Minor update to All in One will be in the works

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Re: Minor update to All in One will be in the works

Post by thunderchero »

Hi Everyone,

I am starting to put together changes to next update. If you know of any needed changes/fixes please let me know.

changes planned/fixes
add x y and build queue update to UDM, UCW, TMPM, NBU, MUM (Any other mods would need creator approval)
fix NBU code production_food_energy_deficit_warning_100%, production_Bonus_Popup_100%
fix issue on 1024 vanilla compression.
fix shortcut issue with UCW and galaxy mod
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Re: Minor update to All in One will be in the works

Post by thunderchero »

Hi Everyone,

here is a link to the latest test version

test All in one 2.0.1

changes in installer
add x y and build queue update to UDM, UCW, TMPM, NBU, MUM (Any other mods would need creator approval)
fix NBU code production_food_energy_deficit_warning_100%, production_Bonus_Popup_100%
fix issue on 1024 vanilla compression.
fix shortcut issue with UCW and galaxy mod
current released Galaxy mod added
new patches for ECM

Install notes;
1. DxWnd is unchanged so no need to uninstall
2. you only need to uninstall the mod you plan on installing.
3. MPR++ should still install as before.

let me know if you find any issues or suggestions

enjoy
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Re: Minor update to All in One will be in the works

Post by Axis »

thunderchero wrote: Wed Jul 07, 2021 7:36 am changes in installer
add x y and build queue update to UDM, UCW, TMPM, NBU, MUM (Any other mods would need creator approval)
So you're saying extended build queue works now?
Impress the Empress.
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Re: Minor update to All in One will be in the works

Post by thunderchero »

Axis wrote: Wed Jul 07, 2021 9:03 am So you're saying extended build queue works now?

it still needs more testing in mp, but currently it has no known issues.

Note; patch has not been updated with last fix (reset to vanilla value)

Code: Select all

4FD5E3 0xfc9e3 3B 41 04                cmp     eax, [ecx+4]
08 -> 04
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Re: Minor update to All in One will be in the works

Post by Spocks-cuddly-tribble »

Thanks for the update. :smile:


The Tools / DxWnd messages are a bit confusing:

"Tools should be installed first to set DxWnd path" -> Since Tools were removed this means DxWnd should be installed first.

"Warning DxWnd is not installed" -> even when selecting DxWnd only to install?

Does this mean first time user must run the installer twice? First DxWnd and then game/mods?

And "ECM multiplayer patch" means remove (resp leave out) the ship morale boost exploit fix.


Also I'm a bit rusty.

-Mudd cheat setting in DxWnd -> select game/mod -> edit -> modify -> launch

But should I run DxWnd and/or trek.exe as admin (if so where to set this as default)?
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: Minor update to All in One will be in the works

Post by thunderchero »

Spocks-cuddly-tribble wrote: Wed Jul 07, 2021 6:19 pm The Tools / DxWnd messages are a bit confusing:

"Tools should be installed first to set DxWnd path" -> Since Tools were removed this means DxWnd should be installed first.

"Warning DxWnd is not installed" -> even when selecting DxWnd only to install?
I may look at that set of checks again for if DxWnd is installed, I have not been happy with it either.

edit; I fixed the check so message will only display, if DxWnd is not selected and DxWnd is not installed. so it will no longer display if selected and not installed.

as for notice here is new text "DxWnd should be installed on first execution of installer to set DxWnd paths."
Spocks-cuddly-tribble wrote: Wed Jul 07, 2021 6:19 pm Does this mean first time user must run the installer twice? First DxWnd and then game/mods?
no if DxWnd is selected it will always install DxWnd first, then any mods you have selected.
Spocks-cuddly-tribble wrote: Wed Jul 07, 2021 6:19 pm And "ECM multiplayer patch" means remove (resp leave out) the ship morale boost exploit fix.

Also I'm a bit rusty.

