Beta testing of new BOTF installers

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Re: Beta testing of new BOTF installers

Post by thunderchero »

I think I have all the MUM issues resolved :grin:

Thank You

problem is I need to do some real game testing, but just don't have the concentration to have a good game. last time I did a T5 (tech 16) impossible 30% large I got my ass beat by AI, turn 60 was at war with 2 majors and they had taken 8 systems and most of my fleet. :shock:

Spocks-cuddly-tribble wrote: Wed Jan 18, 2023 5:27 pm Best upload the latest base patches folder (no mods) so I can have a look (might take some time). :wink:
I figure ECM patch folder would be "base" folder :roll:

If you have some time I think it would be helpful if you take a look at UM5 complete patches. I think you might have a few suggestions :shock:
UM5_full.zip
(238.86 KiB) Downloaded 2 times
UM5_full.zip patches are current un-released version, expect load and borg (for future release)
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Re: Beta testing of new BOTF installers

Post by Spocks-cuddly-tribble »

thunderchero wrote: Fri Jan 20, 2023 6:10 pmlast time I did a T5 (tech 16) impossible 30% large I got my ass beat by AI, turn 60 was at war with 2 majors and they had taken 8 systems and most of my fleet.
Sounds great! Some tests with ECM last year turned out the same way. Players can use difficulty level + starting levels deviations. :idea: :wink:
IMHO turn/combat lag and stupid AI is more of an issue.

thunderchero wrote: Fri Jan 20, 2023 6:10 pmI figure ECM patch folder would be "base" folder
We will have to think about the simplest setup possible + ECM has some quite unpopular patches (or patch versions/deviations).

Do you need BoF Patcher tool folders for installer mod-setup? If this is just for end-user modifications, cleanest setup might be:

- base patches folder (with different patch versions with deviations explained)
- mod folders only with the extra/special mod-specific codes/patches?

thunderchero wrote: Fri Jan 20, 2023 6:10 pmIf you have some time I think it would be helpful if you take a look at UM5 complete patches. I think you might have a few suggestions
I'll have another look, but I think UM5 was OK?
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: Beta testing of new BOTF installers

Post by thunderchero »

Spocks-cuddly-tribble wrote: Sat Jan 21, 2023 1:16 pm I'll have another look, but I think UM5 was OK?
yeah you caught most but found these when checking for all changes in trek.exe making a patch folder

this one I remember you suggested the one you created (no longer part of MUM still in UM5)

Code: Select all

NAME: Force AI to terraform all planets before colonizing
AUTHOR: thunderchero
DESC: This patch Force AI to terraform all planets before colonizing
DESC: patch file name: Force_AI_to_terraform.patch
URL: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=199&t=491&p=33996#p339963996
TAG: mirror universe patch
 
# >>  = vanilla/original value

# <<  = new value


>> 0x0000f534 75 0d
>> 0x0001b3b8 75
>> 0x0001b3e1 4f
>> 0x0001b403 1b
>> 0x0001b415 83 f8 4b 73 ba e9 6a ff ff
>> 0x0001b41f 80 7e 48 03 74 df b8 01 00 00
>> 0x0001b42a 5d 5f 5e 5a 59 5b c3 31 c0 5d 5f 5e 5a 59 5b c3 00 00

<< 0x0000f534 90 90
<< 0x0001b3b8 77
<< 0x0001b3e1 51
<< 0x0001b403 1d
<< 0x0001b415 3d e8 03 00 00 73 b8 e9 68
<< 0x0001b41f ff ff 80 7e 48 03 74 dd b8 01
<< 0x0001b42a 00 00 5d 5f 5e 5a 59 5b c3 31 c0 5d 5f 5e 5a 59 5b c3
is this an old version and should be removed?
UM5 already has patch "edifbnft.bst supporting 49+ entries fix"

