beta testers needed

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johnnyblaze
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Re: beta testers needed

Post by johnnyblaze »

thunderchero wrote: Tue Jul 04, 2023 6:34 pm
johnnyblaze wrote: Tue Jul 04, 2023 6:12 pm - New issue in later rounds when "new" ships are researched, if you scroll over or try to click on (strike cruiser IV) the game immediaty crashes
still need to ask what installer version? as far as I know all missing images have been fixed in version 2.0.3a (per UE integrity check)
what resolution did you install? (this is important)

"strike cruiser IV" Keldon? Qu'Vat? or D'Xokra?

Note; there should be a crash log with missing image name
johnnyblaze wrote: Tue Jul 04, 2023 6:12 pm - The End of turn crashing, when i restart the game and hit continue, it goes to the next turn but won't if I go back from saved game (on that turn)
If you are re-starting saves this could be due to 18 fleet taskforce patch, this has always been problematic patch. :oops:


- installer version 2.0.3 - the latest version of the top 10 mods
- ultimate mod 5
- federation - crashes after researched (when you scroll over it) tactical cruiser IV and/or Heavy Explorer
- have no idea how to delete 18 fleet taskforce patch
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thunderchero
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Re: beta testers needed

Post by thunderchero »

johnnyblaze wrote: Thu Jul 06, 2023 9:59 pm - installer version 2.0.3 - the latest version of the top 10 mods
sorry I thought you were beta testing the 2.0.3a version (you should install this version for testing)
file removed out of date
johnnyblaze wrote: Thu Jul 06, 2023 9:59 pm - federation - crashes after researched (when you scroll over it) tactical cruiser IV and/or Heavy Explorer
- have no idea how to delete 18 fleet taskforce patch
these images were added to only 2.0.3a version installer

18 fleet task force is not easy to remove, several other patches were edited special for 18 fleet taskforce and don't have a list of changes for those patches.
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mytranquillity85
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Re: beta testers needed

Post by mytranquillity85 »

Hi,

now playing with 2.0.3a - the previously reported issue with the Warhawk is fixed - the one with treaty sigend is not.
Not sure how to get a savegame as I cannot predict when the other factions sign it.

However I have made a screenshot (attached)

UM5 - 2.0.3a
I run botf on Windows 10, with WQHD / 1440p resolution.
Botf is installed with HD patch

/Andy
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Peace_Signed.png
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thunderchero
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Re: beta testers needed

Post by thunderchero »

mytranquillity85 wrote: Fri Aug 18, 2023 3:43 am However I have made a screenshot
found issue and will be fixed in next update (release date still tbd)

for now if you want you can add this file to 1920 x 1080 versions stbof.res
ev_ficn.tga
(118.7 KiB) Downloaded 24 times
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mytranquillity85
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Re: beta testers needed

Post by mytranquillity85 »

Thanks - I've added the file and will test.

I usually prefer smaller maps, thats why I have changed the Galaxy Generation with the UE in previous versions.

When I try to open the menu now with the 2.0.3a release (and the UE that comes with it) I get the follwowing error:
(Other menus open with no error, Game was not running)
UE_G_Gen_Error.PNG
UE_G_Gen_Error.PNG (47.41 KiB) Viewed 1328 times
Btw. would the following chart still work?

https://www.armadafleetcommand.com/medi ... /chart.jpg

Thanks
Andy
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Spocks-cuddly-tribble
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Re: beta testers needed

Post by Spocks-cuddly-tribble »

UM5.5 uses special code for only irregular galaxies with different star density instead of elliptical, spiral and ring types (they crashed in UM5 - Dafedz did not like them and wasted no time for tweaking them right).

