Ultimate Editor

Ultimate Editor; support/discussion/questions

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EnPhreg
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Re: Ultimate Editor

Post by EnPhreg » Tue Jun 14, 2016 2:28 pm

@thunderchero
hm, applied the patch but it didn't works when i want to save the changes.
now i can edit the structures without that message about the unknown exe modification, but when i want to save the changes UE gives me that message again.

complete error message:
unknown trek.exe modification found.
error: segment not found: dilithiumBld4

any idea how to fool UE again?

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Re: Ultimate Editor

Post by thunderchero » Tue Jun 14, 2016 4:20 pm

sorry it looks a lot more complicated, after that error there is one more error. but even after that UE sets 167 more lines of code.

the changes UE makes is to the minor main building upgrade ids and main ind, food and energy buildings. does it need these changes or is gowrons settings better?

here is patch to allow editing

Code: Select all

NAME: Allow UE of BOP
AUTHOR: thunderchero
URL: N/A



>> 0x000505d5 60 01

<< 0x000505d5 BA 06

>> 0x000505E8 90 90 90 90 90

<< 0x000505E8 BA 06 00 00 00

>> 0x000505d9 e8
>> 0x000f31cc 80 7e 4c 01 75 19 eb 17
>> 0x000f31d6 90 90

<< 0x000505d9 00
<< 0x000f31cc 90 90 90 90 90 90 90 90
<< 0x000f31d6 eb 13

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Re: Ultimate Editor

Post by EnPhreg » Tue Jun 14, 2016 5:48 pm

the only things i've done, was to change scan range and cost of the scanner buildings and some scan ranges for the ships. also some research requirement and cost of some ships. i think the reason why it brings this error again is that i have changed a building and UE tried to save that, also to the exe. and when UE tries to save building related things to the exe the error occurs. ok, i will try the new patch. much thanks for your work.

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Re: Ultimate Editor

Post by EnPhreg » Wed Jun 15, 2016 7:43 am

so, tested it and the "modification error" is solved.
but when i want to save my changes, there pops up a new error message:
"error: missing valid basic dilithium source available to all races"

i think that has to do with the special dilithium building for the romulans in BoP.
cause romulans can't build the standard dilithium rafinery in BoP.
activated the dilith rafinery for romulans again in UE and tried to save.
but the error remains. so UE won't save the changes. it still has to do with the trek.exe!?

are there a chance to take this problem also away via a patch code?
much thanks so far.

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Re: Ultimate Editor

Post by thunderchero » Wed Jun 15, 2016 9:05 am

EnPhreg wrote:are there a chance to take this problem also away via a patch code?
did you get all the code for last patch posted? you must scroll to get all of the code.

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Re: Ultimate Editor

Post by EnPhreg » Wed Jun 15, 2016 9:09 am

yes, all the codes.

is it still an exe problem or a problem with UE?

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Re: Ultimate Editor

Post by thunderchero » Wed Jun 15, 2016 9:35 am

did you re apply the patch? I just tested on a fresh install of bop and no error. after editing scan range stat.

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Re: Ultimate Editor

Post by EnPhreg » Wed Jun 15, 2016 12:20 pm

yes, sorry, false alert.
it works very well.
my UE was running all the time to keep my changes. i extracted my changes and restarted it.
thanks for that nice workaround.
that helps me a lot.

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Re: Ultimate Editor

Post by EnPhreg » Wed Jun 15, 2016 4:33 pm

have done my changes to BoP (trek.exe and stbof.res)
BoP has two installs for map size, large and normal.
can i interchange the stbof.res between both installations or do i have to edit both stbof.res files seperately?

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Re: Ultimate Editor

Post by thunderchero » Wed Jun 15, 2016 4:51 pm

EnPhreg wrote:have done my changes to BoP (trek.exe and stbof.res)
BoP has two installs for map size, large and normal.
can i interchange the stbof.res between both installations or do i have to edit both stbof.res files seperately?
it is best if you do it separately, UE is editing trek.exe and same changes would also need to be applied to large version trek.exe. also there is slight differences in stbof.res files.

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Re: Ultimate Editor

Post by EnPhreg » Thu Jul 14, 2016 7:14 am

have a question about two options for buildings in UE:
what brings the option in UE to select a building as "basic" (basic scanner, basic shipyard etc.) or select it as a "minor race special structure"??
(edit screen for buildings number 5 & 6 in UE)
if you want to select a building to only buildable by a special resident race, you can edit this already on the former pages. so what brings that options in the game?

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Re: Ultimate Editor

Post by thunderchero » Thu Jul 14, 2016 7:48 am

EnPhreg wrote:what brings the option in UE to select a building as "basic" (basic scanner, basic shipyard etc.) or select it as a "minor race special structure"??
UE has a special page with a list of "special" hard coded buildings
ue.jpg
ue.jpg (262.09 KiB) Viewed 2023 times
if you are asking how they are special that would be 1000's of line of code.
EnPhreg wrote:if you want to select a building to only buildable by a special resident race, you can edit this already on the former pages. so what brings that options in the game?
once again 1000's of line of code.

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Re: Ultimate Editor

Post by EnPhreg » Thu Jul 14, 2016 9:47 am

yes, that's the UE page i'm asking about.
i don't want to know exactly why the buildings are special, only the effect if i mark a building as basic....
what's the effect if i take away the marker at basic scanner for the building subspace scanner? isn't the scanner buildable by minor races anymore and only buildable for the five majors in that case?

also the next page in UE with that otpion to mark a building as a "minor race special structure" isn't explained.
but i think it follows the same rules like the example with the scanner explained above?

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Re: Ultimate Editor

Post by thunderchero » Thu Jul 14, 2016 10:34 am

EnPhreg wrote:why the buildings are special
because they are hard coded, and UE changes building ID when edited
EnPhreg wrote:only the effect if i mark a building as basic....
only 1 building can be selected as "special" for each type.
EnPhreg wrote:what's the effect if i take away the marker at basic scanner for the building subspace scanner?
the effect is unknown exactly, and is dependent of your changes.
EnPhreg wrote:isn't the scanner buildable by minor races anymore and only buildable for the five majors in that case?
buildable by is selected on this screen of UE
ue1.jpg
ue1.jpg (269.24 KiB) Viewed 2013 times
EnPhreg wrote:also the next page in UE with that otpion to mark a building as a "minor race special structure" isn't explained.
but i think it follows the same rules like the example with the scanner explained above?
UE only adjusts a list within the trek.exe of minor race special structures.

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Re: Ultimate Editor

Post by EnPhreg » Tue Jul 26, 2016 10:35 am

has the UE an "auto-correction" function implemented??
noticed that if you save changes done with UE, some files will also be changed that weren't touched through the changes itself.
example: i changed some ship stats (scan, range, speed) in vanilla botf (main multi installer) and saved that changes.
than i noticed through my hex-editor that the vanilla botf lexcion.dic was also changed through UE. and it seems that UE corrected some glitches with this behavior?!
example for changes (german): "lassen. ..Annehmen" was changed to " "lassen. .Annehmen" one point (hex 00) was erased. probably because this byte was a typo. more changes like that as well and also many byte changes at the end of the file (that part where the readable text ends)

@thunder
noticed your auto-upgrade thread only now. nice findings.

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