All in one 2.0.1 beta 5 available

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Re: All in one 2.0.1 beta 5 available

Post by thunderchero »

Spocks-cuddly-tribble wrote: Sat Jul 30, 2022 8:01 pm Can we make the SAVE GAME more prominent in the upper blue bar
yes it would require 4 changes of ls_bkgd.tga and ls_svlb.tga
Spocks-cuddly-tribble wrote: Sat Jul 30, 2022 8:01 pm ACCEPT SAVING in the button (+ ACCEPT = LOAD in LOAD GAME screen)?
maybe (untested) would require creating duplicates of loadsave.wdf (rename) to l.wdf and s.wdf
change trek at 0x017df18 to new wdf names (should be room for both)
change offset at 0x190d4c to offset of s.wdf
create new images replacing accept buttons (2 sets) load/save
edit wdf to use new accept button names
Spocks-cuddly-tribble wrote: Sat Jul 30, 2022 8:01 pm Cardassian SYSTEMS List Fix?
already have a black background tga replacement
cps_scrn.tga
(724.64 KiB) Downloaded 5 times
Spocks-cuddly-tribble wrote: Sat Jul 30, 2022 8:01 pm INTEL MANAGEMENT Screen -> locked-sliders of eliminated empires Bug:

Sum of Total Percentage(s) in my case 81% (3 empires gone with 19% Intel locked in hidden sliders)

If an intel slider was locked while the target empire dies the assigned intel percentage is lost for good....(funny bug :shock: ). Any solution?
never noticed this before, but I don't play as cardassians much. I expect it might have been either cardassian only bug or saved game error?
Spocks-cuddly-tribble wrote: Sat Jul 30, 2022 8:01 pm The forum doesn't allow me to upload a third picture for this post (limit?).
no limit I know of, did you get any message when you attempted? only messages I know of is "file size" and "file type not allowed"
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Re: All in one 2.0.1 beta 5 available

Post by Spocks-cuddly-tribble »

thunderchero wrote: Sat Jul 30, 2022 11:02 pm
Spocks-cuddly-tribble wrote: Sat Jul 30, 2022 8:01 pm Can we make the SAVE GAME more prominent in the upper blue bar
yes it would require 4 changes of ls_bkgd.tga and ls_svlb.tga
Spocks-cuddly-tribble wrote: Sat Jul 30, 2022 8:01 pm ACCEPT SAVING in the button (+ ACCEPT = LOAD in LOAD GAME screen)?
maybe (untested) would require creating duplicates of loadsave.wdf (rename) to l.wdf and s.wdf
change trek at 0x017df18 to new wdf names (should be room for both)
change offset at 0x190d4c to offset of s.wdf
create new images replacing accept buttons (2 sets) load/save
edit wdf to use new accept button names
Sounds very complicated. I thought just replacing both ACCEPT buttons with new LOAD & SAVE buttons might be easier.

thunderchero wrote: Sat Jul 30, 2022 11:02 pmalready have a black background tga replacement
cps_scrn.tga
Thank you, will test soon. :up:

thunderchero wrote: Sat Jul 30, 2022 11:02 pmnever noticed this before, but I don't play as cardassians much. I expect it might have been either cardassian only bug or saved game error?
I wasn't able to replicate the issue quick-testing new card & rom games, so here is the corrupted ECM5 save for the save-master: :wink:
game1.sav
(112.02 KiB) Downloaded 4 times
intel_bug.png
intel_bug.png (483.11 KiB) Viewed 373 times

thunderchero wrote: Sat Jul 30, 2022 11:02 pmno limit I know of, did you get any message when you attempted? only messages I know of is "file size" and "file type not allowed"
No message, just no response when clicking next file to upload (the fourth in my case i.e. stopped after three):
upload.png
upload.png (343.85 KiB) Viewed 373 times
Just tested again with this post, didn't upload the fourth file (might be a browser issue - firefox with addons?).
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: All in one 2.0.1 beta 5 available

Post by thunderchero »

Spocks-cuddly-tribble wrote: Sun Jul 31, 2022 12:17 am Sounds very complicated. I thought just replacing both ACCEPT buttons with new LOAD & SAVE buttons might be easier.
not really took 30 min (mostly editing tga files)

that wdf is shared by load and save screens so it would need a separate wdf to allow different buttons
save.jpg
save.jpg (165.73 KiB) Viewed 348 times
load.jpg
load.jpg (166.88 KiB) Viewed 348 times
EDIT; here is basic files and patch to complete on all resolutions

just add correct resolution files from folder.
add tga images from tga folder
use bof_patcher to add patch in patch folder
load_save_screen.zip
(18.12 KiB) Downloaded 5 times
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Re: All in one 2.0.1 beta 5 available

