The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: cloneof on May 08, 2005, 07:28:06 pm



Title: cheat codes
Post by: cloneof on May 08, 2005, 07:28:06 pm
the Ur-Quan masters is great great but there is somethin missing. and i feal it is the cheat codes think about it almost every great game has somethin  "cheat" like unlimited life or somethin like that, what you think guys?


Title: Re: cheat codes
Post by: Mr.__Fwiffo on May 08, 2005, 08:36:41 pm
I don't think those should be allowed to corrupt this honest, straight game.   :P


Title: Re: cheat codes
Post by: michael on May 08, 2005, 09:15:25 pm
they would ruin the ballance of the game as one playthrough with cheats and you know where all the stuff is.


Title: Re: cheat codes
Post by: 0xDEC0DE on May 08, 2005, 09:17:28 pm
First and foremost, this is already done in the current development snapshots.  Uncomment the entry in keys.cfg for the "Debug" key to enable cheating.  Pressing the Debug key in-game gives you a full assortment of weapons, reveals all of the alien "spheres of influence" on the map, and it will also toggle an "instant travel through hyperspace" mode (press the Debug key repeatedly to enable/disable this mode)  These are "sample" behaviours, if you get the source code and build your own game, you can make the Debug key do whatever you like.  e.g., I once used it as a "jettison fuel" button, to find/test/fix a weird corner case with the starbase at the beginning of the game.  It is very useful.

But I suppose this raises the larger question of "who are the cheat codes really made for?"

In the strictest sense, I would posit that cheat codes are made for the game developers themselves, and any benefit to players is a side-effect.  If, as a developer, you complete a new feature, and want to do proper regression testing, you would ostensibly hack a mechanism into the program to allow you to turn it on and off, so that you could find and test all the corner cases with a minimum of fuss.  Once you have proved the code "correct", you can either "dead code" the mechanism to turn it on and off, or you can leave it around as an "easter egg", or god forbid, another feature.  :)


Title: Re: cheat codes
Post by: cloneof on May 08, 2005, 09:19:32 pm
well there is one walktrough madet


Title: Re: cheat codes
Post by: Olethros et Teleute on May 10, 2005, 11:31:05 am
Actually, I wouldn't mind a cheat either -- I already beat the game, so I wouldn't mind being able to go back through it at full power this time around.  Maybe the game could generate a save-game that starts you out at the beginning with unlimited resources once you've beaten it the first time ^_^.


Title: Re: cheat codes
Post by: Zeep-Eeep on May 12, 2005, 07:40:50 am
Cheat codes seem too much like, er, cheating.


Title: Re: cheat codes
Post by: Captain_Smith on May 12, 2005, 09:46:25 am
There are ways to mine and get unlimited resources rather quickly...well not literally unlimited but more RU than you will ever use.  You haven't mastered the game if you're worried about something like this off of your first playthrough.

There's more than enough RU in the game if you search and find the right spots to do whatever you dream to do in the game.  In fact there's been numerous threads posted to that end, and several systems of lists too.

Quote
Actually, I wouldn't mind a cheat either -- I already beat the game, so I wouldn't mind being able to go back through it at full power this time around.



Title: Re: cheat codes
Post by: harth1026 on May 13, 2005, 02:02:45 am
I don't know about cheat codes, but since we do have the source code, I just decided to make my earthling cruiser extremely powerful with the point defense laser.  Since there isn't any enemy cruisers out there, I don't have to worry about getting my ass kicked by my own cheat.


Title: Re: cheat codes
Post by: Deus Siddis on May 13, 2005, 02:55:42 am
How powerful did you make it?


Title: Re: cheat codes
Post by: harth1026 on May 13, 2005, 08:45:33 pm
To turn the Earthling Cruiser into the ultimate cheese machine, I just edited the following defines in HUMAN.C

#define ENERGY_REGENERATION 5
#define WEAPON_ENERGY_COST 1
#define SPECIAL_ENERGY_COST 1
#define ENERGY_WAIT 1
#define WEAPON_WAIT 2
#define SPECIAL_WAIT 0
#define LASER_RANGE (UWORD)300

Yeah, this is way too powerful, but I already beat the game on the 3DO so I really don't care.


