The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: Elvish Pillager on February 19, 2007, 01:18:04 am



Title: New crazy mod
Post by: Elvish Pillager on February 19, 2007, 01:18:04 am
I've made a crazy mod of UQM melee, modifying all the ships and populating the arena with extra planets. I think it rocks.

^_^

Anyhow, I'd love to play someone with these rules. All the ships' point costs probably need rebalancing...

To install, download this: http://eli.cedarswampstudios.org/1.1.0-src.tar.gz
replace the src/ directory with it, and compile as normal.

If someone on Windows knows how to compile it, it would be nice of them to post a Windows binary... a lot of guys in #uqm-arena were unable to do that, so it would be awfully useful.

(Geez... As usual when I post up something like this, it's late and the posting is almost nominal. Maybe I'll go into more detail tomorrow.)


Title: Re: New crazy mod
Post by: countchocula86 on February 19, 2007, 01:20:02 am
Multiple planets sounds very cool, but I'm on Windows, so I guess I'm screwed?


Title: Re: New crazy mod
Post by: Elvish Pillager on February 19, 2007, 11:02:20 am
Multiple planets sounds very cool, but I'm on Windows, so I guess I'm screwed?

Not if you know how to compile C code... or if someone else does it...


Title: Re: New crazy mod
Post by: edmund on February 19, 2007, 11:19:31 am
Unless someone beats me to it, I'll have a go at a Windows binary.

Later that night...

This was the most fun I've had with SC2 in years!

http://homepages.paradise.net.nz/~ejrh/temp/uqm-ep.exe

Just put it in the same place as your normal uqm.exe and run it from there.

Since it was compiled with VS.Net 2003, it may complain about not finding msvcr71.dll.  I doni't know what the solution to this is, unfortunately.  (Perhaps a mingw compile instead?)


Title: Re: New crazy mod
Post by: Elvish Pillager on February 19, 2007, 12:25:12 pm
A more detailed description of the rules:

There are sixteen planets in the arena, and twelve asteroids (there are five in normal melee.) The planets do about half as much damage as normal planets, although still with a minimum of one damage.

All other changes are to the individual ships, listed below:


Androsynth
Primary: Long range (long for a laser, that is) dual laser
Secondary: Blazer form *and* bubbles

Arilou
Primary: Auto-aim laser (no change)
Secondary: Flee the arena. Choose a new ship.

Chenjesu
Primary: Crystal shot (now slightly homing)
Secondary: DOGIs with point-defense

Chmmr
Primary: Laser (no change)
Secondary: Tractor beam (no change)
Nine zap-sats, in a half circle around the Chmmr.

Druuge
Primary: Recoil cannon (now with 10x impact on hit)
Secondary: Sacrifice crew (no change)

Earthling
Primary: More homing nuclear missiles
Secondary: Awesome point defense, no energy cost

Ilwrath
Primary: 5x flamethrower
Secondary: Cloaking (no change)
Ship is now really fast.

Kohr-Ah
Primary: disks (no change)
Secondary: Long-duration plasma spray

Melnorme
Primary: Starspray, medium-range homing shots
Secondary: Confusion ray (now fires much more frequently)
Ship is now a bunch faster and moves kind of jerky.

Mmrnmhrm
Primary: Septuple laser / homing missiles (missiles are slightly improved)
Secondary: Transform (no energy cost, can be done more frequently)

Mycon
Primary: Hold it like a chenjesu or kohr-ah shot, then release it and it behaves like an old Mycon shot
Secondary: Hold the secondary key and turn to turn fast at a steep energy cost
Ship is completely immobile
Ship automatically regenerates quite fast, but this reduces energy regen when you're damaged
Ship starts with 1/3 max energy

Orz
Primary: Howitzer (now fires a bit more often)
Secondary: 7 HP marines that don't get killed by planets. (they have enough HP to get into a flaming Androsynth)

Pkunk
Primary: Triple shot (no change)
Secondary: Insult (no change)
Ship is now REALLY fast, has 36 crew, and only takes 1 damage ever from planets.
And, of course, it ressurects 50% of the time.

Shofixti
Primary: Ten Damage Mendokusai Energy Dart
Secondary: Self-destruct (no change)

Slylandro
Primary: "lightning" (no change)
Secondary: Eat asteroid (no change)
Ship now spins three times as fast.

Spathi
Primary: Shotgun, costs all energy, 24 damage potential
Secondary: BUTTs, much more frequently

Supox
Primary: Triple invincible shot
Secondary: Move strangely (no change)

Syreen
Primary: Shoot (no change)
Secondary: Really powerful unlimited range syreen song

Thraddash
Primary: Long range 6 damage cannon
Secondary: Short range high-damage flamethrower
Ship is now slow, and has 42 crew and 42 energy. It's a heavy.

Umgah
Primary: Anti-matter cone (now instant death to anything but planets and Supox shot)
Secondary: Move backwards (no change)

Ur-Quan
Primary: Fusion blast (no change)
Secondary: Four autonomous fighters for the price of one, and when they come back you end up with more crew than you started with

Utwig
Primary: 6 shooter (now fires much more frequently)
Secondary: Shield (now doesn't restore energy)
Ship starts with large energy banks

VUX
Primary: Laser (no change)
Secondary: Excessive amount of really fast long-range limpets

Yehat
Primary: Twin auto-cannons (no change)
Secondary: Inverse tractor beam, tractors the Yehat towards its opponent
Shield automatically turns on and off constantly at no energy cost.
Shield now protects against planets.

Zoq-fot
Primary: Ridiculous, long range, high spread, wimpy shot
Secondary: Frequent tonguing, no energy cost


Title: Re: New crazy mod
Post by: Elvish Pillager on February 19, 2007, 03:02:23 pm
Bugfix release 1.0.1 is out! ;D

The Spathi and Mmrnmhrm X-form primary weapons did crash the Windows version. Those problems *should* be fixed in this version. (Of course, I'm not on windows, so I really can't be sure. I can always release 1.0.2.)

Please note that version 1.0.0 will not be able to play over the network with 1.0.1.

Also, the Yehat ship's point value has been raised, and the UQM window has a spiffy new title.

You can get the sources at the same URL as before. Edmund's Windows binary has not yet been updated.


Title: Re: New crazy mod
Post by: Jumping *Peppers* on February 19, 2007, 04:35:33 pm
Hm.

So basically, you're making all the ships really overpowered and unbalanced?


Title: Re: New crazy mod
Post by: Valaggar on February 19, 2007, 05:15:43 pm
He does make them overpowered, yes. But not unbalanced, if he balances the costs well. Of course, now the rock-paper-scissors rule is different.


