The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: Mr._Jiggles on July 11, 2005, 05:57:36 pm



Title: Module editing (is it possible?)
Post by: Mr._Jiggles on July 11, 2005, 05:57:36 pm
Pardon my n00bness, but  is there anyway you can edit modules like shiva furnaces. Because i would only want to put in one shiva furnace and get a huge amount of energy. Is there any way to do  this?


Title: Re: Module editing (is it possible?)
Post by: meep-eep on July 11, 2005, 06:11:44 pm
If you can compile the game from source, making the shiva furnace give you lots of energy is very simple. But then again, if you're modifying the source, you could do without shiva furnaces altogether.


Title: Re: Module editing (is it possible?)
Post by: Mr._Jiggles on July 11, 2005, 06:18:35 pm
tell me how i can edit the source cause im new to this  ???


Title: Re: Module editing (is it possible?)
Post by: meep-eep on July 11, 2005, 06:49:28 pm
Well, in src/sc2code/ships/sis_ship.c the line
Code:
#define ENERGY_REGENERATION 1
Change that to a lot, and you won't have to worry about energy anymore.


Title: Re: Module editing (is it possible?)
Post by: Mr._Jiggles on July 11, 2005, 07:00:45 pm
Where would i find these files, in application data? Tell me how to get to it please....


Title: Re: Module editing (is it possible?)
Post by: meep-eep on July 11, 2005, 07:06:38 pm
The file is in the source code, and you would need to build the game from those sources, which is far from trivial for someone with no prior experience.
And I'm afraid I don't have the time to explain all that.


Title: Re: Module editing (is it possible?)
Post by: Mr._Jiggles on July 11, 2005, 07:10:12 pm
If you happen to do have the time, tell me. Or find someone who will. Thanks anyway. any1 else no?


Title: Re: Module editing (is it possible?)
Post by: Serosis on July 11, 2005, 08:48:32 pm
is there any other variables you could possibly throw my way for editing and modding purposes?


Title: Re: Module editing (is it possible?)
Post by: Mr._Jiggles on July 11, 2005, 09:31:06 pm
You sound like you know how to do this... explain ... please!!!!!!!!

I really just want to know so i can free up 4 spaces of modules!!!!


Title: Re: Module editing (is it possible?)
Post by: Death 999 on July 11, 2005, 10:10:51 pm
If you're on windows, just give up; MS didn't make compiling stuff easy or cheap (you can get kind of easy and moderately expensive, or freaking hard and free).

Otherwise, it's not so bad. Tell us your platform and we're in business.


Title: Re: Module editing (is it possible?)
Post by: Mr._Jiggles on July 11, 2005, 10:36:44 pm
I have Windows XP home edition....

Im slow to get some things but then ill pick the skills up, because i REALLY want to  get rid of my shiva/ dynamo units!



Title: Re: Module editing (is it possible?)
Post by: 0xDEC0DE on July 11, 2005, 11:18:09 pm
I have Windows XP home edition....

If you're wanting to go the "free but not easy" route, have a look here (http://cvs.sourceforge.net/viewcvs.py/sc2/sc2/INSTALL?rev=1.16&view=auto) and here (http://cvs.sourceforge.net/viewcvs.py/sc2/sc2/INSTALL.mingw?rev=1.6&view=auto).  This is most decidedly NOT a point-and-click solution, but the last time I tried it (a LONG time ago) it worked great.  Once you get your own private build of the game working, you can start fidgeting with it to your heart's content.  The trick (on Windows systems, anyways) is getting to that point.  Hell, you might even learn a thing or two from the experience.

Good luck!


Title: Re: Module editing (is it possible?)
Post by: Mr._Jiggles on July 11, 2005, 11:20:36 pm
So i download everything it says right?


Title: Re: Module editing (is it possible?)
Post by: Mr._Jiggles on July 11, 2005, 11:27:56 pm
You wouldn't happen to know how to walk me through this huh?

Times like these that i need "Computers for Dummies" book  :P


Title: Re: Module editing (is it possible?)
Post by: meep-eep on July 11, 2005, 11:35:41 pm
First, you'd need a development environment. I doubt you have Microsoft Dev Studio, so I suggest you download and install MinGW (http://www.mingw.org/) instead, to start with.


Title: Re: Module editing (is it possible?)
Post by: Serosis on July 11, 2005, 11:48:07 pm
Quote
You sound like you know how to do this... explain ... please!!!!!!!!

i only know how to do some of the work, i know how to code minor things but actually modding it is gonna take me and a couple of my friends.

and a question about compiling,  what is the expensive/easy way?


