge their development once a feature is complete and reviewed by DCER. Usual...
- Fri Apr 05, 2024 3:39 am
- Forum: Ultimate Editor
- Topic: Ultimate Editor
- Replies: 1083
- Views: 381494
Re: Ultimate Editor
Hi Flocke, I have a hard time understanding UE edifice.bst code: https://gitlab.com/stbotf/ultimate-editor/-/blob/7c1a64561e73d42e514056dba80e27f47a411662/source/ue/edit/res/stbof/bst/Edifice.java You went a bit deep into history commits. :lol: Best look at latest version in improve_shipgfx_export ...
- Wed Apr 03, 2024 2:50 am
- Forum: General Modding Information/Questions
- Topic: UE and adding more tech levels
- Replies: 9
- Views: 179
Re: UE and adding more tech levels
I wanted to be done early last year. And what did I get? New stuff to fix every time I'm getting close to release.
- Wed Apr 03, 2024 2:46 am
- Forum: Flagship Mod
- Topic: Flagship/heroship code changes
- Replies: 30
- Views: 500
Re: Flagship/heroship code changes
In this case Flocke meant the modified code sequence is unchanged, but relocaded in the 'minor ships' patch. I didn't look into it but yes. But was it request to also add in minor ship build patch? If so, a better patch would be to restore code location so the patches become independent. But again,...
- Tue Apr 02, 2024 5:52 pm
- Forum: Flagship Mod
- Topic: Flagship/heroship code changes
- Replies: 30
- Views: 500
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 a look and I'm not excited. Already now this patch is a ...
- Tue Apr 02, 2024 7:33 am
- Forum: Ultimate Editor
- Topic: Branch/Commits testing of latest UE code
- Replies: 26
- Views: 633
Re: Branch/Commits testing of latest UE code
I did noticed the in ship stats the "Function" is no longer using lexicons That's not correct. It now matches the ingame lexicon values found in the ship database. I updated it when during testing of the Lexicon mappings I found that UE messed values of mutliple categories. See https://gi...
- Mon Apr 01, 2024 10:54 am
- Forum: Ultimate Editor
- Topic: Branch/Commits testing of latest UE code
- Replies: 26
- Views: 633
Re: Branch/Commits testing of latest UE code
popup was not confusing at all, just without some type of change game will crash Confusing myself at least. :lol: (some may be tech ship range?) before I even looked at changes that was what I expected Understood, but great that you posted it, so I don't have to search forum to fix that one, too. (...
- Mon Apr 01, 2024 5:57 am
- Forum: Ultimate Editor
- Topic: Branch/Commits testing of latest UE code
- Replies: 26
- Views: 633
Re: Branch/Commits testing of latest UE code
Commits; "SMHelper: fix ship preview image name" When you reference commits, best name the commit SHA number: 6481f35d87f520664621bdf890bb9ce900c904b2 Or write the complete perma link: https://gitlab.com/stbotf/ultimate-editor/-/commit/6481f35d87f520664621bdf890bb9ce900c904b2 But yes, the...
- Sun Mar 31, 2024 7:14 pm
- Forum: General Chat
- Topic: New installer Beta available 11-20-23
- Replies: 79
- Views: 8340
Re: New installer Beta available 11-20-23
one other thing I noticed, but not a priority in saved game editing. In Systems it currently has check box for system bonus "Dilithium" maybe add a dropdown box for new bonus types? I opted to replace the selection edit hint and added icons and a new selection context menu. Didn't want to...
- Sat Mar 30, 2024 12:08 pm
- Forum: Showcase Ships/Stations/3D-FX
- Topic: Galaxy class and variants
- Replies: 21
- Views: 496
Re: Galaxy class and variants
Might be one of the HOB model LOD distance values