-Mudd cheat setting in DxWnd -> select game/mod -> edit -> modify -> launch
correct on both
Spocks-cuddly-tribble wrote: Wed Jul 07, 2021 6:19 pm But should I run DxWnd and/or trek.exe as admin (if so where to set this as default)?
if it is required, set it from the install paths (default paths examples)

C:\botf\tools\dxwnd_windowed\dxwnd.exe
C:\botf\tools\dxwnd_Fullscreen\dxwnd.exe
C:\botf\ECM\trek.exe
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Re: Minor update to All in One will be in the works

Post by Spocks-cuddly-tribble »

I just tested the updated ECM and 'Improving AI Combat Commands' can cause crashes with no log. :sad:

I need to revisit the asm code. I think the issue is related to AI stations.

But the 'AI Command Probabilities Fix' works so far. :smile:
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: Minor update to All in One will be in the works

Post by thunderchero »

Spocks-cuddly-tribble wrote: Thu Jul 08, 2021 9:04 pm I just tested the updated ECM and 'Improving AI Combat Commands' can cause crashes with no log. :sad:

I need to revisit the asm code. I think the issue is related to AI stations.

But the 'AI Command Probabilities Fix' works so far. :smile:
let me know when you find a solution and I will update test version.
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Re: Minor update to All in One will be in the works

Post by Spocks-cuddly-tribble »

thunderchero wrote: Sun Jul 11, 2021 12:05 pmlet me know when you find a solution and I will update test version.
Already fixed, just a simple oversight of a memory pointer glitch. :wink:

Some huge improvements of AI tactical commands are upcoming. The tenth patch revision is in the works (adding overkill option for smart ram escalation to skip fleet retreat).


But I could use some help (not urgent):


1.) Testing AI different solo commands patch with larger fleets (savegame 150+ ships battle) & new 3D-ship mods like UDM: (and/or MPR++)
(Auto IN tactical combat uses AI code for both fleets)

Code: Select all

NAME: Different Solo Commands within AI Combat Groups
DESC: Allows ship specific features / random commands (instead of group leader only) but increases group/formation fragmentation each turn.
AUTHOR: Spocks-cuddly-tribble
URL: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=52751#p52751

>> 0x77A31 46 54 89 C8 8B 50 38 3B 51 38 75 15 8A 91 0C 02 00 00 89 99 FC 01 00 00 80 CA 02 88 91 0C 02 00 00 69 91 7C 01 00 00 C8 03 00 00 8B 0D 64 78 59 00 01 D1 39 C1 75 CD
<< 0x77A31 99 FC 01 00 00 80 89 0C 02 00 00 02 8B C1 33 D2 2B 05 64 78 59 00 BF C8 03 00 00 F7 F7 3B 46 50 75 03 89 5E 54 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90


# ASM-Notes:

# 00478630     8999 FC010000       MOV DWORD PTR DS:[ECX+1FC],EBX // set ship command
# 00478636     8089 0C020000 02    OR BYTE PTR DS:[ECX+20C],2     // 'command is set' marker
# 0047863D     8BC1                MOV EAX,ECX
# 0047863F     33D2                XOR EDX,EDX
# 00478641     2B05 64785900       SUB EAX,DWORD PTR DS:[597864] // TC_ship_info_block_3C8h
# 00478647     BF C8030000         MOV EDI,3C8
# 0047864C     F7F7                DIV EDI
# 0047864E     3B46 50             CMP EAX,DWORD PTR DS:[ESI+50] // if group leader...
# 00478651     75 03               JNZ SHORT 00478656 
# 00478653     895E 54             MOV DWORD PTR DS:[ESI+54],EBX // ...also set group command
# 00478656-478667   90....         NOP                           // remove solo loop for other ships in group
Watch for (3D engine limits - not patch bugs): - [EDIT: And will there be a negative turn time delay?]