Title: Re: New crazy mod
Post by: countchocula86 on February 19, 2007, 06:04:54 pm
Well the key here is its a fun mod. Overpowered can be loads and loads of fun!


Title: Re: New crazy mod
Post by: Neonlare on February 19, 2007, 06:05:29 pm
(http://img261.imageshack.us/img261/7171/scmodbugxi3.png)

I can't run it due to that bug :(/.


Title: Re: New crazy mod
Post by: Elvish Pillager on February 19, 2007, 06:34:21 pm
Oh dear, Edmund's build does seem to have some problems.

...

And suddenly, in a flash, before anyone installed the previous version, 1.0.2 was released!

- Arilou can no longer freeze a match by teleporting out during their victory ditty (this was a bug)
- Arilou can no longer teleport out against other Arilou (this could have been a problem)
- Some costs have been revised (Arilou now cost 50!)


Title: Re: New crazy mod
Post by: countchocula86 on February 19, 2007, 08:17:05 pm
Maybe, if possible, you could add planets with differing gravities?



Suddenly images of Ender floating through the battleroom, with all the star arrangements, falls into my mind haha


Title: Re: New crazy mod
Post by: Elvish Pillager on February 19, 2007, 09:05:32 pm
Maybe, if possible, you could add planets with differing gravities?
Doesn't seem particularly desirable. Also, I wouldn't want to do that without coming up with a good intuitive way to show how much gravity each planet had, which would probably be more difficult than actually implementing it would be.


Title: Re: New crazy mod
Post by: Anthony on February 19, 2007, 09:42:35 pm
Wow, this mod is awesome!  A new experience altogether :D.  The planet thing is a nice challenge.

Thank you edmund for compiling it for Windows.  And thanks Elvish Pillager for the mod.  Lots of fun.


Title: Re: New crazy mod
Post by: edmund on February 20, 2007, 12:17:49 am
I have assumed Elvish Pilliger has put the new source in the same place as the old, and recompiled it:

http://homepages.paradise.net.nz/~ejrh/temp/uqm-ep-1.0.2.zip (991 kB)

Regarding crashes: those were most likely due to incompatible library files that came with the official uqm package.  I have now bundled the correct library versions.

Install instructions:

  • Make a complete copy of your existing UQM install (we need this for the content).
  • Unzip the contents of uqm-ep-1.0.2.zip into it, overwriting the EXE and DLL files.
  • Play by running uqm-ep.exe.


Title: Re: New crazy mod
Post by: Elvish Pillager on February 20, 2007, 01:14:02 am
Well, this has gone over far better than I expected. :)

Thank you everybody for your support, and thank you especially Edmund for providing the binary so everyone can play it. I really couldn't have asked for a better response from the community.

Maybe I can start playing people online soon. :D

Meanwhile I'm off to bed.

(By the way, the Mycon is currently a little buggy. If you play it, the match might end early... I know what causes the bug, but I've been having some trouble working out a solution. Later, anyway.)


Title: Re: New crazy mod
Post by: Anthony on February 20, 2007, 04:20:39 pm
I played a VUX vs VUX match, and look what happened:
(http://i70.photobucket.com/albums/i108/batman4050/th_uqm-mod.png) (http://i70.photobucket.com/albums/i108/batman4050/uqm-mod.png)

We slowed down to the point where we just started crashing randomly into planets.  It's pretty funny.  I mean our stats on the right, you can barely see the ships. :D


Title: Re: New crazy mod
Post by: Elvish Pillager on February 20, 2007, 07:09:31 pm
Who have you played it against?


Title: Re: New crazy mod
Post by: Valaggar on February 20, 2007, 07:17:30 pm
Ah, the Avenger is good against the Pen too.
Nope, it seems that the Pen is the nightmare of slower ships. It's not SO unbalanced. Sorry. (Still, in this mod, there are many ships like that, because the Pen is rather good at gravity whipping, and with so many planets around...) I am not sure as to the little amount of points you gave to the Pen... Well, it's pretty much the Jugger of this mod.


Title: Re: New crazy mod
Post by: Elvish Pillager on February 20, 2007, 07:27:04 pm
Ilwrath, Arilou, Mycon, Melnorme, Mmrnmhrm, and Earthling should be able to take it out. Of course, I haven't tested this...

It also is screwed if a Chenjesu's DOGI catches up to it, or if it gets within range of a high-damage ship.

It's particularly nasty if you're not that good at avoiding planets... I'll have to play some matches with it myself before deciding how powerful it really is.


Title: Re: New crazy mod
Post by: Elvish Pillager on February 22, 2007, 11:58:21 pm
New version is out! Get the source code at http://eli.cedarswampstudios.org/1.1.0-src.tar.gz (or of course, wait for Edmund to post a binary)

Because there've been some general gameplay changes, not just bugfixes and cost changes, it's advanced a more major version number.

Changes to 1.1.0:
- The number of planets has been reduced from 16 to 14
- Ships now take extra damage from planets if they're going too fast
- Asteroids now randomly start homing in on one of the players
Ship-specific changes:
- The Utwig shield now blocks damage from planets, like the Yehat one
- Orz marines' HP has gone back to 3 from 7; the Orz ship also now fires two shots at a time
- The Supox shots are now a little more invincible, and don't die to asteroids
- Kohr-Ah disks are now powerfully homing, and the limit is much greater; the ship now costs more
- The Melnorme ship's primary now costs twice as much energy
- In Mycon vs. Mycon, both ships die instantly (to prevent a stalemate)
- The bug with Mycon has been fixed (there are now no known bugs, yay :P)
- The Chmmr Avatar's point cost is down to 30 again (it really isn't that much better than the classic Avatar)


Title: Re: New crazy mod
Post by: edmund on February 23, 2007, 10:39:07 am
http://homepages.paradise.net.nz/~ejrh/temp/uqm-ep-1.1.0.zip


Title: Re: New crazy mod
Post by: Elvish Pillager on March 03, 2007, 07:13:55 pm
Mod version 1.2.0 released!

I have reason to believe it will be somewhat unbalanced, due to awesome new changes. ;)

http://eli.cedarswampstudios.org/1.2.0-src.tar.gz

Changes:

Planets are now destructible. They have 42 HP.
There are now some built-in random team selections at the top of the team selection list.
A bug (sort of) that limited the number of shots in the arena was fixed.
Ships no longer become stationary when blowing up (purely graphical change)

The Slylandro Probe is now a real ship:
 Primary: near-unlimited range, low damage lightning
 Secondary: restore 4 crew (costs 42 energy)
 Thrust key: fire missiles
 The ship now has 42 energy max
 Destroys any asteroid that comes near it for 28 energy
 Reverses instantly whenever it hits a planet
 Is a bit slower than before, and costs 33 points.
 (It can no longer use the thrust key to reverse its direction.)

