editing zoom in view

General Modding Information/Questions; support/discussion/questions

Moderator: thunderchero

Forum rules
:idea: Please search before starting new topic. :idea:
There is a good chance it has already been asked.
User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 1961
Joined: Sun Apr 27, 2008 2:00 am

Re: editing zoom in view

Post by Spocks-cuddly-tribble »

thunderchero wrote: Mon Oct 10, 2022 8:18 ambefore I start major editing (..) I need to start a "to do" list
It's too early for that, my to-do's:

- updated Dynamic Widescreen with centered zoom-out (initial deviation fix)
- (using our research) map hotkeys for AI diagnostics (on/off, toggle data type, toggle AI empires)
- (using new mapAI keys) testing 2 new AI invade task fixes
- testing ECM large with minor fixes and updated tables (max 30 vs crashes issue) -> ECM base & vanilla no issues so far (but below 30 limit) = base fix
- considering best zoom-in sector size defaults

-> first you should focus on the minor race fixes + table update + testing max number 30 vs crashes

thunderchero wrote: Sun Oct 09, 2022 6:10 pmas for using background image for map area all attempts failed
I think it's the picture shared for hide unscanned sectors (in AAM Sovereign from First Contact), but with centered zoom-out it shouldn't matter anymore.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7965
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: editing zoom in view

Post by thunderchero »

Spocks-cuddly-tribble wrote: Mon Oct 10, 2022 11:58 am -> first you should focus on the minor race fixes + table update + testing max number 30 vs crashes
Ok I will, but why are you testing me....
0xE12D7 -> 0xb12D7
0xE12E0 -> 0xb12E0
Spocks-cuddly-tribble wrote: Sun Oct 09, 2022 4:09 pm

Code: Select all

NAME: Minor Placement - Random Race IDs Fix
DESC: Might help with: "File: ..\..\source\universe\readrace.c, Line: 257, 0" crashes.
AUTHOR: Spocks-cuddly-tribble
URL: 

>> 0xE12D7 23
<< 0xE12D7 1E

>> 0xE12E0 89 D0 31 D2 66 89 C2
<< 0xE12E0 83 C2 05 8B C2 90 90


#004B1ED6     BB 1E000000    MOV EBX,1E  // random range 30

#004B1EE0     83C2 05        ADD EDX,5   // IDs 0-29 + 5 (skip empire IDs)
#004B1EE3     8BC2           MOV EAX,EDX
#004B1EE5     90             NOP
#004B1EE6     90             NOP
User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 1961
Joined: Sun Apr 27, 2008 2:00 am

Re: editing zoom in view

Post by Spocks-cuddly-tribble »

thunderchero wrote: Mon Oct 10, 2022 12:45 pmwhy are you testing me....
0xE12D7 -> 0xb12D7
0xE12E0 -> 0xb12E0
That's what I get for testing only OllyDbg edited trek.exe and (mis)reading hex offset from IDA (no copy/paste feature) instead of using 'compare trek' to create the patch.... Post/patch corrected, thank you. :up:
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7965
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: editing zoom in view

Post by thunderchero »

Spocks-cuddly-tribble wrote: Mon Oct 10, 2022 11:58 am -> first you should focus on the minor race fixes + table update + testing max number 30 vs crashes
first test no crash (but they were rare in mum) 30 minors every time on Many (30 on MUM).

note all UE values are +1 so I now need to go back and reduce all by 1 on few (15 on MUM)and some (25 on MUM)

"none" tested with no minors as expected.

:up: :up:
User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 1961
Joined: Sun Apr 27, 2008 2:00 am

Re: editing zoom in view

Post by Spocks-cuddly-tribble »

thunderchero wrote: Mon Oct 10, 2022 1:24 pmno crash (but they were rare in mum) 30 minors every time on Many (30 on MUM).

note all UE values are +1 so I now need to go back and reduce all by 1
It 'should be' only about the value 31+, 'appropriate' minor density 'should' compensate the other values using the minimum limit table. :idea:

Best test the large-mod (+map settings) with most common read-race crashes (UDM/GAL?), getting nasty using the full power of the dark side (disable movies and rush many max-minor galaxies). :twisted:
Last edited by Spocks-cuddly-tribble on Mon Oct 10, 2022 1:58 pm, edited 1 time in total.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7965
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: editing zoom in view