Title: Re: cheat codes
Post by: Deus Siddis on May 13, 2005, 09:01:05 pm
Hehe, it must look like a laser show from hell.

What if you just did this:

Nuke: 6 points damage

Laser: 2 points damage

Crew: 20

That would be a powerful but balanced ship. If that wasn't enough, you could increase energy regeneration or speed/acceleration.


Title: Re: cheat codes
Post by: harth1026 on May 14, 2005, 12:06:02 am
Balanced ships are for when I play against other people.  Cheating is good for when I'm playing against the computer and I want to let out my frustrations.


Title: Re: cheat codes
Post by: Guest on May 23, 2005, 12:57:46 am
Quote
To turn the Earthling Cruiser into the ultimate cheese machine, I just edited the following defines in HUMAN.C

#define ENERGY_REGENERATION 5
#define WEAPON_ENERGY_COST 1
#define SPECIAL_ENERGY_COST 1
#define ENERGY_WAIT 1
#define WEAPON_WAIT 2
#define SPECIAL_WAIT 0
#define LASER_RANGE (UWORD)300

Yeah, this is way too powerful, but I already beat the game on the 3DO so I really don't care.


Is there any way to do that on the Mac version?


Title: Re: cheat codes
Post by: 0xDEC0DE on May 23, 2005, 01:15:31 am
Quote
Is there any way to do that on the Mac version?

Absolutely.  You'll need to install XCode, though (XCode is provided on the OSX install DVD, but it's not installed by default) and then get the source code for the game, and all the required Frameworks to make it build.  The instructions for actually building the game are found elsewhere on these forums.

The bulk of the Frameworks you'll need are provided in binary form here:

http://www.submedia.net/uqm/

...except for SDL, which maintains their own binary distribution here:

http://www.libsdl.org/


Title: Re: cheat codes
Post by: Guest on May 23, 2005, 01:42:13 am
Quote

Absolutely.  You'll need to install XCode, though (XCode is provided on the OSX install DVD, but it's not installed by default) and then get the source code for the game, and all the required Frameworks to make it build.  The instructions for actually building the game are found elsewhere on these forums.

The bulk of the Frameworks you'll need are provided in binary form here:

http://www.submedia.net/uqm/

...except for SDL, which maintains their own binary distribution here:

http://www.libsdl.org/


Ah, so much more complicated than I can do.  Thanks alot though.


Title: Re: cheat codes
Post by: Michael Knight on June 07, 2005, 08:56:39 pm
Would it be possible to get your recompiled source with modified earthling cruiser ? Pretty please with a sugar on top?  ;)


Title: Re: cheat codes
Post by: Ivan Ivanov on June 08, 2005, 04:26:39 am
Comrade, all you have to do is download the source, modify the cruiser however you like, and compile the source.


Title: Re: cheat codes
Post by: JHGuitarFreak on June 09, 2005, 03:56:30 pm
that would be hard, even for me to do...
i have no patience to sit around and hack the source.
i'll just edit the saved game with my hex editor.


all too easy


Title: Re: cheat codes
Post by: Q_of_BanditZ on June 14, 2005, 11:37:40 pm
I wouldn't mind having some fairly easy access to some cheat codes for some fun as well.



Title: Re: cheat codes
Post by: cloneof on June 19, 2005, 11:57:19 pm
Quote
To turn the Earthling Cruiser into the ultimate cheese machine, I just edited the following defines in HUMAN.C

#define ENERGY_REGENERATION 5
#define WEAPON_ENERGY_COST 1
#define SPECIAL_ENERGY_COST 1
#define ENERGY_WAIT 1
#define WEAPON_WAIT 2
#define SPECIAL_WAIT 0
#define LASER_RANGE (UWORD)300

Yeah, this is way too powerful, but I already beat the game on the 3DO so I really don't care.

so... i dont get it... how did you change the ships weaps?