The Shofixti Scout has been utterly remade. I now call it the Shofixti Carrier.
 Primary: lots of short range shots, in forward and spread positions
 Secondary: Launches a Shofixti Scout (sort of). Hold the secondary key to fire, release to detonate.
 Whenever the secondary shot hits a planet, it blows up the planet.
 The secondary costs 6 crew, or less if you have less than 8 in your ship (spending less crew also gives the shot less hitpoints.)
 The secondary cannot be fired if you have 2 or fewer crew.
 The ship also regenerates crew at a rate approximately proportional to the number of crew in the ship - Shofixti reproduce very fast!
 The ship also looks like the Flagship. It is not very maneuverable.
 It costs 25 points.

The Androsynth Guardian has been remade somewhat.
 Normal form:
 Primary: double laser (about the same as before)
 Secondary: change to comet form
 Thrust: normal effect
 Comet form:
 Primary: do nothing
 Secondary: change to normal form
 Thrust: automatically home in on the enemy (overrides Left and Right keys)
 (That's right - NO BUBBLES!)
 It now costs 18 points.

The Spathi primary shots were a little buggy. They are no longer. Also, they have 3 hitpoints instead of 1.
The Spathi secondary shot is now smarter, faster, and more powerful. You can't fire it as often though.
The Pkunk secondary now "fires" every frame.
The Ur-Quan Fusion Blasts now, after traveling their normal distance, turn around and return the the ship, restoring the energy of firing.
The VUX Intruder, instead of always starting near the enemy, now always starts far from the enemy.
The VUX Intruder's laser now has nearly unlimited range.
The Kohr-Ah Marauder now costs 47.


Title: Re: New crazy mod
Post by: edmund on March 04, 2007, 04:23:34 am
Hopefully this works:

http://homepages.paradise.net.nz/~ejrh/temp/uqm-ep-1.2.0.zip


Title: Re: New crazy mod
Post by: Megagun on March 04, 2007, 02:00:47 pm
Nice mod. The new Shofixti rocks. :)

But can you PLEASE PLEASE PLEASE add an option to remove the 999 planets?
They're nifty at first, and can be quite fun, but for any remotely serious gaming (read: trying to hit your enemy) they suck very badly and make the game pretty impossible. Try Shofixti vs Shofixti.. >_<

The excessive ammount of planets make the strategy in using the planet in regular SC2 totally nonexistant! Now it's just hoping you'd come at the right place (thrusing usually never works because of the 999 gravity wells), instead of strategically using the environment.. >_<


Title: Re: New crazy mod
Post by: Elvish Pillager on March 04, 2007, 02:14:06 pm
http://eli.cedarswampstudios.org/1.2.1-src.tar.gz

Version 1.2.1, unfortunately. 1.2.0 was broken in netplay.

Changes:
The netplay bug is fixed, but at the cost of:
The number of shots in the arena is now limited again, although the limit is around 255 rather than 100.

Also, the Shofixti's regeneration is no longer proportional to the amount of crew, and is generally slower.

-----

Megagun: I thought about your post for a while, but it's too exaggerated for me to come up with a sane response to it...

I'm also not sure how I would make an option at all.


Title: Re: New crazy mod
Post by: edmund on March 04, 2007, 11:00:44 pm
Yet another dodgy Windows binary:

http://homepages.paradise.net.nz/~ejrh/temp/uqm-ep-1.2.1.zip


Title: Re: New crazy mod
Post by: Elvish Pillager on March 05, 2007, 10:51:24 am
But what about smarter Ur-Quan fighters which shoot anything dangerous?
Oh yeah, I forgot to mention - the Ur-Quan Dreadnought now costs 42 anyway, due to being very powerful already.


Title: Re: New crazy mod
Post by: Elvish Pillager on March 09, 2007, 10:57:38 pm
I see it's so powerful, but overpowered is the key word of EP-Mod!
Not really. The ships are necessarily overpowered in terms of regular UQM, but I have no intention of making overpowered ships in the mod which would be able to beat most of the other mod ships fairly easily.

Anyway, I don't think making the Ur-Quan fighters shoot other stuff would be very interesting. Their weapons are quite wimpy.

Also, I experimented with making there only be one planet, but it does screw up the balance. A bunch of ships would need to be reworked.


Title: Re: New crazy mod
Post by: countchocula86 on March 10, 2007, 02:07:51 am
I don't think 1 planet would be that interesting lol, I think 6-8 planets would be the best.


Title: Re: New crazy mod
Post by: Valaggar on March 10, 2007, 08:19:06 am
The "smarter" fighters won't be so smart actually, since they would also shoot Kohr-Ah disks for example, this being a significant slowdown in their advance.
Plus, their speed remaining the same, many ships would be able to take them down. And they would still be affected by asteroids and won't dodge projectiles... the only addition would be that they shoot anything but friendly things and planets on their way.
And to really keep from overpowering the Dreadnought, you can simply double the amount of damage it takes from everything.

There are always solutions for keeping the balance.


Title: Re: New crazy mod
Post by: Elvish Pillager on March 10, 2007, 12:57:42 pm
The "smarter" fighters won't be so smart actually, since they would also shoot Kohr-Ah disks for example, this being a significant slowdown in their advance.
I don't want to make Ur-Quan fighters stupider.


Title: Re: New crazy mod
Post by: Elvish Pillager on March 10, 2007, 01:21:49 pm
At least isn't there a way to make two types of Dreadnought (current and my-idea)?
Hmm.

It would be nice if I could make more kinds of ships.

I may work on that.


Title: Re: New crazy mod
Post by: Elvish Pillager on March 11, 2007, 11:34:24 am
The source files are included just if you're curious.
Or if you're not running Windows?


