general use, so many changes have been made during this development everything needs to be tested.
New installer Beta available 11-20-23
Moderator: thunderchero
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Re: New installer Beta available 11-20-23
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Re: New installer Beta available 11-20-23
Everything so far on my end has been good with installs and running of the game.thunderchero wrote: ↑Fri Mar 15, 2024 7:11 pmgeneral use, so many changes have been made during this development everything needs to be tested.
The only issue I have which has been around for awhile is when the install is almost complete and goes to compressing. It just gets stuck there so I just end the .net (not the 2 or 3 ones) once then the CMD comes up then end it once more then it finishes up the rest.
This is most likely my system though....I have a Ntlite built that's lean and might cause the odd issue with things but it's very rare. It's not anything huge since it's easily fixable on my end.
Besides that all good
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Re: New installer Beta available 11-20-23
tbh this worries me that things may not have been installed correctly, but if you know your system and everything looks and runs correctly...Studmaster wrote: ↑Fri Mar 15, 2024 8:09 pm It just gets stuck there so I just end the .net (not the 2 or 3 ones) once then the CMD comes up then end it once more then it finishes up the rest.
CMD should all run silent if you are doing complete install of all mods it might take 10 min or more.
if you install with desktop icons you should be able to watch icons install one by one while compressing files.
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Re: New installer Beta available 11-20-23
I left it for a hour....stuck till I stop the .netthunderchero wrote: ↑Fri Mar 15, 2024 8:16 pmtbh this worries me that things may not have been installed correctly, but if you know your system and everything looks and runs correctly...Studmaster wrote: ↑Fri Mar 15, 2024 8:09 pm It just gets stuck there so I just end the .net (not the 2 or 3 ones) once then the CMD comes up then end it once more then it finishes up the rest.
CMD should all run silent if you are doing complete install of all mods it might take 10 min or more.
if you install with desktop icons you should be able to watch icons install one by one while compressing files.
Desktop icons don't come till after I do the .net stop and let the background do it's stuff.
It all goes though once I do this and most likely isolated to me system and a very few others so no worries
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Re: New installer Beta available 11-20-23
One of the many private request you had.
For the record:
-----Flocke wrote: ↑Mon Jul 31, 2023 2:38 amI removed it because I dislike when files are auto-patched during load, plus it can be easily fixed yourself.thunderchero wrote: ↑Sun Jul 23, 2023 10:55 pm when loading ship models
if duplicate hob file (HM1 slots 24 and 25 in vanilla) adding/editing these slots is really a pain.
(I thought older UE versions rename slot 25 to 0)
if slot data matches rename hob file of highest slot to unused slot name
if UE detects any duplicate hob name other time HM1 vanilla UE should have errored already lol
Earlier versions may have had problems at this, but you can simply rename one slot.
Nonetheless, to not also rename all the graphics, I added another integrity check to rename such duplicates.
This is a sneaking patch already included with UE 0.7.2dev5c if not before:
https://gitlab.com/stbotf/ultimate-edit ... .java#L143
All I did is add some documentation and display all the sneaking changes.
Sneaking changes don't necessarily have to be patched. It usually just means that UE succeeds to read old code, but fails to write old code back.
I might look into patching the minMinorsNumber code on need only.
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Re: New installer Beta available 11-20-23
Good suggestion, I'll add a warning.Spocks-cuddly-tribble wrote: ↑Fri Mar 15, 2024 4:27 pm Without hundreds of, partly major, code changes trek.exe cannot support ship, station, or monster IDs larger than byte, so UE should not allow this and issue a warning (IIRC thunderchero was shocked UE supported this, when analysing shiplist mess-ups by noobs).
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Re: New installer Beta available 11-20-23
Even the max byte ID FF might be problematic and requires many special case tests (and perhaps some code workarounds).Flocke wrote: ↑Sat Mar 16, 2024 4:14 amGood suggestion, I'll add a warning.Spocks-cuddly-tribble wrote: ↑Fri Mar 15, 2024 4:27 pmtrek.exe cannot support ship, station, or monster IDs larger than byte, so UE should not allow this and issue a warning (IIRC thunderchero was shocked UE supported this, when analysing shiplist mess-ups by noobs).
So max shiplist.sst ID FE might be the best choice?
Very strange, some reference bytes in the opcode are signed (hidden movsx vs word or dword), so patched cmp codes using 80h+ will only work if the register is changed to byte size (e.g. al, dl). This is the main issue in the code problem by thunderchero (e.g. 80h vs dword is FFFFFF80).