Post by Spocks-cuddly-tribble »

thunderchero wrote: Sun Jul 31, 2022 9:48 amhere is basic files and patch to complete on all resolutions
Love it, thank you very much. :up: I want it for ECM (code added in bellow ECM update patch).
thunderchero wrote: Sat Jul 30, 2022 11:02 pma black background tga replacement cps_scrn.tga
Very clear/clean, but the simple black is a bit too drab for my taste. Considering the same Summary background is shared for Events, Relationships & Systems I'd prefer something like 40-50% transparency (e.g. like the AFC forum theme in posts)?


Latest ECM updates patch with BORG button + load save buttons codes (stbof.res files needed!)

Code: Select all

NAME: ECM Update

# Capping TTs in AI Fleet Buildup (27 max 0x1B)

>> 0xBFD9 45 83 FE 0C 7D 2B 83 FD 06 77 F4 FF 24 AD 90 CB 40 00
<< 0xBFD9 83 7C 24 24 1B 7C 06 C6 44 24 24 FF 90 83 FE 07 7F 1F

# seperate load save buttons

>> 0x0017df19 6f 61
>> 0x0017df1c 73 61 76 65 2e 77 64 66 00
>> 0x00190d4c 18
<< 0x0017df19 2e 77
<< 0x0017df1c 66 00 00 00 73 2e 77 64 66
<< 0x00190d4c 20

# Fairer Starting Positions Spread for Default Maps

>> 0x000ae4c3 8b 15 44 b3 5c
>> 0x000ae4ce 89 d0 c1 fa 1f f7 ff
<< 0x000ae4c3 03 0d b8 36 5a
<< 0x000ae4ce a1 14 b3 5c 00 90 90

# 0.85 -> 0.98 (AI Invade Task TTs' ground combat ratio max limit 1:7)

0x175554 33 33 33 33 33 33 EB 3F
0x175554 5C 8F C2 F5 28 5C EF 3F

# Combat Drone & 'artifacts' only with Random Events

>> 0x00050e82 4c 24 10 8b 3d c8 36 5a 00 01 cf 66 83 7f 44 ff 74 52 0f bf cb 31 d2 89 c8 66
>> 0x00050e9d 57 44
>> 0x00050fad 8b 7c 24 10 81 c7 28 03
>> 0x00050fb6 00 43 89 7c 24 10
>> 0x00050fbd b0

<< 0x00050e82 3d c8 36 5a 00 03 7c 24 10 80 7f 44 ff 0f 84 1a 01 00 00 0f b7 57 44 0f bf cb
<< 0x00050e9d c1 90
<< 0x00050fad eb 0d 80 3d 46 2b 5a 00
<< 0x00050fb6 0f 85 2a ff ff ff
<< 0x00050fbd e9

# Enabling Rebellions without Random Events

>> 0x0004b290 cc be 44
>> 0x0004b294 e1 be 44
>> 0x0004b298 d1 be 44
>> 0x0004b29c f6 be 44
>> 0x0004b2a0 0b bf 44
>> 0x0004b2a7 1e 00
>> 0x0004b2ba 66 3d 04 00
>> 0x0004b2c0 25 ff ff 00 00 ff 24 85 90 be 44 00 ba 2d 00
>> 0x0004b2d0 00
>> 0x0004b400 a3 c1 44
>> 0x0004b404 c4 c1 44
>> 0x0004b408 cb c1 44
>> 0x0004b40c d2 c1 44
>> 0x0004b410 d9 c1 44
>> 0x0004b596 11
>> 0x0004b59c ff 24
>> 0x0004b5a3 b9 2d 00 00 00 3b 0d 18 29 5a 00 0f 87 66 ff ff ff
>> 0x00057741 74 0f