Post by thunderchero »

MUM correct minors every time all levels no crashes

UDM No crashes test all types and sizes.

this patch is the one MUM uses to always get 30 minors (or the set value) as well as min set same as max minors

Code: Select all

NAME: move 8 always 30 minors on many
AUTHOR: thunderchero
DESC: This patch always 30 minors on many
DESC: patch file name: move 8 always_30_minors_on_many.patch
URL: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=4&t=3593#p48047
TAG: fix

# >>  = vanilla/original value

# <<  = new value

>> 0x000b103a 33
>> 0x000b104a dc 1d 68 f8 57 00
>> 0x000b1050 df e0 9e 73 19 8b 03 89 fa 8b 5c 24 3e
>> 0x000b105e 34 01 c1 fb 10 89 f0 e8 36 23 00 00 85 c0 75 0d 8b 54 24 04 83 c1 04 39 d1 7c 82 eb 92 89 f8 e8 3e 02 00 00 89 74 24 14 89 c2 69 c6 28 03 00 00 8b 1d c8 36 5a 00 66 8b 75 00 01 d8 31 db 46 66 89 d3 66 89 75 00 8b 74 24 14
>> 0x000b10aa 50 44 66 89 34 5d 60 23 5b 00
>> 0x000b10b5 83 fa 05 73 1b c6 40 30 00 88 50 4c 8b 54 24 04 83 c1 04 39 d1 0f 8c 2b ff ff ff e9 38 ff ff ff c6 40 30 05 c6 40 4c 23 8b 54 24 04 83 c1 04 39 d1 0f 8c 0f ff ff ff e9 1c ff ff ff 00 00 00 00 00 00 00 00
>> 0x0017d668 9a 99 99 99 99 99 c9 3f

<< 0x000b103a 3b
<< 0x000b104a df 05 bc 36 5a 00
<< 0x000b1050 de c9 dc 1d 68 f8 57 00 df e0 9e 73 19
<< 0x000b105e 03 89 fa 8b 5c 24 3e 8b 34 01 c1 fb 10 89 f0 e8 2e 23 00 00 85 c0 75 0d 8b 54 24 04 83 c1 04 39 d1 7c 8a eb 8a 89 f8 e8 36 02 00 00 89 74 24 14 89 c2 69 c6 28 03 00 00 8b 1d c8 36 5a 00 66 8b 75 00 01 d8 31 db 46 66 89 d3
<< 0x000b10aa 75 00 8b 74 24 14 66 89 50 44
<< 0x000b10b5 89 34 5d 60 23 5b 00 66 83 fa 05 73 1b c6 40 30 00 88 50 4c 8b 54 24 04 83 c1 04 39 d1 0f 8c 23 ff ff ff e9 30 ff ff ff c6 40 30 05 c6 40 4c 23 8b 54 24 04 83 c1 04 39 d1 0f 8c 07 ff ff ff e9 14 ff ff ff
<< 0x0017d668 00 00 00 00 00 00 3e 40
User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 1961
Joined: Sun Apr 27, 2008 2:00 am

Re: editing zoom in view

Post by Spocks-cuddly-tribble »

Good news: Patch fixed with centered zoom-out (old patch post updated) :wink:

Code: Select all

NAME: Dynamic Widescreen Zoom-In for Any Galaxy Grid
DESC: Improves e.g. 4:3 galaxy grids (better for AI and game balance) in widescreen GUIs.
AUTHOR: Spocks-cuddly-tribble/thunderchero
URL: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=57467#p57467

>> 0x000d7f8e 59 c3
>> 0xDB4FD E8 9E 19 06 00
>> 0x000dc60c 8b 45 08

<< 0x000d7f8e eb 0f
<< 0xDB4FD EB 0A 90 90 90
<< 0x000dc60c eb 68 90

#004D8B8E   EB 0F          JMP SHORT 4D8B9F  // 'N' update rendering

#004DC0FD   EB 0A          JMP SHORT 4DC109  // fix zoom-out center deviation
#004DC0FF   909090         NOP

#004DD20C   EB 68          JMP SHORT 4DD276  // keep wdf dimensions
#004DD20E   90             NOP

thunderchero wrote: Mon Oct 10, 2022 4:05 pmMUM correct minors every time all levels no crashes

UDM No crashes test all types and sizes.
Very nice! Thank you. So we just need to lower minor max values in ECM large patch (and other mods?) from 31 to 30 :?:


Strange thing I just got a read-race error testing the vanilla 1366 zoom-in patch, but I might have corrupted trek.exe and/or installation?