Your fix approach misses this issue:
The confusing part for you is: This code extends the ship ID from shiplist.sst via movzx (or e.g. xor reg & mov ID to lowest byte of dword reg), but the default reference byte in the code uses hidden movsz. For reference byte 80h+ the assembler would not use the one byte, but two/four byte opcode variants depending on register size to cmp in the code context.
So UE should stick with nop codes wherever possible. In this case:
0x6EC0A (sub_46F7D0) -> redundant replace at 0x6EC08 -> 83 F8 7D 7D 5E with 90 90 90 90 90 0x6EC68 (loc_46F85D) -> also redundant (due to shiprace check) replace at 0x6EC66 -> 83 FA 7D 7C with 90 90 90 EBGowron forced the jump with EB (my example also removes the pointless cmp instruction).
But there is still some values with unknown purpose: viewtopic.php?p=50815#p50815
Last edited by Spocks-cuddly-tribble on Sat Mar 16, 2024 8:40 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: New installer Beta available 11-20-23
I did some more testing with latest version of UE branch "StringSegment: ignore excessive change detection"Flocke wrote: ↑Fri Mar 15, 2024 2:58 pmI see problem. jge is a signed comparison. For unsigned comparison it must be replaced with jnb/jae.thunderchero wrote: ↑Thu Mar 14, 2024 4:00 pm edit; also this code change is crashing when entering ship build screen
>> 0x0006ec08 90 90 90 90 90
>> 0x0006ec66 80
>> 0x0006ec68 94 75
<< 0x0006ec08 83 f8 a8 7d 5e
<< 0x0006ec66 83
<< 0x0006ec68 a8 7c
<< 0x0006ec08 83 f8 a8 73 5e
and any time you increase shiplist we get this same crash with any mod version with shiplist above 128 (not just BOP)
if you add a ship then remove duplicate you just added or leaving duplicate and save. crash in build screen with error;
File: scrllbar.c, Line: 288, minValue < maxValue
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Re: New installer Beta available 11-20-23
I will remember this before adding too many in my build!thunderchero wrote: ↑Sat Mar 16, 2024 3:43 pmI did some more testing with latest version of UE branch "StringSegment: ignore excessive change detection"Flocke wrote: ↑Fri Mar 15, 2024 2:58 pmI see problem. jge is a signed comparison. For unsigned comparison it must be replaced with jnb/jae.thunderchero wrote: ↑Thu Mar 14, 2024 4:00 pm edit; also this code change is crashing when entering ship build screen
>> 0x0006ec08 90 90 90 90 90
>> 0x0006ec66 80
>> 0x0006ec68 94 75
<< 0x0006ec08 83 f8 a8 7d 5e
<< 0x0006ec66 83
<< 0x0006ec68 a8 7c
<< 0x0006ec08 83 f8 a8 73 5e
and any time you increase shiplist we get this same crash with any mod version with shiplist above 128 (not just BOP)
if you add a ship then remove duplicate you just added or leaving duplicate and save. crash in build screen with error;
File: scrllbar.c, Line: 288, minValue < maxValue
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Re: New installer Beta available 11-20-23
yeah any time you are testing dev versions always make backups of trek.exe and stbof.res.Studmaster wrote: ↑Sat Mar 16, 2024 4:09 pm I will remember this before adding too many in my build!
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Re: New installer Beta available 11-20-23
tested on branch "ShipLoadLoop: remember unsigned patch"Flocke wrote: ↑Thu Mar 14, 2024 7:05 pmI will take a look.thunderchero wrote: ↑Thu Mar 14, 2024 4:00 pm the offset for %d has been changed at
#change offset for %d
0x000d1ef2 ec -> ed
I took a look at your work in progress on this, no more crash in ship build screen
but getting this on integrity check;
Error: at 323954: alien ID is 124, but should be 125.
this happens now on all mods tested except ECM (only mod that has planet killer )
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Re: New installer Beta available 11-20-23
I just noticed I started getting this
after failure slot shows "free main slot"
Null error while importing any ship after failure slot shows "free main slot"
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Re: New installer Beta available 11-20-23
If I have a moment tonight, will look into this as wellthunderchero wrote: ↑Mon Mar 18, 2024 12:04 pm I just noticed I started getting this
null.jpg
Null error while importing any ship
after failure slot shows "free main slot"
free.jpg
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Re: New installer Beta available 11-20-23
Found issue in ship/ship name, when entering or switching group you get this message
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Re: New installer Beta available 11-20-23
Your installer says ultra, mine does not but when checking your above error it does not happen to mine.thunderchero wrote: ↑Tue Mar 19, 2024 9:13 pm Found issue in ship/ship name, when entering or switching group you get this message
array.jpg