Code: Select all

NAME: Extending Edifbnft.bst (new building types/bonuses)
AUTHOR: Spocks-cuddly-tribble
DESC: this patch Extending Edifbnft.bst  (new building types/bonuses)
DESC: patch file name: remove_Extending_Edifbnft_bst.patch
URL: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=265&t=2317#p32866

 
# >>  = vanilla/original value

# <<  = new value

>> 0x00043afa 66 8b 58 10 66 8b 51 50 01 d3
>> 0x00043b05 89 58 10
>> 0x00043b14 54 24 2c 66 8b 70 04 66 8b 92 98
>> 0x00043b20 00 00 01 d6 66 89 70 04 8b 54 24 2c
>> 0x00043b32 92


<< 0x00043afa 8b 51 50 66 01 50 10 8b 51 54
<< 0x00043b05 01 50 12
<< 0x00043b14 51 58 66 01 50 14 8b b1 98 00 00
<< 0x00043b20 66 01 70 04 8b 51 30 66 01 50 06 90
<< 0x00043b32 91
-> need to remove extra cd check

UM5 has some unknown fill galaxy change? need patch name/explained if good changes

Code: Select all

NAME: Fill galaxy changes
DESC: Fill galaxy changes

# >>  = vanilla/original value

# <<  = new value

>> 0x0017d538 ab aa aa aa aa aa ea
>> 0x0017d5a0 fc b3 3d 7f 7c d9 12
>> 0x0017d5a8 50 45 52 54 fb 21 09
>> 0x0017d5b0 50 45 52 54 fb 21 f9 3f

<< 0x0017d538 66 66 66 66 66 66 ee
<< 0x0017d5a0 91 45 8f d8 21 81 28
<< 0x0017d5a8 59 09 e8 fa 55 7a 23
<< 0x0017d5b0 c4 52 c9 87 c9 97 11 40
remove? -> Generated Monsters Bitmask 5A2B78 workaround via alienInfo ( I may have missed this one)

Unknown ship scrap code? (left over changes?)

Code: Select all

NAME: unknown change ship scrap next ship?
AUTHOR: Spocks-cuddly-tribble

 
# >>  = vanilla/original value

# <<  = new value

>> 0x000687f6 8b 43 06 c1 f8 10
<< 0x000687f6 66 8b 43 08 90 90
Unknown intel change

Code: Select all

NAME: Unknown intel change
AUTHOR: Spocks-cuddly-tribble

 
# >>  = vanilla/original value

# <<  = new value

>> 0x0007ce19 46
<< 0x0007ce19 64
Unknown Minor_sets_min_max?

Code: Select all

NAME: Unknown Minor_sets_min_max
AUTHOR: Spocks-cuddly-tribble

 
# >>  = vanilla/original value

# <<  = new value

>> 0x000b15e4 a1 b8 36 5a
>> 0x000b1626 a1 b8 36 5a

<< 0x000b15e4 b8 02 00 00
<< 0x000b1626 b8 02 00 00
Unknown Terraforming_Costs?

Code: Select all

NAME: Unknown Terraforming_Costs
AUTHOR: Spocks-cuddly-tribble

 
# >>  = vanilla/original value

# <<  = new value

>> 0x000af34a 00
>> 0x000af3b8 20
>> 0x000af3c5 e0 40
>> 0x000af3f0 80
>> 0x000af40e 40 41

<< 0x000af34a 20
<< 0x000af3b8 50
<< 0x000af3c5 00 41
<< 0x000af3f0 a0
<< 0x000af40e 20 42
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Re: Beta testing of new BOTF installers

Post by Spocks-cuddly-tribble »

thunderchero wrote: Sat Jan 21, 2023 9:30 pmis this an old version and should be removed?
UM5 already has patch "edifbnft.bst supporting 49+ entries fix"

Code: Select all

NAME: Extending Edifbnft.bst (new building types/bonuses)
AUTHOR: Spocks-cuddly-tribble
DESC: this patch Extending Edifbnft.bst  (new building types/bonuses)
DESC: patch file name: remove_Extending_Edifbnft_bst.patch -> "remove" ???
URL: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=265&t=2317#p32866

