Topic: Starfleet Command Orion Pirates 2500-2563 HD (Unofficial Patch)  (Read 137139 times)

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Offline d4v1ks

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Re: SFCOP HD patch
« Reply #80 on: March 18, 2016, 02:23:16 pm »
This is how i proceeded:

1. I made a clean install of SFCOP from CD (2500)
2. I generated a list of folders and files, and their respectives checksums, using a tool.
3. Installed 2552 patch
4. Installed 2561 HD patch
5. Added a gamespy fix, and some little tweaks, on StartFleetOP.exe, sprites.q3 and offsets.txt (2562)
6. Generated another list of folders and files and their respectives checksums.
7. Used a tool to compare the 2 lists and produce the patch.

Resuming:

patch = 2562 - 2500   or   2562 = 2500 + patch
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Offline Corbomite

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Re: SFCOP HD patch
« Reply #81 on: March 18, 2016, 02:28:37 pm »
OK, that's what I needed to know. I was going to install on my clean stock 2552. I need to do another fresh disc install then skip Taldren patches and apply yours.

Offline Javora

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Re: SFCOP HD patch
« Reply #82 on: March 18, 2016, 03:03:19 pm »
I can see how that might get confusing.  We may want to consider changing the process order as most of us will try to install the unmodified game from the disk then install the 2552 patch second.  It's what I would have done.  In fact I keep a copy of OP with the 2552 patch on a USB so I can install faster.

SFC II/OP used to have a update function, any way we can bring that back from the dead and use Dynaverse.net as the host?

Offline Corbomite

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Re: SFCOP HD patch
« Reply #83 on: March 18, 2016, 04:42:12 pm »
That it does. It is a good idea to keep a copy of your old .exe to use as a reference when remodding your personal game.

Offline d4v1ks

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Re: SFCOP HD patch
« Reply #84 on: March 19, 2016, 10:38:30 am »
I updated the 2500-2562 patch.

It now includes the new 16 nebulas' place holders.
The game will choose one randomly from the new folder (".\assets\textures\skybgnds"), and load it at the start of the game.

This release includes the latest offsets' file from TarMinyatur.

The patch is dated: 19 march 2016 :popcorn:

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Offline Corbomite

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Re: SFCOP HD patch
« Reply #85 on: March 19, 2016, 11:08:44 am »
Glitches aside, does this mean that the skybgnd-mono textures for the nebs are totally independent of the other calls to that texture?

Offline d4v1ks

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Re: SFCOP HD patch
« Reply #86 on: March 19, 2016, 11:10:02 am »
Sorry, had packed it wrong. But it is ok now.  ;D

The "random nebula feature" only affects the image that is loaded and used as nebula effect/background.
So it is "totally independent of the other calls".
The standart image "skybggnd-mono.bmp" is still used as it always was, in the other parts of the code.
« Last Edit: March 19, 2016, 11:25:02 am by d4v1ks »
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Offline d4v1ks

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Re: SFCOP HD patch
« Reply #87 on: March 19, 2016, 11:45:15 am »
Now what happens when you have multiple ones in the folder. My concern is the overlay or second nebula texture. When it random selects the nebula texture will that apply to both the nebula texture and the second overlay?
Corb knows better maybe he can explain it better.


Yes, the game will use the same texture for both the 2 overlays. You can see that happening on the screenshots below.


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Offline Corbomite

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Re: SFCOP HD patch
« Reply #88 on: March 19, 2016, 11:50:13 am »
Now what happens when you have multiple ones in the folder. My concern is the overlay or second nebula texture. When it random selects the nebula texture will that apply to both the nebula texture and the second overlay?
Corb knows better maybe he can explain it better.

Yes, they are tidally locked.  :) I wish we could separate them. It is the cause of all the F1 trouble. I'd love just to delete that entire second cylinder, but if we do we will probably find out that the shipyard no longer works for some odd reason!  :crazy2:


Thank you so much for this d4v1ks. You literally made my first dream for this game come true, at least for the nebs.

Offline Corbomite

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Re: SFCOP HD patch
« Reply #89 on: March 19, 2016, 11:52:45 am »
Any idea what happens in multi? Does it choose the same thing for all players in a mission?

Offline d4v1ks

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Re: SFCOP HD patch
« Reply #90 on: March 19, 2016, 11:55:42 am »
Any idea what happens in multi? Does it choose the same thing for all players in a mission?

I'm sure the players will not get the same nebula (1/16 chance).
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Offline Corbomite

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Re: SFCOP HD patch
« Reply #91 on: March 19, 2016, 12:01:12 pm »
Any idea what happens in multi? Does it choose the same thing for all players in a mission?

