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Re: Ultimate Editor

Posted: Thu Feb 23, 2017 2:11 pm
by thunderchero
what version of UE are you using? I tested on UE 0.7.2dev5c with no issues

Re: Ultimate Editor

Posted: Thu Feb 23, 2017 2:51 pm
by ThrawnCrusher
I'll have to check when I get home

I am using the UE that comes along with the BOTF All in One Installer

Re: Ultimate Editor

Posted: Thu Feb 23, 2017 2:58 pm
by thunderchero
ThrawnCrusher wrote:I am using the UE that comes along with the BOTF All in One Installer
that would be UE 0.7.2dev5c

so I have no idea why you are having this issue.

anything else I can think of, UE should have warned you of problem when saving. :???:

and those would be read only or file in use.

sorry and Dcer is MIA

btw what version (mod) are you editing?

Re: Ultimate Editor

Posted: Thu Feb 23, 2017 3:07 pm
by ThrawnCrusher
I've been trying this on both Vanilla and UDM and having issues with each one

Re: Ultimate Editor

Posted: Thu Feb 23, 2017 3:08 pm
by ThrawnCrusher
I'm not noticing any error messages at all

It doesn't even say fail to update or failed to save

Re: Ultimate Editor

Posted: Sat Jul 29, 2017 4:13 am
by will87
Is there a way to delete star ships from a saved game?

I'm currently working on an Alpha quadrant canon map but I'm running into an error that I believe is being caused by the ships that I have moved. I believe deleting them will fix the issue but can't see how.

Re: Ultimate Editor

Posted: Sat Jul 29, 2017 7:17 am
by thunderchero
UE will corrupt saved games..... (just opening and saving a saved game with UE will corrupt file)

editing of this type should be done manually (hex edited)

here is all the saved game editing info
http://flocke.bplaced.net/botfwiki/inde ... le-Listing

Re: Ultimate Editor

Posted: Fri Aug 04, 2017 3:29 am
by will87
Thanks Thunderchero.

So if I understand this right, I have to do a hex edit to move the systems around as well? If I use UE for this it will also corrupt the file?

Re: Ultimate Editor

Posted: Tue May 08, 2018 7:56 am
by downeaster59
I recently installed BOTF All-In-One on my 2017 Surface Pro. Everything works great, except for a display issue with UE. The resolution of UE seems "off". Everything looks way too small. I enlarged the font size to the largest available, which helps, but the maps remain rather small and hard to work with. Strangely enough, when I run UE on my Mac in CrossOver, I don't have this display issue.

There's probably some easy fix that I am missing. Any ideas? Thanks!

Re: Ultimate Editor

Posted: Tue May 08, 2018 4:36 pm
by thunderchero
Only solution is not a good one, and that would be to lower the resolution of you surface pro to see if that helps. while we have source code for UE we no longer have anyone capable of editing code.

sorry, thunderchero

Re: Ultimate Editor

Posted: Tue May 08, 2018 5:51 pm
by downeaster59
Yeah, I thought of that, but I didn't want to go that route. UE is more a "nice to have" feature than a necessity for me. It's usable as is on my Surface; I can magnify sections as needed!

Thanks for your reply.

PS - If anyone is still wondering how to run BOTF on a Mac, and the tutorial in this forum doesn't work for them, BOTF runs very well in CrossOver (which is based on wine). CrossOver can run many Windows apps/programs. I'd recommend CrossOver. Worth the investment.

Less than 9 Main structures error

Posted: Wed May 09, 2018 11:03 pm
by thunderchero
Well I went though every code change UE made during editing of structure (there were over a 1000 :shock: )

the good news is no other changes were incorrect, they were all first id, last id or ID. the problem is how the MinorRaceBldUpgradeIDs.java file writes the table. it has 2 options (9 upgrades or no upgrade) it needs something like "if less than 9 structures repeat last upgrade until table is full"

here is how UE currently writes for food with 5 upgrade structures; (this repeats for all types)
each column is race; cards, feds, ferengi, klingons, romulans
column entry top to bottom; base structure, upgrade 1, upgrade 2, upgrade 3, upgrade 4 when I start duplicating upgrade 4 ID, upgrades end displaying

Code: Select all

>> 0x0018ede8 3A 00 67 00 94 00 C1 00 EE 00
>> 0x0018edf2 3A 00 67 00 94 00 C1 00 EE 00
>> 0x0018edfc 3A 00 67 00 94 00 C1 00 EE 00
>> 0x0018ee06 3D 00 6A 00 97 00 C4 00 F1 00
>> 0x0018ee10 3B 00 68 00 95 00 C2 00 EF 00
>> 0x0018ee1a 3E 00 6B 00 98 00 C5 00 F2 00
>> 0x0018ee24 3E 00 6B 00 98 00 C5 00 F2 00
>> 0x0018ee2e 3E 00 6B 00 98 00 C5 00 F2 00
>> 0x0018ee38 3E 00 6B 00 98 00 C5 00 F2 00
here is how it should be with 5 upgrade structures

Code: Select all

<< 0x0018ede8 3A 00 67 00 94 00 C1 00 EE 00
<< 0x0018edf2 3B 00 68 00 95 00 C2 00 EF 00
<< 0x0018edfc 3C 00 69 00 96 00 C3 00 F0 00
<< 0x0018ee06 3D 00 6A 00 97 00 C4 00 F1 00
<< 0x0018ee10 3E 00 6B 00 98 00 C5 00 F2 00
<< 0x0018ee1a 3E 00 6B 00 98 00 C5 00 F2 00
<< 0x0018ee24 3E 00 6B 00 98 00 C5 00 F2 00
<< 0x0018ee2e 3E 00 6B 00 98 00 C5 00 F2 00
<< 0x0018ee38 3E 00 6B 00 98 00 C5 00 F2 00
This may also be main issue why UE will corrupt BOP, so Gowron wrote special code to fix issue?

thunderchero

Re: Ultimate Editor

Posted: Thu Jan 24, 2019 1:12 pm
by AlexMcpherson79
Gettign back into BotF, and trying to edit trek.exe (no building upgrades mod), getting Couldn't delete Trek.tmp.
Fresh install of the AIO.

Re: Ultimate Editor

Posted: Thu Jan 24, 2019 2:09 pm
by thunderchero
sounds like a permission's issue, set UE.jar and trek.exe to run as admin. also make sure trek.exe is not "read only"

have fun

Re: Ultimate Editor

Posted: Thu Jan 24, 2019 5:08 pm
by AlexMcpherson79
It's not read only, and don't have "run as admin" option for UE.

Edit: other trek.exe's work, but its doing it when trying to modify the exe for the No Building Upgrade mod Large - normal NBU is fine. (tested via just adjusting a galaxy generation value so UE will try to save. It's the trek.tmp file in the UE folder that appears while saving and disappears once saved - I'm guessing it can't generate the new exe or something.