<< 0x0004b290 2d 00 00
<< 0x0004b294 23 00 00
<< 0x0004b298 1e 00 00
<< 0x0004b29c 14 00 00
<< 0x0004b2a0 0a 00 00
<< 0x0004b2a7 10 27
<< 0x0004b2ba 8a c8 3c 04
<< 0x0004b2c0 80 3d 46 2b 5a 00 00 74 08 8b 14 8d 90 be 44
<< 0x0004b2d0 90
<< 0x0004b400 2d 00 00
<< 0x0004b404 23 00 00
<< 0x0004b408 1e 00 00
<< 0x0004b40c 14 00 00
<< 0x0004b410 0a 00 00
<< 0x0004b596 22
<< 0x0004b59c 8b 0c
<< 0x0004b5a3 3b 0d 18 29 5a 00 77 0e 80 3d 46 2b 5a 00 00 74 05
<< 0x00057741 90 90

# Undo outdated Generated Monsters Bitmask 5A2B78 workaround via alienInfo

>> 0x4A693 4C 20
<< 0x4A693 78 2B
>> 0x4A6A7 4C 20
<< 0x4A6A7 78 2B

# Generated Monsters Bitmask Load Game Bug Fix

>> 0x0004ace5 89 15 78 2b 5a 00
<< 0x0004ace5 90 90 90 90 90 90

# AI Retreat Fix for Importance 0 Battles

>> 0x000771d9 7f 0d 83 3d 64 58 5b 00 00 0f 85 d5 fd ff ff
<< 0x000771d9 0f 84 de fd ff ff 83 3d 64 58 5b 00 00 75 e9

# BotF Random Engine Fix for single player turn process (remove before testing new special features)

>> 0x0005763f 0f 84 6e ff ff ff e8 86 79 0b 00 83 c4 1c 5e 5a 59 c3
>> 0x00057652 00 00 00 00
>> 0x00057657 00 00 00 00
>> 0x0005765c 00 00 00 00
>> 0x0005768d 0a
<< 0x0005763f 74 05 e8 8a 79 0b 00 e9 68 ff ff ff 33 c0 e8 f5 e9 0b
<< 0x00057652 a3 ac 6b 59
<< 0x00057657 e8 f4 fb 0a
<< 0x0005765c dd d8 eb 38
<< 0x0005768d bd

# Using GameSetup TACTICAL COMBAT Button for BORG ON/OFF (needs edited cc_bkgd.tga)

>> 0x000beb02 e8 b4 5c
>> 0x000bf2f2 8b 15 e8 b4 5c 00 42 bb 03 00 00 00 89 d0 c1 fa 1f f7 fb
>> 0x000bf30b 89 15 e8 b4 5c 00 83 fa 01 74 2f 83
>> 0x000bf318 e8 b4 5c
>> 0x000bf31c 02
>> 0x000bf320 34 00
>> 0x000bf32a 59 64 89 c2 89 d8
>> 0x000bf335 8b 41 64 e8 03 1a 08 00 e8 ee d6 07 00 59 5b c3 8d 1c 12 89 1d e8 b4 5c 00
>> 0x000bf351 6d 02
>> 0x000bff8b 83
>> 0x000bff8d e8 b4 5c
>> 0x000bff91 02
>> 0x000bff99 34 00
>> 0x000c01cc 6d 02

<< 0x000beb02 40 1a 5b
<< 0x000bf2f2 32 c0 80 3d 6b 18 5b 00 00 75 08 b0 01 a2 3d 1a 5b 00 90
<< 0x000bf30b a2 6b 18 5b 00 90 90 90 90 90 90 80
<< 0x000bf318 6b 18 5b
<< 0x000bf31c 00
<< 0x000bf320 70 03
<< 0x000bf32a d8 8b d3 8b 41 64
<< 0x000bf335 80 3d 6b 18 5b 00 01 75 0a 8b 41 70 8b d3 e8 18 1c 08 00 59 5b c3 90 90 90
<< 0x000bf351 72 03
<< 0x000bff8b 80
<< 0x000bff8d 6b 18 5b
<< 0x000bff91 00
<< 0x000bff99 70 03
<< 0x000c01cc 72 03
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: All in one 2.0.1 beta 5 available

Post by thunderchero »

Spocks-cuddly-tribble wrote: Sun Jul 31, 2022 2:57 pm Very clear/clean, but the simple black is a bit too drab for my taste. Considering the same Summary background is shared for Events, Relationships & Systems I'd prefer something like 40-50% transparency (e.g. like the AFC forum theme in posts)?
here is 40% and 50% for 800 x 600
sum.zip
(1.22 MiB) Downloaded 6 times
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Re: All in one 2.0.1 beta 5 available

Post by Spocks-cuddly-tribble »

thunderchero wrote: Sun Jul 31, 2022 3:27 pmhere is 40% and 50% for 800 x 600
Thank you, even 50% is still too dark/drab, but looks better than black and is better to read than the vanilla default. So please make it 25% transparency and collect files with other GUI files for the next update, thanks (I couldn't find the forum post transparency % for comparison & I have no photoshop). :wink:


But I still have to rescale fed phasers (a bit too thin), add Joker TNG photon torpedoes for Galaxy, Galaxy-X & Nebular only and look for texture improvements for the same three ships (look like engines offline / powered-down mode textures like in the old game dominion wars) and the Sovereign (but might be just the ugly vanilla hob) plus better quantum torpedoes.


