Bridge Commander Central

BC Forums => BC Modding => Topic started by: JimmyB76 on April 01, 2018, 10:24:22 AM

Title: Updating BC
Post by: JimmyB76 on April 01, 2018, 10:24:22 AM
ugh i wish we could just break into the exe and mod from there...  sigh
Title: Re: Updating BC
Post by: Tethys on April 01, 2018, 10:48:59 AM
Jimmy, the guys over at Armada Fleet Command (of which I was a admin during 2009-2011) have done just that with the game Birth of the Federation. Company went out of business and the source code completely vanished. Only way to mod the game was to use IDA Pro for disassembly and HxD to tediously hex edit code. Assembly editing is crap and always creates bugs, but I doubt BC source code is around anymore, so I think that's the only way to do it.

Perhaps a patch can be created so the exe doesn't have to be directly edited? I'm not sure. Regardless, at least some disassembly is probably also required for that.
Title: Re: Updating BC
Post by: FekLeyr Targ on April 01, 2018, 04:28:33 PM
"Wing Commander Prophecy Unlimited" and the "X-Wing Alliance Upgrade Project" use DLL-hooks to extend modability of these games.

https://www.wcnews.com/chatzone/threads/wing-commander-prophecy-unlimited.28146/
http://www.xwaupgrade.com/phpBB3/viewtopic.php?f=9&t=11772

(If that info raises legal concerns, please feel free to remove this post.)
Title: Re: Updating BC
Post by: Tethys on April 01, 2018, 04:45:49 PM
There was a guy at AFC also by the name of Flocke who used DLL hooks to completely replace the ship combat engine for BotF, and that game was published back in 1999 so it was developed 97/98 using Falcon 4 engine. Very good quality for its time.
Title: Re: Updating BC
Post by: JimmyB76 on April 02, 2018, 08:23:28 AM
let's do that dammit!
Title: Re: Updating BC
Post by: Morgan on April 02, 2018, 10:32:36 AM
let's do that dammit!
I'm in agreement.  Seriously, BC is 16 years old.  If it was a person, it'd be old enough to drive a car.  Activision lost the rights to the Star Trek IP.  Totally Games' status is unknown - according to Wikipedia they went belly up in 2015, but there's no source on that.  Their last game appears to have been released in 2011, however.

At what point can we safely consider BC abandonware and do what we need to do with it to fix the engine problems?
Title: Re: Updating BC
Post by: Darkthunder on April 02, 2018, 12:41:14 PM
At what point can we safely consider BC abandonware and do what we need to do with it to fix the engine problems?

Think you pretty much summed it up:

- The publisher no longer has the rights to the IP
- The developer no longer exists (as far as we know)

It is by definition, abandonware. So I say, hack away! Let's bring BC upto 2018.
Title: Re: Updating BC
Post by: King Class Scout on April 02, 2018, 01:50:09 PM
guys, th big problem here with the rights to bridge Commander is the fact that activision may have lost the rights, but who says the programmers, CBS/Paramount, or BLIZZARD (who now OWNS activision, btw) didn't snatch them right up?  heck, Bethesda and its owners might actually have them!
Title: Re: Updating BC
Post by: Mark McWire on April 02, 2018, 02:01:23 PM
guys, th big problem here with the rights to bridge Commander is the fact that activision may have lost the rights, but who says the programmers, CBS/Paramount, or BLIZZARD (who now OWNS activision, btw) didn't snatch them right up?  heck, Bethesda and its owners might actually have them!

The biggest problem anyway is that modification without the original source code is damn difficult. It's probably easier to use an own engine and just put the existing Python scripts on it.
Title: Re: Updating BC
Post by: FekLeyr Targ on April 02, 2018, 04:08:34 PM
The biggest problem anyway is that modification without the original source code is damn difficult. It's probably easier to use an own engine and just put the existing Python scripts on it.

Like ScummVM, OpenRA or Red Alert++?
Perhabs even pre-existing engines like UE4 or Unity could be used. "X-Wing Virtual Machine" (X-WingVM/XWVM) uses the latter.
Title: Re: Updating BC
Post by: Mario on April 02, 2018, 04:18:09 PM
Seems like a lot of posts went off topic here.

This seems rather as an interesting change you made Mark. Mind porting this script into current BC modding format in the form of a foundation patch?
Title: Re: Updating BC
Post by: FekLeyr Targ on April 03, 2018, 06:48:05 AM
Seems like a lot of posts went off topic here.