UE might have issues to edit this special code and the chart is also invalid due to wrong types: viewtopic.php?p=48047#p48047
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: beta testers needed

Post by Flocke »

mytranquillity85 wrote: Tue Aug 29, 2023 8:11 am When I try to open the menu now with the 2.0.3a release (and the UE that comes with it) I get the follwowing error:
Previous versions missed alot of code validation but likely would have errored, too.
Galaxy shape is kinda messed for multiple mods. Hard to support them all.
UM5.5 shows alot of issues here, but I'll have a look.
UM5.5 GalShape.jpg
UM5.5 GalShape.jpg (131.14 KiB) Viewed 1309 times
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thunderchero
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Re: beta testers needed

Post by thunderchero »

IMPORTANT EDIT
I am going to leave the instructions below, but reducing map size would lead to "read race" crash due to irregular patch writes "empire distance"
before reapplying irregular patch, the patch would need to be edited for empire distance.

to edit galaxy size is not easy on MUM and UM5

step1
use bof patcher to remove Irregular patch

step 2
only edit "Map size" (only the 6 boxes) to your liking, do not edit any other values
use wide screen values for map size 16 x 8, 20 x 10 (height 50% of width)
note; check last changed value to make sure it take effect.
and save trek.exe

step 3
using UE extract every file from stbof.res to an empty folder
note; this will take some time with UE, I use winrar for quicker extraction.

step 4
open bof_res_patch.exe (located in tools/bofrespatch)
use "locate" to set UM5 trek.exe
use "locate" to directory you just extracted stbof.res
set width and height to your installed resolution
select "patch" button
select "quit" to close bof_res_patch.exe

step 5
use bof patcher to install Irregular patch

and test
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Re: beta testers needed

Post by thunderchero »

I am starting to put together code changes I would like to make to my mods.

add (I am sure I missing so many patches)
1. Task Force Icon Pop-up Fix for Minor Races
2. Unknown Stations Fix
3. Immigrants Flock Fix
4. Initial combat rotation (wide screen versions)
5. phaser slots?

The question on phaser slots, how far do I go?
I did some tests long ago, if a ship has the same stats and same size, it will do same damage with 1 slot or 16 slots
So if I change 01 02 03 04 05 06 07 08 -> 01 01 01 01 01 01 01 01
it would only be GFX improvement only and not much of an improvement.

One thing that helps vanilla does not have hex code of 01 02 03 04 05 06 07 08 this makes it easier to do just a simple hex replacement.

do I just fix only my mods or do I do all my ships regardless of who's mod? to keep a standard

problem fixing all of the mods, we would still have all those ship packs with 01 02 03 04 05 06 07 08 (UE might be able to change them as imported to 01 01 01 01 01 01 01 01 :idea: )

thoughts or suggestions
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Spocks-cuddly-tribble
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Re: beta testers needed

Post by Spocks-cuddly-tribble »

thunderchero wrote: Fri Sep 15, 2023 11:04 am(I am sure I missing so many patches)
- AI Territory Violation Check -> scan strength deviation Fix for uncloaked ships - Fix corrected 0x1F705 (0 -> 1 vanilla bug is 5)
All mods should be 0x1F705 01 (vanilla bug 05, wrong fix 00)

thunderchero wrote: Fri Sep 15, 2023 11:04 amInitial combat rotation (wide screen versions)
Why only widescreen versions? I was going to suggest this change for ECM base for easier editing of installer files?

thunderchero wrote: Fri Sep 15, 2023 11:04 am5. phaser slots?
I'm uncertain with this one. It's not only a cosmetic rendering issue.
We don't know how invalid bitmasks affect game stability, and if only the target closest hob slot bitmask gets tested?
IF invalid vaules are no issue AND alway all slots get tested for a firing solution THEN your wrong settup might be more powerfull:
All ships would have Aft 120 degree (02) plus same Forward (01).
Last edited by Spocks-cuddly-tribble on Fri Oct 06, 2023 12:58 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.
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Re: beta testers needed

Post by thunderchero »

Spocks-cuddly-tribble wrote: Fri Sep 15, 2023 1:58 pm Why only widescreen versions? I was going to suggest this change for ECM base for easier editing of installer files?
the issue is viewable area, here is a few example of no code changes on vanilla