Title: Re: cheat codes
Post by: Deus Siddis on June 20, 2005, 12:31:27 am
I think a ship editor that would not require compiling, would be a cool feature for a later version of UQM (perhaps post 1.0).


Title: Re: cheat codes
Post by: Ivan Ivanov on June 20, 2005, 04:23:06 am
Quote
I think a ship editor that would not require compiling, would be a cool feature for a later version of UQM (perhaps post 1.0).


Eh... I haven't taken a single solitary look at the source, but I am pretty sure that such a thing would need quite some work to be done.
No.. wait... it depends on what the editor would be capable of doing. Changing simple parameters like speed, recharge time etc would be relatively easy to do.
Other things like changing the weapons of the ship, creating your own ships, etc, would take more time.

Again, keep in mind that I have no idea what I'm talking about, I haven't seen the source, and my opinions are based only on how I think the source should look.


Title: Re: cheat codes
Post by: Deus Siddis on June 20, 2005, 09:30:46 am
"No.. wait... it depends on what the editor would be capable of doing. Changing simple parameters like speed, recharge time etc would be relatively easy to do."

That's what I meant. The other stuff might be cool, but more work.


Title: Re: cheat codes
Post by: Ivan Ivanov on June 20, 2005, 01:02:06 pm
Took a glance at the code.
Yep changing the paramters of the ship should be easy, with any luck  the editor will be done this weekend.
Other ideas on the other hand seem even more difficult then I initially thought.

Say, Core Team, I heard that 0.4 is pretty close to 1.0, there won't be any major changes in the source, right?
I won't be forced to do it all from scratch when 1.0 comes out?


Title: Re: cheat codes
Post by: Halleck on June 20, 2005, 01:39:13 pm
Noo-o. Correct me if I'm wrong, but a new resource system is in the works.


Title: Re: cheat codes
Post by: Ivan Ivanov on June 20, 2005, 01:53:21 pm
Huh?
Wasn't it done between 0.3 and 0.4?
No matter, let me ask a different question.
Will there be any major changes in the ships' source files?
They are the only ones I intend to modify.


Title: Re: cheat codes
Post by: Halleck on June 20, 2005, 02:21:59 pm
I seem to recall an IRC converation about this. There were longer ones, but here's the one I could find (which of course ends in silliness):
Quote
[14:37] Arne^: ... what's planned for 1.0 anyways since it's 0.6 versions away?
[14:38] Nic: A long nap afterwards.  :)
[14:39] Arne^: ...feature wise? I heard something about XML
[14:41] Nic: Yes, the much-ballyhooed New Resource System.
[14:41] Arne^: que?
[14:42] Nic: Saved games, melee fleets, and various internal info will be redone as XML.  At least, that's the plan.
[14:43] Nic: Or part of it.
[14:44] Nic: Everything I've ever heard about the New Resource System (and that ain't much) hints that it's gonna be huge.
[14:45] Arne^: new resourse system as in mining or game modding?
[14:45] Nic: game modding.
[14:46] Arne^: it should have a huge Talana dating sim!!!!!11
[14:47] Arne^: fo shizzle
[14:48] Nic: Hot blue-girl-on-blue-girl action!
[14:49] Arne^: yes yes yo!


Title: Re: cheat codes
Post by: Ivan Ivanov on June 20, 2005, 10:38:49 pm
Ah, whatever, I'm already on it.
Besides it will be some time before 0.5 comes out, so no worries even if I'll have to start all over, it won't be a problem.
The worst case scenario would be if you could edit the ships in 0.4 but not 0.5+, I don't think anyone will die because of that.

Anyway, half the work is already done.
The Earthling Cruiser is fully editable. The function that reads the atributes from the file still needs *some* improvements, but once this is done, applying changes to the rest of the ships will be a matter of copy-pasting.