 
# >>  = vanilla/original value

# <<  = new value

>> 0x00043afa 66 8b 58 10 66 8b 51 50 01 d3
>> 0x00043b05 89 58 10
>> 0x00043b14 54 24 2c 66 8b 70 04 66 8b 92 98
>> 0x00043b20 00 00 01 d6 66 89 70 04 8b 54 24 2c
>> 0x00043b32 92


<< 0x00043afa 8b 51 50 66 01 50 10 8b 51 54
<< 0x00043b05 01 50 12
<< 0x00043b14 51 58 66 01 50 14 8b b1 98 00 00
<< 0x00043b20 66 01 70 04 8b 51 30 66 01 50 06 90
<< 0x00043b32 91
Should be 'empsInfo building bonuses fix' ? for new/fixed buildings (needed in UM5): viewtopic.php?p=32983#p32983

ECM not installed since no NEW outputs used. It's a complex matter with many different feature versions: :???:
Depending on other patches (research/intel tech bonus) and used structures a mod needs up to 8 patches from this topic: viewtopic.php?p=32866#p32866

thunderchero wrote: Sat Jan 21, 2023 9:30 pmremove? -> Generated Monsters Bitmask 5A2B78 workaround via alienInfo ( I may have missed this one)
Just delete my new remove patch -> confusing name (installed means vanilla code OK -> only needed to restore vanilla in outdated trek.exe)
-> when vanilla code restored use 'Generated Monsters Bitmask Load Game Bug Fix' -> Done in UM5

thunderchero wrote: Sat Jan 21, 2023 9:30 pmUnknown intel change

Code: Select all

NAME: Unknown intel change
AUTHOR: Spocks-cuddly-tribble

 
# >>  = vanilla/original value

# <<  = new value

>> 0x0007ce19 46
<< 0x0007ce19 64
Part of new UM5 -> Lower chances of blaming others for sabotage attacks = 4% 3% 2% 1% 0%

An extended special version of '2.4 Chance to Blame Others Always 30% Bug-fix' viewtopic.php?p=57918#p57918
► Show Spoiler
thunderchero wrote: Sat Jan 21, 2023 9:30 pmthis one I remember you suggested the one you created (no longer part of MUM still in UM5)

Code: Select all

NAME: Force AI to terraform all planets before colonizing
AUTHOR: thunderchero
DESC: This patch Force AI to terraform all planets before colonizing
DESC: patch file name: Force_AI_to_terraform.patch
URL: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=199&t=491&p=33996#p339963996
TAG: mirror universe patch
 
# >>  = vanilla/original value

# <<  = new value


>> 0x0000f534 75 0d
>> 0x0001b3b8 75
>> 0x0001b3e1 4f
>> 0x0001b403 1b
>> 0x0001b415 83 f8 4b 73 ba e9 6a ff ff
>> 0x0001b41f 80 7e 48 03 74 df b8 01 00 00
>> 0x0001b42a 5d 5f 5e 5a 59 5b c3 31 c0 5d 5f 5e 5a 59 5b c3 00 00

<< 0x0000f534 90 90
<< 0x0001b3b8 77
<< 0x0001b3e1 51
<< 0x0001b403 1d
<< 0x0001b415 3d e8 03 00 00 73 b8 e9 68
<< 0x0001b41f ff ff 80 7e 48 03 74 dd b8 01
<< 0x0001b42a 00 00 5d 5f 5e 5a 59 5b c3 31 c0 5d 5f 5e 5a 59 5b c3
UM5 special multi patch AI terraform all planets before colonizing + with gas giant special codes for new UM5 planet types -> UM5 AI might need this?