800 x 600 (1024 x 768 would be same) after entering combat natural rotation (no button selected or user input)
800.jpg
800.jpg (80.74 KiB) Viewed 1104 times
1366 x 768 (1920 x 1080 would be same) after entering combat natural rotation (no button selected or user input)
1366.jpg
1366.jpg (126.84 KiB) Viewed 1104 times
ok here is an overlay of the combat area, 1366 area was resized the same width as 800 x 600
overlay.jpg
overlay.jpg (94.57 KiB) Viewed 1104 times
I selected the 1366 x 768 viewable combat area, you will notice ships are in exact same positions
so in a way wide screen versions have less viewable combat area. but has higher pixels

4:3 does not need this adjustment, but would not hurt either.

Note; This is really an issue on MPR++ widescreen. The selection boxes will be in front of ship. :shock:
Spocks-cuddly-tribble wrote: Fri Sep 15, 2023 1:58 pm I'm uncertain with this one. It's not only a cosmetic rendering issue.
We don't know how invalid bitmasks affect game stability, and if only the target closest hob slot bitmask gets tested?
IF invalid vaules are no issue AND alway all slots get tested for a firing solution THEN your wrong settup might be more powerfull:
All ships would have Aft 120 degree (02) plus same Forward (01).
I am un certain myself, these ships have been used with 01 - 08 for over 10 years now.

That is why I am leaning toward not doing any thing with mods, this need to be addressed during model creation.
after checking 20 or so of my models in flt, it looks like most of my hard points are at front of model. :mad:
so any side, aft phaser would fire though the model (but they are already doing that now)

I think if I was to create/modify any models I would still go with 4 forward 1 left 1 right 2 aft with default firing arc 120 degree.
just keep them simple and have good firing arc coverage.
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Re: beta testers needed

Post by Spocks-cuddly-tribble »

thunderchero wrote: Fri Sep 15, 2023 3:38 pmthe issue is viewable area
Yeah, it expects vanilla aspect ratio based on the horizontal dimension. Just go ahead with the best option and add to ECM at your own discretion. :wink:

thunderchero wrote: Fri Sep 15, 2023 3:38 pmif I was to create/modify any models I would still go with 4 forward 1 left 1 right 2 aft with default firing arc 120 degree.
Ideally this should be affected by empire, ship design/type and tech.

E.g. Klingon many disruptors, but more restricted to forward (BoP even narrow arc).

Cardassian best arcs, Federation good (except special farward attack like Defiant), Ferengi and Romulans medium?

Low tech ships fewer directions and smaller arc.


[EDIT]:

Some of the updated patches from the patch database:
updated _patches.png
updated _patches.png (4.11 KiB) Viewed 1058 times
AI_Scan_Strength_deviation_fix.patch
(446 Bytes) Downloaded 21 times
aka 'AI Territory Violation Check'

ground combat bonus.patch
(709 Bytes) Downloaded 19 times

plus the missed false liberations fix: download/file.php?id=3906
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: beta testers needed

Post by thunderchero »

Spocks-cuddly-tribble wrote: Fri Sep 15, 2023 4:39 pm Some of the updated patches from the patch database:
also added the Unknown Stations Fix and Task Force Icon Pop-up Fix for Minor Races patches to ECM database.
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Re: beta testers needed

Post by Spocks-cuddly-tribble »

thunderchero wrote: Sun Sep 17, 2023 11:00 pmalso added the Unknown Stations Fix and Task Force Icon Pop-up Fix for Minor Races patches to ECM database.
Don't forget about: :wink:
thunderchero wrote: Fri Sep 15, 2023 11:04 am3. Immigrants Flock Fix
Spocks-cuddly-tribble wrote: Fri Sep 15, 2023 4:39 pmfalse liberations fix: download/file.php?id=3906
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: beta testers needed

Post by justanick »

License Agreement wrote:INSALLER, IS IN NO WAY LIABLE FOR ANY DAMAGE THAT MAY OCCUR FROM THE USAGE OF THIS INSALLER
There is missing a T, twice.
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