Pioneer Universum Mod

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Axis
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Re: Pioneer Universum Mod

Post by Axis »

Tech fields screen 4K in same fashion.
Last edited by Axis on Thu May 18, 2023 3:01 am, edited 2 times in total.
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Re: Shades of Grey

Post by thunderchero »

Hi Axis,

do you plan on creating any new fnt files? since I have not updated my monitor to 4k It is not easy for me to see how text will display on your images.

I am also sure it will also depend on your display size. :wink:

but I am not sure if you have seen this list or if I have even posted it before. while I was working on 1080 project I created I think a complete list of all code locations that uses the ******.fnt files. some are labeled other just labeled by subsection of ida database

I did post it here
viewtopic.php?f=96&t=3438&p=45886&hilit ... 740#p45886

here is the list I have

ingame tool tip boxes text
0x000011a7 1C

Main screens tool tips text (note: once game has been entered location above is used)
0x00001553 0F

proc Archive_LoadSave_438740 near (no change observed)
0x00037b4d 0F

proc Archive_LoadSave_438740 near (no change observed)
0x00037b74 14

43AF30 0x3a330 proc Game_Empire_GetFontFilename near sub system

proc Game_Empire_43BAF4 loads text 597-601 "the Ferengi Nagus"
0x0003b246 0F
proc Game_Empire_43BAF4 loads text 597-601 "the Ferengi Nagus"
0x0003b26e 14
proc Game_Empire_43BAF4 loads text 597-601 "the Ferengi Nagus"
0x0003b29b 1C

*dialog.wdf text for "Processing Turn"
0x000573fd 14

*txtdlg.wdf text for "A human player is in a tactical combat"
0x00074aed 14

*tactscn.wdf text for "frames per second" in combat with "t" keyboard short cut
0x00094736 09

proc UI_Tactical_TactScn_4A2BC8
0x000a2084 0F

*btxtinf.wdf in *tactscn.wdf text for ship info right side of listbox
0x000a20b6 0F

*btxtinf.wdf in *tactscn.wdf text for ship info ship name at top
0x000a20ed 14

*btxtinf.wdf in *tactscn.wdf text for ship info left side of listbox
0x000a215e 0F

proc UI_Tactical_TactScn_4A3750
0x000a2c01 0F

proc UI_Tactical_TactScn_4A3750
0x000a2c4e 0F

proc UI_Tactical_TactScn_4A3750
0x000a2c69 14

proc UI_Tactical_TactScn_4A3750
0x000a2d1b 0F

*tactscn.wdf text for "playback" upper right and text in combat area
0x000a6c56 09

*tactscn.wdf text in combat area "beam %"
0x000ac427 09

*intel.wdf textbo for Intel Strength left side
0x000ba8a1 14

*intel.wdf textbox for Intel Strength right side
0x000ba8d0 14

opening.wdf text for version lower right
0x000cf8f4 0F

*techosh.wdf and *techost.wdf textbox "status" left side "status"
0x000d2625 14

*techosh.wdf and *techost.wdf textbox "status" right side "available"
0x000d2649 14

*techosh.wdf ship stats left side
0x000d3fef 0F

*techosh.wdf ship stats right side
0x000d4020 0F

*techost.wdf structures stats left side
0x000d4629 0F

*techost.wdf structures stats right side
0x000d464d 0F

*techf.wdf textbox "status" left side
0x000d54ac 14

*techf.wdf textbox "status" right side "available"
0x000d54cd 14

*techl.wdf textbox "req.rp" left side
0x000d697d 14

*techl.wdf textbox "req.rp" right side
0x000d69a1 14

proc UI_MainGal_4D8060
0x000d7476 0F

; void __fastcall UI_MainGal_InitScreen(const char *wdfname)
proc UI_MainGal_InitScreen
0x000d942b 14

