- ECM 4.1 BETA Patcher Available -

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- ECM 4.1 BETA Patcher Available -

Post by Spocks-cuddly-tribble » Sun Dec 01, 2019 8:10 pm

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:


:arrow: viewtopic.php?f=30&t=3853&p=50911#p50911 (some patcher codes won't work for 1.0.2 since ECM code has been altered before)
Last edited by Spocks-cuddly-tribble on Tue Dec 24, 2019 9:36 am, edited 6 times in total.
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: ECM 4.1 - Revived !?!

Post by thunderchero » Sun Dec 01, 2019 10:06 pm

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.


see link below

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

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Re: ECM 4.1 - Revived !?!

Post by Spocks-cuddly-tribble » Mon Dec 09, 2019 6:16 pm

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.
Last edited by Spocks-cuddly-tribble on Tue Dec 24, 2019 9:26 am, edited 2 times in total.
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: ECM 4.1 - Revived !?!

Post by thunderchero » Mon Dec 09, 2019 9:45 pm

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

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Re: ECM 4.1 - Revived !?!

Post by Spocks-cuddly-tribble » Tue Dec 10, 2019 9:11 am

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)
Last edited by Spocks-cuddly-tribble on Tue Dec 24, 2019 9:27 am, edited 1 time in total.
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: ECM 4.1 - Revived !?!

Post by thunderchero » Tue Dec 10, 2019 9:49 am

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).

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- ECM 4.1 BETA Patcher Available -

Post by Spocks-cuddly-tribble » Sun Dec 22, 2019 3:02 pm

Here comes an updated BotF patcher file for ECM 4.1 BETA: :smile:

new ECM 4.1 -BETA.zip
(79.88 KiB) Downloaded 28 times

I coded this stuff on the fly just based on the IDA database, without having BotF installed at all, use at your own risk :!:

This emergency protocol should be followed under all circumstances: https://www.youtube.com/watch?v=EH7dDzDWyHk&t=55s :idea:

If you end up with a system-freeze resp a nice (ice)brick then join the iceman over there on the supremacy forum: viewforum.php?f=300

Also I didn't touch the stbof.res files, if there is obscene ingame messages don't blame it on me. Shipyards in bldset.bin for AI extra starting systems is a nice to have but since ECM already added them in aibldreq.bin the AI will poutingly survive without. :evil:



List of new code updates:


- raiding messages error fix (removed outdated fix code) -> lexicon.dic entry 510 must be reset to default (%s hindered raid)!
- %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

- Removed Option to switch Crystal Entity & Planet Killer from 'Hold' to 'Charge' -> caused a crash vs. cloaked fleets!
viewtopic.php?f=231&t=319#p46143

- Removed the mistakenly added Crew Experience Bonus Feature 1b.(ships built by Zakdorn Training Facility start with 1500 EPs)
viewtopic.php?f=197&t=74#p591

- Newly-built structures unpowered if the exact amount of needed Energy is available (fix)
viewtopic.php?f=234&p=48431#p48416

- "Automatic" Build function Auto-upgrade main buildings fix (wrt foreign tech and building types) + Auto-build AI main Food fix
viewtopic.php?f=3&t=3471#p46492

- "Artifacts" Display fix for Special Systems
viewtopic.php?f=229&t=1493&start=15#p46221

- Summary / Systems -> "X Turn(s)" fix (+1 if exact amount)
viewtopic.php?f=256&t=3758#p49636

- Economic/Military score overflow workaround -UPDATE-: Total Score on default level (power graph issues on larger maps possible)
viewtopic.php?f=226&t=2291&p=35282#p35282

- Intercept button fix for strike cruiser & command ships

- Artillery group 'circle' default bug-fix (should not be available for this group)
- AI fast-attack 'Pakled tactic' fix vs. Space stations (Strafe -> Charge)
viewtopic.php?f=209&t=1998#p48956

- extra Starting Systems without Special Buildings Fix (OBs only is a Bug)
viewtopic.php?f=119&t=1236#p50803

- Minor race special building system takeover Fix (Update/Addition for 'Minors without Main Buildings Bug Fix')
+ Keep Given Minor Race Special Building System Takeover Option (CORRECTED VERSION) & removed old/wrong code
viewtopic.php?f=187&t=13#p33859

- Dilithium Recource Level Fix for Spacefaring Minors (dilithium icon sometimes missing on F1 map)
viewtopic.php?f=120&t=1631&p=50813#p50813

- Keep AI Federation from declaring War on Minor Races (Fix)
viewtopic.php?f=221&t=2401&p=50905#p50814

- Sorting / Selection of AI Ships (Task Forces) Crew Experience Bug-Fix
viewtopic.php?f=4&t=2729&p=50855#p50855

- AI Build Starbase Task-freeze Fix
viewtopic.php?f=221&p=50865#p50865

- AI 'Pugnacity' value-range / Ram Bug-fixes
viewtopic.php?f=221&p=50905#p50905

- 10. Protecting the AI from Neutron Stars (workaround)
- Speeding Up AI System Upgrades (workaround)
viewtopic.php?f=216&t=1805#p24589

- Random Seed Fix for Number of lost TTs after Invasion
- Unlocking the risk of losing additional TTs after successful invasion even when in superior numbers (fix)
viewtopic.php?f=156&t=1632&p=25733#p25733


==> Following two code OPTIONS at the end of the patches list are disabled (just remove # before code lines if you want them)!