Title: Re: New crazy mod
Post by: Elvish Pillager on March 14, 2007, 11:40:01 am
Version 1.3.0!

source: http://eli.cedarswampstudios.org/1.3.0-src.tar.gz

changes:
You can now pick up to 30 ships per team
Planets no longer re-appear painfully close to ships
If many planets are destroyed at about the same time, they now come back slowly instead of all at once

Syreen remade.
 42 HP
 primary: homing laser
 secondary: compel the enemy to thrust and turn towards you
 has a Zap-Sat
 has an awesome mace

Slylandro remade.
 25 HP
 regenerates energy, has inertia
 primary: sheaf of missiles
 secondary: nothing
 27 points

Arilou remade. now is the "Arilou Wizard."
 16 HP
 has inertia
 primary + thrust: confusion ray
 primary + right: auto-aiming magic missile
 primary + left: fireball
 secondary + thrust: safer teleport
 secondary + left: summon demon
 secondary + right: invisibility (both players can see you, but weapons can't track you, energy regens half as fast while invis)
 costs 28

Orz changed up
 back to 16 HP
 has one invincible marine, automatically launched
 less acceleration
 auto-aiming turret
 shots double speed, double damage, double range, 10 HP each
 new secondary: wing lasers

Pkunk rebalanced, auto-regenerating, and with less regen rate than in 1.2.1
Zap-Sats now always have 10 mass_points again (almost all shots will die when hitting one)
Zap-Sats now shoot down asteroids
Chmmr now has three lasers, cost is up to 34 again
VUX has higher regen rate, firing limpet stalls regen
improved the Pkunk, Ilwrath, and Mmrnmhrm AI
Ur-Quan cost 42 now
Chenjesu shots now always start out moving straight forwards (instead of homing immediately)
Many homing shots no longer chase cloaked enemies (this was a bug)


Title: Re: New crazy mod
Post by: Elvish Pillager on March 14, 2007, 06:29:03 pm
The Syreen mace is not only an awesome mace, it's also an awesome idea - but, frankly, it deals too little damage to be actually useful. It should be rebalanced.
It's not designed to be an amazingly useful thing. It's quite annoying trying to actually hit something with it, so I prefer that it stay as an additional weapon rather than the most effective thing.

Also, it can be quite useful when you play against AI Pkunk and Ilwrath - they slam you backwards and the mace goes right through them.

Also, the Syreen special doesn't work.
You have to hold the key down.

But you should have let the Slylandro as it was in version 1.2.1, I liked that long electric arc. In my copy I'm still using the old Slylandro.
The old slylandro was cool to play because it looked cool and tended to beat things. On the other hand, the whole ship was totally lame to play against. I couldn't find any way to keep the lightning without making it either overpowered or useless.

I've been playing this mod with three other people in netplay, and most of my decisions are based on that rather than on what it's fun to fight against the AI with.


Title: Re: New crazy mod
Post by: Elvish Pillager on March 17, 2007, 04:04:40 pm
Version 1.3.1. Where's Edmund?

http://eli.cedarswampstudios.org/1.3.1-src.tar.gz

Changes:

Asteroids no longer chase the AI: it made battles boring, the AI couldn't handle it, and this is a lot easier than fixing the AI.
Also, I've reduced the number of asteroids from 12 to 10.
A bug which made the game hang if you had more than 16 of the same ship on your team has been fixed.

The Pkunk now ressurect exactly once every time.
The Shofixti now regenerate half as fast, but their primary fires twice as much and does twice as much damage per shot.
The Yehat now have a higher fire rate, shield a bit less, and their secondary doesn't cost energy (although you don't regain any while using it.)
The Earthling missiles now accelerate without a max speed. (They used to accelerate a little just after being fired.)
The Earthling secondary now can't fire just after firing a missile, so you usually can't shoot down your own missiles.
The Earthling now fires less frequently (back to its original fire rate) and its special no longer stalls energy regen.

Recostings:

Androsynth 18 -> 24
Chmmr 34 -> 39
Ilwrath 44 -> 41
Mmrnmhrm 37 -> 32
Orz 40 -> 43
Syreen 39 -> 42
Umgah 16 -> 26
Ur-Quan 42 -> 45


Title: Re: New crazy mod
Post by: Valaggar on March 17, 2007, 04:22:52 pm
I was too lazy to mail Edmund as I did every time until 1.3.0, so I just compiled myself the mod for Windows. Unfortunately, I had to host it on SaveFile:
http://www.savefile.com/files/559782 (http://www.savefile.com/files/559782)


Title: Re: New crazy mod
Post by: Valaggar on March 17, 2007, 04:59:17 pm
Never mind, use this link instetad. This one is properly compiled:
http://www.savefile.com/files/559854 (http://www.savefile.com/files/559854)


Title: Re: New crazy mod
Post by: Galactus on March 22, 2007, 03:47:50 am
Great work EP!  It's a refreshing twist on Super Melee.  However, I was wondering....could you include some sort of config file with this, so players could modify some of the game elements themselves?  Like when a planet is destoyed, setting it not to reappear, or being able to increase/decrease the time interval of the planet reappearing, or setting the number of planets and asteroids.  Things like that...

If not, would you be able to make a very simple mod that just eliminated all of the planets, and maybe added a bunch more asteroids instead?

Actually, it would be great to see some sort of planet tracking icon (maybe something at the edge of the screen) that helped you track where the planet was when it goes off screen, or at least in which direction it was, in normal Super Melee.  It's kind of annoying that you can't tell where it is until it's too late sometimes.


Title: Re: New crazy mod
Post by: Elvish Pillager on March 24, 2007, 01:13:56 pm
Version 1.3.2. Sort of a bug-fix release...

http://eli.cedarswampstudios.org/1.3.2-src.tar.gz

Changes:

Planets can no longer do damage to a ship more than once on collision. YAY! (Previously, a ship could stick to a planet and take many hits. Now, a ship doesn't take planet damage if it was touching a planet already on the previous frame.)

The Syreen song now works for BOTH players. (Previously, it only worked for the second player, not for the host / top player.)
The Umgah cone now only does 7 damage per frame to planets. (Previously, an Umgah could fly around very safely, while waiting for the opponent to take damage from planets...)
The Arilou Wizard's magic missile might not cause OOS anymore.


Title: Re: New crazy mod
Post by: countchocula86 on March 29, 2007, 10:23:22 pm
You know, that syreen mace is a very interesting idea. If there was ever a new SC, it would make an interesting special for another ship. Maybe not with the androsynth comet, but perhaps one could wrangle an asteroid and use that to mace things.


Title: Re: New crazy mod
Post by: Elvish Pillager on March 30, 2007, 11:01:06 pm
I've run into maces like this in a bunch of games (usually top-scrolling shooters, though) and always liked the idea. The particular movement/combat scheme in UQM is actually not that good for the mace, as they go. It took a good deal of work to make it a sensible weapon at all.

-----

1.3.3, the first release without _any_ global changes (only ones to specific ships)

http://eli.cedarswampstudios.org/1.3.3-src.tar.gz

Changes:

- the Thraddash have been redesigned (the old design, I disliked and turned out to actually be a little buggy, though I could easily have fixed that.)
 Energy regeneration is a bit faster.
 The Afterburner is back, but not on the ship itself - on its shots!
 Primary: same as before, but starts at zero velocity and accelerates using the afterburner, leaving a trail.
 Secondary: same as primary, but costs more, causes more of a delay, is homing, and has more fuel.

