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| | |-+  Module editing (is it possible?)
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Author Topic: Module editing (is it possible?)  (Read 14211 times)
JHGuitarFreak
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Re: Module editing (is it possible?)
« Reply #15 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?
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Re: Module editing (is it possible?)
« Reply #16 on: July 12, 2005, 12:05:45 am »

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



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JHGuitarFreak
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Re: Module editing (is it possible?)
« Reply #17 on: July 12, 2005, 12:09:54 am »

software wise for Win2000 please.

with a pentium II celeron processor running at 500 MHz

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Re: Module editing (is it possible?)
« Reply #18 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?)

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Re: Module editing (is it possible?)
« Reply #19 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.
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Re: Module editing (is it possible?)
« Reply #20 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
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Re: Module editing (is it possible?)
« Reply #21 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).
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Re: Module editing (is it possible?)
« Reply #22 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???
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Re: Module editing (is it possible?)
« Reply #23 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?
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Re: Module editing (is it possible?)
« Reply #24 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)  Grin
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JHGuitarFreak
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Re: Module editing (is it possible?)
« Reply #25 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
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Re: Module editing (is it possible?)
« Reply #26 on: July 12, 2005, 05:55:58 am »

Sooo, which file did you go to  Huh

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 ...


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JHGuitarFreak
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Re: Module editing (is it possible?)
« Reply #27 on: July 12, 2005, 06:06:21 am »

you use the hex editor on the actual uqm.exe file
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Re: Module editing (is it possible?)
« Reply #28 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.
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Re: Module editing (is it possible?)
« Reply #29 on: July 12, 2005, 02:31:27 pm »

My advice is to forget Visual Studio and compile with MinGW. See this thread for details.
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