Title: Re: Module editing (is it possible?)
Post by: 0xDEC0DE on July 12, 2005, 12:05:45 am
and a question about compiling,  what is the expensive/easy way?

(http://images.apple.com/hardware/images/powermac20050629.jpg)

:)


Title: Re: Module editing (is it possible?)
Post by: Serosis on July 12, 2005, 12:09:54 am
software wise for Win2000 please.

with a pentium II celeron processor running at 500 MHz



Title: Re: Module editing (is it possible?)
Post by: meep-eep on July 12, 2005, 12:24:44 am
This thread go on for days like this. When I said I didn't have the time, I didn't mean I didn't have 20 minutes. I meant I didn't have half a day. Because that's how long it would take to get you through this step by step. At least.
So, I've got an alternative: directly edit the values in the .exe file.
With a hex editor, search uqm.exe for the binary string
Code:
0a00 0400 0101 000a 1106 0609 0a
(it should be at location d0598 in the file)
and replace it by
Code:
0a00 0400 0f01 0001 1106 0609 0a
I haven't actually tested it, but I think this will work. (Windows .exe files don't have checksums that are automatically tested, right?)



Title: Re: Module editing (is it possible?)
Post by: Serosis on July 12, 2005, 01:00:37 am
tested it out and it stops the recharge rate but its not fixed.
what i mean is...  when i fire my batteries dont charge up.

i'll figure it out.


Title: Re: Module editing (is it possible?)
Post by: Serosis on July 12, 2005, 01:09:03 am
i found that this line worked really good at repeated firing
Code:
0a00 0400 0f01 000a 1106 0609 0a
located in the same place as before: d0598

the batteries still drain but if you hold down the "fire" key
it will shoot twice and drain the batteries but if you keep holding, it will start to fire but only taking 1 point of energy


Title: Re: Module editing (is it possible?)
Post by: meep-eep on July 12, 2005, 02:12:46 am
This is how it works:
0a00 - Maximum thrust, more is better, too much may confuse things
0400 - thrust increment, more is better, too much may confuse things
01 - base amount of energy regenerated, more is better
01 - base energy spent per shot, less is better
00 - base special energy, less is better
0a - time between energy recharges, too low may cause problems
11 - base time between turning effect, less is better, too low may cause problems
06 - base time between thrust effect, less is better, too low may cause problems
06 - minimum time between shots, less is better, 0 may cause problems
09 - minimum time between special, less is better, 0 may cause problems
0a - ship mass, has advantages and disadvantages

Where I say "base", the real value is dependant on the modules you have. These modules can also bring a value below zero, which would then wrap around to a large number (like the Ilwrath evilness).


Title: Re: Module editing (is it possible?)
Post by: Mr._Jiggles on July 12, 2005, 04:39:37 am
So basically what your saying is... that i can't do rapid fire, and i have to wait along time for it to charge?

Or, i can't do rapid fire but it will recharge at a quick rate???


Title: Re: Module editing (is it possible?)
Post by: Serosis on July 12, 2005, 04:41:16 am
one question...

can Dev-C++ compile UQM?
if so what do i need?
and also which file itself is used to compile uqm?


Title: Re: Module editing (is it possible?)
Post by: Mr._Jiggles on July 12, 2005, 04:45:04 am
I went with my hex editor and searched in the UQM content or was that the wrong file



(God i look like a fool)  ;D


Title: Re: Module editing (is it possible?)
Post by: Serosis on July 12, 2005, 04:47:18 am
Quote
So basically what your saying is... that i can't do rapid fire, and i have to wait along time for it to charge?

Or, i can't do rapid fire but it will recharge at a quick rate???

i edited my exe file so it could do rapid fire and i could send it to ya, i went as far as testing it with only 1 hellbore and 2 dynamo's and it worked, just hold the button down and it'll keep firing


Title: Re: Module editing (is it possible?)
Post by: Mr._Jiggles on July 12, 2005, 05:55:58 am
Sooo, which file did you go to  ???

i went to "Ur quan masters" in program files

Then i went to uqm content, i can't find the right thread....

tell me where to go ...




Title: Re: Module editing (is it possible?)
Post by: Serosis on July 12, 2005, 06:06:21 am
you use the hex editor on the actual uqm.exe file


Title: Re: Module editing (is it possible?)
Post by: Serosis on July 12, 2005, 10:26:55 am
Can I compile UQM with Microsoft Visual Studio .NET 2003?

and if somebody could walk me through the "meat and potatoes" of compiling i would be... well...
thankfull only because i want to mod this game and i think it'll be good to know the code.