- the VUX have been redesigned (the old design, it had @#$%^&* limpets in it.)
 They now regenerate 1 energy per 3 frames (instead of having to wait a whole second without using an attack to get back 8 energy)
 Also, they turn and accelerate somewhat faster.
 Primary: same as before.
 Secondary: Repel shots from the ship, because the VUX are so repulsive, har! har! har!
 (it costs 5 energy for a half-second of repulsion; holding down the key to repel continually works)

- the OOS when playing the Arilou ship _should_ finally be solved.
- the Arilou AI no longer flees constantly, which was annoying.
- the Shofixti, again, can't regenerate if it only has one crew in it. :P
- the Slylandro shots have been reduced to 1 HP (from 10), but:
- the Slylandro are now immune to Syreen song, Confusion rays, limpets, and the Orz marine.
- speaking of Orz, the bug where they release the marine before actually appearing is fixed.
- the Pkunk now slow down the simulation. Whenever there's a Pkunk in the arena, it goes at 12 fps.
- also, the Pkunk now accelerate 3/4 as fast, so that they're easier to control.
- the Zoq-Fot primary has been changed somewhat and made much more powerful. It costs 16 now.


Title: Re: New crazy mod
Post by: Valaggar on March 31, 2007, 10:25:09 am
Great work, Elvish! Though the Pkunk slowdown needs to be worked on a bit. I mean, instead of decreasing the frame rate, it would be better to decrease the speed of everything, because it's annoying to see the game running like it were Supreme Commander on a Pentium.
Windows executable here:
http://www.savefile.com/files/594845 (http://www.savefile.com/files/594845)


Title: Re: New crazy mod
Post by: Elvish Pillager on April 01, 2007, 09:47:31 pm
1.3.4, again, only to individual ships.

http://eli.cedarswampstudios.org/1.3.4-src.tar.gz

Changes:

- when the Pkunk slow down the game in netplay, they no longer also increase the net delay.
- a bug where the Pkunk doesn't respawn at the center of the ressurect animation is fixed.
- a bug where Pkunk could take more than 1 damage from a planet is fixed.
- the Orz energy regen rate has been reduced to its rate in original UQM.
- new Orz secondary: spend all energy to become invincible and do 7 damage to anything you hit for 5 seconds.
- a bug where the Orz couldn't use its secondary or release its marine in the second fight is fixed.
- the Arilou teleportation can no longer destroy you outright. (it can still put you where you are about to take damage.)
- the OOS with Arilou is EVEN MORE LIKELY THAN LAST TIME to be solved! Yay! :P
- the Supox secondary has been replaced with simply "accelerate away from opponent." Other controls are usable.
- the Spathi primary weapon fires three times as many particles.
- the Spathi ship's cost has been raised from 22 to 35.
- the Mmrnmhrm primary weapon has been un-nerfed - it's now twice as powerful as the original Mmrnmhrm weapon.
- the Slylandro now have 12 crew, fire 8 missiles, and the missiles go less than half as fast and last less than twice as long.
- the Melnorme ship's cost has been reduced from 28 to 21.


Title: Re: New crazy mod
Post by: Galactic on April 02, 2007, 01:31:21 pm
I like this mod. I don't have time to download the newest versions of it however. My favourite new is the Melnorme Trader's 'color spray'.


Title: Re: New crazy mod
Post by: Valaggar on April 10, 2007, 07:26:48 pm
A most hilarious thing is that 4 Ur-Quan fighters take 1 crew to launch, but return as 4 crew, so you can heal yourself in that way.

Alright, what about more than 25 ship designs?
You know, I was thinking of a "Death Star" type of ship, that can throw planets out of their places and use them as projectiles, or shoot them with a big beam to make them explode, damaging anything nearby.

BTW, many planets are not a problem, since about 1/2 or 1/3 of the arena is an area empty of those.


Title: Re: New crazy mod
Post by: Valaggar on April 17, 2007, 08:43:56 pm
And the Druuge is a bit basic. What about a Druuge machine-gun (I mean, the cannon shots continuously without taking power and the Argh! is used instead to stop the ship to a standstill. And maybe the batt goes down while the ship takes damage, slowly regenerating afterwards, even though this doesn't have any impact at all on gameplay - or the firing rate is proportional to the remaining batt)?

Something like this:
http://www.savefile.com/files/648220 (http://www.savefile.com/files/648220)


Title: Re: New crazy mod
Post by: Elvish Pillager on April 17, 2007, 09:19:50 pm
And the Druuge is a bit basic.
Yeah, but it's awesome. If it was more powerful it would have to cost more than 15 :P


Title: Re: New crazy mod
Post by: Valaggar on April 17, 2007, 09:25:07 pm
And why not? After all, this is a total conversion. You should totally convert the ships. Why leave us with old ships?


Title: Re: New crazy mod
Post by: Elvish Pillager on April 18, 2007, 07:30:46 pm
Why leave us with old ships?
'cause they're awesome! ;D

(Anyway, the Druuge is really _nothing_ like its former self. In the mod, you don't _want_ to be going fast, and you really have no chance to just wait and aim, which was the main strategy for it in the original.)


Title: Re: New crazy mod
Post by: Valaggar on April 18, 2007, 07:34:36 pm
My idea was to make it more challenging to maneuver it - whenever you shoot, you have to dodge the planet afterwards.
I mean, not only the use, but also the nature of the ship should be changed.


Title: Re: New crazy mod
Post by: Elvish Pillager on April 18, 2007, 10:45:08 pm
I mean, not only the use, but also the nature of the ship should be changed.
The thing is, you've given absolutely no reason that this should be the case.


Title: Re: New crazy mod
Post by: Elvish Pillager on April 19, 2007, 03:21:02 pm
because your mod is a total conversion
The nature of the Druuge is evidence that it is not.

and because it's funnier if it's more different from the original.
In my opinion, the closer it can be to the original while still being totally different, the funnier it is.


Title: Re: New crazy mod
Post by: Elvish Pillager on April 21, 2007, 04:51:59 pm
I've gone and made the Druuge shot last forever, so it has unlimited range.


Title: Re: New crazy mod
Post by: Aeonoris on May 18, 2007, 09:31:15 am
I think I missed something.  I can't figure out how to get this to work...  There -is- no "src" directory, in the UQM folder or the zips or anything....  This sounds really cool, but I can't get it to work!

For clarification, I have never installed a mod before. :S




Just A Thought...


Title: Re: New crazy mod
Post by: Novus on May 18, 2007, 10:44:48 am
I think I missed something.  I can't figure out how to get this to work...  There -is- no "src" directory, in the UQM folder or the zips or anything....  This sounds really cool, but I can't get it to work!
Judging by your use of "folder" for directory, I assume you're using Windows. If this is the case, use Edmund's binaries instead of Elvish's source code to save a lot of time.

