Author Topic: Yitzi's unofficial SMAX patch 2.4c  (Read 6725 times)

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Offline Dio

Re: Yitzi's unofficial SMAX patch 2.4c
« Reply #30 on: January 17, 2014, 09:10:14 PM »
Aso, it appears as though their might be a skipped over section for a list that tells you which bases have unlinked net nodes. Also, this very large procedure controls the appearance and functioning of the following features: Psi gate usage, automatic unit goto destination, and is indirectly associated through another procedure with the trade faction bases diplomacy option.

Offline Dio

Re: Yitzi's unofficial SMAX patch 2.4c
« Reply #31 on: January 17, 2014, 09:17:49 PM »
Interesting. The unedited code for the cancel destination option causes it to appear under the selection for bases and it will crash the game if selected.

Offline Yitzi

Re: Yitzi's unofficial SMAX patch 2.4c
« Reply #32 on: January 17, 2014, 09:33:07 PM »
I am currently trying to find out exactly what is causing the map to disappear. Also, does anyone know the general underlying reason for why the road attack combat rule is bugged?

Yeah; they forgot to add in the "attacker and defender are both on road squares" condition.  Search the code for a reference to 949764 to find the relevant code.  If you want to write a change and test it, and then let me know the result so I can include it, go ahead; it shouldn't be hard, just one more thing to include that I haven't gotten to yet.

Yuck. Another bug involving the exact same map. Here is a screen shot illustrating how the map does not cover the faction diplomacy landscape while you are trading bases. Note: I do believe the this map's proper development name was the political map because it shows a faction's territory.

So what's the problem?

I have a hypothesis as to why the political map disappears and is replaced with the regular world map when you select sort dist, sort size etc. I think it has to do with the fact that the game either refreshes the screen after you press any of those buttons it freezes the map-cursor interface before you press those buttons. The reason it could be either of those options is because you are unable to move the cursor around the map before you select any of those options but afterwards you can move the cursor around the map.

I suspect the problem is that it refreshes the wrong map.

I also noticed that their is coding for labels of buttons or selections such as zoom, auto off, and cancel destination. I think these where going to be features but they decided to cut them out by having the assembly language jump over them.

Where is the relevant code?

Aso, it appears as though their might be a skipped over section for a list that tells you which bases have unlinked net nodes. Also, this very large procedure controls the appearance and functioning of the following features: Psi gate usage, automatic unit goto destination, and is indirectly associated through another procedure with the trade faction bases diplomacy option.

Where is the skipped-over section?

Offline Dio

Re: Yitzi's unofficial SMAX patch 2.4c
« Reply #33 on: January 17, 2014, 10:23:34 PM »
First, the code for this particular section of the procedure starts at 004d687. Second, the Destination map label is at address 004D6DD9. Third, the code for the zoom button starts at address 004D6F31 after being jumped over in the previous line.
Then the cancel destination code starts at 004D6F60 and is again I think jumped over in the previous line. Lastly, the code for the label of Unlinked Node starts at 004D7586.

Please Note: A short distance below the Destination map label is the code that controls how it appears in the bugged script screen that I described in one of my earlier posts. Also, note that all of these labels I wrote the addresses of are inside the same procedure and thus appear on the same script box only under different selections.

I think I have found another bug. This bug involves the map that appears when you select a unit and tell it to go to a specific destination. When the screen is first up you see a different map then the world map but if you click on Sort:Dist, Sort:Size, or Sort:Name then the alternate map is replaced by the standard world map and does not appear again unless reopen the window. A fast way to see this bug is by pressing G during the game and then follow the instructions above. If you need a before and after screenshot for the bugged screen, I will gladly supply them.   

Offline Yitzi

Re: Yitzi's unofficial SMAX patch 2.4c
« Reply #34 on: January 19, 2014, 12:01:58 AM »
Those jumps you found are conditional jumps, which are how control flow works.  So those sections are not being ignored, they're just dependent on a particular value.  To figure out when the jump does and does not happen, and what, if anything is working improperly there, you're going to have to analyze the code.