Title: Re: Module editing (is it possible?)
Post by: Novus on July 12, 2005, 02:31:27 pm
My advice is to forget Visual Studio and compile with MinGW. See this thread (http://uqm.stack.nl/forum/index.php?topic=2140.0) for details.


Title: Re: Module editing (is it possible?)
Post by: Mr._Jiggles on July 12, 2005, 05:48:30 pm
Yea, i got this to work, Thanks Meep-eep  :D


Title: Re: Module editing (is it possible?)
Post by: Mr._Jiggles on July 12, 2005, 05:49:07 pm
Do you know how to edit how many crew per crew pod  ;D


Title: Re: Module editing (is it possible?)
Post by: meep-eep on July 12, 2005, 06:29:10 pm
That's not that easy. That value is actually a define, which will end up being replicated through the binary in lots of places. I'm not going to start on tracking those down.
Besides, with your ship already overpowered, you really don't need it. :)


Title: Re: Module editing (is it possible?)
Post by: Serosis on July 12, 2005, 09:22:20 pm
maybe there should be like... uh... step by step instructions on how compile your own uqm using a set of free tools...
good idea---maybe
will anyone do it--- probably not
i'd love to make the step by step instructions, but i still dont even know how to begin since i have 2 sets of instructions and people are tellin me "use it this way", right now i only want to do it ONE way
Dev-C++
so if anyone is kind enough to stop tellin me what to download and actually tell me some of the first steps(, other than downloading the libraries, i will probably figure the rest out myself in due time


Title: Re: Module editing (is it possible?)
Post by: 0xDEC0DE on July 12, 2005, 10:09:37 pm
maybe there should be like... uh... step by step instructions on how compile your own uqm using a set of free tools...

Brilliant idea.  Look here (http://cvs.sourceforge.net/viewcvs.py/sc2/sc2/INSTALL?rev=1.16&view=auto) and here (http://cvs.sourceforge.net/viewcvs.py/sc2/sc2/INSTALL.mingw?rev=1.6&view=auto).


Title: Re: Module editing (is it possible?)
Post by: Serosis on July 12, 2005, 10:24:29 pm
maybe im retarded, i don't care. but i think that INSTALL file only tells me to download the libraries. and i dont want to use mingw only because i already have dev-c++ and microsoft visual studio .net 2003 installed on my computer.

what i want is just a set of instructions to use after you have downloaded everything, installed the libraries, and modified the files you want.



edit---->ok sorry to be so demanding, i ment to be requestive but after last night i got a headache from trying to compile uqm


Title: Re: Module editing (is it possible?)
Post by: Serosis on July 12, 2005, 10:44:57 pm
i think i may have figured it out, but just in case i didnt my request is still in play.


Title: Re: Module editing (is it possible?)
Post by: meep-eep on July 12, 2005, 11:36:59 pm
There's an MS Dev Studio project file in src/msvc++/
It's for version 6.0, but your visual studio could probably import it.
You'll still need to have the libraries where it can find them.


Title: Re: Module editing (is it possible?)
Post by: Serosis on July 12, 2005, 11:50:03 pm
i figured that much out right before you posted that... sometimes it helps to look.

of course all the variables i need are in place now ready to compile.
now lets see if it works....



Title: Re: Module editing (is it possible?)
Post by: Serosis on July 13, 2005, 12:10:42 am
ok here is a list of errors for you to look at