If not, you're going to have to download the UQM source code package and read the instructions for compiling UQM from there.


Title: Re: New crazy mod
Post by: Valaggar on May 18, 2007, 01:31:55 pm
Edmund does not have a binary for the latest versions. Try this 1.3.4 binary:
http://ceruopran.googlepages.com/UQM_EP-Mod_1.3.4_Windows_Binary.zip (http://ceruopran.googlepages.com/UQM_EP-Mod_1.3.4_Windows_Binary.zip)
Just copy your UQM installation somewhere else and paste the files inside. If asked for overwriting, accept.


Title: Re: New crazy mod
Post by: Death 999 on May 18, 2007, 05:21:50 pm
Judging by your use of "folder" for directory, I assume you're using Windows.

Or mac... or any Linux skin which uses folders to represent directories in the gui, which as far as I know is nearly all of them.


Title: Re: New crazy mod
Post by: Novus on May 18, 2007, 06:49:11 pm
Judging by your use of "folder" for directory, I assume you're using Windows.

Or mac... or any Linux skin which uses folders to represent directories in the gui, which as far as I know is nearly all of them.
No, they're directories everywhere else, for example... OMGWTF! Both Gnome and KDE call them "folders" now. Oops. :(


Title: Re: New crazy mod
Post by: Elvish Pillager on May 19, 2007, 03:09:32 pm
New release, 1.3.5! Both OOS fixed, along with some other bugs and problems.

Source: http://eli.cedarswampstudios.org/1.3.5-src.tar.gz

Changes:

- in previous versions of the mod, if you went to load teams, and you had any 14-ship teams saved, it would delete them. It no longer does. (Running normal UQM still deletes any 30-ship teams you have.)
- when a ship wins a melee fight, the display now focuses faster on that ship, to keep some ships from getting offscreen at that time.
- the teams "Old alliance ships" and "Old hierarchy ships" now have four times as many ships.

- the Flagship (in the RPG mode) now moves up to four times as fast in hyperspace and melee.
- in the RPG mode, you now start with 1000000 RU.

- the Syreen secondary now works in a more sensible way, and effectively costs less than half as much energy.
- the Druuge primary weapon now lasts forever, and the shot can now hit the Druuge ship itself.
- the Melnorme now turn and regenerate a little faster.
- the OOS with the Arilou is almost CERTAIN to be solved this time.
- the OOS with the Pkunk is fixed (at the expense of going back to doubled net delay.)
- the Thraddash cost has been raised from 30 to 40
- the Shofixti cost has been raised from 25 to 34


Title: Re: New crazy mod
Post by: Elvish Pillager on May 20, 2007, 01:07:35 am
Where is Valaggar when I need him? Lol.


Title: Re: New crazy mod
Post by: Valaggar on May 20, 2007, 08:49:56 am
Sorry, I couldn't publish it yesterday. Doing it now.
Done! : Elvish Pillager's Crazy Mod 1.3.5 Windows Binary (http://ceruopran.googlepages.com/uqm-ep-135.zip)

PS: Did you know that Edmund was another of my sockpuppets?


Title: Re: New crazy mod
Post by: Gaeamil on May 20, 2007, 05:46:26 pm
I'm still trying to get this new version to work, and neither the source code nor that new binary are working.

The error from the binary, by the way:
Quote
The Ur-Quan Masters v0.6.2 + Elvish Pillager's Crazy Mod v1.3.5 (compiled May 19 2007 17:27:53)
This software comes with ABSOLUTELY NO WARRANTY;
for details see the included 'COPYING' file.

Netplay protocol version 0.3. Requiring remote UQM version 0.5.4.
Initializing base SDL functionality.
Using SDL version 1.2.11 (compiled with 1.2.11)
Using config dir 'C:/Documents and Settings/Daniel/Application Data/uqm/'
Fatal error: Could not find content.


Title: Re: New crazy mod
Post by: Elvish Pillager on August 01, 2007, 02:22:54 am
At long last, version 1.4.0 is released! The changes in this version were major enough that I think it deserves a more major version number increase.

The source code can be found at http://eli.cedarswampstudios.org/1.4.0-src.tar.gz (http://eli.cedarswampstudios.org/1.4.0-src.tar.gz). I hope someone's around who can make a Windows binary...

Changes since 1.3.5:

- The screen is now more zoomed out, especially during the victory ditty.
- Asteroids, like ships, no longer stop moving for their death animation.
- The part of planet damage that is proportional to the ship's crew is now capped at 5. (This change doesn't affect anything with less than 49 crew...)
- The Weak Cyborg no longer makes Orz invincible (was an egregious bug!) but now can use ship specials.

- The Arilou have been completely redesigned.

Primary: Confusion ray (as previously)
Secondary: Invisibility (no longer slows energy regaining, but you can no longer see the ship while invisible)
Other effects:
Makes nasty lasers come out of all the asteroids. Anything too near an asteroid may take major damage.
Makes planets randomly blow up, potentially causing damage to anyone who gets hit by the debris.
Randomly accelerates everything in the arena by a little, including planets.
When it dies, all planets are destroyed.

- The Shofixti have been somewhat redesigned.

Primary: sextuple mendokusai energy dart. It fires in all the directions the flagship can be set to fire.
Secondary: send a shofixti scout. Now, as long as you hold the special key, your movement keys control the scout and you can't control your main ship. Releasing the key blows up the scout.
Also, the ship no longer regenerates, but it starts with 144 crew.

- The Supox have been modified in several ways.

Primary: Same as before, but now, if the shots collide with enemy shots, they keep colliding until the enemy shot loses - they don't simply disappear once their time runs out. Also, they don't collide with other Supox shot.
Secondary: puts the ship into a temporary mode with double turn speed, triple max speed, triple acceleration, and immunity to planet damage. It costs 1 energy every 2 frames and continues until you run out of energy.
Also, the ship now has 18 crew instead of 12.

- The Slylandro now have a special. It accelerates the ship backwards, dropping asteroids in front of it.
- When the Umgah cone hits a planet, it now does 18 damage instead of 7.
- The bug where the Orz marine would appear before the ship is fixed for sure.
- Slylandro no longer change facing when they collide with things. This was a bug.
- The bug with the Mmrnmhrm that exists in normal UQM is now completely fixed in the mod.
- The Kohr-Ah secondary now always appears exactly centered on the ship, instead of a little off. This bug also exists in normal UQM.


