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Author Topic: UQM Mem Edit - Edit fleet ships (now also with device/item editor)  (Read 15630 times)
jucce
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UQM Mem Edit - Edit fleet ships (now also with device/item editor)
« on: November 07, 2010, 05:56:53 am »

Hello. As some of you may remember I previously made a save game editor for UQM in this thread:
http://forum.uqm.stack.nl/index.php?topic=4672.0

But unfortunately you could not edit the fleet ships nor the items with that editor. I have now made another editor that instead of modifying save games works directly against the UQM process changing the process memory.

With this editor you can change the ships in your fleet. EDIT: And also the devices.




Instructions:
1. Start UQM and load a save game
2. Hit read
3. Make your changes
4. Hit write
5. Save the game and then reload it
X. The "New Save" button should be pressed before loading a new save game (when at the save game selection screen). If you are reloading a save game you just saved or loading a save game for the first time since you started UQM it's not necessary. Strictly speaking it isn't a must to use this button. If you don't you may see ships in the list that are remnants of earlier saves (but those can be safely ignored).

Issues:
1. You can only edit ships, not add ships. Because of this I recommend starting with a full setup of ships.
2. I wouldn't mess with the date too much. It seems to have negative consequences when it comes to events being triggered. (This may be a problem if the date has changed before hitting read and hitting write. Perhaps this functionality is unnecessary and disruptive.)
3. You can't edit items even though it should be possible using this technique. I haven't been able to figure out where the items are stored in the memory yet. But hopefully this functionality will be added.

Download links:
UQM Mem Edit 2.1 (solidfiles.com)
UQM Mem Edit 2.1 (fildirekt.se)
UQM Mem Edit 2.1 (anonfiles.com)
UQM Mem Edit 2.1 (filesplat.com)

Feel free to leave comments and feedback.

EDIT: Changed links to new version with item editor.

2013-11-02 moderator edit: Updated download links at jucce's request.
« Last Edit: November 02, 2013, 10:02:24 pm by meep-eep » Logged
Alvarin
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Re: UQM Mem Edit - Edit fleet ships
« Reply #1 on: November 07, 2010, 06:01:30 am »

Oh wow, nice one!
Can you actually do battle with the Ur-Quan probe?
and there are no links.no, now there is Smiley
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jucce
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Re: UQM Mem Edit - Edit fleet ships
« Reply #2 on: November 07, 2010, 06:10:22 am »

Oh wow, nice one!
Can you actually do battle with the Ur-Quan probe?
and there are no links.no, now there is Smiley
Sadly no. Sad

But look at this:


You can see the outline of the Sa-Matra and the portrait shows it. But it crashes right after this (if not before).
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Lukipela
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Re: UQM Mem Edit - Edit fleet ships
« Reply #3 on: November 07, 2010, 11:46:06 am »

Heh, that is pretty cool.
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Alvarin
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Re: UQM Mem Edit - Edit fleet ships
« Reply #4 on: November 07, 2010, 03:53:57 pm »

So the graphics for the probe is small scale generator bubble...
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chenjesuwizard
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Re: UQM Mem Edit - Edit fleet ships
« Reply #5 on: November 07, 2010, 04:30:11 pm »

Looks good. Will try.
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Wolframm
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Re: UQM Mem Edit - Edit fleet ships
« Reply #6 on: November 07, 2010, 09:43:56 pm »

Niiice!
It's fun to fight Kzer-Za with Marauders and Kohr-Ah with Dreadnoughts.
Date ajusting is also useful. I passed the game 2 times, but I've destroyed the Sa-Matra in late 2158 both times.
Now I'll have a chance to see Death March in action for my first time.
 And without playng through the whole game again and waiting until 2159 comes. (I don't have saves anymore)
I've also noticed that there are some conflicts; no ships will appear in HyperSpace if date is changed.
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jucce
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Re: UQM Mem Edit - Edit fleet ships
« Reply #7 on: November 07, 2010, 11:47:26 pm »

Niiice!
It's fun to fight Kzer-Za with Marauders and Kohr-Ah with Dreadnoughts.
Date ajusting is also useful. I passed the game 2 times, but I've destroyed the Sa-Matra in late 2158 both times.
Now I'll have a chance to see Death March in action for my first time.
 And without playng through the whole game again and waiting until 2159 comes. (I don't have saves anymore)
I've also noticed that there are some conflicts; no ships will appear in HyperSpace if date is changed.
Yes it seems date editing may screw up the game. I don't even know if it will trigger the death march properly.

I'm thinking about making some changes for the next version. The problem now is that if you hit read and let the date in the game change before you hit write you will inadvertadly write back the old date thus messing things up. For example it seems the Melnorme stop coming and such. Perhaps I could just make a checkbox that had to be checked if you wanted to write a new date to reduce the risk of changing it by mistake.
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Admiral Zeratul
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Re: UQM Mem Edit - Edit fleet ships
« Reply #8 on: November 09, 2010, 05:00:32 am »

Wow... Thanks to this, I can show up in a battle thrall's sphere of influence with a fleet of dreadnoughts and terrify everyone. Thanks!

It's too bad you can't trick them like this in the game, just like impersonating Dogar and Kazon to give orders to the Ilwrath...
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storyyeller
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Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
« Reply #9 on: November 12, 2010, 04:34:04 pm »

Feel free to make a mod where you can.
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Wolframm
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Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
« Reply #10 on: November 12, 2010, 07:20:24 pm »

Too bad Broodhome and X-Form aren't avaliable.
I suppose they would cause the same crash the Ur-Quan probe/Sa-Matra does since they don't appear anywhere in campaign, only in SuperMelee.
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jucce
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Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
« Reply #11 on: November 14, 2010, 11:17:11 pm »

Too bad Broodhome and X-Form aren't avaliable.
I suppose they would cause the same crash the Ur-Quan probe/Sa-Matra does since they don't appear anywhere in campaign, only in SuperMelee.
I don't think there's a way to get them into the single player game as things are now. When I look at the source code where the ships are enumerated (races.h) they simply aren't included. For example a Nemesis has ID 3 and a Cruiser ID 2. Those are the values the program writes into the memory to set ships.

Broodhome and X-Form aren't included in that list and have no ID I can use. They do exist in the list enumerating the melee ships (melee.h) but that's in a different context and the IDs aren't those used in the single player game. When it comes to if the required graphics and other requirements are there for having them in the single player game I don't know.
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Alvarin
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Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
« Reply #12 on: November 15, 2010, 04:50:49 am »

Other than the travelling graphics, you only use the escort ships for mellee, and in that part they are present. I don't think the mellee is different between the stand-alone and the adventure.
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Admiral Zeratul
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Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
« Reply #13 on: November 15, 2010, 05:51:42 am »

There are certain differences in how the AI behaves. Other than that, I agree with your conclusion.
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jucce
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Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
« Reply #14 on: November 29, 2010, 03:38:50 am »

I was doing some experiments and I found that when fighting the Sa-Matra you can choose the Sa-Matra/probe ship without it crashing immediately. However it will crash if you fire your weapon.


I also found that if you select a VUX ship to fight the Sa-Matra the game will freeze. Maybe because of the target finding for the limpets?
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