As the topic on "How to update BC" is very interesting:
Shall we open a new thread for that so this one stays on topic?
Title: Re: Updating BC
Post by: Morgan on April 03, 2018, 03:05:42 PM
As the topic on "How to update BC" is very interesting:
Shall we open a new thread for that so this one stays on topic?
That's a good idea so it prevents Mark's thread from going more off topic.  Topic split.

Quote
guys, th big problem here with the rights to bridge Commander is the fact that activision may have lost the rights, but who says the programmers, CBS/Paramount, or BLIZZARD (who now OWNS activision, btw) didn't snatch them right up?  heck, Bethesda and its owners might actually have them!
This is a valid point but who knows how likely this is?  I think if Blizzard got the rights they'd be pushing out new Trek titles.  And to the point others have made, other Activision Trek games have had their .exe modified - Armada II with Fleet Ops, and even Elite Force on multiple occasions.
Title: Re: Updating BC
Post by: FekLeyr Targ on April 03, 2018, 04:55:43 PM
That's a good idea so it prevents Mark's thread from going more off topic.  Topic split.

Thank you. :)

Just imagine what kind of features could be introduced and which bugs could be fixed by DLL-hooks:
-Stable multiplayer sessions
-No more memory leak -> BC would crash far later or not at all
-Improved graphics rendering
-Customizable shields (bubble/skin)
-Beam weapons with advanced technologies
-Customizable weapons graphics, even mesh-based ones
-[...]
Title: Re: Updating BC
Post by: King Class Scout on April 04, 2018, 11:24:04 AM
Like ScummVM, OpenRA or Red Alert++?
Perhabs even pre-existing engines like UE4 or Unity could be used. "X-Wing Virtual Machine" (X-WingVM/XWVM) uses the latter.
The biggest problem anyway is that modification without the original source code is damn difficult. It's probably easier to use an own engine and just put the existing Python scripts on it.
a chat I've had with a Linux oriented programmer agrees with the both of you, and states that he would need to see the source code as well. I had to remind him that the original source disk is both hard to find and expensive.  the subject had come up while we were discussing ways I could save my older hardware and software.  I'm still bound and determined to provide what I have in my archives to restore missing pieces of the mod catalog.  McWire also has me wanting to pull out some of the glitchier scripts so he can look at them.
congratulations, Mister McWire, you've poked the interest back awake in this game.  well done.
Title: Re: Updating BC
Post by: vonfrank on April 04, 2018, 06:10:00 PM
I am all for this!

The game is so old that I would be willing to bet NOBODY would care if we did crack the exe and tinker with the source code. Especially if we don't plan to make money from it.

Besides, whats the worst that could happen?  :P
Title: Re: Updating BC
Post by: Morgan on April 04, 2018, 11:56:30 PM
No matter what way the community decides to proceed, I'm all for it.  We're long past the days when Activision was making Star Trek titles, and it seems Totally Games is long gone.  I think BC belongs to us now - considering how much we've modded this game I'd be willing to bet that we know more about it than the original programmers at this point.

Another longshot option to maybe consider:  Contacting Lawrence Holland (the former owner of Totally Games) and seeing if he might have a way to retrieve the code?  Or at least advise us on the status of the game officially?
Title: Re: Updating BC
Post by: Tethys on April 05, 2018, 08:38:11 AM
Another longshot option to maybe consider:  Contacting Lawrence Holland (the former owner of Totally Games) and seeing if he might have a way to retrieve the code?  Or at least advise us on the status of the game officially?

Chances are the source code is long gone. Especially after a company goes under. Hard drives get formatted and sold, discs get thrown away. Best case scenario, the owner saved the source code on a extra hard drive or series of cd's, and he is willing to publish it online. However, there may be underlying restraints, as the case with BotF, we contacted Atari and even the lead developer for BotF, Atari didn't have the source code, but the lead developer either does have it or has a majority of it, however he is not legally allowed to distribute the source code because he worked on the project and it creates a conflict of interest. I was told he would have to do it anonymously. AFC still does not have access to source from my knowledge.

But it's definitely worth a shot! Perhaps if Lawrence Holland is a dead end, the next step is finding the lead developer for BC.
Title: Re: Updating BC
Post by: FekLeyr Targ on April 05, 2018, 10:52:06 AM
Perhaps if Lawrence Holland is a dead end, the next step is finding the lead developer for BC.