Title: Re: New crazy mod
Post by: Amiga_Nut on August 01, 2007, 09:19:47 am
Yep. Looking good EP, great work. I still think that with all this coding you should be able to create a prompt before game start that will allow the user to decide how many planets there are. It’s my feeling that the mod’s fun potential is hampered by the f-ing pinball aspect.    ;)


Title: Re: New crazy mod
Post by: Valaggar on August 02, 2007, 05:32:18 pm
Windose build here (http://www.filegunner.net/uploadedfiles/379968uqm-ep-140.zip).


Title: Re: New crazy mod
Post by: Lurker on August 03, 2007, 12:56:31 am
A bug: when ships collide, crash to desktop ensues.


Title: Re: New crazy mod
Post by: Elvish Pillager on August 03, 2007, 01:03:19 am
That doesn't happen on MY copy of the game, for sure...

Valaggar, are you sure you didn't seriously screw up the binary? :-\


Title: Re: New crazy mod
Post by: Lurker on August 03, 2007, 10:31:42 am
I have got more detail of it. It occurs when they get stuck (at high velocities?.) In the normal UQM, this would lead to both ships flying around with laughable speeds. However, now it just crashes. Maybe it's an issue with speed?


Title: Re: New crazy mod
Post by: Valaggar on August 03, 2007, 01:23:45 pm
I'm sure that the build is correctly built. It may be MinGW-compiled UQM screwing up again. When a MinGW-compiled UQM tries to play a sound at a sample rate greater than 11025 Hz, the game crashes (maybe I ought to report that to Bugzilla).
This may be a similar MinGW-only bug.


Title: Re: New crazy mod
Post by: Elvish Pillager on August 03, 2007, 02:11:32 pm
Okay... here's 1.4.1. It's not a bugfix release, since I had already coded a bunch of new stuff when I started fixing bugs. ::)

The source code is available at: http://eli.cedarswampstudios.org/1.4.1-src.tar.gz

Changes since 1.4.0:

- Ships' shots can now stick around after the ship itself dies. This has been applied to most kinds of shots that would last long enough to be affected anyway.
- A ridiculous mistake in the code, which probably caused the ship collision crash, has been fixed, along with the code being cleaned up a little overall and possibly other bugs being fixed.

- The Mmrnmhrm ship has been redesigned, since the previous version was a boring all-round upgrade of the original Mmrnmhrm that I didn't even like much.
The X-Form has quite low acceleration, quite low turning speed, attracts asteroids strongly, and has 64 separate facings instead of the usual 16.
Primary: Launch any asteroid touching the ship as a 6 damage shot that bounces the opponent when it hits. Has a bit of recoil. Costs no energy.
Secondary: Transform to Y-Form. Costs all energy.
The Y-Form has quite high acceleration and quite high turning speed.
Primary: Nothing!
Secondary: Transform to X-Form. Costs all energy.

- The length of the VUX laser has been increased.
- The Yehat now turn half again as fast.
- When the Syreen ship dies, the mace now flies off into space instead of staying tied to the debris.
- The Kohr-Ah no longer are limited to 24 disks (as if anyone ever reached that limit anyway...)


Title: Re: New crazy mod
Post by: Valaggar on August 03, 2007, 02:53:34 pm
...And only 42 minutes later, Valaggar posted this link (http://www.filegunner.net/uploadedfiles/269640uqm-ep-141.zip) to the Windose build of EP-Mod 1.4.1 and warned Elvish Pillager that the link he provided directed to the source of 1.4.0; the correct link was http://eli.cedarswampstudios.org/1.4.1-src.tar.gz (http://eli.cedarswampstudios.org/1.4.1-src.tar.gz).
Then he congratulated Elvish for his good work and set off for the mod's page (http://uqm.stack.nl/wiki/Elvish_Pillager%27s_Crazy_Mod) on the Ultronomicon.


Title: Re: New crazy mod
Post by: Elvish Pillager on August 03, 2007, 02:58:44 pm
*Elvish Pillager corrects his link and notifies Valaggar that his "corrected" link was no better than the first one, lol.*

Also, the wiki page needs screenshots. :P


Title: Re: New crazy mod
Post by: lakota.james on October 14, 2007, 10:52:53 pm
I cant seem to figure out how to download the windows file. help?


Title: Re: New crazy mod
Post by: Elvish Pillager on October 14, 2007, 11:27:54 pm
You can't figure out how to download it because the download is broken. :-\

Try this: http://www.speedyshare.com/140207211.html (http://www.speedyshare.com/140207211.html)

It's a RAR file, whatever that is.

EDIT: fixed...


Title: Re: New crazy mod
Post by: lakota.james on October 15, 2007, 01:29:00 am
This is great!   



except this:



(http://i213.photobucket.com/albums/cc231/lakotajames/Crash.jpg?t=1192404448)


Title: Re: New crazy mod
Post by: Resh Aleph on October 15, 2007, 06:05:28 am
It's a RAR file, whatever that is.

You must be living under a rock. :P It's a proprietary archive format, second in popularity to ZIP only, here in the 93.5% OS market share world. It has a very strong compression like 7z.

I wonder how it's got so popular when the extractor costs US$29... ::) *cough*


Title: Re: New crazy mod
Post by: Shiver on October 15, 2007, 06:45:10 am
You must be living under a rock. :P It's a proprietary archive format, second in popularity to ZIP only, here in the 93.5% OS market share world. It has a very strong compression like 7z.

I wonder how it's got so popular when the extractor costs US$29... ::) *cough*

Ha ha ha ha. You actually paid for that? I still put up with the "PLEASE BUY OUR CRAP" notification every time I use it. If they get my money from such a shameless ploy, the terrorists win.


Title: Re: New crazy mod
Post by: Koowluh on October 15, 2007, 07:53:03 am
Please note, speedyshare doesn't keep the files online forever (not sure for how long either). I have the same bug as lakota by the way, it seems to be a bit of a random one with the Mmrnmhrm. It may be in the current .exe file that has been compiled for Windose though.


Title: Re: New crazy mod
Post by: Novus on October 15, 2007, 11:25:59 am
It's a RAR file, whatever that is.
I wonder how it's got so popular when the extractor costs US$29... ::) *cough*
Huh?!? (http://www.rarsoft.com/rar_add.htm)


Title: Re: New crazy mod
Post by: Resh Aleph on October 15, 2007, 12:15:33 pm
I wonder how it's got so popular when the extractor costs US$29... ::) *cough*
Huh?!? (http://www.rarsoft.com/rar_add.htm)

Oops, I mistook "not free software" for "not freeware". Sorry. :-[
They should call the former "open software" or something. It's confusing this way. :-\

But nevertheless, does anyone actually use the command line tool? That's really not Windowsy. :P Or is there a legal third party GUI extractor?


