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ECM 4.1 - Revived !?!

Posted: Sun Dec 01, 2019 8:10 pm
by Spocks-cuddly-tribble
Star-de-Bug-ger Motivational Speech wrote:
The history of Error Correction Mod - A long time ago in a game galaxy far, far away....

Fatal programming errors had a strong influence on the weak minded:
https://www.youtube.com/watch?v=Cy4mztkndHk&t=146s :shock: :mad:

With our combined strength, we ended this destructive code mess, and...destroyed the most bugs & errors. It was our destiny!
https://www.youtube.com/watch?v=_lOT2p_FCvA&t=31s :evil: :razz:

If we strike down a few more glitches, we shall become more de-biased and debugged than you can possibly imagine.
https://www.youtube.com/watch?v=to2SMng4u1k&t=83s :cool: :idea:

Strike 'em down with all of our hatred and our journey towards the hard side of the error-correction will be complete!
https://www.youtube.com/watch?v=QaZ0L7aDx50&t=7s :twisted: :!:

Only then will we be strong enough v. the black screens of death to boldly fix what no one has fixed before:
https://www.youtube.com/watch?v=urcO5OzKwPo :wink: :up:



ECM 4.1 updates list?


Hi folks,

there was a list of updates for the next ECM/multi-installer version (raiding messages, auto-build, Summary/Systems turns, Newly-built structures unpowered). I can't find it anymore. Anyone?

- shiptech.sst -> fed outposts 1/2 tech level bug fixed -> I can't find this bug in 1.0.2? What is/was this?




My new suggestions to add to the (missing) update list so far:


'% raiding' Building Output Type Fix -> fixes missing % raiding crew experience and task force size bonuses for minor races!
viewtopic.php?f=199&t=491#p33996


Economic/Military score overflow workaround -UPDATE--> Total Score on default level (power graph issues on larger maps possible!)
viewtopic.php?f=226&t=2291#p35282 -> divisors set to 32 & 160 -> multipliers set to 4 & 2 via integer bypass

Code: Select all

0x4E0DB              -> 05
0x4E435 (0x10 bytes) -> 8B C3 33 C9 B1 05 D3 E8 33 D2 F7 F1 8B D8 0F B6
0x106112 (8 bytes)   -> C1 E0 02 EB 16 90 90 90
0x106184 (5 bytes)   -> 8D 2C 09 EB 38

-asm-
0044ECD9   C1E9 02              shr  ecx, 5     //   /2^5 = /32

0044F035   8BC3                 MOV EAX,EBX
0044F037   33C9                 XOR ECX,ECX
0044F039   B1 05                MOV CL,5 
0044F03B   D3E8                 SHR EAX,CL      //   /2^5   = /32
0044F03D   33D2                 XOR EDX,EDX
0044F03F   F7F1                 DIV ECX         //   /32 /5 = /160
0044F041   8BD8                 MOV EBX,EAX
0044F043   0FB68424 DC010000    MOVZX EAX,BYTE[ESP+1DC]

00506D12   C1E0 02    SHL EAX,2                 // *4
00506D15   EB 16      JMP SHORT 00506D2D
00506D17   909090     NOP

00506D84   8D2C09     LEA EBP, DWORD [ECX+ECX]  // *2
00506D87   EB 38      JMP SHORT 00506DC1

Intercept button fix for strike & command ships (AI can anyway)
0x479BC AND 0x479C0 change -> CE -> CA


Artillery group 'circle' default bug-fix (should not be available for this group)
0x18E38C -> 04 (Circle) to e.g. -> 0D (Hold position)


AI fast-attack 'Pakled tactic' fix vs. stations
0x77B4B change 89 D0 -> B0 01 (Strafe -> Charge)



Maybe(s)?
- Income based difficulty level cheats are a serious AI vs AI bias, the higher the level, the more unbalanced are the AI empires
- ship specific weapon animations (fixing the blue? ferengi beams)

Re: ECM 4.1 - Revived !?!

Posted: Sun Dec 01, 2019 10:06 pm
by thunderchero
Spocks-cuddly-tribble wrote:
Sun Dec 01, 2019 8:10 pm
there was a list of updates for the next ECM/multi-installer version (raiding messages, auto-build, Summary/Systems turns, Newly-built structures unpowered). I can't find it anymore. Anyone?
here is what you gave me some time ago, sorry was never able to incorporate files and changes.

ecm 4.1.zip
(77.87 KiB) Downloaded 6 times
zip file contains

replacement lexicon (german and english) overwrite current file.
replacement planet.pst (german and english) overwrite current file.
trek.exe code changes bof patcher file (open as text for code changes and locations)

you also gave me this patch

Sumary / Systems -> "X Turn(s)" fix (+1 if exact amount)

Code: Select all

at 0x40D72

8D 78 01 83 FF 01 76 25 -> 85 D2 74 01 40 89 C7 90


at 0x40E59

8D 78 01 83 FF 01 0F 86 3A FF FF FF -> 85 D2 74 01 40 89 C7 90 90 90 90 90 90


at 0x40EEC

8D 78 01 83 FF 01 0F 86 CF 00 00 00 -> 85 D2 74 01 40 89 C7 90 90 90 90 90 90


-asm- 441972, 441A59 & 441AEC

test edx, edx     // 85 D2
jz skip next      // 74 01
inc eax           // 40
mov edi, eax      // 89 C7
nop               // 90 (...)