AI terraform all planets before colonizing (only) -> depends on other TForm & AI patches/cheats
-> for my taste AI cancels too often with this patch (vanilla/ECM default values)
-> so I only use 'Force AI to Tform improve all its systems (Workaround)' viewtopic.php?p=50865#p50865 (means after colonisation)

thunderchero wrote: Sat Jan 21, 2023 9:30 pmUM5 has some unknown fill galaxy change? need patch name/explained if good changes

Code: Select all

NAME: Fill galaxy changes
DESC: Fill galaxy changes

# >>  = vanilla/original value

# <<  = new value

>> 0x0017d538 ab aa aa aa aa aa ea
>> 0x0017d5a0 fc b3 3d 7f 7c d9 12
>> 0x0017d5a8 50 45 52 54 fb 21 09
>> 0x0017d5b0 50 45 52 54 fb 21 f9 3f

<< 0x0017d538 66 66 66 66 66 66 ee
<< 0x0017d5a0 91 45 8f d8 21 81 28
<< 0x0017d5a8 59 09 e8 fa 55 7a 23
<< 0x0017d5b0 c4 52 c9 87 c9 97 11 40
see asm in IDA -> Dafeds preferred Star_Anomaly ratio for UM5 @ 0x0017d538

Code: Select all

57F738 Star_Anomaly ratio

for spiral -> pointless with new irregular patch? -> BUT in case original shapes get restored?

57F7A0 arm_extent_inner
57F7A8 arm_extent_middle
57F7B0 arm_extent_outer
thunderchero wrote: Sat Jan 21, 2023 9:30 pmUnknown ship scrap code? (left over changes?)

Code: Select all

NAME: unknown change ship scrap next ship?
AUTHOR: Spocks-cuddly-tribble

 
# >>  = vanilla/original value

# <<  = new value

>> 0x000687f6 8b 43 06 c1 f8 10
<< 0x000687f6 66 8b 43 08 90 90
pointless code = same as vanilla with two nop bytes for other modifications -> I'd restore vanilla and delete deviation patch to be consistent

Code: Select all

004693F6  |> 66:8B43 08              /MOV AX,WORD PTR DS:[EBX+8]
004693FA  |. 90                      |NOP
004693FB  |. 90                      |NOP
thunderchero wrote: Sat Jan 21, 2023 9:30 pmUnknown Minor_sets_min_max?

Code: Select all

NAME: Unknown Minor_sets_min_max
AUTHOR: Spocks-cuddly-tribble

 
# >>  = vanilla/original value

# <<  = new value

>> 0x000b15e4 a1 b8 36 5a
>> 0x000b1626 a1 b8 36 5a

<< 0x000b15e4 b8 02 00 00
<< 0x000b1626 b8 02 00 00
A very old request from you, not sure it is still needed/useful for current setup? viewtopic.php?p=12530#p12530
Note this only changes max minor limits, not minimum values for small/med!

thunderchero wrote: Sat Jan 21, 2023 9:30 pmUnknown Terraforming_Costs?

Code: Select all

NAME: Unknown Terraforming_Costs
AUTHOR: Spocks-cuddly-tribble

 
# >>  = vanilla/original value

# <<  = new value

>> 0x000af34a 00
>> 0x000af3b8 20
>> 0x000af3c5 e0 40
>> 0x000af3f0 80
>> 0x000af40e 40 41

<< 0x000af34a 20
<< 0x000af3b8 50
<< 0x000af3c5 00 41
<< 0x000af3f0 a0
<< 0x000af40e 20 42
All for new UM5 planet types/changes: viewtopic.php?p=44943#p44943
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: Beta testing of new BOTF installers

Post by thunderchero »

edifbnft.bst supporting 49+ entries fix" renamed -> 'empsInfo building bonuses fix'

-> when vanilla code restored use 'Generated Monsters Bitmask Load Game Bug Fix' -> Done in UM5 :up:

-> An extended special version of '2.4 Chance to Blame Others Always 30% Bug-fix :up:
Spocks-cuddly-tribble wrote: Sun Jan 22, 2023 2:13 pm UM5 special multi patch AI terraform all planets before colonizing + with gas giant special codes for new UM5 planet types -> UM5 AI might need this?
-> Agreed and after some test MUM needs this patch also :up:
Spocks-cuddly-tribble wrote: Sun Jan 22, 2023 2:13 pm see asm in IDA -> Dafeds preferred Star_Anomaly ratio for UM5 @ 0x0017d538
will leave changes as is spiral changes now should have no effect.