*maingal.wdf textbox sector location/info left side
0x000dbb7e 14

*maingal.wdf textbox Scan Strength right side
0x000dbbb8 14

*maingal.wdf system names on main map for majors
0x000e00ef 09

proc UI_MainGal_MapsName_4E0F10
0x000e04c8 09

proc UI_MainGal_MapAI_4E3170
0x000e268a 09

proc UI_MainGal_MapAI_4E33E0
0x000e290f 09

proc UI_MainGal_MapAI_4E3E80
0x000e33b5 09

proc UI_MainGal_MapAI_4E4218
0x000e3774 09

proc UI_MainGal_MapAI_4E4510
0x000e39c5 09

proc UI_MainGal_MapAI_4E46A0
0x000e3c53 09

proc UI_MainGal_MapAI_4E46A0
0x000e3de6 09

proc UI_MainGal_MapAI_4E46A0
0x000e4012 09

proc UI_MainGal_MapAI_4E46A0
0x000e4116 09

proc UI_MainGal_MapAI_4E4DB0
0x000e428c 09

proc UI_MainGal_MapAI_4E4F00
0x000e440f 09

proc UI_MainGal_MapAI_4E50E8
0x000e459f 09

proc UI_MainGal_MapAI_4E50E8
0x000e465f 09

proc UI_MainGal_MapAI_4E50E8
0x000e4772 09

proc UI_MainGal_MapAI_4E59A0
0x000e4eec 09

proc UI_MainGal_MapAI_4E6A70
0x000e5f13 09

proc UI_MainGal_InfoBox_4E8A80
0x000e7eff 0F

proc UI_MainGal_InfoBox_4E8A80
0x000e7f94 0F

*maingal.wdf empire info credits and credit per turn
0x000e963b 0F

*maingal.wdf empire info "+* dilth" left
0x000e9784 0F

*maingal.wdf empire info "* events" right
0x000e9831 0F

c_tfship.wdf ship stats text on right
0x000ea7e5 0F

proc UI_MainGal_TFShip_4ED0D0
0x000ec5ae 0F

*labor.wdf text above each type
0x000f1650 0F

*solars.wdf text for "generated credits" (only displays with nothing in build queue)
0x000f1fc8 0F

*solbld.wdf text top line of listbox
0x000f436d 0F

*solars.wdf text for "morale" in system info
0x000f51b5 0F

*solars.wdf text for "food, industry, energy, research, intel" in system info
0x000f5297 0F

*solbld.wdf text when hover on upgrade only chages left side only of description
0x000f554d 0F

*solbld.wdf text when hover on upgrade only chages right side only of description
0x000f5586 0F

*solars.wdf text for system name
00x00f676f 1C

*solbld.wdf text "build list"
0x000f8165 14

*labor.wdf text for "production"
0x000f8364 14

*senergy.wdf text for "energy management"
0x000f8469 14

*solars.wdf text for build type "Automatic/manual"
0x000f880f 0F

*solars.wdf text for "build queue"
0x000f884f 1C

*solcur.wdf text (side text scrap, morale)
0x000f95e3 0F

proc UI_SolarSys_SListBox_4FA0B0
0x000f98ea 14

proc UI_SolarSys_SListBox_4FA0B0
0x000f9a05 0F

*solcur.wdf text text for "current structures"
0x000fa585 1C

*_sysmap.wdf text for system info pop, max pop, groth rate, orbitals
0x000fb5fb 0F

*_shpdpy.wdf text for galaxy speed, galaxy range, scan range
0x000fe538 0F

*_shpdpy.wdf text in listbox below large ship image when ship selected or hovered
0x000fe8ac 0F

*summary.wdf text for systems "food and morale" columns
0x0010233a 0F

*summary.wdf text for relationships all inside columns
0x0102929 0F

*mrwin.wdf text for "race name"
0x00104778 14

power.wdf empire names
0x00106516 14

proc UI_MultPlay_ChatWind_PrintMsg
0x00108c6a 0F
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Re: Pioneer Universum Mod

Post by Axis »

Hi, thunderchero

Well, I don't know, yet anyway, though the thought has crossed my mind.

If you are updating your monitor to 4K, I recommend at least 40 inch monitor. For botf (for example), you can see everything clearly from 40 inch watching from arms length, though you have to turn your head sometimes for corner details, the experience is close to a movie theater experience.