Fancy mixed group commands pushing the combat engine beyond its limits ==> File: tcmath\bspline.c, Line: 44, v > -1.0e-5

Too many opposed Ram orders ==> File: ai\aiutil.c, Line: 1436, GSpline->numWayPoints > 1

-> There must be a fix for the swapped ship display-bug if only the ramming(i.e. attacking) ship survives.



2:) Testing if changing below feature values works and improves gameplay:

Code: Select all

00521E9A                 mov     dword ptr [edx+270h], 1 ; Monster beam RateOfFire ? -> higher might prevent Borg from one-shotting whole fleets?

005214E6                 mov     dword ptr [edx+318h], 1 ; Ship torpedo RateOfFire ?
005225E6                 mov     dword ptr [edx+2A8h], 1 ; Station torpedo RateOfFire ?
00521F63                 mov     dword ptr [edx+2C0h], 1 ; Monster torpedo RateOfFire ?

00521733                 mov     dword ptr [ecx-278h], 407A9000h ; 425.0 (8byte double) Ship torpedo speed/agility?
005227A6                 mov     dword ptr [ecx+150h], 407A9000h ; 425.0 (8byte double) Station torpedo speed?
005221AC                 mov     dword ptr [ecx-278h], 407A9000h ; 425.0 (8byte double) Monster torpedo speed?
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: Minor update to All in One will be in the works

Post by thunderchero »

Spocks-cuddly-tribble wrote: Sat Jul 24, 2021 1:17 pm But I could use some help (not urgent):

1.) Testing AI different solo commands patch with larger fleets (savegame 150+ ships battle) & new 3D-ship mods like UDM: (and/or MPR++)
(Auto IN tactical combat uses AI code for both fleets)

Watch for (3D engine limits - not patch bugs): - [EDIT: And will there be a negative turn time delay?]

Fancy mixed group commands pushing the combat engine beyond its limits ==> File: tcmath\bspline.c, Line: 44, v > -1.0e-5

Too many opposed Ram orders ==> File: ai\aiutil.c, Line: 1436, GSpline->numWayPoints > 1
Here is a saved game from MUM with large combat ready to go, just hit turn. (latest test version 1366 x 768)
game4.sav
(336.02 KiB) Downloaded 85 times
human player Klingon vs Cardassain AI combat
combat.jpg
combat.jpg (348.58 KiB) Viewed 4188 times
when I ran combat I could not see any change in how AI ordered combat in manual combat but not sure what to look for in auto.
Spocks-cuddly-tribble wrote: Sat Jul 24, 2021 1:17 pm -> There must be a fix for the swapped ship display-bug if only the ramming(i.e. attacking) ship survives.
I have also noticed this before, it is a very strange display bug. I would not even know where to begin lol
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Re: Minor update to All in One will be in the works

Post by thunderchero »

I did some more testing using the "auto" button in combat and got different results.

here is video of combat on auto resolve combat with Different Solo Commands within AI Combat Groups patch


here is video of combat on auto resolve combat without Different Solo Commands within AI Combat Groups patch


without patch they took out over 50% of the Klingon fleet, but cardassians fought to the last ship

with patch they took out 33% of the Klingon fleet and Cardassains retreated with maybe a 33% of their fleet.
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Re: Minor update to All in One will be in the works

Post by thunderchero »

I added the Aft Torpedo Launchers code changes with the Different Solo Commands within AI Combat Groups patch, and the cardassian still lost but they took out 15 more Klingon command cruisers and all but 2 had at least some damage to hull.
2 cardassian strike cruiser retreated.

as for ship stat changes I only changed all fast attack ships to 315.0.

looks like the "fast attack" used the Aft Torpedo Launchers code changes very well

note; without Different Solo Commands within AI Combat Groups patch, with same ship changes and only Aft Torpedo Launchers code changes it still took out 5 more klingon command cruisers (all cardassian ships destroyed)
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Re: Minor update to All in One - ECM update

Post by Spocks-cuddly-tribble »

Many thanks for your support. Testing was mainly so that I can advice on implementing/adapting desired patches for your mods (provided they work flawless in ECM).