While checking BC's credits on Mobygames (see link below), I wasn't able to find a Lead Developer but two guys in Game System Programming:
David Litwin (who was also the Project Leader): http://www.mobygames.com/developer/sheet/view/developerId,11141/
Erik Novales: http://www.mobygames.com/developer/sheet/view/developerId,57702/

BC's credits on MobyGames:
http://www.mobygames.com/game/windows/star-trek-bridge-commander/credits

Edit: According to an article on Gamespot, BC's engine is called NetImmerse 3.0.
https://www.gamespot.com/articles/bridge-commander-engine-details/1100-2589046/
Title: Re: Updating BC
Post by: Morgan on April 05, 2018, 03:38:49 PM
Looks like if anyone would have it, David Litwin is the most likely candidate.
Title: Re: Updating BC
Post by: FekLeyr Targ on April 06, 2018, 06:06:57 AM
Looks like I've failed to mention these community patch projects from the "Command & Conquer"-Community:

Tiberian Technologies for C&C Renegade:
http://www.tiberiantechnologies.org/

Ares for C&C Red Alert 2 - Yuri's Revenge:
http://ares-developers.github.io/Ares-docs/

HyperPatch for C&C Tiberian Sun:
https://ppmforums.com/viewtopic.php?t=27290

Perhabs these can also serve as inspiration for updating BC. :)
Title: Re: Updating BC
Post by: Tethys on April 06, 2018, 11:25:22 PM
While checking BC's credits on Mobygames (see link below), I wasn't able to find a Lead Developer but two guys in Game System Programming:
David Litwin (who was also the Project Leader): http://www.mobygames.com/developer/sheet/view/developerId,11141/
Erik Novales: http://www.mobygames.com/developer/sheet/view/developerId,57702/

BC's credits on MobyGames:
http://www.mobygames.com/game/windows/star-trek-bridge-commander/credits

Edit: According to an article on Gamespot, BC's engine is called NetImmerse 3.0.
https://www.gamespot.com/articles/bridge-commander-engine-details/1100-2589046/

Very good, first steps in what I'm sure is to be a long unpaved road ahead of us lol
Title: Re: Updating BC
Post by: Mario on April 07, 2018, 01:33:18 PM
I would not expect any of the former dev team members to have the source code. I understand that TG went bust, so if anyone bought TG assets they are the ones that have the source code. Former employees can't exactly have the source code in their possession as it doesn't belong to them, having it could be regarded as theft (depending on the circumstances of course). Also depending on the type of contract TG made with the owners of the IP source code might not even belong to them legally.
Title: Re: Updating BC
Post by: Flowrellik on April 07, 2018, 11:08:59 PM
I am in full agreement in modifying BC's engine, esp. in terms of adding new stuff like normal mapping to ships/enviornments, and maybe having turrets work for some ships?
Title: Re: Updating BC
Post by: Morgan on April 08, 2018, 03:02:37 PM
I would not expect any of the former dev team members to have the source code. I understand that TG went bust, so if anyone bought TG assets they are the ones that have the source code. Former employees can't exactly have the source code in their possession as it doesn't belong to them, having it could be regarded as theft (depending on the circumstances of course). Also depending on the type of contract TG made with the owners of the IP source code might not even belong to them legally.
This is an excellent point and a potential bump in the road.

I am in full agreement in modifying BC's engine, esp. in terms of adding new stuff like normal mapping to ships/enviornments, and maybe having turrets work for some ships?
I think a lot of us are in the same boat at this point.  If anything, however, I think solving the memory leak problems should be top priority before anything else.  The pretty things like normal mapping for example would have to get in line.
Title: Re: Updating BC
Post by: Tethys on April 08, 2018, 07:38:23 PM
I agree with Morgan, memory leaks must be first and foremost, then fix anything else broken. After DiamondBC-ing the EXE, I think it would be wise to update the networking engine and bring that aspect of the game up to current technology levels (dsl internet speeds at the slowest), also improve the scripts checksumming to deter cheaters (as new features will be added that they might try to exploit/bugs, and I was told this was handled by the EXE and not MultiplayerDirTest.py). Since BC's built in anticheat is trash, I feel like this could benefit the MP community and help bring back activity to online BC. Later on, it would sure be nice to see model damage in MP ;)
Title: Re: Updating BC
Post by: vonfrank on May 12, 2018, 11:01:23 PM
So has any progress been made with this?

Like I said before, I'd love to help in any way I can but my programming knowledge is quite basic (no pun intended  :P ).

