you could add relocation4.patch and testSpocks-cuddly-tribble wrote: ↑Sun Jan 08, 2023 11:57 am Maybe the file header (e.g. relocation areas) is corrupted? But it doesn't matter. UM5.5 (Fixed/Patched) runs just fine.
viewtopic.php?p=53896#p53896
Moderator: thunderchero
you could add relocation4.patch and testSpocks-cuddly-tribble wrote: ↑Sun Jan 08, 2023 11:57 am Maybe the file header (e.g. relocation areas) is corrupted? But it doesn't matter. UM5.5 (Fixed/Patched) runs just fine.
relocation4.patch: download/file.php?id=2302 Thanks, solved all AV, OS-handling and analysis issues. But do NOT change registry or UM5 won't start!
here is example of what large would look likeSpocks-cuddly-tribble wrote: ↑Sun Jan 08, 2023 2:49 pm 1.) Thunderchero and me would add mentioned irregular galaxies and extra resolutions for you in the installer. So you don't have to invest extra time.
+ Easy to undo if you don't like it + with this change you might even call it UM6.
Possible reason for that might be a late edition I made with this patch: viewtopic.php?f=4&p=52712#p52712 The caution however is indeed errors for ring and spiral galaxies. That might be the problem.thunderchero wrote: ↑Fri Jan 06, 2023 7:13 pm map generation I had a lot of issues with ring and spiral (readrace error)
Thank you so much for this SCT!Spocks-cuddly-tribble wrote: ↑Sat Jan 07, 2023 3:10 pm Here is REMOVE, ADD & UPDATE multi patches for UM5.5 (not perfect but best I can do right now):
UM5.5patches.zip
Fixes tech level bonus issues, adds code for aft torpedo launchers, AI combat behavior and much more.
But there is still something strange. The OllyDbg warning is still there with UM5.5? [/url]
Yes agreed, it does make sense, but truthfully I can't imagine many cards not supporting at least 1366x768 these days. But UM5 does still support 1024x768 so people have options. It's just that when I play botf and have worked on the mod it was always with 1366x768 in mind. I might have said it better by stating 1366x768 is UM5's optimum format/resolution.I and other user like Benman feel the same. But UM5.5 becomes unplayable if a graphic card doesn't support 1366x768. I don't know how common this is? So maintaining the current installer UM5 resolutions might make sense?
Many thanks. I'll think about if I want to do this. At top of the post (my using the 30 minors patch) and the issue for non-Irregular galaxies, needs to be considered. I may have to implement this if there's no other way.thunderchero wrote: ↑Sat Jan 07, 2023 9:14 pm
few lexicon edits, tga files, cc_bkgd.tga and patch
irregular.patch
also here is a patch folder of the green (no conflicts) patches (many other changes still left undocumented)
UM5_patches.zip
The Defiant and Sovereign - and I think the B'rel - are unchanged vanilla models. All Dominion models are Siggi's. Of these ships mentioned only the textures have been updated/improved. The Keldon is also one of the ships that aren't mine. I think that was one of Jigglypuff's from back in the day. I agree the texture is rough. I should perhaps get to updating it like the Galor.Spocks-cuddly-tribble wrote: ↑Sat Jan 07, 2023 10:55 pm I looked at Dafedz nice ships.
Some have minor transparency issues in certain areas/angels (Defiant, Sovereign, B'rel and Dominion scout) but it's not disturbing.
Just the Keldon texture looks a bit drab/unfinished:
Keldon.png
That is strange. Not experiencing that myself, nothing in the GUI has changed since original UM5, so there should no problems.Buttons issue in options screen:
Wow that's an old one, and I think I've since corrected the problem by re-balancing all ships. Torpedo power was particularly strong before, causing many systems to fall with ease. OBs and shields made almost no difference. This has been addressed and the problem should not arise as it did before. But good work! I'll definitely looks at this patch and give it a test.Spocks-cuddly-tribble wrote: ↑Sat Jan 07, 2023 10:55 pmTwo patch versions for "at some point the AI destroys too many systems instead of conquering them".Dafedz wrote: ↑Mon Aug 03, 2020 12:24 pmOne thing that really bugs me which I can't find a workaround for. I've had the issue where AI empires - when set to invade a minor - will in a single turn totally wipe out that minor. You then lose that minor from the game, and the special structures they bring.