It's just about crashes i.e. no crash is good news. :up:

AI solo commands patch will not improve AI using only random commands default code. But it opens the door for many possibilities.

Btw aft torpedo launcher code was mainly developed for early cruisers e.g. if AI uses silly commands and you can riskless shoot them from behind...


My latest IDA database: https://workupload.com/file/nupVqtfz4DW



Some time back you advised me to include the special random event patches in ECM. It's happening now (you should be named as coauthor). :wink:

All links in the change list below contain updated patch files (sometimes at the tail of posts). Plus there is two single byte patches in the list.

This ECM update requires stbof.res files: https://workupload.com/file/CLxW65EGVV2 (some are just placeholders to prevent BotF from crashing)


If you feel generous for the punished ECM players, your skills would be appreciated for:

fphaser.hob (Joker)
mphaser.hob (Joker)
qphoton.hob (new edited)
nphoton.hob (new edited)
plasma_2.gif (new edited - optional)
s-s-.ani (new edited)
lexicon.dic (edited entry 875 or 876 super nova text)


I fail to run/open Joker's phaser & torpedo mods from AFC download section. Please add from Joker phaser mod: http://web.archive.org/web/200805130050 ... hasers.htm

- fphaser.hob (yellow) -> replaces ECM fphaser.hob (blue?)
- mphaser.hob (white) -> replaces ECM mphaser.hob (vanilla? ugly-dark-orange)


The torpedoes you kindly created for ECM are nice and canon-close, but I'd like to ask for two extra new ones (if it's not too much trouble), since I never edited texture.lst and palette.lst.

-> qphoton.hob (Quantum Torpedo)
Copy of current ECM fpton.gif -> removing the darker dot in the middle, brighten/whiten color/palette should create a nice quantum torpedo?

-> nphoton.hob (nastier red torpedo for early TMP klingons, distinguishable from federation hpton.gif)
Can we use Joker's romulan topedo gif (white) with vanilla kphoton.hob color/palette setting for this? (I did this twenty years ago) http://web.archive.org/web/200806101832 ... roject.htm

Editing 'plasma_2.gif' with round plasma bolts would allow for an easier plasma workaround (no priority). Some round plasma pics: https://i.redd.it/4w8avd5l3hb51.jpg & https://static.wikia.nocookie.net/sto_g ... pedos.jpg/

Sun animation file s-s-.ani -> tga files edited with text in pictures 'DANGER of NOVA' or 'SUN UNSTABLE' (all pictures same text/position i.e. not flashing/intrusive)

lexicon.dic (entry 875 or 876) -> super nova text "All live has been destroyed..." -> example "All planets have been destroyed, colony ship built for emergency evacuation..." viewtopic.php?p=46098#p46098




A short recap of the last ECM test version:

- removed all system takeover options/fixes for minor race special structures (to fix multiple buildings bug) viewtopic.php?p=33859#p33859
- bugged crash version of 'Improving AI Combat Commands' viewtopic.php?p=53339#p53339
- removed outdated parts of Unlocking the AI Ram Command viewtopic.php?p=50905#p50905


New trek.exe changes/patches: (conflict = overwrites parts of older patches i.e. is OK)

- Improving AI Combat Commands viewtopic.php?p=52751#p52751 (conflict)
- & restore vanilla @: (undo crash error from bugged 'Improving AI Commands' patch, since update won't do vanilla redundant changes)
>> 0x77A24 69
<< 0x77A24 59
- AI Battle Modifier patch viewtopic.php?p=52751#p52751
- AI Command Probabilities Fix (updated e.g. no random Ram) viewtopic.php?p=52751#p52751 (conflict if older patch)
- Disable Relocation Table + zero full option viewtopic.php?p=53896#p53896
- Wrong Ship displayed after Successful Ramming (updated Fix) viewtopic.php?p=54579#p54579
- Increase star frequency for large/irregular 90 -> 100 (relative density fix)
>> 0xAFA3B 5A
<< 0xAFA3B 64
- Aft Torpedo Launchers viewtopic.php?p=54576#p54576
- Ship Specific Weapon Animations viewtopic.php?p=32043#p32043 (use patch to keep UE from changing my edited shiplist.sst)
- Modifying System Events viewtopic.php?p=46098#p46098