Title: Re: cheat codes
Post by: MrUtwig on June 23, 2005, 08:06:35 am
I am very new to the game.  I was wondering if anyone had any idea what the rosey-rod and the trident thingy was for, the utron device (how do I repair it and give it back to the utwig).   How am I supposed to defeat the Kohr-ah.  They have destroyed all other species in the region of my univerese and they came for the command station once and destroyed it.  What the heck am I supposed to do lol.  Anyone have a map of cords?  Or a damn walkthrough.  Thanx,  also how can I exactly use the program you are building to upgrade my battle cruiser?  Thankx, If you have any information that you wish to send and not spam this forum with e-mail me at RyanLewis@Wapda.com thankx


Title: Re: cheat codes
Post by: omegasupreme on June 27, 2005, 07:10:02 am
Where I can change the values of the starting resources (RU) in source code?

Again:

What source file (*.C / *.H) contains code line, which defines amount of money in the beginning of the game???

sorry bad typing


Title: Re: cheat codes
Post by: omegasupreme on July 01, 2005, 03:39:44 am
Anyone?  :-/


Title: Re: cheat codes
Post by: Mr._Jiggles on July 02, 2005, 12:05:50 am
You could just get the save game editor!

Its better than a cheat code. You edit your ships modules,crew,fuel,R.U. Thats really usefull reply if you want me to tell you how to get it.


Title: Re: cheat codes
Post by: Rougethebat on July 02, 2005, 03:55:50 am
please forgive my newness and perhaps even sorely misinfomedness (not a real word but it works)

what I am wondering, and please remember I am an artist not a programmer, how hard would a time effect be.
what I mean is... I would like to slow down time as I travel through the game, perhaps only as much as a third perhaps as much  half speed, this way the days didn't move so quickly. yes my husband has beaten the game many times, and I have been able to just barely beat it once. I am just not the gamer he is. In other words an easy and even perhaps easiest setting. now do not get me wrong the one time I beat it I was proud as could be, and I have been waiting A LOOONG time for this... we have a pc set up as a entertainment pc, for arcade style games and when I heard this build was stable I grabbed it set it up there and am playing it with a PS1 pad, but wouldn't you know it I STILL SUCK. I had sorta hoped it was those 3do pads... but nope. originally I figured a slider system would be best, but if that is out of the question just a resource hack? something I could switch in and out, he hates the idea and wouldn't play it then.

By the way team GREAT WORK you brought the joy of playing SC 2 back thanks!!!
ps sorry if this is over long I have been told I am very long winded.


Title: Re: cheat codes
Post by: Halleck on July 02, 2005, 01:44:06 pm
Hmm, not sure about time deceleration, but it should be possible to move the final "game over" date back with a simple code hack.

If the solution was a code hack, you would wind up with a seperate executable. In theory, your husband would be able to play the original, and you could play the modified version in parallel.

Just to clarify, is your problem that the game is over too soon, or that gamplay itself is too rapid (i.e. super melee is too fast)?

In the meantime, make sure you pursue all in-game avenues for slowing down the kohr-ah.  :)


Title: Re: cheat codes
Post by: Rougethebat on July 03, 2005, 09:35:59 am
I guess you would say that the game is over too fast... what would be neat is the ability to slow the passage of the days but the games speed (ie the movement of ships in combat and in hyperspace) wouldn't change.. so the kohr ah would start their march on the same date but it would take longer for that date to arrive. so in other words the game time passes more slowely in real time.


Title: Re: cheat codes
Post by: JHGuitarFreak on July 03, 2005, 10:06:19 am
i think that would rock, because personally i like to beat the crap outta things in "story" mode, its fun and challenging, Especially if your gonna visit the sa-matra before you get "the necessary adjustments"

i would love the time to go by slow


Title: Re: cheat codes
Post by: zip on July 09, 2005, 01:16:45 am
Quote
You could just get the save game editor!

