UE Map Editor

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Flocke
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Re: UE Map Editor

Post by Flocke »

Spocks-cuddly-tribble wrote: Fri Mar 31, 2023 2:12 pm Even if the EDO are part of a player empire and not AI, there still might be a connection with one-per-empire structures and your wonder build order type 8?
I have no clue, but it doesn't matter for when I remove a system. I just update the system id of all the wonder build orders present, and remove those with a matching id. :roll:
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Re: UE Map Editor

Post by Flocke »

thunderchero wrote: Mon Mar 27, 2023 9:00 pm 2. did adding ships on different resolution get put on back burner?
While refactoring the code, I found a Bug with one Talarian ship image in Vanilla 1366x768 :eek:
incompatible_talarian.jpg
incompatible_talarian.jpg (11.33 KiB) Viewed 617 times
I'm still working on it, so you have to wait one more week I guess.
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Re: UE Map Editor

Post by thunderchero »

Flocke wrote: Sun Apr 23, 2023 6:44 pm
thunderchero wrote: Mon Mar 27, 2023 9:00 pm 2. did adding ships on different resolution get put on back burner?
While refactoring the code, I found a Bug with one Talarian ship image in Vanilla 1366x768 :eek:
Image

I'm still working on it, so you have to wait one more week I guess.
no problem with recent report of other files needed for UM5 waiting 1 more week or more would be a good idea

as for Talarian ship image i_m10170.tga will be fixed in update also
it took me a few to realize issue was the "improved" build images option not the original image.

just on a side note integrity check also flag that issue on that image, as well as 3 other vanilla image wrong size
Info: in edifice.bst: Image size 270x226 of Cun_b.tga deviates from default 270x225 pixels.
Info: in edifice.bst: Image size 270x226 of Fun_b.tga deviates from default 270x225 pixels.
Info: in race.rst: Image size 159x170 of antidean.tga deviates from default 160x170 pixels.

UM5 latest issue make me ask about different resolutions for structures?
should UE also check this during integrity check?
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Re: UE Map Editor

Post by Flocke »

thunderchero wrote: Mon Mar 27, 2023 9:00 pm but will note in "Add and remove ship models"
1. MUM uses the "TMP" slot for almost 50% of it's models. would there be any way to read shiplist (prefix of ship) instead of phaser slots? example if no dedicated slot use TMP slot for phaser data.
I didn't want to, but with the broken export reported by Benman2785 in viewtopic.php?p=59034#p59034 I had to revisit and investigate the complete ship model import / export.

And while I cleaned up the code and fixed a bunch of issues, I couldn't stop myself but also implemented the requested TMP slot support. :lol:
To get this work, I implemented a new ship model search routine, that both searches for available model HOBs and in addition also for TGA files using some pattern matching. I'm amazed how many unused hidden ships there are included with mods. :grin:
thunderchero wrote: Mon Mar 27, 2023 9:00 pm 2. did adding ships on different resolution get put on back burner?
Ah well, I already mentioned it somewhere, but to give some more details, by default now all the ship images are detected by the WDF image name selectores stored in trek.exe I identified for each of the views.
Given another request, I however also implemented to optionally search and import matching images by a pattern matching algorithm. That one checks used image prefixes "i_", file name length (max 12), model name length (max 3) and non-zero leading number suffix if not "w".

Given that many mods sadly use numbers for the model names, there sadly are some potential false positives or even conflicts. E.g. ship model "m" and "m1" could both be referencing texture "i_m160.tga". Which one is correct, on bad luck both are.
Most of the time this however won't be much of an issue, you just get some redundant image copies. :wink:
thunderchero wrote: Sun Apr 23, 2023 8:50 pm UM5 latest issue make me ask about different resolutions for structures?
should UE also check this during integrity check?
I had to check on it again, but I implemented this one as well. All the edifice.bst structures are checked for missing images and wrong image sizes, with requirements loaded from WDF files and image name patterns read from trek.exe, similar to the ship models.
:cool:
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--- result.lst / ordInfo ---

Post by Spocks-cuddly-tribble »

Flocke wrote: Thu May 20, 2021 12:36 pm
0x00-0x03 resultId:     incremented unique result number, starting at different offsets for the races:
                          card: 01 00 00 00 (little endian) = 1
                          fed:  AA AA AA 2A (little endian) = max_uint * 1/6
                          ferg: 55 55 55 55 (little endian) = max_uint * 2/6
                          klng: FF FF FF 7F (little endian) = max_uint * 3/6
                          rom:  AA AA AA AA (little endian) = max_uint * 4/6
                          max_uint (unsigned) = 0xFFFFFFFF = 4294967295 decimal
                          The klingon 0x8000004D here ofc flipped all F when it reached 0x80000000.
Hi Flocke, could the klingon value cause bugs with the result.list? viewtopic.php?p=60642#p60642

And if so, can we change the defaults in loc_459410 result_lst_defaults to fix this (same for ordInfo loc_457E00) ?

