Unable to terraform

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Spocks-cuddly-tribble
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Re: Unable to terraform

Post by Spocks-cuddly-tribble »

Flocke wrote: Thu Mar 07, 2024 2:48 pmWhere's the patch? :D
I thought it's a good test case for you new positronic auto-coding framework in cooperation with recent deep/dumb-AI...., but I will see what I can do. :wink:

OT: Has OrdInfo/resultlist also temp IDs or are they ongoing/limited like regular TF IDs (in case issued player orders have a similar sav glitch)?

A quick search yields three instances for the ID ranges you listed:

456A70 LoadGame_ordInfo

457E00 clear_prepare_OrdInfo?

459410 result_lst_defaults
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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Flocke
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Re: Unable to terraform

Post by Flocke »

Spocks-cuddly-tribble wrote: Thu Mar 07, 2024 4:57 pm I thought it's a good test case for you new positronic auto-coding framework in cooperation with recent deep/dumb-AI...., but I will see what I can do. :wink:
Coding is no magic and so are those deep/dumb AIs. I don't know what code is driving them, but I know there are countless developers and enormous amounts of money involved that work on fine-tuning all kind of logic and specialized abilities and make them work together to fake peoples mind.
Even for things like writing poems expect a whole developer team of maybe 100 developers that worked full time on it for multiple years. It's crazy.

At some point it'll be complex enough to code whole new games by a small voice request and then continue to fine tune it.
But I believe it'll take some decades until they are sophisticated enough and then still make lots of errors that need manual fixture.
Before of that we'll have a long time of assisted development where actually they cause additional work even in case they lessen work for specific tasks. Yet they are mostly used as an assisted search machine or for creating arts. :lol:

And although the framework is what I'd like to focus on this year (beside RL stuff), it'll take a while until I can address issues like this.
Spocks-cuddly-tribble wrote: Thu Mar 07, 2024 4:57 pm OT: Has OrdInfo/resultlist also temp IDs or are they ongoing/limited like regular TF IDs (in case issued player orders have a similar sav glitch)?
So far I've only seen temp IDs used for the taskforce IDs. I don't think there are any further ones. GTForceList and GWTForce is a very special case. And to keep ids matching each other, they invented those temporary ID ranges.
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Re: Unable to terraform

Post by Spocks-cuddly-tribble »

Ok here is your test patch:

Temp_TF_IDs_Fix.patch
(2.25 KiB) Downloaded 9 times
NAME: Savegame Fix for Overlapping Temporary Task Force IDs
DESC: Fixes issues with redeploying ships when there already are redeployed task forces stored in the loaded savegame.
DESC: NOTE redeploying player ships won't work for previous unpatched games at the loaded turn (wait one turn)!
DESC: NOTE the patch conflicts with an outdated/removed monster bitmask fix also using cardassian alienInfo area [5A204C]!
DESC: patch file name: Temp_TF_IDs_Fix.patch
AUTHOR: Spocks-cuddly-tribble & Flocke (not the cuddly ice bear)
URL: viewtopic.php?p=61451#p61451

>> 0x0003baf2 89 c1 85 c0 7c 09 e8 93 fe ff ff 5a 59 5b c3 bb 80 86 57 00 ba 5d 01
>> 0x0003bb0a 00 b8 3c 86 57 00 e8 9b ba 0c
>> 0x0003bb15 85 c0 74 df 85 c9 7d db eb e2
>> 0x0003bb33 31 db
>> 0x0003bb88 7c 12
>> 0x0003bb9c bb 80 86 57 00 ba 51 01
>> 0x0003bba5 00 b8 3c 86 57 00 e8 00 ba 0c 00 85 c0 74 d6 85 ed 7d d2 eb e2 00

<< 0x0003baf2 66 8b 0d 4c 20 5a 00 0f b6 05 2a 2b 5a 00 6b c0 06 66 89 88 24 fd 58
<< 0x0003bb0a e8 81 fe ff ff 5a 59 5b c3 00
<< 0x0003bb15 00 00 00 00 00 00 00 00 00 00
<< 0x0003bb33 eb 67
<< 0x0003bb88 90 90
<< 0x0003bb9c 33 db 0f b6 05 2a 2b 5a
<< 0x0003bba5 6b c0 06 66 8b 88 24 fd 58 00 66 89 0d 4c 20 5a 00 e9 7a ff ff ff