I begun modifying the small pictures (those 30x30 and 60x50) to 50 x 50 and 100 x 100, but haven't tested them yet.
Last edited by Axis on Sun Feb 05, 2023 2:50 am, edited 2 times in total.
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Re: Pioneer Universum Mod

Post by Axis »

Tech screen 4K so far.
Image15.jpg
Image15.jpg (851.75 KiB) Viewed 5316 times
These are placed mostly on the 1920x1080 patch positions.
Last edited by Axis on Sat Feb 11, 2023 1:34 am, edited 2 times in total.
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Re: Pioneer Universum Mod

Post by Axis »

Multiplayer setup screen 4K.
Image16.jpg
Image16.jpg (684.94 KiB) Viewed 5309 times
Last edited by Axis on Mon Jun 07, 2021 3:11 am, edited 1 time in total.
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Re: Pioneer Universum Mod

Post by Axis »

Hall of fame screen 4K in same fashion.
Last edited by Axis on Thu May 18, 2023 3:01 am, edited 2 times in total.
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Re: Pioneer Universum Mod

Post by Axis »

Intel empire status screen 4K.
Image18.jpg
Image18.jpg (783.98 KiB) Viewed 5294 times
Last edited by Axis on Mon Jun 07, 2021 3:11 am, edited 1 time in total.
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Re: Pioneer Universum Mod

Post by Axis »

Tactical screen 4K so far.
Image19.jpg
Image19.jpg (333.88 KiB) Viewed 5286 times
That's 3564 x 1970 pixels of battle area.
Last edited by Axis on Mon Jun 07, 2021 3:11 am, edited 1 time in total.
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Re: Pioneer Universum Mod

Post by Axis »

I'll put here so I don't forget.

I've modified so far (for this mod) :

1. 9 planets per system.
2. Panterran-class planet.
3. No building upgrade.
4. Earth named to Terra and Sol to Sol Invictus
5. Federation font colors and images.
6. Map sizes, ship ranges, etc.
7. Main menu images.
8. Romulan font colors.
9. Planet animations, width increased to 200 pixels, also on the terraforming images.
Last edited by Axis on Mon Jun 07, 2021 3:12 am, edited 4 times in total.
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Re: Pioneer Universum Mod

Post by Axis »

Shhh... the romulans are loading... :wink:
Last edited by Axis on Thu May 18, 2023 2:45 am, edited 2 times in total.
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Re: Pioneer Universum Mod

Post by Axis »

Btw, the smallest map can be seen totally in large map view in these (you don't have to click yourself around the map, it's all seen at the same time).
Last edited by Axis on Thu May 18, 2023 3:02 am, edited 4 times in total.
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Re: Pioneer Universum Mod

Post by Axis »

Romulan main screen 4K finished.
Image4rom.jpg
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Last edited by Axis on Mon Jun 07, 2021 3:12 am, edited 1 time in total.
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Re: Pioneer Universum Mod

Post by Axis »

I wonder how I can change the planet animations back to what they were in the Sol system, Mercury, Venus, Earth, Mars and Pluto animations were replaced by animations of a same planet type when I changed Sol's name.

I know I can always add the original animations by a different name and use them, it works too, but I thought could there be another way?
Last edited by Axis on Mon Jun 07, 2021 3:12 am, edited 1 time in total.
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Re: Pioneer Universum Mod

Post by Axis »

Another question is the problem with adding ships to the game. (I use UE).
How is it possible to add them without causing the battle screen to crash?
Last edited by Axis on Mon Jun 07, 2021 3:12 am, edited 1 time in total.
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Re: Shades of Grey

Post by thunderchero »

Axis wrote: Mon Mar 30, 2020 7:34 am I wonder how I can change the planet animations back to what they were in the Sol system, Mercury, Venus, Earth, Mars and Pluto animations were replaced by animations of a same planet type when I changed Sol's name.

I know I can always add the original animations by a different name and use them, it works too, but I thought could there be another way?
I have never edited plant names of sol, but I know there is a list of them in trek.exe. problem changing names would be hex space is very limited.
Axis wrote: Tue Mar 31, 2020 5:30 am Another question is the problem with adding ships to the game. (I use UE).
How is it possible to add them without causing the battle screen to crash?
UE should not cause crash when adding new ship models. so it really depends on if you have any crash logs to help with problem.

and since you stated crash was in combat there are a few images in combat screen, if you changed image size this might be reason if they are missing or incorrect name.
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