NAME: AI vs AI System Attack Workaround (50% Pop damage)
DESC: 50% bombing damage AI vs AI to pop/buildings except active OBs & SH. Player and AI vs player systems unchanged.
this was due to 1024 tga files being carried over to 1366, should be fixed in next version of installer.
It's not only the readrace-crashes with ring/spiral, worse is galaxy hang-ups (endless loop, in full screen mode might require a system shutdown). For this reason I removed 'Faire starting positions for default maps' in my patches for you (increases minimum empire home system distances in ALL galaxy types).
Analysis tool, just ignore. This and all AV issues is solved with relocation patch 4 by thunderchero
It's not a hardware issue. Sometimes graphic driver or OS updates remove useful features for no reason (for similar reasons great new sun animations had to be removed from many mods). But there is workarounds: viewtopic.php?p=51586#p51586
It's by no means a must, but would enhance your mod given the way you (and your fans) feel about the other galaxy shapes.
You're absolutely right. Just double checked the vanilla ships and all issues are there.
Just extra info, don't waste time for it. My multi patch adds a combo of AI behavior fixes for you, so the AI will not use it's entire fleet to bomb INDEPENDENT minors (unless it needs the firepower). If a minor is part of an other empire it still might happen (hence my extra hint).
Oh I see, agreed and fair enough. I've experienced that fullscreen hang up before, and it's why I mostly stick with window mode.Spocks-cuddly-tribble wrote: ↑Mon Jan 09, 2023 6:59 pmIt's not only the readrace-crashes with ring/spiral, worse is galaxy hang-ups (endless loop, in full screen mode might require a system shutdown). For this reason I removed 'Faire starting positions for default maps' in my patches for you (increases minimum empire home system distances in ALL galaxy types).
This is an excellent workaround, love it. Awesome work guys. I'd very much like to see this implemented in my mod. I played around a lot with the Irregular density settings. For me the biggest issue I found was star distribution. I'm not a fan of dense clusters, or wide-open spaces, I much prefer an even and consistent spread. Its not always easy to achieve. I ran so many experiments with different settings. This was probably the most reasonable result for my liking, small galaxy (28x14) 150 space objects at 1.0 density.Spocks-cuddly-tribble wrote: ↑Mon Jan 09, 2023 6:59 pm It's by no means a must, but would enhance your mod given the way you (and your fans) feel about the other galaxy shapes.
Plus it's far less work to set this up then to mess with the other galaxy shape parameters for empire-min-distance and minor-races.
Larger galaxies + higher star density causes more AI lag. With patch you could choose density for your liking for each game.
As told we offer to do it for you, including dynamic minor race density option for always 30 minors all maps on many/all.
EDIT: @ Dafedz
1.) Thunderchero and me would add mentioned irregular galaxies and extra resolutions for you in the installer. So you don't have to invest extra time.
You missed it then. See 'Risan Pleasure Dome'. But bring latinum, they don't come cheap!Spocks-cuddly-tribble wrote: ↑Mon Jan 09, 2023 6:59 pm 2.) I can't find any of the advertised Dabo-Girls structures in the build lists... Very disappointed in you!
I became cautious of, as Scotty would say, 'over-working the plumbing'. The more the patch list got clogged with red flags I decided to back down and leave some things out. But if you can make it work they you've got my green light for sure!thunderchero wrote: ↑Sun Jan 08, 2023 6:59 pmEdit; I am also surprised you are not using X Y on build screen and 8 build queue[/img]
I did indeed consider calling this UM6 - but the qualification for that was the 2 holy grail additions/breakthroughs (for me) yet to be found. One is an extension to the tech tree - more tech fields (one being sociology), the other thing - more minors. It's great we can now have all 30 minors in a game, but if we could ever go beyond that (even just an extra 10), that would definitely prompt a UM6 release!thunderchero wrote: ↑Sun Jan 08, 2023 6:59 pm + Easy to undo if you don't like it + with this change you might even call it UM6.
right now sounds like you are interested in SCT suggested patches above.