Is there anything us plebs can do to help you scripting wizards with this?
Title: Re: Updating BC
Post by: Mario on May 13, 2018, 12:54:16 PM
So has any progress been made with this?

If no announcements have been made here or in another thread then I'd say no.
Title: Re: Updating BC
Post by: Morgan on May 14, 2018, 05:54:07 PM
So has any progress been made with this?
I should probably clarify that this wasn't an announcement thread for any projects, just a discussion on the source code and whether or not it could be obtained, if the .exe could be modified in someway without it, and what we would do if we had any of those options.  Basically just talking.
Title: Re: Updating BC
Post by: Tethys on May 14, 2018, 08:51:21 PM
Think of it as a new pregnancy.. The project is not even born yet and still has many months left to develop/discuss :P

I don't even think we have settled on a name yet, have we?  :rolleyes
Title: Re: Updating BC
Post by: vonfrank on May 14, 2018, 10:22:14 PM
I don't even think we have settled on a name yet, have we?  :rolleyes

Bridge Commander 2: Cardassian Boogaloo
Title: Re: Updating BC
Post by: Tethys on May 14, 2018, 11:23:52 PM
Project Neutronium. Or Neutrium.
Title: Re: Updating BC
Post by: Flowrellik on May 15, 2018, 02:23:32 AM
Dilithium Sunrise anyone?
Title: Re: Updating BC
Post by: Tethys on May 15, 2018, 11:00:03 AM
Blackhole BC: Nothing escapes  :funny

on second thought, BC: Pakled Edition (make us go) :icon_lol:
Title: Re: Updating BC
Post by: eclipse74569 on May 18, 2018, 12:11:52 PM
It seems like everyone is on board with one way or another.  I've been considering remastering it using Unity for the 20th anniversary.  I realize there may be "legal" issues, but, we're not out to make money from this right???
Title: Re: Updating BC
Post by: Morgan on May 18, 2018, 12:20:46 PM
It seems like everyone is on board with one way or another.  I've been considering remastering it using Unity for the 20th anniversary.  I realize there may be "legal" issues, but, we're not out to make money from this right???
As long as we don't make any financial profit from it we're fine.  I'm pretty sure the game is abandonware at this point.
Title: Re: Updating BC
Post by: eclipse74569 on May 18, 2018, 01:46:22 PM
Would anyone like to help?  Lol can’t do this myself!
Title: Re: Updating BC
Post by: Tethys on May 18, 2018, 09:13:33 PM
Unity you say? I may have someone who would help, but not sure how much free time he has, I believe he is attending college or some technical school.. I will pass the word along :)
Title: Re: Updating BC
Post by: FekLeyr Targ on May 19, 2018, 08:05:48 AM
It seems like everyone is on board with one way or another.  I've been considering remastering it using Unity for the 20th anniversary.  I realize there may be "legal" issues, but, we're not out to make money from this right???

Unity you say? I may have someone who would help, but not sure how much free time he has, I believe he is attending college or some technical school.. I will pass the word along :)

Unity is a good choice.
Except for some smaller inconveniences, we're having a good experience in using Unity for "X-Wing Virtual Machine", which is basically the same you're proposing. :)
http://www.moddb.com/mods/xwvm
Title: Re: Updating BC
Post by: eclipse74569 on May 20, 2018, 04:27:57 AM
I was kinda hoping to build a team here of scripters/modelers/textures, the latter of which I’ve improved on immensely lol
Title: Re: Updating BC
Post by: eclipse74569 on May 24, 2018, 06:11:28 AM
Bump for interest sake

Anyone speak to Scotchy lately???  Might use his Galaxy for this!
Title: Re: Updating BC
Post by: JimmyB76 on May 24, 2018, 11:58:13 AM
why Scotchy?  Wiley's Galaxy Class is alot more sharp looking and IMO the best one ever done (with DJ's Gal just a half step behind)...
Title: Re: Updating BC
Post by: eclipse74569 on May 24, 2018, 12:19:33 PM
Because I asked Wiley about helping out a while back, he doesn't think it will take off.  So I didn't ask him to use his Galaxy.
Title: Re: Updating BC
Post by: JimmyB76 on May 24, 2018, 08:19:00 PM
ill talk to him... 
also, DJ's Galaxy is far better than SNS's...
Scotchy is long gone, others have tried to get in contact him before in the last several months to no avail...
Title: Re: Updating BC
Post by: Morgan on May 25, 2018, 01:57:00 PM
ill talk to him... 
also, DJ's Galaxy is far better than SNS's...
Scotchy is long gone, others have tried to get in contact him before in the last several months to no avail...
Scotchy's isn't bad looking by any means, and it has the added benefit of having all the game's registries included AND is actually free use with credit if I remember right.
Title: Re: Updating BC
Post by: eclipse74569 on May 27, 2018, 08:10:25 PM
Scotchy's isn't bad looking by any means, and it has the added benefit of having all the game's registries included AND is actually free use with credit if I remember right.

