Search found 2927 matches
- Sat Apr 13, 2024 9:19 am
- Forum: Ultimate Editor
- Topic: Branch/Commits testing of latest UE code
- Replies: 35
- Views: 840
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...
- Sat Apr 13, 2024 8:48 am
- Forum: Ultimate Editor
- Topic: Branch/Commits testing of latest UE code
- Replies: 35
- Views: 840
Re: Branch/Commits testing of latest UE code
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.thunderchero wrote: ↑Sat Apr 13, 2024 8:39 am I might test it later but you know why I asked,
but I already know max texture size (512 x 512) is controlled by mpr files.
- Sat Apr 13, 2024 6:05 am
- Forum: Ultimate Editor
- Topic: Branch/Commits testing of latest UE code
- Replies: 35
- Views: 840
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...
- Sat Apr 13, 2024 4:46 am
- Forum: General Modding Information/Questions
- Topic: Vanilla Evade/Retreat Crash fix
- Replies: 62
- Views: 5104
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...
- Fri Apr 12, 2024 11:03 pm
- Forum: General Chat
- Topic: Admiral Chat
- Replies: 62
- Views: 8496
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...
- Wed Apr 10, 2024 5:32 pm
- Forum: Building mod
- Topic: launcher GUI with J-shipedit
- Replies: 20
- Views: 1300
Re: launcher GUI with J-shipedit
Most likely yes, but without further fixture I think you will have to add another 130 ships this case.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.
- Tue Apr 09, 2024 1:00 pm
- Forum: Building mod
- Topic: launcher GUI with J-shipedit
- Replies: 20
- Views: 1300
Re: launcher GUI with J-shipedit
That's a pity. I suppose this limitation is not easy to change? I'll have a look into the code using IDA-pro. It is a UPX compressed executable. To decompress, use: https://github.com/upx/upx/releases/download/v4.2.3/upx-4.2.3-win64.zip On the commandline then decompress with: .\upx -d .\J-shipedit...
- Tue Apr 09, 2024 3:08 am
- Forum: General Modding Information/Questions
- Topic: offensive strength and defensive strength
- Replies: 1
- Views: 60
Re: offensive strength and defensive strength
UE shiplist.sst Editor suggestions: 1.) AI indicators for offensive and defensive capabilities of ships: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=50855#p50855 The unused combat.bin is a ship vs ship odds table (pointless unless 1vs1), so instead the AI reads stats like shipf...
- Tue Apr 09, 2024 2:12 am
- Forum: General Modding Information/Questions
- Topic: disabling random events in code
- Replies: 11
- Views: 244
Re: disabling random events in code
First jump disables add random monster cases for F6-key and down counter (bugged due to another save game glitch, but in case you play 75+ turns without re-loading...). Your above recommendations keep both features in place = crash if triggered. I missed that there is another call at 44CC08. Weird ...
- Mon Apr 08, 2024 4:15 pm
- Forum: Ultimate Editor
- Topic: Ultimate Editor
- Replies: 1084
- Views: 382853
Re: Ultimate Editor
No doubt on that, but before touching the label and adding some long description on what the value is used or not used for, I still ask for some little testing of hidden usage. When you have a good link where values were tested, that will suffice as well. So long I am happy to count feedback on peop...
- Mon Apr 08, 2024 3:39 pm
- Forum: Flagship Mod
- Topic: Flagship/heroship code changes
- Replies: 30
- Views: 583
Re: Flagship/heroship code changes
I see, so other players, editing unrelated settings in any mod using this patch, don't get confusing UE warnings? Flocke would have to answer that one, but I don't expect any warning I would suggest if at 004F4D96 (call statment) is changed I don't care on it for now, given the little mod usage and...
- Mon Apr 08, 2024 3:05 pm
- Forum: General Modding Information/Questions
- Topic: disabling random events in code
- Replies: 11
- Views: 244
Re: disabling random events in code
So, unless someone is able and willing to update the J-ShipEdit files (a problematic tool for uninitiated people) with data to add monsters to all shiplist options, disabling just the random monsters might be more realistic. No, thanks. Now that I've seen how it works, I don't want to mess with it....
- Mon Apr 08, 2024 9:35 am
- Forum: General Modding Information/Questions
- Topic: disabling random events in code
- Replies: 11
- Views: 244
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: 244
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: 35
- Views: 840
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...