# load word [58FD24 + player empire ID *6] from [5A204C] (unused cardassian alienInfo+3C)

#0043C6F2     66:8B0D 4C205A00   MOV CX,[5A204C]
#0043C6F9     0FB605 2A2B5A00    MOVZX EAX,BYTE [5A2B2A]
#0043C700     6BC0 06            IMUL EAX,EAX,6
#0043C703     66:8988 24FD5800   MOV [EAX+58FD24],CX
#0043C70A     E8 81FEFFFF        CALL 43C590
#0043C70F     5A                 POP EDX
#0043C710     59                 POP ECX
#0043C711     5B                 POP EBX
#0043C712     C3                 RETN


# store word [58FD24 + player empire ID *6] at [5A204C] (unused cardassian alienInfo+3C)

#0043C733     EB 67              JMP SHORT 43C79C

#0043C788     90b90              NOP

#0043C79C     33DB               XOR EBX,EBX
#0043C79E     0FB605 2A2B5A00    MOVZX EAX,BYTE [5A2B2A]
#0043C7A5     6BC0 06            IMUL EAX,EAX,6
#0043C7A8     66:8B88 24FD5800   MOV CX,W[EAX+58FD24]
#0043C7AF     66:890D 4C205A00   MOV [5A204C],CX
#0043C7B6    ^E9 7AFFFFFF        JMP 43C735
Flocke wrote: Thu Mar 07, 2024 6:42 pm
Spocks-cuddly-tribble wrote: Thu Mar 07, 2024 4:57 pm OT: Has OrdInfo/resultlist also temp IDs or are they ongoing/limited like regular TF IDs (in case issued player orders have a similar sav glitch)?
So far I've only seen temp IDs used for the taskforce IDs. I don't think there are any further ones.
Then we need to check how the newly issued player orders get stored in the ordInfo of single player saved games.
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: Unable to terraform

Post by Flocke »

Spocks-cuddly-tribble wrote: Fri Mar 08, 2024 3:18 pm Ok here is your test patch
Nice! Someone test this please! :D
Spocks-cuddly-tribble wrote: Fri Mar 08, 2024 3:18 pm AUTHOR: Spocks-cuddly-tribble & Flocke (not the cuddly ice bear)
Wait, are you joking on me? :lol:
There has been very little contribution by me and no coding at all, so no reason be mentioned. ;)
Spocks-cuddly-tribble wrote: Fri Mar 08, 2024 3:18 pmunused cardassian alienInfo+3C
And again you messed the UE alien status checks :lol:
Nm. easy solution is best for now. If it proofs to work well, I still might look into adapting it and add some new internal save file or such.

Most interesting will be to see whether it works in multiplayer games as well - or at least doesn't worsen synchronization issues.
Spocks-cuddly-tribble wrote: Thu Mar 07, 2024 4:57 pm Then we need to check how the newly issued player orders get stored in the ordInfo of single player saved games.
There's lots analysed already. It's a plain list. I see no relevance.
For updating and removing ships with UE, I already read all the military orders and task force ids.
It only would need update when you assign new IDs - along with many other files that get updated by UE.
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Re: Unable to terraform

Post by Spocks-cuddly-tribble »

Flocke wrote: Fri Mar 08, 2024 5:51 pmWait, are you joking on me? :lol:
Just to avoid a discrimination lawsuit from the ice bear Flocke (i.e. for claiming she supported that patch): :wink:

Flocke wrote: Fri Mar 08, 2024 5:51 pmMost interesting will be to see whether it works in multiplayer games as well - or at least doesn't worsen synchronization issues.
I forgot the MP switch, coded this on the fly with OllyDbg. But I won't update the patch, since I don't like it anyway:

- can cause issues after switching player empire or converting MP saves
- encourages save-scumming even more (MP & regular noncheater player won't need it)

So I leave the patch for the hardcore cheaters, but I strongly advise against using it for public mod releases (or patch databases) :!:

Flocke wrote: Fri Mar 08, 2024 5:51 pmIt's a plain list. I see no relevance.
That sporadic build-queue-stuck bug is quite annoying, so I'd like to find the cause and fix it. :smile:

EDIT:

I found one source of the glitch: Destruction of all main buildings of the same type during upgrade (bombing, intel attack, random- or low-morale event).

Reason is systInfo and/or OrdInfo upgrade task data is not removed/updated in this case, so the entries go out of sync.

Problem is you have to remember all upgrade tasks (problematic with many systems) in order to handle the bug by producing trade goods for one turn. Otherwise the hidden/unremoved upgrade data stalls any industry and buy progress.
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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