New or updated stbof.res files:

- shiplist.sst 'beam min range'= inverted aft tropedo firing arcs (most cruisers 45, artillery 30, Borg/Edo 360, Calamarain unedited no P-slot?) & ship specific weapon animations @ 0x11A & 0x11B
- plasma files added/changed for all empires + minor/monster -> in preparation for plasma fix
- aphaser.hob -> Antiprotonbeam (Doomsday) = current ECM cphaser.hob (Joker) -> min/max X/Y-axis & model radius increased *10 for testing
- hphaser.hob, rphaser.hob, dphaser.hob, bphaser.hob (federation, romulan, dominion, borg phaser from Tethys for testing)
- qphoton.hob & nphoton.hob -> placeholders to prevent crashes
- combat.mnu -> shortened 'Retreat' & 'Hail' texts
- s-s-map.tga, s-s-maps.tga & s-s-.ani(placeholder) -> for super nova special code


My to-do list:

- figuring out best settings for AI Battle Modifiers (the features need explanation)
- testing if 'Trade goods 1:1 only for AI' works or missing AI trade goods order(OrdInfo) sets no system order at all -> new workaround
- one-item-per-turn resp wasted industry excess -> finding a small workaround (at least credits as if trade goods for industry excess)
- fixing plasma orientation/scale/perspective glitch if possible
- adapting 'Shield Penetration' & 'Shield Level' if possible -> [EDIT: Done!]
- fixing tactical camera perspective and zoom glitch if possible
- checking combat initial distances of ECM outposts (is this vanilla defaults? - looks high)
- double-checking for deviations of ECM vs vanilla trek.exe phaser slot values -> firing arcs
- final adjustments to modifiers and new features for new ECM version 5


For the documentation:
thunderchero wrote: old game with more modifications than the space shuttle
You nailed it!
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: Minor update to All in One will be in the works

Post by thunderchero »

It will take me some time to get to everything, but here is first few for your approval.

qpton.gif
qpton.gif (15.57 KiB) Viewed 3987 times
I think this is what you are wanting for npton.gif
npton.gif
npton.gif (21.95 KiB) Viewed 3987 times
palette and texture files for gifs above
palette.rar
(59.63 KiB) Downloaded 82 times
also here is the n/q hobs edited to use n/q gif's
hob.rar
(1.05 KiB) Downloaded 82 times
give this ani a try
s-s-.rar
(252.33 KiB) Downloaded 81 times
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Re: Minor update to All in One will be in the works

Post by Spocks-cuddly-tribble »

Thank you. qpton.gif is sold :up: (albeit a bit brighter/whiter would be even greater i.e. if you need sunglasses to look at it).


Here is the missing fphaser.hob & mphaser.hob files for ECM and renamed torpedo pics from old Joker mods (I forgot 7Zip can open his old exe files :shock: ): https://workupload.com/file/kZ9UKg8QRZK

If there is no palette limit issue in ECM, it would be nice if we could add all torpedoes at the same time for more ship specific weapon animations.

-> npton is the torpedo picture I was talking about. Just remamed to kpton in vanilla it worked with no editing whatsoever (vanilla kphoton.hob changes its colour in game). The same way I just renamed ypton to rpton and got a nice romulan torpedo (without ever having edited any pictures, texture.lst or palette.lst).


How can I see the s-s-.ani tga pictures without triggering a nova in game?


Btw I figured out how to use shield level, shield penetration and weapon multipliers to adjust torpedo effectiveness against shields (but editing shiplist.sst for this will be a pain).
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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