EDIT: Double-checked and crash happened with unfixed vanilla original minor codes. So patches are still good. :!:



Here is my plan for map AI data hotkeys using free jumps from this table:

Code: Select all

04D89E0 off_4D89E0 dd offset h_left                       ; DATA XREF: Map_Hotkeys
004D89E4           dd offset i_zoom_in
004D89E8           dd offset j_down
004D89EC           dd offset k_up
004D89F0           dd offset l_right
004D89F4           dd offset m_p_q_r__unused
004D89F8           dd offset n_names
004D89FC           dd offset o_zoom_out
004D8A00           dd offset m_p_q_r__unused
004D8A04           dd offset m_p_q_r__unused
004D8A08           dd offset m_p_q_r__unused
004D8A0C           dd offset s_summary_ss_sytems_list
New Map AI hotkeys:

Q - toggle Query ai data on/off
M - toggle/loop Map ai data type
R - toggle/loop ai Race
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7965
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: editing zoom in view

Post by thunderchero »

Spocks-cuddly-tribble wrote: Mon Oct 10, 2022 11:58 am - considering best zoom-in sector size defaults
just setup 1920 x 1080 4:3 galaxy and vanilla zoom does not even make side to side lol
so even normal maps need to be looked at. you want me to post some screenshots so you don't have to install all versions?
Spocks-cuddly-tribble wrote: Mon Oct 10, 2022 4:21 pm Good news: Patch fixed with centered zoom-out (old patch post updated) :wink:
nice
Spocks-cuddly-tribble wrote: Mon Oct 10, 2022 4:21 pm Very nice! Thank you. So we just need to lower minor max values in ECM large patch (and other mods?) from 31 to 30 :?:
other developers mods no, the issue is annoying, but will not force patch on mods. just like I will not force shared minor fix on vanilla :wink:

already added as test on UDM and MUM and they will get it but not sure about UCW, NBU and TMPM
Spocks-cuddly-tribble wrote: Mon Oct 10, 2022 4:21 pm Here is my plan for map AI data hotkeys using free jumps from this table:

New Map AI hotkeys:


interesting
User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 1961
Joined: Sun Apr 27, 2008 2:00 am

Re: editing zoom in view

Post by Spocks-cuddly-tribble »

Code: Select all

NAME: Hotkey Control for 24 Map AI Data Types - Diagnostics - Not for Mods!
DESC: 'Build Tasks' must be turned ON to display AI data (list see link). Q = toggle AI/player view.
DESC: M = loop Map AI data types / R = next AI Race (non-iterable! After Romulan data re-load saved game to avoid issues!)
AUTHOR: Spocks-cuddly-tribble
URL: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=34204#p34204

>> 0x000d7df4 4c 8a 4d
>> 0x000d7e04 4c 8a 4d
>> 0x000d7e08 4c 8a 4d
>> 0x000e6897 74 3b 83 3d
>> 0x000e68a0 74 37
>> 0x000e68b0 81 f9 e4 13 58
>> 0x000e68b6 75 18 bb 04 14
>> 0x000e68bc 00 ba e8 02 00 00 b8 28 14 58
>> 0x000e68c7 e8 e4 0c 02 00 85 c0 75 e0 31 c0 59 c3
>> 0x000e6bc6 30 d2 31 c0 88 d0 e8 ef d4 f1 ff 85 c0 0f 84 2e 01 00 00 88 15 80 58 59 00
>> 0x000e6d07 fe c2 80 fa 05 0f 82 b6 fe
>> 0x000e6d11 ff e9 d7 fe ff ff