Definitely not bad at all.  I had planned on making new textures for it to kinda update it.

ill talk to him... 
also, DJ's Galaxy is far better than SNS's...
Scotchy is long gone, others have tried to get in contact him before in the last several months to no avail...

I hope you’re successful!
Title: Re: Updating BC
Post by: eclipse74569 on June 20, 2018, 07:23:14 PM
bumping to see if there's more interest LOL I have an unseen subforum for this!!!
Title: Re: Updating BC
Post by: Blackrook32 on June 21, 2018, 04:06:19 PM
Hey eclipse,

I'm currently planing to re-establish the BCF database on Gamefront.

I believe the problem here; your dealing with a limited audience. You may want to make your hidden forum public. Start off with posting ideals on your threads, and see what happens.

Once I get the Gamefront news archive back on line; I can help you promote your project to a larger audience. If your recruiting, then let folks know what help is needed; by placing stickies in your forum. Things can get drowned out in a conversational thread.

Just be specific in what you want to communicate. People will want details; plus posting about updating BC on Gamefront, may draw a larger crowd.

I'm very interested in your project, and will help; with my limited skill set. You know my strengths; novice scripting, ship/bot retextures and mega packs.
Title: Re: Updating BC
Post by: newhalo123 on June 22, 2018, 05:08:18 PM
So considering the circumstances, can the ban on my record be expunged? pretty sure it had to do with messing with the EXE, and was told way back then that that was a nono.  :icon_lol:

that is, if it is still on my record. the last huge server fuckup may have gotten rid of it, idk.  :funny
Title: Re: Updating BC
Post by: Tethys on June 22, 2018, 06:51:26 PM
I have (limited) disassembly experience and can provide a readable EXE with IDAPRO free version. That is, when I have time to do so. I don't see it happening anytime soon. It's probably going to be a few months before things settle down around here with work and bills. Anyone wanting to view a decompiled EXE will need some disassembly program and possibly a hex editor (HxD is a good free editor) or some form of compiler which can be used to recompile the EXE and/or create a patch from decompiled code. Which is where I have literally no experience.
Title: Re: Updating BC
Post by: JimmyB76 on June 22, 2018, 10:29:14 PM
So considering the circumstances, can the ban on my record be expunged? pretty sure it had to do with messing with the EXE, and was told way back then that that was a nono.  :icon_lol:

that is, if it is still on my record. the last huge server fuckup may have gotten rid of it, idk.  :funny
youre not banned from anything, youre able to post it would seem...
Title: Re: Updating BC
Post by: Darkthunder on June 23, 2018, 10:16:09 AM
What ban are you referring to? Banned from Gamefront?
Title: Re: Updating BC
Post by: Tethys on June 23, 2018, 06:11:32 PM
Peekaboo.. I see u!  :readme:

(https://preview.ibb.co/mgYz78/heartbeat1.png) (https://ibb.co/kZq1LT)
(https://preview.ibb.co/kXHRn8/heartbeat2.png) (https://ibb.co/e6UHuo)
(https://preview.ibb.co/eGW80T/heartbeat3.png) (https://ibb.co/gp7gLT)
Title: Re: Updating BC
Post by: Darkthunder on June 24, 2018, 09:56:03 AM
That's all Greek to me. What does it mean? :P
Title: Re: Updating BC
Post by: Tethys on June 24, 2018, 11:24:00 AM
Well I searched a text string in the exe for my buddy at 333networks called "heartbeat" to see why BC master server broke after they updated it and started using something called query ports (BC uses port 22101 for query but in stbc.exe its hardcoded 0). I followed the subroutines back as far as they would go, scrolled up a few pages and found Activisions original master server info embedded in the exe by chance.

