The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
November 04, 2024, 06:48:33 am
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Check out my UQM save game editor
« previous next »
Pages: [1] 2 Print
Author Topic: Check out my UQM save game editor  (Read 28739 times)
jucce
Frungy champion
**
Offline Offline

Posts: 95



View Profile
Check out my UQM save game editor
« on: December 17, 2009, 02:31:17 am »

Hello. I'm currently trying to learn C# so I decided to create a save game editor for UQM for practice and as a small project. This is how it turned out.


UQM Save Game Editor (solidfiles.com)
UQM Save Game Editor (mediafire.com)
UQM Save Game Editor (4shared.com)
UQM Save Game Editor (filesplat.com)
UQM Save Game Editor (anonfiles.com)
UQM Save Game Editor (fildirekt.se)

Maybe some people will find it useful and if there are any requests for features or comments I will gladly hear them.

EDIT: Latest version added.

EDIT2: Updated again. Note that some settings are read-only.

EDIT3: New version.

EDIT4: Update and new links.

2014-02-06: Moderator edit: updated links at the request of jucce
« Last Edit: February 06, 2014, 11:18:00 pm by meep-eep » Logged
Alvarin
Enlightened
*****
Offline Offline

Gender: Male
Posts: 801



View Profile
Re: Check out my save game editor
« Reply #1 on: December 17, 2009, 09:29:30 am »

Just a thought - have you implemented in the code to check amount of fuel and crew is not beyond modules capacity?
If you're doing an editor already, do you plan on adding items and battlegroup options ?
Logged
jucce
Frungy champion
**
Offline Offline

Posts: 95



View Profile
Re: Check out my save game editor
« Reply #2 on: December 17, 2009, 01:26:18 pm »

Just a thought - have you implemented in the code to check amount of fuel and crew is not beyond modules capacity?
Oh, I just tried setting the fuel and crew beyond the capacity of the modules and it did reset to the maximum capacity. I could add a warning if the user tries to do that.

If you're doing an editor already, do you plan on adding items and battlegroup options ?
I would love to do that but I simply haven't been able to figure out how that information is stored. Same goes for things like credits and date. They are there in the save file but if I change them they just reset when you start playing. I can change the symbols for the items when you view the save in the load-screen and also change the displayed date but the changes are just superficial and not persistant.

I've tried to make the user as free as possible to make changes. For example you could set you 5:th thruster to be a shiva furnace or your 1:st module to a lander. From tests it doesn't seem to do anything constructive except show up but I haven't tested everything comprehensively.

EDIT: Okay I made some changes to display the maximum supported by the modules, what do you think? I updated the first post with a link.
« Last Edit: December 17, 2009, 04:28:57 pm by jucce » Logged
Zapotec
Zebranky food
*
Offline Offline

Posts: 2



View Profile
Re: Check out my UQM save game editor
« Reply #3 on: December 28, 2009, 09:25:11 am »

Your server seems to be down.
Perhaps you could upload it to Mediafire or something similar?

I obtained the first revision of this from Rapidshare (the link was in Google's cache), and it looks pretty nice.

Edit: Thanks a bunch! Appreciate it Smiley.
« Last Edit: December 28, 2009, 09:58:55 am by Zapotec » Logged
jucce
Frungy champion
**
Offline Offline

Posts: 95



View Profile
Re: Check out my UQM save game editor
« Reply #4 on: December 28, 2009, 09:58:28 am »

Your server seems to be down.
Perhaps you could upload it to Mediafire or something similar?

I obtained the first revision of this from Rapidshare (the link was in Google's cache), and it looks pretty nice.
Alright I added some extra functioning servers and the latest version. What do you think?
Logged
Zapotec
Zebranky food
*
Offline Offline

Posts: 2



View Profile
Re: Check out my UQM save game editor
« Reply #5 on: December 28, 2009, 10:09:56 am »

It's honestly very impressive; it is ridiculously detailed, and what I've tried out works perfectly.
Thanks for taking the time to release it for us to enjoy.

Good luck on figuring out credits and items.
Logged
jucce
Frungy champion
**
Offline Offline

Posts: 95



View Profile
Re: Check out my UQM save game editor
« Reply #6 on: December 29, 2009, 02:41:00 am »

It's honestly very impressive; it is ridiculously detailed, and what I've tried out works perfectly.
Thanks. That sounds good. I tried making it work smoothly for the user. Do you have any experience in programing yourself? C# and .NET is really quite convenient to work in. Any ideas for improvements though?