<< 0x000d7df4 c1 74 4e
<< 0x000d7e04 b8 74 4e
<< 0x000d7e08 c9 74 4e
<< 0x000e6897 75 40 f6 05
<< 0x000e68a0 75 32
<< 0x000e68b0 89 0d 78 58 59
<< 0x000e68b6 eb 2b 80 35 74
<< 0x000e68bc 59 00 01 eb 0e fe 05 78 58 59
<< 0x000e68c7 eb 06 fe 05 80 58 59 00 e9 e3 16 ff ff
<< 0x000e6bc6 b9 80 58 59 00 8b 11 8b c2 e8 ec d4 f1 ff 85 c0 0f 84 2b 01 00 00 89 11 90
<< 0x000e6d07 42 83 fa 05 0f 82 bc fe ff
<< 0x000e6d11 33 d2 eb f3 90 90
AI_Map_Data.png
AI_Map_Data.png (56.59 KiB) Viewed 1810 times

thunderchero wrote: Mon Oct 10, 2022 8:55 pmjust setup 1920 x 1080 4:3 galaxy and vanilla zoom does not even make side to side lol
so even normal maps need to be looked at. you want me to post some screenshots so you don't have to install all versions?
That'd be nice, thanks. I just prefer 800x600 close to vanilla defaults. With other resolutions using altered GUIs I trust your judgement. :cool:

ECMS has a name isse:
ECMS_name_glitch.png
ECMS_name_glitch.png (31.78 KiB) Viewed 1810 times

thunderchero wrote: Mon Oct 10, 2022 8:55 pmother developers mods no, the issue is annoying, but will not force patch on mods. just like I will not force shared minor fix on vanilla :wink:

already added as test on UDM and MUM and they will get it but not sure about UCW, NBU and TMPM
Of course! I just provide insight and a solution for this crash to interested modders/user. :wink:

What I don't get is why AIO vanilla 1366 has way more issues than the 800x600 version.
The latest read-race crash is just one of them (this virtually never happened with my old CD version). :???:
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7965
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: editing zoom in view

Post by thunderchero »

Here is some screenshots for zoom

basic 6 sectors top to bottom as vanilla (800 x 600 unchanged)
800 x 600 60 pixels per sector
1024 x 768 80 pixels per sector
1366 x 768 90 pixels per sector
1920 x 1080 140 pixels per sector
800.jpg
800.jpg (129.53 KiB) Viewed 1782 times
1024.jpg
1024.jpg (159.83 KiB) Viewed 1782 times
1366.jpg
1366.jpg (168.91 KiB) Viewed 1782 times
1080.jpg
1080.jpg (240.98 KiB) Viewed 1782 times
Spocks-cuddly-tribble wrote: Tue Oct 11, 2022 12:57 am ECMS has a name issue:
this is a know issue, (at least by me lol)
also if you look at stbof.ini at bottom sometime it will even write this
Version=UDML3.0the Cardassian Union

now you see where it gets "the" from. :wink:
Spocks-cuddly-tribble wrote: Tue Oct 11, 2022 12:57 am What I don't get is why AIO vanilla 1366 has way more issues than the 800x600 version.
The latest read-race crash is just one of them (this virtually never happened with my old CD version). :???:
unfortunately I am starting to think installer is getting too big, During compile I get no errors but I am seeing random corruption just like ECM 1366 being buggy on beta6. nothing was changed just re-compiled.
when I was posting for help for script the developer commented that was the largest he had seen after compile. he suggested download files on demand. But I have never gotten that to work properly.
User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 1961
Joined: Sun Apr 27, 2008 2:00 am

Re: editing zoom in view

Post by Spocks-cuddly-tribble »

thunderchero wrote: Tue Oct 11, 2022 8:55 amHere is some screenshots for zoom
Looks good to me! :up: (albeit 1080 sector font size is a bit tiny e.g. pop)

thunderchero wrote: Tue Oct 11, 2022 8:55 amstbof.ini at bottom sometime it will even write this
Version=UDML3.0the Cardassian Union

now you see where it gets "the" from. :wink:
Dynamic data with static address:

005B1A91 Game_Version -> max 7 bytes -> last must be 00 -> (so max 6 letters) -> bytes 8+ overwritten by....
005B1A98 static_EmpsInfo (empire names)

So either:

ECM 5 -> version revisions ECM 5a (or if space doesn't work ECM_5)
ECMs5 -> ECMs5a

or:
ECMS_name_glitch.png
ECMS_name_glitch.png (29.17 KiB) Viewed 1769 times

thunderchero wrote: Tue Oct 11, 2022 8:55 amunfortunately I am starting to think installer is getting too big, During compile I get no errors but I am seeing random corruption just like ECM 1366 being buggy on beta6. nothing was changed just re-compiled.
All-clear - AIO should be fine. :up:

The vanilla 1366 crash happened due to incompatible galaxy generation patch (large always crashes).
I needed this funny/buggy patch to check vertical zoom-out deviations testing the dynamic zoom-in patch.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7965
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: editing zoom in view

Post by thunderchero »

Spocks-cuddly-tribble wrote: Tue Oct 11, 2022 11:26 am
thunderchero wrote: Tue Oct 11, 2022 8:55 amHere is some screenshots for zoom
Looks good to me! :up: (albeit 1080 sector font size is a bit tiny e.g. pop)
1080 already has an increased fnt file for system name that can be used in other location e.g. pop
here is increased pop looks like using generc12.fnt
pop.jpg
pop.jpg (251.48 KiB) Viewed 1730 times
Spocks-cuddly-tribble wrote: Tue Oct 11, 2022 11:26 am ECM 5 -> version revisions ECM 5a (or if space doesn't work ECM_5)
ECMs5 -> ECMs5a
I would be afraid space would have same issue as install path in MP connections
just an idea (registry does not have to match install folder, it just made it easier for me. but we are past that stage now)

ECM5a
ECM5sa

since I have been opening ECM in UE I notice UE keeps wanting to sneak in a patch on palette.lst (you manually edited this file)
what file did you want to use in installer? here is both files so you can compare
palette.zip
(143.13 KiB) Downloaded 72 times
User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 1961
Joined: Sun Apr 27, 2008 2:00 am

Re: editing zoom in view

Post by Spocks-cuddly-tribble »

thunderchero wrote: Tue Oct 11, 2022 5:27 pm1080 already has an increased fnt file for system name that can be used in other location e.g. pop
here is increased pop looks like using generc12.fnt
That's good enough, unless you think smaller sectors look better for 1080?

thunderchero wrote: Tue Oct 11, 2022 5:27 pmECM5a
ECM5sa
If that's easy enough for you to implement, it would be fine. Or change only ECMS?

thunderchero wrote: Tue Oct 11, 2022 5:27 pmUE keeps wanting to sneak in a patch on palette.lst (you manually edited this file)
what file did you want to use in installer?
My has unused alternate palettes for torpedo tests & Sovereign, you can use the smaller UE edited file.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7965
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: editing zoom in view

Post by thunderchero »

Spocks-cuddly-tribble wrote: Tue Oct 11, 2022 5:41 pm unless you think smaller sectors look better for 1080?
I always said there is 2 ways to look at zoom

1. keep same (vanilla height 6 sectors) throughout res and galaxy sizes
2. keep vanilla zoom on normal maps, use % for large map.

% vanilla maps, large 25 x 18
large,18 = height zoom = 6 height = 30%

% large maps, large 52 x 39
large, 39 = height zoom = 11.7 height = 30%

here is 1080 with 75 pixels 11.5 height zoom
75.jpg
75.jpg (220.26 KiB) Viewed 1716 times
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7965
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: editing zoom in view

Post by thunderchero »

Hi Spocks-cuddly-tribble,

right now I have started getting changes ready for bets 6b. Here is what I have done so far.

1. edited ECM 1366 and 1080 to use 4:3 map area with (Dynamic Widescreen Zoom-In for Any Galaxy Grid)
2. adjusted normal maps to use standard 6 sector zoom height (all resolutions)
3. edited 1080 pop to use 12 font
4. added UE edited palette.lst
5. edited version (ECM_5/ECMs5)

is there any other patches you have ready for normal maps? (AIO versions)
AIFleetBuildupFix.patch?
large AI tweaks?
Minor Placement - Random Race IDs Fix?

once beta 6b is out I will start on ECM/generic large map patches.
I thought about it more last night on the generic large maps will use standard 6 sector zoom height.
Post Reply

Return to “General Modding Information/Questions”