New installer Beta available 11-20-23

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thunderchero
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Re: New installer Beta available 11-20-23

Post by thunderchero »

Studmaster wrote: Fri Mar 15, 2024 6:12 pm What kind of testing in particular?
general use, so many changes have been made during this development everything needs to be tested. :up:
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Re: New installer Beta available 11-20-23

Post by Studmaster »

thunderchero wrote: Fri Mar 15, 2024 7:11 pm
Studmaster wrote: Fri Mar 15, 2024 6:12 pm What kind of testing in particular?
general use, so many changes have been made during this development everything needs to be tested. :up:
Everything so far on my end has been good with installs and running of the game.

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

Post by thunderchero »

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.
tbh this worries me that things may not have been installed correctly, but if you know your system and everything looks and runs correctly...

CMD should all run silent if you are doing complete install of all mods it might take 10 min or more. :wink:

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

Post by Studmaster »

thunderchero wrote: Fri Mar 15, 2024 8:16 pm
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.
tbh this worries me that things may not have been installed correctly, but if you know your system and everything looks and runs correctly...

CMD should all run silent if you are doing complete install of all mods it might take 10 min or more. :wink:

if you install with desktop icons you should be able to watch icons install one by one while compressing files.
I left it for a hour....stuck till I stop the .net

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

Post by Flocke »

thunderchero wrote: Fri Mar 15, 2024 3:54 pm
Flocke wrote: Fri Mar 15, 2024 2:58 pm I remember you asked for an integrity check that fixes duplicates. :lol:
your memory is better than mine
One of the many private request you had. :lol:
For the record:
Flocke wrote: Mon Jul 31, 2023 2:38 am
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
I removed it because I dislike when files are auto-patched during load, plus it can be easily fixed yourself.
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. :wink:
-----
thunderchero wrote: Fri Mar 15, 2024 3:54 pm even ECM needs "minMinorsNumber" update?
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

Post by Flocke »

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).
Good suggestion, I'll add a warning. :up:
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Re: New installer Beta available 11-20-23

Post by Spocks-cuddly-tribble »

Flocke wrote: Sat Mar 16, 2024 4:14 am
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).
Good suggestion, I'll add a warning. :up:
Even the max byte ID FF might be problematic and requires many special case tests (and perhaps some code workarounds).
So max shiplist.sst ID FE might be the best choice?

Flocke wrote: Thu Mar 14, 2024 12:26 amDCER opted to update instead of nopping the limits. If preferred I can change to nop the code or accept both.
Since updating the UE code also means additional work, I however see little reason not to add the updated limit back.
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:
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.
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 EB
Gowron 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

Post by thunderchero »

Flocke wrote: Fri Mar 15, 2024 2:58 pm
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
I see problem. jge is a signed comparison. For unsigned comparison it must be replaced with jnb/jae.
<< 0x0006ec08 83 f8 a8 73 5e
I did some more testing with latest version of UE branch "StringSegment: ignore excessive change detection"

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

Post by Studmaster »

thunderchero wrote: Sat Mar 16, 2024 3:43 pm
Flocke wrote: Fri Mar 15, 2024 2:58 pm
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
I see problem. jge is a signed comparison. For unsigned comparison it must be replaced with jnb/jae.
<< 0x0006ec08 83 f8 a8 73 5e
I did some more testing with latest version of UE branch "StringSegment: ignore excessive change detection"

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
I will remember this before adding too many in my build!
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Re: New installer Beta available 11-20-23

Post by thunderchero »

Studmaster wrote: Sat Mar 16, 2024 4:09 pm I will remember this before adding too many in my build!
yeah any time you are testing dev versions always make backups of trek.exe and stbof.res.
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Re: New installer Beta available 11-20-23

Post by thunderchero »

Flocke wrote: Thu Mar 14, 2024 7:05 pm
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 will take a look.
tested on branch "ShipLoadLoop: remember unsigned patch"
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 :wink: )
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Re: New installer Beta available 11-20-23

Post by thunderchero »

I just noticed I started getting this
null.jpg
null.jpg (189.68 KiB) Viewed 480 times
Null error while importing any ship
after failure slot shows "free main slot"
free.jpg
free.jpg (187.21 KiB) Viewed 480 times
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Re: New installer Beta available 11-20-23

Post by Studmaster »

thunderchero 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
If I have a moment tonight, will look into this as well
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Re: New installer Beta available 11-20-23

Post by thunderchero »

Found issue in ship/ship name, when entering or switching group you get this message
array.jpg
array.jpg (72.58 KiB) Viewed 419 times
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Re: New installer Beta available 11-20-23

Post by Studmaster »

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
Your installer says ultra, mine does not but when checking your above error it does not happen to mine.
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