It is my hope to try to find something significant and post it up on here for some programming wizard to come through and solve all our problems.. like the memory leak and stuff :) Like I said I do have access to the exe but it would be better if someone with programming knowledge took over (I am 2 steps below a novice)
Title: Re: Updating BC
Post by: Mario on June 25, 2018, 01:49:37 PM
It is my hope to try to find something significant and post it up on here for some programming wizard to come through and solve all our problems.. like the memory leak and stuff :) Like I said I do have access to the exe but it would be better if someone with programming knowledge took over (I am 2 steps below a novice)

Looks like alien language to me too. Once the game has been compiled it is no longer in the original language it was written in (C++ in this case). When compiled it will be translated into machine code (to oversimplify things). What you are showing is an assembler code (I think). If you use time travel you can still find a person which could help you with that. Most modern programmers use higher level languages which are actually human readable and a small percentage of people can actually read this.

Oversimplified procedure goes as follows:
A programmer writes in a language of his or hers choice
Compiler translates that code into machine code (in certain environments that works differently. For example C# this can be decompiled as the code is not directly compiled into machine code)

The process of analyzing this is called reverse engineering and is very time consuming and hard (very very hard). There are tools out there which claim they can decompile C++ binaries but the output is not something you can directly compile again.

I reckon that simple modifications can be achieved by hex editing but this can be used for simple edits, not for anything revolutionary.

TLDR; To sum up a discussion I had on this topic late last year it is easier to re-write the game in a new engine.
Title: Re: Updating BC
Post by: FekLeyr Targ on June 25, 2018, 02:06:41 PM
TLDR; To sum up a discussion I had on this topic late last year it is easier to re-write the game in a new engine.

Agreed. In fact, the possibility of rebuilding BC in Unity is being discussed over there:
http://www.bc-central.net/forums/index.php/topic,10464.msg219325.html#new
Title: Re: Updating BC
Post by: Tethys on June 25, 2018, 06:36:20 PM
I found a program called Snowman that claims to be able to convert the machine code to C++. I am currently running it to see if it will translate the information. The drawback is that we probably won't be able to recompile it. But who knows, maybe we'll get lucky.
Title: Re: Updating BC
Post by: Defiant on June 26, 2018, 09:12:50 AM
..except that compiling is not bijective function..

And yes Mario, that is intel assembler. There are still a lot things done in assembler, e.g. the core of operating systems.

To me decompiling the whole thing does not make much sense to me since we already know quite a lot thanks to App.py
Title: Re: Updating BC
Post by: Mario on June 26, 2018, 03:04:50 PM
Quote
And yes Mario, that is intel assembler. There are still a lot things done in assembler, e.g. the core of operating systems.

The point I was trying to make is that you had more people who had this skillet in the past (80s era for example) than today.
Title: Re: Updating BC
Post by: newhalo123 on June 27, 2018, 07:27:48 PM
I was banned from BCC at one point. 24 hour ban. for i think the reasons i said.
Been a few years now, so I'm not 100% on that, lol.
Title: Re: Updating BC
Post by: JimmyB76 on June 28, 2018, 09:46:42 PM
youre not in the ban list...  must have been someplace else, or during that period of 2 recent years the forum lost...   :idk:
ah well no biggie...
Title: Re: Updating BC
Post by: Tethys on June 29, 2018, 07:53:12 PM
Back on topic though, Snowman program was taking way too long on my PC. Now, my PC is not slow, but it is not fast either. AMD FX-6300 3.5ghz 8gb 2133 ddr3 ram. I let it run for about 6 hours before I ended up force killing the process as it was lagging my PC super hard. It was acting like a early 2000's PC with blank windows and slowness everywhere. I could not deal with it, the machine was unusable whilst running Snowman. I will have to set up a dedicated PC to make a second attempt at this. I do have a similar machine with a similar ram size but the ram speed is lower at 1333 or 1600 ddr3 as I cant remember at the moment.

If anyone has a faster PC by all means don't let me stop you from trying to decompile stbc.exe :)
Title: Re: Updating BC
Post by: vonfrank on July 14, 2018, 09:31:04 PM
If anyone has a faster PC by all means don't let me stop you from trying to decompile stbc.exe :)

I have 20GB of RAM on my system and using Snowman to decompile the STBC.exe used 18.5 of them.  :shocked:

It seems the program outputs the C++ as a massive list of text. Here's a link to the raw file in .txt format. It's a 57MB text file so it is, quite literally, a wall of text.

https://drive.google.com/open?id=1XAbEVLbTjDxa1fVlXCAXejDsTTUZfwGN (https://drive.google.com/open?id=1XAbEVLbTjDxa1fVlXCAXejDsTTUZfwGN)