To make even better use of your inspiration for the new borg button, I'd enable the repaired Domination Victory Borg Invasion feature without random events: viewtopic.php?p=27090#p27090. Some complaints about borg ruined game, but also complaints about no Borg in game despite of random events & Borg = On (might be related to vanilla domination Borg bug).

So, with all other Borg bugs fixed, and playing in Domination mode with Borg-On, one could trigger a single cube when reaching 50%+ of the cumulated empire population (before win with 60%+ anyway). I think many Random Events averse players would appreciate this (now simple adjustable) feature.

- Borg initial-requirements can still block the cube: viewtopic.php?p=46069#p46069
- cube replication after system destruction works without random events & min requirements (but the new Borg button can turn it off - unless multiplayer)


Also I'd enable Borg-Off for multiplayer (this strange code exception makes no sense), but might require tiresome Borg trigger testing for sync errors (host vs second player with different Borg On/Off setting - to make sure only host is used). On the other hand, if this is an issue, a joining player changing Random Events in Options menu should also trigger sync errors regardless of borg.

Code: Select all

NAME: Allow Domination Victory Borg Invasion without Random Events

>> 0x4D6F2 74 27
<< 0x4D6F2 90 90

#0044E2F2           jz    short vic_0_67_? (domination only) // 0x4D6F2 74 27 90 90

Code: Select all

NAME: Allow Borg-Off in Multiplayer

>> 0x4E675 75 0D
<< 0x4E675 90 90
>> 0x4EAAD 75 0D
<< 0x4EAAD 90 90

#0044F275           jnz   short diffi_borg_go // 0x4E675 75 0D 90 90
#0044F6AD           jnz   short re_spawn_a_new_cube // 0x4EAAD 75 0D 90 90
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: All in one 2.0.1 beta 5 available

Post by thunderchero »

Spocks-cuddly-tribble wrote: Mon Aug 01, 2022 5:11 pm Thank you, even 50% is still too dark/drab, but looks better than black and is better to read than the vanilla default. So please make it 25% transparency and collect files with other GUI files for the next update, thanks (I couldn't find the forum post transparency % for comparison & I have no photoshop). :wink:
Here is 75%
cps_scrn.tga
(724.64 KiB) Downloaded 8 times
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Re: All in one 2.0.1 beta 5 available

Post by Spocks-cuddly-tribble »

thunderchero wrote: Mon Aug 01, 2022 5:22 pmHere is 75%
It's a tough call. The atmospheric GUI with it's colors and backgrounds is one of greatest assets of BotF and Events/Relationships is still too drab while a convoluted Systems list gets harder to read with >75% transparency. I think we should call it a day with 85%. :wink:


new/edited stbof files: (+problematic textures)
stbof.zip
(957.75 KiB) Downloaded 5 times

- edited both shiplists (shieldlevelfix) to use sphaser.hob & tphoton.hob (needs to be created)

- federation small/escort ships use sphaser.hob, all other hphaser.hob with larger scale
- Galaxy, Galaxy-X, Nebula & Starbase use tphoton.hob -> needs to be created/added to use tpton.gif
--> tpton.gif (Joker TNG fed photon torpedo - improved multipack version) -> uses vanilla ksboom palette by default

- Sovereign hh3 uses old Jeremy texture (needs vanilla-ish palette, current ECM palette doesn't work)


Still could use help with fixing some texture issues with hh1, hh2, hm1 & hm2:
issues.png
issues.png (154.23 KiB) Viewed 206 times
Galaxy, Galaxy-X & Nebula:
- Nacelles/Impulse -> Red too blackish/dark -> should be more red/orange so engines don't look powered down
- indicated ship names / registries would be nice

Nebula:
- wrong tga files (from old/unused Jeremy/Joker texture)
- Nacelles -> blue area corrupted one side only (texture part not centered)
- Deflector -> light blue area corruped with dark blue (in game looks powered down, for some reason galaxy deflector looks not that bad)

