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Topic: here is save game editor (Read 39207 times)
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darley
Zebranky food
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Posts: 2
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hi,i have windows xp proffesionnal i think,and my documents and settings folder has no application data folder.
it has favourites my documents user data WINDOWS start menu desktop cookies
it has these,but noting else that is useful,i have checked all of these and the save game folder is nowhere to be seen,can any of you help me please.
thank you
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darley
Zebranky food
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Posts: 2
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i just found them,thanks
but now i have another problem,i have placed the save game editor inin the save game folder,but when i try to open the editor it says UQM Editor has experienced an error and needs to close,before anything opens,i tried to open a file with it,but with the same effect,can you help me again?
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Yuptar
Frungy champion
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Posts: 51
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question to the first poster... Did you find my site by search engine or by a link somewhere on these forums? And i did not make the save editor, i just had it before gamespy started acting up with its downloads and uploaded it to my created site. and alot of the code supplied in the mods on my sourceforge site aren't even my own, all except of a small bit of the fmv mod where i added support for the demo video, if i remember correctly Novus added support for the Ship Spins and i just marketed it, and the Death March mod was someone elses code i saw on the forums, implemented and marketed it. When I download this AVG freaks out and tells me it is a virus. How recently was this acquired? Have you checked the binary lately?
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Dancingrage
Zebranky food
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Posts: 1
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Yeah, this is a necro, big one almost, but I wanted to cite and explain a few things here and I think this would be the best way to do it.
I've been hex editing games for over 10 years, probably closer to 15 by this point, and it didn't take me too long to crack the nut that is UQM with my usual tool of choice, UGE.
One thing I DO remember is that Melnorme Credits are not something you can easily edit in the game, HOWEVER, there is a workaround to this.
Your cargo on your ship CAN be edited, and is actually not particularly hard, though the actual and exact addresses escape me at this time. All you would need to do is make sure you have your cargo filled to the brim with bio-data, then just cruise over to your local friendly Melnorme to turn it all in and rake in some ludicrous amount of their credits, to which point you can now enjoy all the fruits of the skull sweat you spent finding that address that I've forgotton some years ago.
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jonn
Zebranky food
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Posts: 1
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I finished mapping most of the "easy" addresses last night. Here's the info:
Cargo: 0x14-0x15 = Bio Data 0x3A-0x3B = Common Elements 0x3C-0x3D = Corrosive Elements 0x3E-0x3F = Base Metals 0x40-0x41 = Noble Gasses 0x42-0x43 = Rare Earth Metals 0x44-0x45 = Precious Metals 0x46-0x47 = Radioactive Elements 0x48-0x49 = Exotic Elements
0x16-0x25 = Ship Modules (0x25 is the front, 0x16 is the back) Values: 16 = Empty 0D = Point Defense 0C = Tracking System 0B = Hellbore Cannon 0A = Fusion Blaster 09 = Ion Bolt Gun 08 = Shiva Furnace 07 = Dynamo Unit 06 = High Efficiency Fuel Tank 05 = Fuel Tank 04 = Storage Bay 03 = Crew Pod
0x16-0x30 = Thrusters (14 = Empty, 01 = Installed) 0x31-0x38 = Turning Engines (15 = Empty, 02 = Installed)
0x39 = Landers (quantity = 0-0A)
NOTE (not sure if this goes without saying): all of the values for modules are in HEX, not decimal.
I did not care about the address for RES units - I just gave myself a bunch of Exotics. Credits ARE really hard to hack in - I found the address where they appear in the savegame summary, but not where they actually are - as was mentioned, just give yourself a bunch of Bio data (not too much, as it can crash the game / make weird things happen / not give as many as you want).
I also found the addresses of the ships in your fleet, but they too are only for the savegame summary, not for the actual game data.
If anyone else has been looking at this, I am curious as to the data storage for the credits and fleet ships it gets really interesting when you remove 1 crew member from an otherwise full ship then compare the hex of the two saves (there is an inserted byte at some point, with a ton of values being the same, but shifted). I'm not great at C/C++ but I looked a little at the source... Anyone have any insights?
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« Last Edit: July 09, 2007, 02:48:10 am by jonn »
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Amiga_Nut
*Many bubbles*
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Posts: 208
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Super cool stuff. Thanks for all the good information in this thread.
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SyCottic462
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Posts: 4
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Have the savegame files been changed in the last patch/update? I can't seem to find them to tinker with.
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MasterNinja
Frungy champion
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Posts: 80
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I think they have been switched to XML format?
Not sure about that, I did not check, just remember reading something alike quite some time ago.
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SyCottic462
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Posts: 4
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Gah, I'm retarded sometimes...not more than 10 minutes after posting the question I found it. It looks like Vista has changed the order a bit. Here it is for future reference
C:\Users\[username]\AppData\Roaming\uqm\save\
now to figure out how to do some hex editing....
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« Last Edit: February 05, 2008, 03:27:06 am by SyCottic462 »
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Vanessa
Zebranky food
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Posts: 1
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Can I ask why certain areas of the editor are Read only? Or how to add a Chmmr ship?
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Pages: 1 [2] 3
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