BOTF All in One installer 2.0.0 (Released 7-10-2020)
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- Benman2785
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Re: BOTF All in One installer 2.0.0 (Released 7-10-2020)
i cant find 0.22 or 0.18 as hex floats single or double in 800x600 trek.exe
also the offset is way to high to be in trek.exe
ps right border bug is confirmed to be in 800x600 too
also the offset is way to high to be in trek.exe
ps right border bug is confirmed to be in 800x600 too
- Benman2785
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Re: BOTF All in One installer 2.0.0 (Released 7-10-2020)
i am pretty sure it is anywhere starting at offset 0x17c250 - but i need to sleep now :/
- thunderchero
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Re: BOTF All in One installer 2.0.0 (Released 7-10-2020)
sct is giving values for 800 x 600 you are editing 1366 x 768 so you would need to look for those floats if QD did not edit it would still be vanilla size.
BTW I just tested with 800 x 600 unedited (this has edge issue) and patched with MPR++ and issue was gone.
it is a rendering issue.
example; I notice the most when screen is rotating and ship runs along edge the edge will hold the color pixels.
Edit; I believe to fix issue where ever it call the full screen it needs to be set to 600 x 799 this should remove the rendering of bad pixels
might try to look for locations from respatcher changes.
BTW I just tested with 800 x 600 unedited (this has edge issue) and patched with MPR++ and issue was gone.
it is a rendering issue.
example; I notice the most when screen is rotating and ship runs along edge the edge will hold the color pixels.
Edit; I believe to fix issue where ever it call the full screen it needs to be set to 600 x 799 this should remove the rendering of bad pixels
might try to look for locations from respatcher changes.
- Benman2785
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Re: BOTF All in One installer 2.0.0 (Released 7-10-2020)
i will look into this when i come back from london
as i said: i havent found the 0.18 or 0.22 floats as single or double or little or big in both exes (actually a lie - there is one 0.18 big double float in both - but changing it has no effect at all)
i also assume that the rendering is 1px off to the left - so we need to edit trek.exe
you two can decide if you prefer the version with 5px borders and smaller combat screen or with true 16:9 1152x648 (no top or right border) - this will result in nicer fullscreen combat and better optics in small combat screen
as i said: i havent found the 0.18 or 0.22 floats as single or double or little or big in both exes (actually a lie - there is one 0.18 big double float in both - but changing it has no effect at all)
i also assume that the rendering is 1px off to the left - so we need to edit trek.exe
you two can decide if you prefer the version with 5px borders and smaller combat screen or with true 16:9 1152x648 (no top or right border) - this will result in nicer fullscreen combat and better optics in small combat screen
- thunderchero
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Re: BOTF All in One installer 2.0.0 (Released 7-10-2020)
tbh that 1 pixel is not worth the effort.
if it is a trek.exe edit the AIO has 174 different trek.exe files and I am not going to edit them.
edit; I am surprised you have missed the tech screen allocation 100% error (fixed but not released)
if it is a trek.exe edit the AIO has 174 different trek.exe files and I am not going to edit them.
edit; I am surprised you have missed the tech screen allocation 100% error (fixed but not released)
- Spocks-cuddly-tribble
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Re: BOTF All in One installer 2.0.0 (Released 7-10-2020)
I agree with thunderchero, that little quirk doesn't justify exaggerated efforts.
I totally forgot about this vanilla issue. Just take it as a compliment for your work with polishing the GUI that I noticed it in your demo video (everything else appeared perfect). So just implement the best workaround of your choice to limit the issue.
1.) The scroll feature (or tactical camera in combat) filled undefined border area with repeated pixel lines (mirror effect)
2.) When scrolling in other direction horizontal vs. vertical (or camera moved) the phantom area isn't cleared/updated
Does MPR++ also fix this?
1.) Determine hex value of new 8-byte float value (UE float calculator?)
2.) Convert my above asm locations to hex (UE asm/hex location converter?).
3.) Add hex location +1 (first byte is opcode for mov instruction).
4.) Edit 4 bytes at location with upper/lower part of float each (order of bytes depends on little or big endian format, usually 100h would be 00 10).