Code:
c:\uqm source\uqm-0.4.0\src\sc2code\libs\sound\openal\audiodrv_openal.h(31): fatal error C1083: Cannot open include file: 'AL/al.h': No such file or directory
C:\uqm source\uqm-0.4.0\src\sc2code\libs\sound\decoders\oggaud.c(28): fatal error C1083: Cannot open include file: 'vorbis/codec.h': No such file or directory
c:\uqm source\uqm-0.4.0\src\regex\regex_internal.h(83): warning C4005: 'inline' : macro redefinition
c:\uqm source\uqm-0.4.0\src\regex\regexec.ci(888): warning C4018: '<' : signed/unsigned mismatch
c:\uqm source\uqm-0.4.0\src\regex\regexec.ci(846): warning C4018: '<' : signed/unsigned mismatch
c:\uqm source\uqm-0.4.0\src\regex\regexec.ci(525): warning C4018: '<' : signed/unsigned mismatch
c:\uqm source\uqm-0.4.0\src\regex\regexec.ci(1410): warning C4018: '<' : signed/unsigned mismatch
c:\uqm source\uqm-0.4.0\src\regex\regexec.ci(864): warning C4018: '<' : signed/unsigned mismatch
c:\uqm source\uqm-0.4.0\src\regex\regexec.ci(888): warning C4018: '<' : signed/unsigned mismatch
c:\uqm source\uqm-0.4.0\src\regex\regcomp.ci(627): warning C4018: '<=' : signed/unsigned mismatch
c:\uqm source\uqm-0.4.0\src\regex\regexec.ci(500): warning C4018: '>' : signed/unsigned mismatch
c:\uqm source\uqm-0.4.0\src\regex\regexec.ci(515): warning C4018: '>=' : signed/unsigned mismatch
c:\uqm source\uqm-0.4.0\src\regex\regexec.ci(3015): warning C4101: 'err' : unreferenced local variable
C:\uqm source\uqm-0.4.0\src\sc2code\comm\starbas\starbas.c(1314): warning C4244: '=' : conversion from 'COUNT' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\melee.c(1442): warning C4244: '=' : conversion from 'COUNT' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\melee.c(1408): warning C4244: '=' : conversion from 'COUNT' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\lander.c(959): warning C4244: '=' : conversion from 'COUNT' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\lander.c(928): warning C4244: '=' : conversion from 'COUNT' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\comm\druuge\druugec.c(397): warning C4244: '=' : conversion from 'COUNT' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\shipyard.c(240): warning C4244: '=' : conversion from 'COUNT' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\comm\rebel\rebel.c(321): warning C4244: '=' : conversion from 'COUNT' to 'SBYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\comm\melnorm\melnorm.c(318): warning C4244: '=' : conversion from 'DWORD' to 'COUNT', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\plangen.c(566): warning C4244: '=' : conversion from 'DWORD' to 'UBYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\save.c(128): warning C4244: '=' : conversion from 'SIZE' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\outfit.c(425): warning C4244: '=' : conversion from 'SIZE' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\comm\melnorm\melnorm.c(794): warning C4244: '=' : conversion from 'unsigned long' to 'SIZE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\libs\graphics\sdl\3do_getbody.c(734): warning C4244: '=' : conversion from 'UWORD' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\melee.c(1047): warning C4244: '=' : conversion from 'UWORD' to 'UNICODE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\gameopt.c(387): warning C4244: '=' : conversion from 'UWORD' to 'UNICODE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\melee.c(1273): warning C4244: '=' : conversion from 'UWORD' to 'UNICODE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\encount.c(719): warning C4244: 'function' : conversion from 'COUNT' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\comm\melnorm\melnorm.c(1041): warning C4244: 'function' : conversion from 'COUNT' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\libs\decomp\lzdecode.c(352): warning C4244: 'function' : conversion from 'COUNT' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\comm\melnorm\melnorm.c(1010): warning C4244: 'function' : conversion from 'COUNT' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\comm\melnorm\melnorm.c(974): warning C4244: 'function' : conversion from 'COUNT' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\comm\starbas\starbas.c(1860): warning C4244: 'function' : conversion from 'COUNT' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\comm\melnorm\melnorm.c(1030): warning C4244: 'function' : conversion from 'COUNT' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\comm\starbas\starbas.c(1897): warning C4244: 'function' : conversion from 'COUNT' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\comm\starbas\starbas.c(1934): warning C4244: 'function' : conversion from 'COUNT' to 'BYTE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\setup.c(166): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\setup.c(170): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genzoq.c(224): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genburv.c(172): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genburv.c(157): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genchmmr.c(113): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\gendru.c(141): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genilw.c(115): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genmyc.c(223): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genmyc.c(199): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genorz.c(373): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genorz.c(358): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genorz.c(139): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genpet.c(236): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genpku.c(134): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\gensol.c(348): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\gensol.c(303): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genspa.c(200): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\gensup.c(132): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genthrad.c(204): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genthrad.c(189): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genutw.c(238): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genutw.c(223): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genvault.c(87): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genvux.c(239): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genvux.c(226): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genvux.c(208): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genwreck.c(78): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\planets\genyeh.c(116): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\setup.c(187): warning C4244: 'function' : conversion from 'DWORD' to 'FONT_REF', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\comm.c(1285): warning C4244: 'function' : conversion from 'DWORD' to 'SIZE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\restart.c(346): warning C4244: 'function' : conversion from 'DWORD' to 'SIZE', possible loss of data
C:\uqm source\uqm-0.4.0\src\sc2code\hyper.c(1405): warning C4244: 'function' : conversion from 'SWORD' to 'BYTE', possible loss of data


i hope you can read that so you can tell me what i did wrong


Title: Re: Module editing (is it possible?)
Post by: Novus on July 13, 2005, 12:46:51 am
Looks like your OpenAL and Vorbis header files aren't being included.


