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News: UQM development migrated from Subversion to Git

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Author Topic: HD Remix vs MegaMod  (Read 177 times)
lostsoul
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HD Remix vs MegaMod
« on: October 30, 2017, 01:02:49 am »

hi new here.
i got a question...which HD version should i be using for the best overall experience?
Whats the differences between the two as far as bug fixes go or whats up to date?
« Last Edit: October 30, 2017, 05:14:49 am by lostsoul » Logged
Serosis
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Re: HD Remix vs MegaMod
« Reply #1 on: October 30, 2017, 02:09:24 am »

Functionally HD-MegaMod is the HD-Remix with all my MegaMod stuff added on.

I can't remember what I didn't bring over from the Remix source.
Most if not all of the code updates from Remix were incorporated into MegaMod one way or the other.

If I had to venture a guess I think the only things I didn't port from it were some of content related changes,
with the exception for a few things which I included as optional addons under the rmx moniker:
Normalized Shofixti voices, re-voiced Utwig, subtitle fixes to match 3DO voices, and graphics packages for 320x240, 640x480, and 1280x960.

EDIT:

As an aside, I'm working on creating an "Ultimate MegaMod" for 0.8.0. It won't have any of the HD content but it will be the most up to date version of the game as of yet.
« Last Edit: October 30, 2017, 03:04:37 am by Serosis » Logged

The artist formerly known as Kohr-Ah Death.

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lostsoul
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Re: HD Remix vs MegaMod
« Reply #2 on: October 30, 2017, 05:10:10 am »

Good to know, thank you so much. Looking forward to the update then. Will that include the lander mineral loss fix from the HD version?
ie the lander wont waste mineral pickups if it will not fit in the hold?
That was a really great idea. I wish it was part of the original game when i played it oh so long ago.
Maybe as an addon if not. Thanks for the reply.
« Last Edit: October 30, 2017, 05:15:10 am by lostsoul » Logged
Serosis
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Re: HD Remix vs MegaMod
« Reply #3 on: October 30, 2017, 05:25:05 am »

If I can get it into the game without breaking anything I will. It will be the next thing I look at after I QC the textured planets and moving orbits code.
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metamorphosis
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Re: HD Remix vs MegaMod
« Reply #4 on: November 17, 2017, 04:05:28 am »

hi new here.
i got a question...which HD version should i be using for the best overall experience?
Whats the differences between the two as far as bug fixes go or whats up to date?

My impression is that megamod removes some core game stuff - pop culture references - but is useful if you're on Mac or if you're an experienced player and you want additional things like cheats, helpers, etc.
However out-of-the-box, and if you're on windows, HD remix is a better HD experience of the game, at least in terms of cohesiveness and ease-of-use. That's just the current state of things however, time may change things.
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Serosis
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Re: HD Remix vs MegaMod
« Reply #5 on: November 17, 2017, 04:56:26 pm »

MegaMod removes none of the core of anything.

Maybe you should take a look at the Features page on my website: http://uqm-mods.sourceforge.net/Features

The MegaMod, at its core, is a mash-up of all the various other mods along with the addition of the cheat mods that I've been making over the last decade.
Nothing gets removed from the core game.

What you speak of when I remove pop culture references is in the HD version's pictograph menus.
Where the HD team added unnecessary references of their own doing. Along with removing the ad for Project 6014 in the melee ship picker.
I did this so people could have a more vanilla 3DO version of the menu in HD.

And even then, it's an optional add-on.

The only thing that the HD MegaMod "ships" with is the cheats and the modded Thraddash storyline.

Will that include the lander mineral loss fix from the HD version?
ie the lander wont waste mineral pickups if it will not fit in the hold?

An update to your question; I successfully ported over the partial mineral pickup code from HD into 0.8.0

There's still *a lot* of work to do but if you're feeling adventurous you can download the files off my Github:
https://github.com/Serosis/UQM-MegaMod/tree/master/0.8.0/bin

Unfortunately there is no download folder button on Github so you'll have to use a site like DownGit:
https://minhaskamal.github.io/DownGit/#/home
« Last Edit: November 17, 2017, 05:06:32 pm by Serosis » Logged

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lostsoul
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Re: HD Remix vs MegaMod
« Reply #6 on: November 18, 2017, 01:34:48 am »

Thanks for your input and for the imported feature. I am going to check it out here shortly as the release of Star Control Origins beta is eating up my time.
« Last Edit: November 18, 2017, 11:07:43 pm by lostsoul » Logged
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Re: HD Remix vs MegaMod
« Reply #7 on: November 19, 2017, 12:06:00 am »

MegaMod removes none of the core of anything.