I totally forgot about this vanilla issue. Just take it as a compliment for your work with polishing the GUI that I noticed it in your demo video (everything else appeared perfect). So just implement the best workaround of your choice to limit the issue.
Here is an example for vanilla 800x600 map border rendering (shifted) phantom sectors. EDIT: Medium map / zoom-in.thunderchero wrote: ↑Sun May 15, 2022 9:04 pmBTW I just tested with 800 x 600 unedited (this has edge issue) and patched with MPR++ and issue was gone.
it is a rendering issue.
example; I notice the most when screen is rotating and ship runs along edge the edge will hold the color pixels.
1.) The scroll feature (or tactical camera in combat) filled undefined border area with repeated pixel lines (mirror effect)
2.) When scrolling in other direction horizontal vs. vertical (or camera moved) the phantom area isn't cleared/updated
Does MPR++ also fix this?
This is close to the 0.18 for source\\ui\\tactical\\tactscn.c I mentioned above.thunderchero wrote: ↑Sun May 15, 2022 9:04 pmEdit; I believe to fix issue where ever it call the full screen it needs to be set to 600 x 799 this should remove the rendering of bad pixels
might try to look for locations from respatcher changes.
Code: Select all
AUTO:004A5035 mov ebx, 258h
AUTO:004A503A mov edx, 320h
Doesn't matter anymore, but for the record: This is primitive code i.e. the 8-byte float values are each composed of two parts, which are read separately, stored in a row and then loaded into the FPU as a whole. Translation you have to edit them manually.Benman2785 wrote: ↑Mon May 16, 2022 5:46 amas i said: i havent found the 0.18 or 0.22 floats as single or double or little or big in both exes (actually a lie - there is one 0.18 big double float in both - but changing it has no effect at all)
1.) Determine hex value of new 8-byte float value (UE float calculator?)
2.) Convert my above asm locations to hex (UE asm/hex location converter?).
3.) Add hex location +1 (first byte is opcode for mov instruction).
4.) Edit 4 bytes at location with upper/lower part of float each (order of bytes depends on little or big endian format, usually 100h would be 00 10).
They could also be related to ratio not size, but yes, either way QD patcher should change them IF the assumption is true and if they weren't overlooked.thunderchero wrote: ↑Sun May 15, 2022 9:04 pm sct is giving values for 800 x 600 you are editing 1366 x 768 so you would need to look for those floats if QD did not edit it would still be vanilla size.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
- thunderchero
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Re: BOTF All in One installer 2.0.0 (Released 7-10-2020)
found it already, crash on either when set to 799 or 801Spocks-cuddly-tribble wrote: ↑Mon May 16, 2022 11:29 amThis is close to the 0.18 for source\\ui\\tactical\\tactscn.c I mentioned above.thunderchero wrote: ↑Sun May 15, 2022 9:04 pmEdit; I believe to fix issue where ever it call the full screen it needs to be set to 600 x 799 this should remove the rendering of bad pixels
might try to look for locations from respatcher changes.Code: Select all
AUTO:004A5035 mov ebx, 258h AUTO:004A503A mov edx, 320h
Edit I think the root of the problem is the different race gui wdf
the *info" fix was a perfect example
making the same change to each *info wdf the cards and rom info section would overlap everything.
the reason was those wdf used a background image "*m_bkei.tga" (not needed as far as I could tell) this is the image for icons for if you are at war, peace ect.
to fix issue on cards and roms I had to remove that image from wdf and put it as "none" after that I had to increase height of area to make it display correctly.
You will find many little differences like that, mainly on feds gui
- Benman2785
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Re: BOTF All in One installer 2.0.0 (Released 7-10-2020)
i usually use my Multi-Installer version of 1366x768 and if i find a bug there i go to AiO and check there (as they many screens are similar)thunderchero wrote: ↑Mon May 16, 2022 8:44 am tbh that 1 pixel is not worth the effort.
if it is a trek.exe edit the AIO has 174 different trek.exe files and I am not going to edit them.
edit; I am surprised you have missed the tech screen allocation 100% error (fixed but not released)
yet, the science screen is different and my version doesnt have this error - yet i checked now after you said it and can confrim it
question: does MPR++ add any new dlls or modify dlls used in rendering? maybe we only need to check if the error is there.
also i can understand that you wont fix all 174 exe in AiO - maybe it could be added to ResoPatcher - so people that bother could do it on their own.