-> pointless code = same as vanilla with two nop bytes for other modifications -> I'd restore vanilla and delete deviation patch to be consistent :up:
Spocks-cuddly-tribble wrote: Sun Jan 22, 2023 2:13 pm A very old request from you, not sure it is still needed/useful for current setup?
-> no, it is not need :up:

-> All for new UM5 planet types/changes :up:

Thanks once again for your expert advice and knowledge.
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Re: Beta testing of new BOTF installers

Post by Spocks-cuddly-tribble »

thunderchero wrote: Sun Jan 22, 2023 7:30 pmafter some test MUM needs this patch also
IIRC MUM uses AI TForm speed cheat? With this the AI will not cancel (or get interrupted) that often.
Otherwise the patch delays AI expansion in low tech games.
But why needs MUM special codes for gas giants? Has it new planet types?
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: Beta testing of new BOTF installers

Post by thunderchero »

Spocks-cuddly-tribble wrote: Sun Jan 22, 2023 9:31 pm IIRC MUM uses AI TForm speed cheat? With this the AI will not cancel (or get interrupted) that often.
Otherwise the patch delays AI expansion in low tech games.
But why needs MUM special codes for gas giants? Has it new planet types?
yes MUM uses "Increasing AI Terraforming Speed per difficulty level above simple" patch. In every test without "AI terraform all planets before colonizing" patch, AI systems will only have single planet terraformed then colonize and not go back and terraform even after 100+ turns
(MUM would not have gas giant special codes)

as for low tech expansion MUM does good in my opinion, by turn 100 on T1 start (tech 1) they will have 30+ systems and advanced to tech 10 of 20.

the only glitch I have seen is on (tech 1 - T1) when a major is close to edo or echo papa they will tend to do a major stale out. From what I watched a couple times they build fleet/lose fleet and repeat and repeat ... by turn 100 other races will have 30+ system but race close to edo/echo will only 5-10, but sometime edo/echo has no effect. :roll:
Tech 5 - T2 this issue is very rare but have still seen it
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Re: Beta testing of new BOTF installers

Post by Spocks-cuddly-tribble »

thunderchero wrote: Sun Jan 22, 2023 9:55 pmas for low tech expansion MUM does good in my opinion, by turn 100 on T1 start (tech 1) they will have 30+ systems and advanced to tech 10 of 20.
Nice. :up:
thunderchero wrote: Sun Jan 22, 2023 9:55 pmcolonize and not go back and terraform even after 100+ turns
This is strange. In ECM this only happens in larger high density maps with ALL AI task limits removed. And even then only in later game stages with expanded AI range.

thunderchero wrote: Sun Jan 22, 2023 9:55 pmthe only glitch I have seen is on (tech 1 - T1) when a major is close to edo or echo papa they will tend to do a major stale out. From what I watched a couple times they build fleet/lose fleet and repeat and repeat ...
That's why I created 'Combat Drone only with Random events' so you can turn it off for low tech games galaxy generation (same as minor races). :idea:

'Disable monster cloak in automatic battle' helps AI a bit vs EDO God and Combat Drone (if they use cloak patches): viewtopic.php?p=29642#p29642 (1.b)
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: Beta testing of new BOTF installers

Post by thunderchero »

Spocks-cuddly-tribble wrote: Sun Jan 22, 2023 10:32 pm 'Combat Drone only with Random events'
'Disable monster cloak in automatic battle'
both patches where already applied. also when this happens it is in a low density area of map, but it is funny almost always has edo/drone close in area.
So you could also just say it is bad/unlucky placement. On any other tech start, advancement would have no issues.
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Re: Beta testing of new BOTF installers