I have no idea if this is useful at all, but I did notice some script calls within the jumble. So perhaps some magic can be done by someone who knows that they are doing.
Title: Re: Updating BC
Post by: King Class Scout on July 15, 2018, 06:36:23 AM
you may be getting a break, vonfrank.  I dropped the hint to someone else I know, who also has done so.  since you two's decompiled sizes jibe, I can tell him he DOES have the whole thing.  may have spotted a DLL or two that's contributing to the memory leak, as well.
Title: Re: Updating BC
Post by: Morgan on July 15, 2018, 11:49:51 AM
you may be getting a break, vonfrank.  I dropped the hint to someone else I know, who also has done so.  since you two's decompiled sizes jibe, I can tell him he DOES have the whole thing.  may have spotted a DLL or two that's contributing to the memory leak, as well.
Does this mean that, having narrowed down the DLL that is contributing to the memory leak, a fix is possible?
Title: Re: Updating BC
Post by: DarkSoul on July 15, 2018, 12:02:24 PM
Does this mean that, having narrowed down the DLL that is contributing to the memory leak, a fix is possible?

you may be getting a break, vonfrank.  I dropped the hint to someone else I know, who also has done so.  since you two's decompiled sizes jibe, I can tell him he DOES have the whole thing.  may have spotted a DLL or two that's contributing to the memory leak, as well.



In theory maybe. Do note the Theory
Title: Re: Updating BC
Post by: King Class Scout on July 15, 2018, 12:04:56 PM
possibly.  at least two potential leak makers have been spotted.  the one that got my attention is something that would throw a monkey wrench/Spanner in the works.  it's a DLL that belongs to Windows itself!  the game was run with the oldest possible compatibility level and drew absolute minimum memory.  the version necessary may be 25 years old.
Title: Re: Updating BC
Post by: eclipse74569 on July 16, 2018, 08:53:10 AM
possibly.  at least two potential leak makers have been spotted.  the one that got my attention is something that would throw a monkey wrench/Spanner in the works.  it's a DLL that belongs to Windows itself!  the game was run with the oldest possible compatibility level and drew absolute minimum memory.  the version necessary may be 25 years old.

Wouldn’t that make it redundant and therefore if installed wouldn’t be used by current Windows installs?
Title: Re: Updating BC
Post by: DarkSoul on July 16, 2018, 01:22:12 PM
Wouldn’t that make it redundant and therefore if installed wouldn’t be used by current Windows installs?

in the theory. there still enough code for it to work but it just not the original. maybe I can explain this better but I had no idea how. do note the theory  I'm still looking through the code.
Title: Re: Updating BC
Post by: King Class Scout on July 17, 2018, 05:55:19 AM
it's gonna take quite a while to scan the code through and find all the possibilities.  we've waited this long for a possible fix, we can hold out.
Title: Re: Updating BC
Post by: eclipse74569 on July 17, 2018, 04:09:22 PM
Crossing fingers!
Title: Re: Updating BC
Post by: Morgan on July 17, 2018, 10:46:57 PM
Hell, if we can at least finally, after 17 years, crack this memory leak problem, that in and of itself would breathe a lot of life back into BC.
Title: Re: Updating BC
Post by: vonfrank on July 18, 2018, 01:26:05 AM
Hell, if we can at least finally, after 17 years, crack this memory leak problem, that in and of itself would breathe a lot of life back into BC.

Only being slightly familiar with the details of the whole memory leak issue, what problems would this actually solve? Random crashes after playing the game for extended times? Crashing when too much RAM is used? Other glitches?
Title: Re: Updating BC
Post by: King Class Scout on July 18, 2018, 05:42:35 AM
Vonfrank: from what I've gathered so far, it appears that the particular DLL that the engine is calling for is the kind that changes and expands with every version of windows and needs to be compensated for.  however, the person doing so has yet to run the game under a typical mod load.  and this is still at the theory level as well, as another one that potentially causes trouble has been spotted as well.  I've had no updates for a couple days on progress.