Note: The build-queue turn prediction still has some bugs. For some reason ships show sometimes only one turn to finish (wrong).
thunderchero

Re: ECM 4.1 - Revived !?!

Posted: Mon Dec 09, 2019 6:16 pm
by Spocks-cuddly-tribble
Hi,

first of all, sorry for my delayed response in this thread.
thunderchero wrote:
Sun Dec 01, 2019 10:06 pm
here is what you gave me some time ago
Thanks, currently I'm trying to complete as many as possible unfinished projects from my IDA database, to update topics & links, while keeping my own error-level tolerable...

Just incase anything happens, here is my IDA database including current research and project notes:
https://workupload.com/file/qgTqDGBg



If there is any interest of volunteering, on could try to edit the bid.tga (dilithium icon on top of sun animation) to display asteroid icon left beside dilithium icon and see if this works out. I.e. 1 tga with transparent background containing both icons.

If this works and looks appealing, we could reintroduce the broken system bonuses array via loading different tga-files via single byte deviaton of the file names.


Also can you recall what's the point behind shiptech.sst -> fed outposts 1/2 tech level bug :?:



New suggestions on ECM fixes:

- extra Starting Systems without Special Buildings Fix (OBs only is a Bug) + adding shipyards to buildset.bin -> for AI
viewtopic.php?f=119&t=1236&p=50803#p50803


- Minor race special building system takeover Fix (Update/Addition for 'Minors without Main Buildings Bug Fix')
viewtopic.php?f=187&t=13#p33859 (Post Updated!) -> 0x3FFF2 change FF to -> 23
+ Keep Given Minor Race Special Building System Takeover Option (CORRECTED VERSION) 0x40118 change-> EB (old code at 0x4009F RESET to 0F 82 if changed to 90 E9)


- Dilithium Recource Level Fix for Spacefaring Minors
viewtopic.php?f=120&t=1631&p=50813#p50813


- Keep AI Federation from declaring War on Minor Races (Workaround)
viewtopic.php?f=221&t=2401&p=50814#p50814



Maybe:

- Disable Cloak within Nebula (Fix?)
viewtopic.php?f=201&t=66#p46291

Re: ECM 4.1 - Revived !?!

Posted: Mon Dec 09, 2019 9:45 pm
by thunderchero
Spocks-cuddly-tribble wrote:
Mon Dec 09, 2019 6:16 pm
Also can you recall what's the point behind shiptech.sst -> fed outposts 1/2 tech level bug :?:
I don't recall exact changes and I compared shiptech files today

On Feb 08, 2012 you suggested it to be added to version 3
German only change? it was in section named "Changes of german res-files:"

viewtopic.php?f=30&t=2127&start=15#p33903

Re: ECM 4.1 - Revived !?!

Posted: Tue Dec 10, 2019 9:11 am
by Spocks-cuddly-tribble
:wink:
thunderchero wrote:
Mon Dec 09, 2019 9:45 pm
German only change? it was in section named "Changes of german res-files
Thanks again.

ECM german has been dropped a very long time ago (IIRC?), so its just an outdated note we forgot to remove from the mod description.
The same should go for all german files you still collect, updated and just sent me. Were you considering re-adding german ECM version?

On a not totally unrelated subject regarding admin to-do:

After shameful noticing I could have looked up this myself using the search function :oops: , and I notice that suchlike nasty errors/biases tend to get worse when I'm overtired. :mad: - I hereby officially request a 'Pakled-Alert' funktion for the forums. So that oneself or others can push the button when appropriate, to put the things back on the right track. :wink: Meanwhile this alert speech shall suffice to give an inspiration on forum-wide 'Pakled-Alert': https://www.youtube.com/watch?v=EH7dDzDWyHk&t=44s

Re: ECM 4.1 - Revived !?!

Posted: Tue Dec 10, 2019 9:49 am
by thunderchero
Spocks-cuddly-tribble wrote:
Tue Dec 10, 2019 9:11 am
ECM german has been dropped a very long time ago (IIRC?)
nope, the all in one installer includes complete English and German versions of vanilla, ECM and BOP, all other mods German installs are a mix of both languages (most German possible).