I'm sure the players will not get the same nebula (1/16 chance).

Well if anyone wants to eliminate any issues for MP they can always load 16 of the same thing. Or will it take what ever is in there? Do there have to be 16 files in the folder?


Any chance this can work for ion storms too?

Offline Corbomite

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Re: SFCOP HD patch
« Reply #92 on: March 19, 2016, 01:16:32 pm »
I either misunderstood what the randomizer does or I am doing something wrong. I can only get it to swap nebs every time I start the game, not mission to mission. Is this correct?

Offline d4v1ks

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Re: SFCOP HD patch
« Reply #93 on: March 19, 2016, 01:30:32 pm »
I either misunderstood what the randomizer does or I am doing something wrong. I can only get it to swap nebs every time I start the game, not mission to mission. Is this correct?

Yes, unfortunately the texture is part if a complex array of pointers and classes that is initialized at one point, and never called back again.
It's impossible to track down, or understand the repercussions of changing such thing, without source code.
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Offline Corbomite

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Re: SFCOP HD patch
« Reply #94 on: March 19, 2016, 01:49:59 pm »
I either misunderstood what the randomizer does or I am doing something wrong. I can only get it to swap nebs every time I start the game, not mission to mission. Is this correct?

Yes, unfortunately the texture is part if a complex array of pointers and classes that is initialized at one point, and never called back again.
It's impossible to track down, or understand the repercussions of changing such thing, without source code.

OK no worries. It's still an automatic randomizer and every time you feel like taking a break you'll have a new neb to go back to.

I confirmed that all files need to be active for the program to work right, so 16 of the same thing are needed if consistency in MP is important for those playing and running servers. I'll update my Read Me and give you credit for your work. I also have five more nebs to build!

Thanks!

Offline d4v1ks

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Re: SFCOP HD patch
« Reply #95 on: March 19, 2016, 04:48:22 pm »
Last addition...  :)

I have created a place holder for the shields texture, and updated the 2562 patch.
So now:

"assets\textures\skybgnds\*.bmp"         -> nebulas' textures
"assets\textures\shields.bmp"               -> shields' texture
"assets\textures\skybgnd-mono.bmp"    -> black hole texture + unknown use

I was not able to isolate the other reference.
This patch will need some test, to see how the game deals with the 2 extra textures references.
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Offline Corbomite

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Re: SFCOP HD patch
« Reply #96 on: March 19, 2016, 05:08:08 pm »
You are sooooo awesome!  :rwoot:

I have to go offline for a few hours, but I'll be back tonight.

Expect new shield graphics to accompany the neb pack.

Do the shields get the random thingy too or is that just a one isolation?

Offline d4v1ks

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Re: SFCOP HD patch
« Reply #97 on: March 19, 2016, 05:16:09 pm »
You are sooooo awesome!  :rwoot:

I have to go offline for a few hours, but I'll be back tonight.

Expect new shield graphics to accompany the neb pack.

Do the shields get the random thingy too or is that just a one isolation?


Its just one.
It is very hard to insert code into the exe. Dunno even where to put such thing atm.
But, i've been testing it and even just a white texture looks nice. Makes it more visible. And the game automatically puts some color on it.




« Last Edit: March 19, 2016, 05:32:22 pm by d4v1ks »
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Offline Corbomite

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Re: SFCOP HD patch
« Reply #98 on: March 19, 2016, 09:23:24 pm »
But, i've been testing it and even just a white texture looks nice. Makes it more visible. And the game automatically puts some color on it.

Wait until you see the disco balls I have lined up. Four new shield contact graphics for your pleasure, and of course there is still stock which looks pretty good too.

Offline d4v1ks

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Re: SFCOP HD patch
« Reply #99 on: May 25, 2016, 01:23:18 pm »
It is very cool to watch people using the work made by us all.
Just look how cool it looks multiplayer games played on SFCOP & patch 2562 & OP+ 4.0
It is the reward for all the hours we spent doing those things.

>>>>>>>> Spider X (Youtube Channel) <<<<<<<<



The only thing that is missing is the wonderful space background's models made by Adam with the help of Corbomite...
maybe take advantage of the new shields texture? Or some new space dusts? ;)

So many things were made that i even can't remember all of them by now.
Last time i checked just the starfleetOP.exe there was 129 non consecutive changes (some sharing the same purpose). ;D
« Last Edit: May 25, 2016, 01:44:09 pm by d4v1ks »
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