The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => Technical Issues => Topic started by: Captain_Smith on January 28, 2007, 02:13:34 pm



Title: Forking the current UQM
Post by: Captain_Smith on January 28, 2007, 02:13:34 pm
I got to thinking about this, and am wondering if it might be a good idea to try to fork the current UQM to make it like what Star Control 2 was in delivery, separate executables for both the main game, and for melee.

Just thinking this with all the interest that's been brought about in Melee, especially in terms of modifications, that they might be easier done, and there would be less worry of breaking original code for the main game, etc.   Especially, considering all the internal game play change mods that people are talking about (Balance mod, make you cry AI level, etc), they could be done without messing with the other side of things too.

I guess the first question is if it's feasible, and second if it would be a good idea (especially since this would be my first temptation if I were to consider making melee changes on such a grand scale).


Title: Re: Forking the current UQM
Post by: Novus on January 29, 2007, 02:31:19 pm
I got to thinking about this, and am wondering if it might be a good idea to try to fork the current UQM to make it like what Star Control 2 was in delivery, separate executables for both the main game, and for melee.
You mean PC SC2; UQM follows the 3DO version in this respect.

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Just thinking this with all the interest that's been brought about in Melee, especially in terms of modifications, that they might be easier done, and there would be less worry of breaking original code for the main game, etc.   Especially, considering all the internal game play change mods that people are talking about (Balance mod, make you cry AI level, etc), they could be done without messing with the other side of things too.
For this sort of split to have the benefits you mention, the problem is that you'd end up with two codebases that you'd have to integrate all new changes into and test separately. Besides, many of the modifications you suggest are either applicable to both full game and melee (higher difficulty) or involve code that doesn't interact with the other part of the game (e.g. changing point values in melee).

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I guess the first question is if it's feasible, and second if it would be a good idea (especially since this would be my first temptation if I were to consider making melee changes on such a grand scale).
You could do a really crude version of this simply by replacing the main menu. However, I don't really see the point.