please note two things: 1. the game was run in compatibility mode for Windows 95 with minimum memory draw, 2. the debugger cannot find the hardcopy version as of yet to compare coding.
Title: Re: Updating BC
Post by: Morgan on July 18, 2018, 11:34:42 PM
the game was run in compatibility mode for Windows 95 with minimum memory draw...
Checking for understanding:  Does this mean that, at least for the time being, running the game in compatibility mode for Windows 95 will provide some relief?
Title: Re: Updating BC
Post by: King Class Scout on July 19, 2018, 05:55:50 AM
like I said, he was running the game in stock form with no mods.  plain vanilla version, in other words.  the memory draw was only 200 some odd K at max.  logic says that the bone-stock version would or should only have a typical memory draw.  I gave him a list of the typical mod loadout for players.  my suggestion is, someone else does this as well; switch to W95 compatibility mode and check your memory usage.  I intend to do this myself upon getting my setup reactivated.
Title: Re: Updating BC
Post by: Tethys on July 19, 2018, 07:49:12 PM
Wow, have I been out of the loop... Cheers vonfrank for getting Snowman to work through to the end! How long (hours/days) did that take? 18.5gb WOW!! :shocked:

Good job DarkSoul finding some of the memory leaks; cookies incoming all around!

Random thought; has anyone heard of codecaves? Little dll's that can be called via null bytes within the exe? Would this be a feasible way to expand the exe without actually having to fully deconstruct it? It may be easier to call your windows dll with a codecave, $0.02 keep the change :P
Title: Re: Updating BC
Post by: vonfrank on July 19, 2018, 10:32:08 PM
Wow, have I been out of the loop... Cheers vonfrank for getting Snowman to work through to the end! How long (hours/days) did that take? 18.5gb WOW!! :shocked:

It actually only took about 10 minutes or so. The RAM limit was the issue. Snowman using 18.5GB left very little for my Operating System to keep for itself, so I was worried about a crash. Fortunately not, but I dont suggest anyone with less than 20GB attempt this.

In response to everything else though, glad to see some progress is being made, even if its only preliminary so far.
Title: Re: Updating BC
Post by: King Class Scout on July 20, 2018, 04:32:47 PM
*grin* the person that I mentioned above was using the same program with LESS available gig also got it done.  I'll have to ask how long it took.
Title: Re: Updating BC
Post by: fraher on September 04, 2018, 03:00:01 PM
Dudes! All of you are going where no modders has gone before! Keep your work because it´s mean bring back BC to a new and longer life.
Title: Re: Updating BC
Post by: Blackrook32 on September 04, 2018, 05:47:29 PM
Dudes! All of you are going where no modders has gone before! Keep your work because it´s mean bring back BC to a new and longer life.

Hi there, and welcome back! :hi:

I remember your Sovereign Ready room mod, were you able to get it in game? If you need help with the scripting, let me know.

Oh, by the way... there is a unpublished script, that will allow you to transition, from one Bridge set to another while in Quickbattle. :)

Cheers,
BR32

(https://imagizer.imageshack.com/v2/800x600q90/922/Dr6vlS.png)
Title: Re: Updating BC
Post by: fraher on September 05, 2018, 03:46:14 PM
Hello and thanks. Still working in it (real life demans so much) so it exists for now in 3dsMax. I´ll take your help about scripting and let you know when I have to cross that bridge. My idea is that Ready Room be a third model in the advanced sovereign bridge. Working in it give me some ideas about another sets like corridors, shuttles bays, etc, that can funtion like Bridges sets. For now are an embrionic ideas in my mind. Regard the script to switch bridges, 3 years ago I had create one but never published too, but it work in my tests. It´s good to see that some people think the same without know it.  :thumbsup:
Title: Re: Updating BC
Post by: Blackrook32 on September 06, 2018, 07:04:02 PM
Hello and thanks. Still working in it (real life demans so much) so it exists for now in 3dsMax. I´ll take your help about scripting and let you know when I have to cross that bridge. My idea is that Ready Room be a third model in the advanced sovereign bridge. Working in it give me some ideas about another sets like corridors, shuttles bays, etc, that can funtion like Bridges sets. For now are an embrionic ideas in my mind. Regard the script to switch bridges, 3 years ago I had create one but never published too, but it work in my tests. It´s good to see that some people think the same without know it.  :thumbsup:

Curious that you mention this. I've collected individual freeware sets like corridors, shuttle bays and such, from different eras. But, I don't have the expertise in working with meshes, just porting. Plus RL demands and such. :doh:

I believe the bridge changing script I mentioned can be converted, to be used as a Turbolift Control pad; in theory one can just explore the QB player's ship seamlessly, while the ship is under attack.

I claim to be no great scripter, but I really think its possible. :thumbsup:
Title: Re: Updating BC
Post by: JimmyB76 on September 09, 2018, 03:01:09 PM
jb76 edit - split thread, moved both to BC Modding forum