Its better than a cheat code. You edit your ships modules,crew,fuel,R.U. Thats really usefull reply if you want me to tell you how to get it.



I'd like to get ahold of that, I've been looking but no luck so far

Thanks!


Title: Re: cheat codes
Post by: sado on July 09, 2005, 04:48:58 am
Quote



I'd like to get ahold of that, I've been looking but no luck so far

Thanks!


Same been looking for it myself.


Title: Re: cheat codes
Post by: JHGuitarFreak on July 09, 2005, 06:18:34 am
i could set it up on my website for download if nobody can find it...
OR you could go to www.classicgaming.com/starcontrol and goto the files section, under The ur-quan masters files, and its there


Title: Re: cheat codes
Post by: JHGuitarFreak on July 09, 2005, 06:20:40 am
oh also, if you tweak the key configuration and have the debug ver. of uqm, you could have some pretty awesome cheats.


Title: Re: cheat codes
Post by: sado on July 09, 2005, 07:39:53 am
Quote
i could set it up on my website for download if nobody can find it...
OR you could go to www.classicgaming.com/starcontrol and goto the files section, under The ur-quan masters files, and its there


Where in the files section? I checked all through it and didnt find anything mentioning a Save game editor.


Title: Re: cheat codes
Post by: JHGuitarFreak on July 09, 2005, 07:49:48 am
Right Click   http://www.dickweed.0nyx.com/sc/uqm_save_editor.exe

and choose "save as.."


Title: Re: cheat codes
Post by: sado on July 09, 2005, 07:58:26 am
Quote
Right Click   http://www.dickweed.0nyx.com/sc/uqm_save_editor.exe

and choose "save as.."


I downloaded it but for some reason it errors when i try to run it.


Title: Re: cheat codes
Post by: JHGuitarFreak on July 09, 2005, 07:59:41 am
what kind of errors, i'll re-upload it in 5 minutes if its a problem with the rar file

and also dont forget i have saved games at my site too in self extracting rar files


Title: Re: cheat codes
Post by: sado on July 09, 2005, 08:04:07 am
It doesnt try to extract anything, it goes to a dos prompt and errors and closes.


Title: Re: cheat codes
Post by: JHGuitarFreak on July 09, 2005, 08:24:15 am
wtf?

lemme try a zip file then

www.dickweed.0nyx.com/sc/uqm_save_editor.zip


Title: Re: cheat codes
Post by: sado on July 09, 2005, 10:11:02 am
I tried it on ie and it said access denied, on firefox it downloaded it but said the file was damaged.

Ill send you an email you can send it to and ill host it on mine and post it.


Title: Re: cheat codes
Post by: JHGuitarFreak on July 09, 2005, 10:16:14 am
funny since all my downloads work perfectly on my friends computer


Title: Re: cheat codes
Post by: JHGuitarFreak on July 09, 2005, 10:18:42 am
for god sakes, go here http://www.dickweed.0nyx.com/downloads.htm


Title: Re: cheat codes
Post by: omegasupreme on July 09, 2005, 07:32:07 pm
Thx...


Title: Re: cheat codes
Post by: pc-azrael on July 09, 2005, 08:57:22 pm
how does the saved game decoder work     cant get it to open file for me     not sure which file to try to open also


thanks


Title: Re: cheat codes
Post by: pc-azrael on July 09, 2005, 09:16:59 pm
i figured it out :)


Title: Re: cheat codes
Post by: JHGuitarFreak on July 09, 2005, 09:18:18 pm
the readme file is there for a reason....


Title: Re: cheat codes
Post by: pc-azrael on July 09, 2005, 09:34:46 pm
hmm could not find it ^^     any ways thanks for the tool


Title: Re: cheat codes
Post by: JHGuitarFreak on July 09, 2005, 09:38:18 pm
it originally came from PNF but i hate the fileplanet way of downloading things