Simple, just quit your job, learn programming and in 2/3 years present your re-worked trek.exe and stbof.res for more minor races.
I'd also suggest the UE auto set feature for ship specific weapon animations (we can do for you).Spocks-cuddly-tribble wrote: ↑Thu Jan 05, 2023 5:11 pmEstimate about 30 minutes (conception + editing all shiplist.sst 'beam min range' values).
Hard coded default is a torpedo firing arc of 60 degree forward for all ships, stations and monster.
With patch new aft torpedo arc = (360 -'beam min range') so 'beam min range' 315 = extra 45 aft.
- ECM uses: (-> 'beam min range' value)
360 degree torpedo firing arc for strike cruiser and powerful monster (borg/edo) -> 1.0
extra 45 aft for all other cruiser -> 315.0
no extra aft for all other armed ships/monster (fast group, armed colony/TT) -> 360.0
unarmed (no beams or torpedoes) -> 0.0
The patch sets all stations to 360 degree via trek.exe (shiplist.sst ignored)
All other ships/monster aft arcs are read from shiplist.sst (360 - 'beam min range')
Now you laugh, but soon you will realize that for any serious future modding of BotF you will have to learn programming!Spocks-cuddly-tribble wrote: ↑Wed Jan 11, 2023 5:12 pm Simple, just quit your job, learn programming and in 2/3 years present your re-worked trek.exe and stbof.res for more minor races.
Just go ahead! We're all behind you to provide rear cover.
It rather means trashing part of the codes and hook in some better replacements. When you know the subroutines and analysed what they do, just do it a little better. You might start a list for naming the worst subroutines to replace and what they do. The smaller the code, the less inner sub-routines called and the better it is analysed, the easier to replace ofc.Spocks-cuddly-tribble wrote: ↑Thu Jan 12, 2023 5:41 pm But better diplomacy, smarter AI or eliminating AI turn + combat-lags means trashing the codes, not modding them, in BotF.
I think I follow. Have updated ship stats as above and uploaded here:Spocks-cuddly-tribble wrote: ↑Wed Jan 11, 2023 5:12 pm Remember we need the updated shiplist.sst:Spocks-cuddly-tribble wrote: ↑Thu Jan 05, 2023 5:11 pmEstimate about 30 minutes (conception + editing all shiplist.sst 'beam min range' values).
Hard coded default is a torpedo firing arc of 60 degree forward for all ships, stations and monster.
With patch new aft torpedo arc = (360 -'beam min range') so 'beam min range' 315 = extra 45 aft.
- ECM uses: (-> 'beam min range' value)
360 degree torpedo firing arc for strike cruiser and powerful monster (borg/edo) -> 1.0
extra 45 aft for all other cruiser -> 315.0
no extra aft for all other armed ships/monster (fast group, armed colony/TT) -> 360.0
unarmed (no beams or torpedoes) -> 0.0
The patch sets all stations to 360 degree via trek.exe (shiplist.sst ignored)
All other ships/monster aft arcs are read from shiplist.sst (360 - 'beam min range')
Yes please. That's one thing I never really touched before. I was always relatively unbothered with how they looked, even in vanilla, but accept this tweak as a visual improvement.Spocks-cuddly-tribble wrote: ↑Wed Jan 11, 2023 5:12 pm I'd also suggest the UE auto set feature for ship specific weapon animations (we can do for you).
yesterday I started collecting files and adding to installer. I currently have a working installer at 1024, 1366, 1920 using files from zAbfAWJn.zip and updated shiplist.Spocks-cuddly-tribble wrote: ↑Wed Jan 11, 2023 5:12 pm I'd also suggest the UE auto set feature for ship specific weapon animations (we can do for you).