Post by Spocks-cuddly-tribble »

thunderchero wrote: Tue Jan 24, 2023 12:14 amalso when this happens it is in a low density area of map, but it is funny almost always has edo/drone close in area.
Vanilla combat stats of both monsters are OP (+ monster cloak), so perhaps lowering helps (in ECM not an option due to strict vanilla restriction).
Anyways, ability to change random events only during galaxy generation handles the Echo Papa 607 issue in ECM quite well.
Players just need to know about the option to use it depending on starting levels/tech.

thunderchero wrote: Tue Jan 24, 2023 12:14 amSo you could also just say it is bad/unlucky placement. On any other tech start, advancement would have no issues.
Also the AI gets stuck if no colonize/invade targets within double medium range (limit of build outpost child task - with med range TTs).
A few larger maps sometimes have separated star clusters as AI starting positions, this can stall AI for about 100 turns in low tech games (until propulsion tech range increases enough).
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: Beta testing of new BOTF installers

Post by Flocke »

thunderchero wrote: Mon Jan 16, 2023 3:27 pm sounds good, right now I expect at least 2 weeks for Dafedz to check out all the changes we made to UM5 :wink:
Not sure how much you guys already progressed, but UE now is ready for a 0.9.0dev release!! (way too many changes for another 0.8.x release)
DCER yesterday approved changes and all I keep doing is bonus now.

From my testing so far the version is also pretty stable, so unless you find any larger issues I have overlooked, you can scrap any preceding versions of UE right away. With the countless patches and improvements it should replace any former versions as soon as possible :!:

Ofc there's still alot of minor stuff on my list, including ship pack texture size checks, resource patch compatibility and stuff I will take a look when I find time, but that's all also fine to include with any onfollowing release. All the major code overhaul is done. And having implemented to add and hide systems, today I also got the last major feature addition done I wanted to include.

Just let me know a few days ahead and I'll create the release. :cool:
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Re: Beta testing of new BOTF installers

Post by thunderchero »

Flocke wrote: Wed Jan 25, 2023 5:20 pm Just let me know a few days ahead and I'll create the release. :cool:
sounds great

but on the version I compiled sunday I noticed when you run an integrity check directly after opening stbof.res you get this
no_error.jpg
no_error.jpg (47.34 KiB) Viewed 104 times
if you open stbof.res and go to Building stats then run integrity check you get this
ID.jpg
ID.jpg (218 KiB) Viewed 104 times
if you open stbof.res and go to ship stats then run integrity check you get first image

if you open stbof.res in "files" page using "load All" button it gets stuck loading archive files. then if you start selecting unloaded files I get this message.
out.jpg
out.jpg (29.38 KiB) Viewed 100 times


It make me wonder if integrity check is loading files properly?

Also loading Graphical user interface is painfully slow loading each screen.
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Re: Beta testing of new BOTF installers

Post by Flocke »

thunderchero wrote: Wed Jan 25, 2023 9:39 pm but on the version I compiled sunday...
It make me wonder if integrity check is loading files properly?
With latest version I can not reproduce either of your file load and integrity check issues. But on weekend and during the week I kept tweaking the integrity checks to not always reload the whole archive for each single file load, so it might well be that the version you compiled had some issues still that I already fixed.

Further, UE always just checked some key files in addition to the loaded ones. So while the main structure ranges should always be listed, you always first had to load all files to check them all.
thunderchero wrote: Wed Jan 25, 2023 9:39 pm Also loading Graphical user interface is painfully slow loading each screen.
Not on vanilla files and not any slower than earlier versions of UE I'd say.
For me it loads almost instant, but I have a fast M.2 SSD.

Please retry with latest version from map_sys_edit branch. ;)
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Re: Beta testing of new BOTF installers

Post by thunderchero »

Flocke wrote: Thu Jan 26, 2023 7:08 am Please retry with latest version from map_sys_edit branch. ;)
new version issues no longer present.
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