The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: Kohr-Ah Death on December 14, 2006, 06:22:13 am



Title: Update on the mods...
Post by: Kohr-Ah Death on December 14, 2006, 06:22:13 am
Well today is the day I release the Death March, Time, and FMV mod for MAC OS X!

Obviously you can download them from the same place as you can the others and the explanation of them still holds the same.

You can go straight to the downloading through this link:
http://sourceforge.net/project/showfiles.php?group_id=161104

Or you can read a brief explanation of each mod at the UQM Mods website:
http://uqm-mods.sf.net

Blow up a human for me!  ;D



Title: Re: Update on the mods...
Post by: Kohr-Ah Death on December 14, 2006, 09:13:07 pm
And another update...

I uploaded a fresh build of all three mods.
This time both the debug and the release binary are packaged in zip files.
so no more MSVC71 or MSVC80 runtime files needed.

Have fun!


Title: Re: Update on the mods...
Post by: Anthony on December 17, 2006, 01:44:27 pm
Where are the instructions for the FMV mod?  When I downloaded the zip file, it only contained the 2 exe files, and I can't find the instructions for what files to copy over.  I have extracted the 3DO CD, and I am ready to copy the files over, and convert the ogg files...  I don't remember what files to get.


Title: Re: Update on the mods...
Post by: Novus on December 17, 2006, 05:48:29 pm
See instructions here (http://koti.mbnet.fi/lonnberg/uqm.html).


Title: Re: Update on the mods...
Post by: Anthony on December 17, 2006, 06:09:13 pm
Thanks Novus.  Is this now compatable with 0.5.4 version of UQM, or just 0.5.0?  I keep getting this error in stderr.txt:

Quote
VControl: Illegal command type 'Template-1-Up' on config file line 66

The error occurs for multiple lines...


Title: Re: Update on the mods...
Post by: Kohr-Ah Death on December 17, 2006, 07:12:40 pm
It's for 0.5.0 only for now, i'm preparing for 0.6.0 though.



Title: Re: Update on the mods...
Post by: Anthony on December 17, 2006, 07:52:27 pm
Okay.  I'm looking forward to it... :D


Title: Re: Update on the mods...
Post by: Novus on December 17, 2006, 08:00:20 pm
Thanks Novus.  Is this now compatable with 0.5.4 version of UQM, or just 0.5.0?  I keep getting this error in stderr.txt:
My source code patch works well even on current CVS (calls itself 0.6.0 already). Replacing the binary with an earlier one doesn't work, however, for various reason (e.g. the control configuration change seems to have hit you).


Title: Re: Update on the mods...
Post by: Kohr-Ah Death on December 17, 2006, 09:49:09 pm
Thanks Novus.  Is this now compatable with 0.5.4 version of UQM, or just 0.5.0?  I keep getting this error in stderr.txt:
My source code patch works well even on current CVS (calls itself 0.6.0 already). Replacing the binary with an earlier one doesn't work, however, for various reason (e.g. the control configuration change seems to have hit you).

The patch that I released (FMV) for some reason doesn't work well at all, i'll probably just have to re-write the other movies in again which won't even be a big deal at all.
Or i'll have to go with your patch Novus and just go from there.

EDIT ::.
Hey Novus, is there anything special i'm supposed to do to get the spins working?

I get compiler warnings when I have 'WANT_SHIP_SPINS' defined and 'Menu-Special' doesn't work (probably because WANT_SHIP_SPINS is getting compiler warnings)



Title: Re: Update on the mods...
Post by: Novus on December 18, 2006, 09:50:35 am
Hey Novus, is there anything special i'm supposed to do to get the spins working?

I get compiler warnings when I have 'WANT_SHIP_SPINS' defined and 'Menu-Special' doesn't work (probably because WANT_SHIP_SPINS is getting compiler warnings)
What sort of compiler warnings would that be and with which compiler? On Linux and MinGW, applying the patch, recompiling and adding the spin video/sound files and the key definition is all you need.

It would be nice to get this patch integrated in the main tree before 0.6; building up an entire parallel build infrastructure for a small patch smacks of overkill.


Title: Re: Update on the mods...
Post by: Kohr-Ah Death on December 18, 2006, 11:47:58 am
Well i figured out the compiler warning, it was that i was defining WANT_SHIP_SPINS in config_win.h while it was defined in the config.h in the msvc++ directory.

but that still doesn't fix the fact that i can't get the spins to work.

is it still the 'Menu-Special' key that "activates" the spins?

or is there something that i am overlooking entierly?

:: Update ::
Well something interesting...
The ship spins work in the Shipyard at the starbase but they don't work in melee for me   ::)
i'm definately overlooking something thats probably quite obvious.

:: Update ::
Now comes the 'der' moment...
Defining Menu-Special in the keys.cfg file  :P

I'm so sorry for the trouble, hopefully i can have the cvs version of the fmv mod up for grabs tomorrow, i'll just upload it to an external site until 0.6.0 is released then i can release the final version on sourceforge


Title: Re: Update on the mods...
Post by: Kohr-Ah Death on December 18, 2006, 12:54:11 pm
Well heres the UQM FMV "Beta" for 0.5.4

http://serosis.911mb.com/uqmbeta/uqm-0.5.4-fmv.zip

All you have to do to get the ship spins to work is to backup your keys.cfg in your UQM config directory by renaming it to keys.cfg.bak (or keys.cfg.old or whatever extension that you want) and let UQM create a new one using the included content file which you put in your /'uqm dir'/content/packages directory.

If the link above doesn't work just by clicking on it, just right click and choose 'Save As...'

Thanks go to Novus for helping out with the FMV mod, I wouldn't have even bothered if he didn't release the ship spin patch.  ;)

:: EDIT ::
Just to let people know...
I won't be releasing the updated Time or De-cleansing mod until 0.6.0 is released



Title: Re: Update on the mods...
Post by: Anthony on December 18, 2006, 01:22:25 pm
The link is dead now...

EDIT: It's working again :P


Title: Re: Update on the mods...
Post by: Kohr-Ah Death on December 18, 2006, 08:50:36 pm
The link is dead now...

EDIT: It's working again :P

Tell me if you have any problems.
I look forward to feedback, or bug reports.

1 bug that I know of is when you press F10 during the opening 'logo' the game freezes and crashes, I haven't the skill to figure that one out.  ;D


Title: Re: Update on the mods...
Post by: Novus on December 19, 2006, 12:05:47 pm
:: Update ::
Well something interesting...
The ship spins work in the Shipyard at the starbase but they don't work in melee for me   ::)
i'm definately overlooking something thats probably quite obvious.
Works for me both ways. Two possibilities I can think of right now (unless you fixed this already): a key setting conflict (e.g. using the same key to remove ships and show videos) or some problem applying the patch.


Title: Re: Update on the mods...
Post by: Anthony on December 19, 2006, 01:34:34 pm
Works for me too; in both the shipyard and the melee


Title: Re: Update on the mods...
Post by: Novus on December 19, 2006, 01:39:24 pm
Works for me too; in both the shipyard and the melee
Ah, good. Assuming that's using Kohr-Ah Death's binaries, I'd say Kohr-Ah probably has or had a key configuration problem.


Title: Re: Update on the mods...
Post by: Kohr-Ah Death on December 19, 2006, 08:10:27 pm
Works for me too; in both the shipyard and the melee
Ah, good. Assuming that's using Kohr-Ah Death's binaries, I'd say Kohr-Ah probably has or had a key configuration problem.

You'd be correct, and heres me thinking it was something wrong in the source  :P