EDIT:
ps what do you think of the 1152x648 (true 16:9) combat screen? the edge on right side is fixeable - would have to be made for all races tga and wdf
also fullscreen only has 1 px error - NOT fixable with adding 1px black border on right side.
yet adding 1px black border to left side "fixes" the "shifting" video: https://youtu.be/wXNFxoz2CPc
- Flocke
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Re: BOTF All in One installer 2.0.0 (Released 7-10-2020)
if I remember correct, with mpr++ I had that render issue too, and it was caused by a slight misplacementBenman2785 wrote: ↑Mon May 16, 2022 2:16 pm question: does MPR++ add any new dlls or modify dlls used in rendering? maybe we only need to check if the error is there.
by it, rendered stars kept in the texture buffer and caused this flickering on the edges
since the combat is rendered separate I could easily fix that issue with mpr++, but it is actually a game fault
the reason to this might root in the d3d9 half pixel shift, which many developers including myself already troubled on:
https://docs.microsoft.com/en-us/window ... -to-pixels
for a simple fix it might work to just add a slight black 1 pixel border to the background image so there is no transparent region shining through
as I havn't checked the code and my remembering is faint, I might also be wrong on this.
HTH
- Benman2785
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Re: BOTF All in One installer 2.0.0 (Released 7-10-2020)
already tried 1px and 2px black background on right side - didnt work :/
yet 1px black bar on left side help hiding the "left shift" when mouse over in combat screen
yet 1px black bar on left side help hiding the "left shift" when mouse over in combat screen
- Spocks-cuddly-tribble
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Re: BOTF All in One installer 2.0.0 (Released 7-10-2020)
Go for it. And that's the bottom line, cause captain Picard said so....Benman2785 wrote: ↑Mon May 16, 2022 5:46 amtrue 16:9 1152x648 (no top or right border) - this will result in nicer fullscreen combat and better optics in small combat screen
And even if you need additional black pixel lines it shouldn't matter.
Other than that, I think you can see for yourself what looks better.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
- Benman2785
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Re: BOTF All in One installer 2.0.0 (Released 7-10-2020)
here i edit all tactical screens to support true 16:9 and have better fullscreen
you can test it yourself
you can test it yourself
- Spocks-cuddly-tribble
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Re: BOTF All in One installer 2.0.0 (Released 7-10-2020)
Thank you. I hope they will be available as one of the standard resolution options in AIO, i.e. so one can select it for ECM.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
- Benman2785
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Re: BOTF All in One installer 2.0.0 (Released 7-10-2020)
it is made for 1366x768 - as it makes most sense thereSpocks-cuddly-tribble wrote: ↑Tue May 17, 2022 1:51 pm Thank you. I hope they will be available as one of the standard resolution options in AIO, i.e. so one can select it for ECM.
after my trip to london i will check if 1024x768 or 1920x1080 can get similar treatment (with respect to aspect ratio)
and, it could be simply added to the download list and been added with UE
here a video: https://youtu.be/zYtVlT7dEr8
- Borealis999
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Re: BOTF All in One installer 2.0.0 (Released 7-10-2020)
Hi All,
I have had an issue after installing from this version of the installer. I tried running one of the variants (AAML) but it wouldn't load properly. It displayed the all the visuals to the lower right corner of the screen and non of the buttons worked. I had to use the Task Manager to close the game. I'm on WIN10 64bit. I tried it with some of the others as well with the same result.
Is this a problem that's known? If so, is there a fix?
Thanks for any advice.
Borealis999
I have had an issue after installing from this version of the installer. I tried running one of the variants (AAML) but it wouldn't load properly. It displayed the all the visuals to the lower right corner of the screen and non of the buttons worked. I had to use the Task Manager to close the game. I'm on WIN10 64bit. I tried it with some of the others as well with the same result.
Is this a problem that's known? If so, is there a fix?
Thanks for any advice.
Borealis999