- Force AI to Tform improve all its systems (Workaround)
viewtopic.php?f=221&p=50865#p50865

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



Thanks to thunderchero and the whole AFC-BotF community for making this possible. :up:

And Early Merry Christmas Greetings :!:
Last edited by Spocks-cuddly-tribble on Tue Dec 24, 2019 9:37 am, edited 6 times in total.
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: - ECM 4.1 BETA Patcher Available -

Post by thunderchero » Mon Dec 23, 2019 11:59 pm

Nice work, I did some testing tonight but did not get to far before it got late (turn 36) will try to test more in next few days though.

I really liked the "extra Starting Systems without Special Buildings Fix (OBs only is a Bug)" this will be popular for other mods.
It is really nice not to have to build all those energy structures on turn 1 at the additional systems.

I did quick test of "extra Starting Systems without Special Buildings Fix (OBs only is a Bug)" patch on UDM and all the starting systems was loaded with all the structures. :grin:

thanks again,

thunderchero

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Re: - ECM 4.1 BETA Patcher Available -

Post by Spocks-cuddly-tribble » Tue Dec 24, 2019 3:28 pm

thunderchero wrote:
Mon Dec 23, 2019 11:59 pm
I really liked the "extra Starting Systems without Special Buildings Fix (OBs only is a Bug)" this will be popular for other mods.
It is really nice not to have to build all those energy structures on turn 1 at the additional systems.

I did quick test of "extra Starting Systems without Special Buildings Fix (OBs only is a Bug)" patch on UDM and all the starting systems was loaded with all the structures. :grin:

Glad you like it, but also note the other options of this fix to see what fits best for UDM or other mods.

Pity the AI task-freeze fixes didn't work. This is a key factor to limiting the AI's recursive ship handling madness aka turn-lag.

Also can you remove that outdated link in the second post?


Q1: In today's time how does one add the stbof.res files?

Q2: Can we have an patched ECM exe or are we stuck with the patcher?


Talking about the BotF patcher, I just had a look at the thread: viewtopic.php?f=126&p=46293#p39889

Pseudo-conflicts:

"Raiding Fixes 1-4" vs "Raid fix wrt bankrupt empires" viewtopic.php?f=199&t=491#p33996
Raid Fix 1 overwrites the half subroutine instead of having a ton of minor code changes (you suggested this procedure at this time to avoid unneeded work and errors).
Solution to patcher problem -> remove redundant code changes (original & patch bytes equal i.e. 'unchanged' despite of being overwritten by patch)

"Unknown Ship stats pop-up bug" vs "Disable experience bar for ships you don't own" viewtopic.php?f=236&t=454#p6172
DCER added the second as an addition for the first, so patch might (mistakenly?) include both codes, explaining the patcher behavior?

Not sure what's the deal with "Better Colonies" patch


Also I see some explanations are required in the sector claim article, since simple geometry appears to be not everyone's cup of tea.
viewtopic.php?f=122&t=2183#p30258
Last edited by Spocks-cuddly-tribble on Fri Dec 27, 2019 5:43 pm, edited 1 time in total.
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: - ECM 4.1 BETA Patcher Available -

Post by thunderchero » Tue Dec 24, 2019 4:38 pm

Spocks-cuddly-tribble wrote:
Tue Dec 24, 2019 3:28 pm
Q1: In today's time how does one add the stbof.res files?
most will use UE to add files.
Spocks-cuddly-tribble wrote:
Tue Dec 24, 2019 3:28 pm
Q2: Can we have an patched ECM exe or are we stuck with the patcher?
once I find some time I will start on next update of the all in one installer. there is a few other things that could be added/edited. :wink:
Spocks-cuddly-tribble wrote:
Tue Dec 24, 2019 3:28 pm
Talking about the BotF patcher, I just had a look at the thread: viewtopic.php?f=126&p=46293#p39889
Bof patcher is a great tool but was never really for the general user. It is very easy to get conflict with all the patches the forum has created over the years.

after starting the all in one installer I started creating mod specific patch folders. but even doing that way you still will get "Pseudo-conflicts" when using patches between mods.

example here is a patch folder with the new patches (28 individual patches)
new 4.1 patch.zip
(14.98 KiB) Downloaded 28 times
thunderchero

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Re: - ECM 4.1 BETA Patcher Available -

Post by thunderchero » Wed Dec 25, 2019 5:35 pm

Hi Everyone,

I completed my test game as Klingons T5 impossible many ireg large random and borg on.

it took me 180 turns to dominate the map

I did not have any crashes what so ever.......
4_1.jpg
4_1.jpg (393.78 KiB) Viewed 1688 times
fun quick game. :grin:
Spocks-cuddly-tribble wrote:
Tue Dec 24, 2019 3:28 pm
Q1: In today's time how does one add the stbof.res files?
here is another way to add files to the stbof.res
this is a simple bat file using old 7zip command line to add files from current folder.
add files.zip
(294.21 KiB) Downloaded 21 times
here is the instruction.txt from zip
How to add files to stbof.res using these files.