Ambassador -> Nacelles underside black/burned area


Also I couldn't find tethis' torpedo pack to test his quantum torpedo: viewtopic.php?p=33919#p33919
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: All in one 2.0.1 beta 5 available

Post by thunderchero »

Spocks-cuddly-tribble wrote: Tue Aug 02, 2022 9:18 pm
thunderchero wrote: Mon Aug 01, 2022 5:22 pmHere is 75%
It's a tough call. The atmospheric GUI with it's colors and backgrounds is one of greatest assets of BotF and Events/Relationships is still too drab while a convoluted Systems list gets harder to read with >75% transparency. I think we should call it a day with 85%. :wink:


new/edited stbof files: (+problematic textures)
cps_scrn.tga
(724.64 KiB) Downloaded 6 times

- edited both shiplists (shieldlevelfix) to use sphaser.hob & tphoton.hob (needs to be created)

- federation small/escort ships use sphaser.hob, all other hphaser.hob with larger scale
- Galaxy, Galaxy-X, Nebula & Starbase use tphoton.hob -> needs to be created/added to use tpton.gif
--> tpton.gif (Joker TNG fed photon torpedo - improved multipack version) -> uses vanilla ksboom palette by default

- Sovereign hh3 uses old Jeremy texture (needs vanilla-ish palette, current ECM palette doesn't work)


Still could use help with fixing some texture issues with hh1, hh2, hm1 & hm2:
cps_scrn.tga
(724.64 KiB) Downloaded 6 times
Galaxy, Galaxy-X & Nebula:
- Nacelles/Impulse -> Red too blackish/dark -> should be more red/orange so engines don't look powered down
- indicated ship names / registries would be nice

Nebula:
- wrong tga files (from old/unused Jeremy/Joker texture)
- Nacelles -> blue area corrupted one side only (texture part not centered)
- Deflector -> light blue area corruped with dark blue (in game looks powered down, for some reason galaxy deflector looks not that bad)

Ambassador -> Nacelles underside black/burned area


Also I couldn't find tethis' torpedo pack to test his quantum torpedo: viewtopic.php?p=33919#p33919
right now don't have time to do texture editing at the moment, but here is 85%
cps_scrn.tga
(724.64 KiB) Downloaded 6 times
here is the current torpedo's used in galaxy mod. I don't think Tethy's ever released a torpedo pack
torpedos.zip
(49.15 KiB) Downloaded 4 times
problem for you since you don't use UE, adding any of his files would require adjusting palette.lst
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Re: All in one 2.0.1 beta 5 available

Post by Spocks-cuddly-tribble »

thunderchero wrote: Tue Aug 02, 2022 10:44 pmright now don't have time to do texture editing at the moment, but here is 85%
Thank you, will test soon.

The texture fix is more a thing for a christmas update. I just collected the flaws since I needed a fleet with all fed ships for the phaser workaround anyway (or give up on the issue). And You have already helped more than enough (thanks again) plus other upcoming artists might also need chances to prove themselves. :wink:

thunderchero wrote: Tue Aug 02, 2022 10:44 pmhere is the current torpedo's used in galaxy mod. I don't think Tethy's ever released a torpedo pack
Thank you, I forgot, planet & phaser packs only. Otherwise I had installed GAL-mod and checked stbof.res.

thunderchero wrote: Tue Aug 02, 2022 10:44 pmadding any of his files would require adjusting palette.lst
Not a problem. I just extended the palette limit via hex editor (no trek.exe code change needed) :shock:

hh3_a.gif using new palette index ID 129 81h (i.e. new palette 130, 1024 bytes added to end of palette.lst):
palette_index_81h.png
palette_index_81h.png (167.91 KiB) Viewed 162 times

Each palette consists of 256 four byte RGB slots ending with FF each so 1024 bytes per palette.

Palette.lst header is an index list telling which palette to use for each texture in texture.lst.

Both vanilla files (palette/texture.lst) start with the value 299 (number of 36 bytes entries for gif files in texture.lst)

299 * 4 + 8 = 1204 i.e. 0x4B4 = start of first palette data in palette.lst (129 palette entries a 1024 bytes)

E.g. scar1.gif uses palette index ID 80h (i.e. palette 81h)

@ 0x4B0 (299*4+4) max palette index ID +1 aka number of palettes (default 81h) -> updating this value will fix the display glitch when extending palette.lst
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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