Title: Re: Module editing (is it possible?)
Post by: Serosis on July 13, 2005, 12:48:30 am
HOLY SH!!
it actually compiled...
this is a new step for me, everybody celebrate, i have never been able to compile anything ever since i started trying(its been about 6 months of trying different programs), heck now that i can get it to work i can start making my modifications and start to understand the code to actually mod the game...

everybody wish me luck

Quote
Looks like your OpenAL and Vorbis header files aren't being included.

thank you

and i thank everybody who has helped me along the way


Title: Re: Module editing (is it possible?)
Post by: Halleck on July 13, 2005, 10:26:25 am
Feels good, eh? ;D


Title: Re: Module editing (is it possible?)
Post by: Serosis on July 13, 2005, 10:51:11 am
yep, and now i've started my modding process with the chmmr, they are going to take a change from the  3 zapsats to 5 and have a better acceleration, that coupled with new ship colors.
ive already tested the 5 zapsats and the better acceleration, there really is no big difference in strength.

i'm wondering if its ok to use those alternate ship ideas PR and FF had...

linky --->> http://www.dickweed.0nyx.com/sc/shiptest.gif


Title: Re: Module editing (is it possible?)
Post by: Vic on July 08, 2006, 10:38:18 pm
sorry to bring up and old topic, but i use the hex editor called "hex workshop". I try to find the location d0598 but i can't.  The Binary string for the enegry module rapid recharge needs to be replaced? Is this info for 0/4 version instead of 0.5. Could somebody please help!

I need help urgently!


Title: Re: Module editing (is it possible?)
Post by: Novus on July 09, 2006, 12:33:25 am
sorry to bring up and old topic, but i use the hex editor called "hex workshop". I try to find the location d0598 but i can't.  The Binary string for the enegry module rapid recharge needs to be replaced? Is this info for 0/4 version instead of 0.5. Could somebody please help!
The information in this thread is for UQM v0.4, although most of it should be applicable to v0.5. It's highly unlikely that the offsets in the executable file are the same, though, so you'll have to look for the corresponding values elsewhere in the file (Hex Workshop seems to have a decent search function; I suggest you try it).


Title: Re: Module editing (is it possible?)
Post by: Vic on July 09, 2006, 12:48:54 am
please explain this to me. I am new. Just try to see if you can find how to do it. Then tell me step by step how do do it. It is much appriciated Novus. Sorry I bear the blunt of the work on you. But i am rather inexperienced.


Title: Re: Module editing (is it possible?)
Post by: Novus on July 09, 2006, 02:00:19 am
Step-by-step instructions are, as Meep-eep already commented, a pain to write out, especially since my UQM setup (compiled from CVS on Linux) is completely unsuited to giving detailed hex editing instructions for Windows binaries. I think it would be much better if you just try following Meep-eep's instructions.


Title: Re: Module editing (is it possible?)
Post by: Vic on July 09, 2006, 02:12:29 am
This thread go on for days like this. When I said I didn't have the time, I didn't mean I didn't have 20 minutes. I meant I didn't have half a day. Because that's how long it would take to get you through this step by step. At least.
So, I've got an alternative: directly edit the values in the .exe file.
With a hex editor, search uqm.exe for the binary string
Code:

0a00 0400 0101 000a 1106 0609 0a

(it should be at location d0598 in the file)
and replace it by
Code:

0a00 0400 0f01 0001 1106 0609 0a

I haven't actually tested it, but I think this will work. (Windows .exe files don't have checksums that are automatically tested, right?)


thats what meep said

How would i search for this?


Title: Re: Module editing (is it possible?)
Post by: Novus on July 09, 2006, 11:08:44 am
Let me get this straight; you have a hex editor, you know which string to search for and replace, but you don't know how to perform this operation in the hex editor? Have you read the Hex Workshop documentation on the subject?


Title: Re: Module editing (is it possible?)
Post by: Vic on July 13, 2006, 12:57:45 am
Figured it out. That fires so god damn ridicouslousy fast that combat is just a 10 second break for mining.

Any other strings people want to tell me about?


Title: Re: Module editing (is it possible?)
Post by: meep-eep on July 13, 2006, 01:10:45 am
See my other post, which tells you what each number in the string does.