place stbof.res in same folder as "mod" folder, 7za.exe and add.bat
(do not place in "mod" folder)

place files to add in "mod" folder

run add.bat

command prompt will popup showing files that are being added.

place stbof.res back in proper install folder.

done

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Re: - ECM 4.1 BETA Patcher Available -

Post by Spocks-cuddly-tribble » Fri Dec 27, 2019 5:22 pm

thunderchero wrote:
Wed Dec 25, 2019 5:35 pm
here is another way to add files to the stbof.res
this is a simple bat file using old 7zip command line to add files from current folder.
Thank you, therewith I can try the mod next time I'm traveling by train (I'll never ever again install java on any of my systems :mad: ).

Talking about the Ultimate Editor:

1.) The older version of the multi-installer had optional Ultimate-editor (last stable + dev IIRC) were one could look up the UE-source code (text files in extra directory called source code IIRC). The latest EU dev version form AFC download doesn't seem to have source code text files. I'm asking just in case there is a simple solution to the extending shipname.bin UE issue. :wink:

2.) You said, QD published a patch were one could see the AI 'thinking up' its ship movements. Are there any asm-notes on that patch? Reason: I stumbled across diagnostic code like that I'd like to compare with patch code. The 'real' AI code does not have display option, so it shall be code mirrors, like for 'displaying AI datas on the map'.

Also I updated the sector claim article. Let me know if you think it is still too hard to follow.
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: - ECM 4.1 BETA Patcher Available -

Post by thunderchero » Sat Dec 28, 2019 10:14 am

Spocks-cuddly-tribble wrote:
Fri Dec 27, 2019 5:22 pm
1.) The older version of the multi-installer had optional Ultimate-editor (last stable + dev IIRC) were one could look up the UE-source code (text files in extra directory called source code IIRC). The latest EU dev version form AFC download doesn't seem to have source code text files. I'm asking just in case there is a simple solution to the extending shipname.bin UE issue. :wink:
source was always separate download here is last UE 0.7.2dev5c source
UE 0.7.2dev5c source.zip
(872.71 KiB) Downloaded 29 times
btw with some help from QD I am able to compile UE now, I just don't know how to code changes :cry:
Spocks-cuddly-tribble wrote:
Fri Dec 27, 2019 5:22 pm
2.) You said, QD published a patch were one could see the AI 'thinking up' its ship movements. Are there any asm-notes on that patch? Reason: I stumbled across diagnostic code like that I'd like to compare with patch code. The 'real' AI code does not have display option, so it shall be code mirrors, like for 'displaying AI datas on the map'.
No asm-notes unless QD put them in his latest database
here is last QD's database I have, (I also PM'd him for an updated one if available)

https://www.armadafleetcommand.com/lib/ ... 120522.zip

here is the patch QD created to move AI turn processing to beginning of turn
Faster_turn_processing_using_background_AI.patch
(2.84 KiB) Downloaded 29 times
Also I was testing for AIO update and noticed the new ECM German planet.pst had error,

so new ECM 4.1 -BETA.zip above has been replaced

thunderchero

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Re: - ECM 4.1 BETA Patcher Available -

Post by Spocks-cuddly-tribble » Sat Dec 28, 2019 12:57 pm

Thanks again,
I'll have a look at these files.

But I must be blind, since I can't find those files in AFC downoad area. Anyhow we need UE source code of last stable version (shipname.bin & shiplist.sst -> just for name group limit).


EDIT:
thunderchero wrote:
Sat Dec 28, 2019 10:14 am
here is last UE 0.7.2dev5c source

btw with some help from QD I am able to compile UE now, I just don't know how to code changes :cry:
I have never programed anything in java, but the solution should be something like:

shipname.java

Code: Select all

line 48        private final int StopSign = 252;  -> 996 (992+4)

line 56        in.skip(248); // 62 * 4  -> in.skip(992); // 248 * 4

lines 120, 126, 135 and 146 'Tools.toByte' -> 'Tools.toInt'
Extra 4-byte entries must be added in shipname.bin before start of name list (i.e. inserted) . I'm not sure the code will do that.

EDIT2:

Asm-references in the patch comments, but not that what I was looking for.
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: - ECM 4.1 BETA Patcher Available -

Post by God-is-a-Geek » Mon Mar 16, 2020 5:13 am

Hi,

i am using your "Error Correction mod" from BOTF_All_in_One_1.0.1 package, but there are some issues with your mod. It does NOT work with my Nvidia 970M graphic-card (newest Driver), only with Intel HD 4600 (both on Windows 7 64). But on Intel HD 4600 your mod is unstable (many crashes to desktop without news).

PS: Can you fix the Utopia Planitia shipyard on the Federation side? According to an info the Utopia Planitia shipyard gives 200 extra points for ship-building, but NOT in your mod. Can you check it?

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