They use 'lea new, [old+1]' for the next number, but a simple 'inc' for the global count.
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: --- result.lst / ordInfo ---

Post by Flocke »

Spocks-cuddly-tribble wrote: Tue Oct 31, 2023 4:03 pm Hi Flocke, could the klingon value cause bugs with the result.list? viewtopic.php?p=60642#p60642
No, already the first increment switches the F digits, so if it caused issues, it already should happen very early and after the jump over possibly stop.

The default value should only be used for initialization. Furthermore the number is only used as an identifier, and therefore just needs to be unique.
If there was any issue, it would equally affect any result message and be much more noticable. Once it goes out of sync, any event of same race should be affected.
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Re: UE Map Editor

Post by Spocks-cuddly-tribble »

Thanks, I see, I misread the redundant comment about flipping all F :wink: -> 0x7FFFFFFF + 1 = 0x80000000
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: UE Map Editor

Post by Spocks-cuddly-tribble »

Hi Flocke, I hope you're doing well. Some additions/corrections:
Flocke wrote: Thu May 20, 2021 12:36 pm--- treaty file ---
0x30-0x33: treatyType (1:peace 2:alliance 3:war pact 4:accepted demand 5:friendship 6:affiliation 7:membership 8:gift)
0x70-0x71: targetRaceId (for war pact, else -1)
treatyType 9 = Bribe aka request to minor race to terminate treaty with empire targetRaceId X (can be combined with credit offer)
treatyType 4 is for every demand (credits & contested territory claims), not only accepted ones
AI_Diplomacy.png
AI_Diplomacy.png (44.77 KiB) Viewed 100 times
Flocke wrote: Thu May 20, 2021 12:36 pm--- GTForceList/GWTForce ---
ability mask 0x0008 (08 00) = ?? never seen used
sub_4485D8 SetTaskForceAbilities -> see IDA: https://workupload.com/file/4yVDdUwcf7T

Indicates at least one ship has zero hull points in GShipList (possible due to vanilla bugs e.g. orbital batteries and neutron stars).
For an unused feature I guess (TF features crippled, repair, forced scrap?)

Also @ +50 -> greatest colony ship production value, so your 'contains colony ships' = 1 doesn't work for patches (but greater null will).
+44 = colony ship ID with greatest production value (vanilla different values possible due to missed upgrade bug) Both values should be unused by default.

Using the info I implemented a workaround for a TF NULL crash problem due an unknown AI colony ship task issue in one of my patches.
00448D7E     8078 50 01     CMP BYTE PTR DS:[EAX+50],1  // greatest colony ship production value
00448D82     7D 5B          JGE SHORT 448DDF     //  contains colony ships
It won't relocate stranded fleets containing colony ships anymore, but better than sporadic crashes or no patch: viewtopic.php?p=57729#p57729


More than that I fixed an annoying bug with AI fleets keeping old/bad stats after re-deploying. Limping with speed 1 (and/or short range) to the next staging point after some tasks can cause massive delays between the AI fleet tasks (worse in larger maps). :dwn:

Example for the vanilla AI Fleets glitch (note wrong speed 1, TT with scout scan value and scout with med range):
AI_Fleets_Glitch.png
AI_Fleets_Glitch.png (52.59 KiB) Viewed 205 times
► Show Spoiler

Also upcoming:

- Disable AI Fleet Buildup Support Limit in Peacetime for Affluent AIs
-> Fed AI with 1.5+ Mio. credits but -3k income (without AI cheats) stopped after only 3 Defiants in one of my test games :dwn:
► Show Spoiler
- AI Rejecting Alliance Fix to allow Domination team Victory -> Example for the issue: viewtopic.php?p=57051#p57051
-> this one was tricky, default requires 20+ 'Good' special events (my klingons have only 6 with the feds in below pic):
map_ai_data_types_E_F_12.png
map_ai_data_types_E_F_12.png (11.58 KiB) Viewed 205 times
► Show Spoiler
► Show Spoiler
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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