Maybe you should take a look at the Features page on my website: http://uqm-mods.sourceforge.net/Features

The MegaMod, at its core, is a mash-up of all the various other mods along with the addition of the cheat mods that I've been making over the last decade.
Nothing gets removed from the core game.

Calm down -
I did look at that - and the change to the Fate of the thraddash makes the game non-canon (and spoils the joke, if you've ever played thraddash vs ilwrath).
The text on the ship pages is (mostly) from the SC1 pages of the same, except for the new ships.
All I was pointing out was that for beginners, I think Remix is a better option, as there's less to think about.

BTW, you've probably given me credit for some things that are not my responsibility (eg. Vux Limpet can incapacitate the Sa-Matra, etc)  - they're, I think, changes either made by UQM or UQM-HD team and ported into the UQM-HD codebase (https://sourceforge.net/p/urquanmastershd/git-new/ci/master/tree/).

Anything that's not included in the remix repo's changelog is someone else Smiley Not that I mind the credit Cheesy

To make it clear, I think what you're doing is good - these are just my impressions-
Peace
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darklord42
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Re: HD Remix vs MegaMod
« Reply #8 on: November 19, 2017, 07:24:43 am »

Well, every cheat makes the game non cannon  Grin
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Serosis
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Re: HD Remix vs MegaMod
« Reply #9 on: November 19, 2017, 02:22:04 pm »

MegaMod removes none of the core of anything.

Maybe you should take a look at the Features page on my website: http://uqm-mods.sourceforge.net/Features

The MegaMod, at its core, is a mash-up of all the various other mods along with the addition of the cheat mods that I've been making over the last decade.
Nothing gets removed from the core game.

Calm down -
I did look at that - and the change to the Fate of the thraddash makes the game non-canon (and spoils the joke, if you've ever played thraddash vs ilwrath).
The text on the ship pages is (mostly) from the SC1 pages of the same, except for the new ships.
All I was pointing out was that for beginners, I think Remix is a better option, as there's less to think about.

BTW, you've probably given me credit for some things that are not my responsibility (eg. Vux Limpet can incapacitate the Sa-Matra, etc)  - they're, I think, changes either made by UQM or UQM-HD team and ported into the UQM-HD codebase (https://sourceforge.net/p/urquanmastershd/git-new/ci/master/tree/).

Anything that's not included in the remix repo's changelog is someone else Smiley Not that I mind the credit Cheesy

To make it clear, I think what you're doing is good - these are just my impressions-
Peace

I *could* make the Thraddash storyline optional. It shouldn't be that difficult. I'm really good with if statements and switches.
Or completely remove it. It was more of a pet project anyways to see if it were doable.

I gave credit to you where I believe I saw your initials in the code: MB. Other than that I gave you credit from the diff'd sources of HD -> Remix.
Otherwise I handed out credit where I saw fit, if it didn't come from me then it either was JMS, MB, or Nic.

EDIT:

By the way, in the 0.8.0 version of the MegaMod the Alternate Thraddash Story is now optional with the canon story enabled by default.
« Last Edit: November 19, 2017, 06:45:42 pm by Serosis » Logged

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Re: HD Remix vs MegaMod
« Reply #10 on: Today at 02:25:07 am »

At the risk of possibly being the only weirdo who cares about this: I hope you leave the 'partial resource pickup' feature optional.

The reason I say this is because for me it helped keep resource gathering just a little more interesting - having to keep an eye on the remaining cargo space, guessing how many resources were likely to be in the next 'blip' (based on type, size and planet type) and formulating the best way to pick up all the resources with no wastage vs minimum number of trips.  That goes out the window with partial resource pickups, so I prefer the 'all or nothing' of the original.
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Go to www.warpstormstudios.com/uqmmod for my dialogue and visual fixes for UQM and UQMHD!
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