The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: Dogbreath on March 14, 2005, 03:16:09 am



Title: Destroying the Sa Matra?
Post by: Dogbreath on March 14, 2005, 03:16:09 am
I'm at the end of the game, but I can't figure out how to destroy the big ship at the end. I'll unload all of my weapons into the 8 generators around it, but I don't even make a dent. Occassionally I'll get really lucky and manage to destroy one, or even two (just by pure chance) generators, but by that time I've already run out of ships. How do you destroy it? I've been trying on and off for over a year now...


Title: Re: Destroying the Sa Matra?
Post by: meep-eep on March 14, 2005, 03:25:25 am
In a very old version (0.1) most of the generators were indestructable. If you're still using that one, I suggest you upgrade; there are lots of fixes and improvements since.

If you're not, then let me give you a fighting hint: Make sure you have Pkunk ships. Fighting the Sa-Matra is easiest with them.


Title: Re: Destroying the Sa Matra?
Post by: michael on March 14, 2005, 04:37:32 am
******use the pkunk to fly around it useing the side guns while holding ctrl********


Title: Re: Destroying the Sa Matra?
Post by: Strange_Will on March 14, 2005, 06:51:12 pm
Quote
In a very old version (0.1) most of the generators were indestructable. If you're still using that one, I suggest you upgrade; there are lots of fixes and improvements since.

If you're not, then let me give you a fighting hint: Make sure you have Pkunk ships. Fighting the Sa-Matra is easiest with them.

Wait they WERE indestructable or nearly indestructable? I wonder how this got past testing, or was even in the code.... wouldn't you reconize that they didn't have HP in the code or something before you finished compling the game?


Title: Re: Destroying the Sa Matra?
Post by: meep-eep on March 14, 2005, 11:00:52 pm
0.1 was released as soon as we had anything that ran, even though not everything was implemented. One of the things that didn't work yet was pixel-perfect collision detection. What was used was bounding box collision detection. Since most of the Sa-Matra shield generators were inside the bounding box of the Sa-Matra itself, they couldn't get hit by direct fire.
You could still blow up Shofixti on them I've heard.
The easiest way was to just turn cyborg on and the entire battle would be skipped. Not that there was anything to see after that; the outtakes nor the credits were there yet.


Title: Re: Destroying the Sa Matra?
Post by: Dogbreath on March 14, 2005, 11:51:46 pm
Yes, I'm using version 0.1... never had any major problems with it before, though I'm upgrading now. Thanks! (BTW, I'll assume this fixes the bugs with the Mycon and Spathi, too?)


Title: Re: Destroying the Sa Matra?
Post by: Novus on March 15, 2005, 12:03:39 am
Quote
Yes, I'm using version 0.1... never had any major problems with it before, though I'm upgrading now. Thanks! (BTW, I'll assume this fixes the bugs with the Mycon and Spathi, too?)

If you mean the "shot doesn't manage to leave the ship before hitting it" bug, this is exactly what Meep-eep was talking about. It was fixed shortly after the release of v0.1.


Title: Re: Destroying the Sa Matra?
Post by: Bobucles on March 15, 2005, 04:18:55 am
Quote
I wonder how this got past testing, or was even in the code.... wouldn't you reconize that they didn't have HP in the code or something before you finished compling the game?

Haha!  I think the real question being asked here is, why does the first alpha release have bugs?  ;D


Title: Re: Destroying the Sa Matra?
Post by: Mr.__Fwiffo on March 15, 2005, 04:51:33 am
Well, it's was a work in progress.  The newer versions don't have many of the old bugs. ;)


Title: Re: Destroying the Sa Matra?
Post by: Halleck on March 15, 2005, 11:06:13 am
I think he was kidding. For most games, Alpha 1 is crash-tastic... and here we are with an Alpha 3.3 that's about ten times more stable than the majority of commerically released games. ;)

EDIT: The proper number is 0.33, which refers to the CVS version of UQM.


Title: Re: Destroying the Sa Matra?
Post by: Mr.__Fwiffo on March 16, 2005, 03:44:27 am
Alpha 3.3!   I only have Alpha 3.0.  When did that one come out?


Title: Re: Destroying the Sa Matra?
Post by: Halleck on March 16, 2005, 08:41:16 am
It's not an official release. The current CVS version is dubbed UQM 3.3.

EDIT: Sorry again, its 0.33


Title: Re: Destroying the Sa Matra?
Post by: Zieman on March 16, 2005, 02:31:29 pm
Is this correct:
UQM 0.3 = UQM Alpha 3.0 ?


Title: Re: Destroying the Sa Matra?
Post by: Novus on March 16, 2005, 03:10:58 pm
Quote
Is this correct:
UQM 0.3 = UQM Alpha 3.0 ?

I think that's what Halleck means, but I don't see any reason to start shifting decimal points around. Do we really need to invent a new version number system and end up like SunOS/Solaris or Java? The current CVS version is 0.33, not 3.3.


Title: Re: Destroying the Sa Matra?
Post by: Zieman on March 16, 2005, 11:35:12 pm
Quote

The current CVS version is 0.33, not 3.3.

Good. I thought so, and now it's confirmed  8)


Title: Re: Destroying the Sa Matra?
Post by: Halleck on March 17, 2005, 09:24:36 am
Ack! Sorry about that, I seem to be causing a great deal of confusion because of a misplaced decimal point.

One more time for clarification:
The latest release with an installer is UQM 0.3. The CVS version is called 0.33, which can be obtained by downloading a snapshot build (http://uqm.stack.nl/files/snapshots/) or by compiling one yourself from the source code.

Hope that clears up any additional misunderstandings.