Offline Dio

Re: Yitzi's unofficial SMAX patch 2.4c
« Reply #35 on: January 19, 2014, 12:08:40 AM »
I have both discovered and fixed another bug with the destination map that pops up when select the autofoward unit option for a base. Essentially the bug occured because you could move the cursor around the minimap which would cause the base dots to move from their appropriate spots.
In order to fix the bug you will need to change the jl terranx_. 004D7B27 at address 004D63A6 to jl terranx_. 004D7B37

Offline Yitzi

Re: Yitzi's unofficial SMAX patch 2.4c
« Reply #36 on: January 19, 2014, 01:16:11 PM »
I have both discovered and fixed another bug with the destination map that pops up when select the autofoward unit option for a base. Essentially the bug occured because you could move the cursor around the minimap which would cause the base dots to move from their appropriate spots.
In order to fix the bug you will need to change the jl terranx_. 004D7B27 at address 004D63A6 to jl terranx_. 004D7B37

Ok, thanks.

Offline Dio

Re: Yitzi's unofficial SMAX patch 2.4c
« Reply #37 on: January 21, 2014, 04:16:12 AM »
Am I the only one who experiences a shrinking of the pop-up boxes after editing a faction's diplomactic status (Shift+F9) using the scenario editor? This bug occured using the most recent version of Yitizi's patch. Here are some screenshots.

Offline Yitzi

Re: Yitzi's unofficial SMAX patch 2.4c
« Reply #38 on: January 21, 2014, 03:06:20 PM »
Any idea if it happens with Kyrub's patch?  If it doesn't, I can almost certainly track it down, but otherwise it's too minor and too much trouble to track down to be a substantial priority.

Offline Dio

Re: Yitzi's unofficial SMAX patch 2.4c
« Reply #39 on: January 21, 2014, 03:57:20 PM »
Any idea if it happens with Kyrub's patch?  If it doesn't, I can almost certainly track it down, but otherwise it's too minor and too much trouble to track down to be a substantial priority.

Yes the bug does occur with Kyrub's SMAX AI patch.

Offline Dio

Re: Yitzi's unofficial SMAX patch 2.4c
« Reply #40 on: January 22, 2014, 08:49:27 PM »
Would anyone would be interested if I made a chart that showed each label and its associated assembly language constant?

Offline Yitzi

Re: Yitzi's unofficial SMAX patch 2.4c
« Reply #41 on: January 22, 2014, 09:08:34 PM »
Would anyone would be interested if I made a chart that showed each label and its associated assembly language constant?

Probably wouldn't hurt, but I doubt I'll need them, and if I do I should be able to just track them down myself.

Offline Dio

Re: Yitzi's unofficial SMAX patch 2.4c
« Reply #42 on: January 25, 2014, 07:30:50 AM »
After some testing, here is what I have discovered about probe teams. Second, their base morale is always discplined and they are uneffected by normal morale bonuses. Also, when you discover a techonology that increases base probe team morale, it also increases the morale of existing probe teams you control by one. Conversely, if you somehow lose a tech (I.E. using the scenario editor) that gives a probe team morale bonus then all existing probe teams morale is also decreased by one.
« Last Edit: January 25, 2014, 07:16:08 PM by Dio »

Offline Dio

Re: Yitzi's unofficial SMAX patch 2.4c
« Reply #43 on: January 25, 2014, 08:08:08 AM »
Deleted
« Last Edit: January 25, 2014, 07:16:32 PM by Dio »

Offline Yitzi

Re: Yitzi's unofficial SMAX patch 2.4c
« Reply #44 on: January 26, 2014, 04:15:40 AM »
After some testing, here is what I have discovered about probe teams. Second, their base morale is always discplined and they are uneffected by normal morale bonuses.

This was known.

Quote
Also, when you discover a techonology that increases base probe team morale, it also increases the morale of existing probe teams you control by one. Conversely, if you somehow lose a tech (I.E. using the scenario editor) that gives a probe team morale bonus then all existing probe teams morale is also decreased by one.

So it's 1 per tech...so after you have 4 such techs (there are 5 total in the game) they're automatically elite?  Interesting...

 

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