Thanks for taking the time to release it for us to enjoy.

Good luck on figuring out credits and items.
Yeah that is the long term goal. I think I'll have to look more at the source of UQM than just compare save games to be able to do that. Some save information is really convenient and easy to edit but some is quite tricky it seems. The way the items (and ships) are read right now is basically for the summary data so if you change those only the icons in the save preview changes which is pretty pointless. Credits can be changed in the save but when you visit the Melnorme they just reset so obviously they are stored somewhere else too. Probably in the compressed harder to edit part.
Logged
meep-eep
Forum Admin
Enlightened
*****
Offline Offline

Posts: 2847



View Profile
Re: Check out my UQM save game editor
« Reply #7 on: December 29, 2009, 01:57:28 pm »

To get you started: look at src/uqm/save.c in SVN (src/sc2code/save.c in 0.6.2). That's where the game information is stored to disk. SaveSummary() would be a good place to start.
Note the two types of functions: write_8() vs cwrite_8(). The latter writes the data in a compressed way.
All the cwrite_XX() methods call cwrite(), which is defined in libs/decomp/lzencode.c. Similarly, reading compressed data goes through cread(), defined in libs/decomp/lzdecode.c You should probably not try to comprehend the code in these two files.
Logged

“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
DrillDaddy01
Zebranky food
*
Offline Offline

Posts: 8



View Profile
Re: Check out my UQM save game editor
« Reply #8 on: April 17, 2013, 08:15:49 pm »

It dosen't work on the HD version.
Logged
onpon4
Enlightened
*****
Offline Offline

Gender: Male
Posts: 709


Sharing is good.


View Profile WWW
Re: Check out my UQM save game editor
« Reply #9 on: April 17, 2013, 09:58:19 pm »

Judging by the date, this would have been for 0.6.2, an old version of UQM. I don't know specifically if the save game format changed, but I do know quite a few things like that changed, so it wouldn't surprise me if that's the problem.
Logged

oldlaptop
*Smell* controller
****
Offline Offline

Posts: 337



View Profile
Re: Check out my UQM save game editor
« Reply #10 on: April 18, 2013, 02:04:40 am »

Several fairly big changes have happened in uqm-hd savegames. Even if this works with 0.7, it won't work with the HD mod.
Logged

Play Supermelee online in #uqm-arena!
Netmelee Improvement Mod
jucce
Frungy champion
**
Offline Offline

Posts: 95



View Profile
Re: Check out my UQM save game editor
« Reply #11 on: April 19, 2013, 08:04:51 pm »

Judging by the date, this would have been for 0.6.2, an old version of UQM. I don't know specifically if the save game format changed, but I do know quite a few things like that changed, so it wouldn't surprise me if that's the problem.
As far as I know there were no changes to the save game format between 0.6.2 and 0.7.0 (I guess to keep backwards compatibility) so the editor should work without problems for both versions.


When it comes to the HD version it seems the save game format is different. I would suggest simply using a hex editor to edit those save games, especially since I suspect the format is likely to change in future versions.
Logged
meep-eep
Forum Admin
Enlightened
*****
Offline Offline

Posts: 2847



View Profile
Re: Check out my UQM save game editor
« Reply #12 on: April 19, 2013, 09:20:04 pm »

Judging by the date, this would have been for 0.6.2, an old version of UQM. I don't know specifically if the save game format changed, but I do know quite a few things like that changed, so it wouldn't surprise me if that's the problem.
As far as I know there were no changes to the save game format between 0.6.2 and 0.7.0 (I guess to keep backwards compatibility)
I can confirm this. Both that there were no changes, and that this was intentional to keep backwards compatibility.
At one point we will be breaking backwards compatibility, but we want to do this only once, so we have avoided changes to the save game format so far.
Logged

“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
Dabir
*Smell* controller
****
Offline Offline

Posts: 291



View Profile
Re: Check out my UQM save game editor
« Reply #13 on: April 23, 2013, 04:41:04 am »

Wouldn't it be possible to retain the ability to load from old save formats, but remove the ability to save to any but the latest?
Logged
meep-eep
Forum Admin
Enlightened
*****
Offline Offline

Posts: 2847



View Profile
Re: Check out my UQM save game editor
« Reply #14 on: April 23, 2013, 05:55:41 pm »

Wouldn't it be possible to retain the ability to load from old save formats, but remove the ability to save to any but the latest?
That would be possible.
Logged

“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
Pages: [1] 2 Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!