This is terribly off-topic. :-X


Title: Re: New crazy mod
Post by: Elvish Pillager on October 15, 2007, 10:15:23 pm
By all means, send Microsoft an error report. ::)

I can't do anything with that little information. If you get the error again, could you show me what the "error report" would "contain"?


Title: Re: New crazy mod
Post by: MageKing17 on November 18, 2007, 06:04:23 pm
Or is there a legal third party GUI extractor?
It's called "7zip".


Title: Re: New crazy mod
Post by: jmorgan on November 20, 2007, 10:49:31 am
Oh man I want this. Someone link a new Win32 binary please! :D


Title: Re: New crazy mod
Post by: Elvish Pillager on November 22, 2007, 01:57:19 am
Here. (http://eli.cedarswampstudios.org/269640uqm-ep-141.zip) (And this link should continue to work!)

Note that Mmrnmhrm can cause segfaults (I've found is bug and fixed it for the next version.)


Title: Re: New crazy mod
Post by: Battlefrank on August 10, 2008, 07:13:07 pm
asteroids only target human players...
no offense, you're an asshole.


Title: Re: New crazy mod
Post by: Elvish Pillager on August 10, 2008, 07:21:57 pm
You expect me to code a really complex AI behavior so that it can deal with the random asteroids? Or would you rather play against the AI that invariably dies horribly if you sit around doing nothing?
If there's an asshole here, it's the one barging in with nothing better to do than insult me for being a little lazy while coding with no external motivation. Offense intended.


Title: Re: New crazy mod
Post by: Shiver on August 10, 2008, 08:16:29 pm
Quote from: Battlefrank
asteroids only target human players...
no offense, you're an asshole.

Are you serious? That's such a dumbass thing to get worked up about.


Title: Re: New crazy mod
Post by: SweetSassyMolassy on August 11, 2008, 03:30:48 am
whoa lord, the new arilou attack is insane


Title: Re: New crazy mod
Post by: Elvish Pillager on August 11, 2008, 04:17:29 am
The Arilou as a whole is pretty crazy. The attacks are rather simple, although the fact that they don't do damage is kind of strange.

Unfortunately, the thing has a few bugs in it, including desync in netplay, and it's not fun to play against (or with, for that matter), so I've scrapped it. The new version of the Arilou for the next version of the mod is pretty simple, but I think it will live up to its history of insanity.  8)


Title: Re: New crazy mod
Post by: Battlefrank on August 11, 2008, 04:45:49 am
You expect me to code a really complex AI behavior so that it can deal with the random asteroids? Or would you rather play against the AI that invariably dies horribly if you sit around doing nothing?
If there's an asshole here, it's the one barging in with nothing better to do than insult me for being a little lazy while coding with no external motivation. Offense intended.
In case you didn't know by the tone of my voice...
Oh, sorry, I forgot, tone of voice doesn't transfer itself through text.
I was NOT being serious.
But I am wondering WHY does mycon on mycon action=instant death?
you should add the planet lander and sa-matra.


Title: Re: New crazy mod
Post by: SweetSassyMolassy on August 12, 2008, 01:15:23 am
The more I play it, the more I love it.
Favorite things:
-Thraddash Weapon: Very cool choice, nice job
-Attack distances go across the screen
-Melnorme main weapon
-planets blow up
-stationary mycon, and what happens when asteroids touch them, haha
-Yehat secondary is genius
-Shofixti is creative, like it
-Syreen is also creative, may be a bit over-powered, but cool
-I like how Orz automatically send out one marine, also secondary is cool idea

Least favorite things:
-might be too many planets
-Illwrath main weapon is obnoxious
-Pkunks are annoying (because of the slowing time)

I hope you come up with more of these. What are the limitations to the programming? I know you can't change the story mode, but can you mess with the AI components?

-



Title: Re: New crazy mod
Post by: Elvish Pillager on August 15, 2008, 02:23:14 am
Update: I've been actively working on the mod for the past several days. Hopefully I'll have a new release soon. Highlights: fix of all known game-breaking bugs and major changes to Arilou, Ilwrath, Zoq-fot-pik, Ur-Quan, and Pkunk.

The one thing I feel like I have to do before making a release is do something about the crazy collision physics. It was an acceptable weirdness previously, but with the new ZFP special ability, it's consistently resulting in ships flying at hyper-speed for no reason within the bounds of sanity. Hopefully I can stop the occasional intersecting-objects situation from happening as well. (Either that or I could figure out some way to work the ZFP around the weird game rules.)


Title: Re: New crazy mod
Post by: Battlefrank on August 15, 2008, 04:45:05 am
hey EP can you get the planet lander into super melee?


Title: Re: New crazy mod
Post by: Elvish Pillager on August 15, 2008, 02:45:12 pm
The lander subgame doesn't have a scaling view like melee does, so there's only one size of graphics for the lander, as opposed to the necessary three for melee. So no, unless I start messing the graphics (which I've been tempted to do, but it won't be anytime soon.)


Title: Re: New crazy mod
Post by: Battlefrank on August 16, 2008, 12:24:47 am
Well, can you modify the Mmrnmhrm X-form?
I want it to be called the Mmrnmhrmmhrmmhrmmhrmmhrm GOD-FORM
FEATURES WOULD BE
CHANGE FROM Y-FORM INTO GOD FORM
GOD FORM HAS 100 CREW
GOD FORM GRAPHIC IS A PICTURE OF A CRUCIFIED JESUS
GOD FORM ATTACK MAKES HOMING VOMIT THAT FIRES RAPIDLY AND MOVES AT 1.5 TIMES THE SPEED OF MYCON PODSHIP ATTACKS AND DOES 25 DAMAGE
COSTS 250 POINTS
WHEN GOD FORM IS DESTROYED, MAKE SLOW BLOODY PROJECTILES SPRAY OUT OF ALL THE PLANETS AND ASTEROIDS.

If you make this, I will worship you

Also, you should fix the delta crateris crashing bug.


Title: Re: New crazy mod
Post by: Elvish Pillager on August 16, 2008, 12:49:09 am
Mod version 1.4.2 is out! Get the source code here: http://eli.cedarswampstudios.org/1.4.2-src.tar.gz (http://eli.cedarswampstudios.org/1.4.2-src.tar.gz)

Warning: Letting the AI fly a Spathi will quickly crash the game. I have no idea why.

Changes since 1.4.1:

- The limit on the amount of stuff in the arena is gone for real. Technically there's still a limited amount of display primitives, but I've raised the limit on them to 10000. No more "no more elements" problems.
- The collision code has been slightly modified so that ships don't do 180 degree reversals when they just glance off a planet.

- The Arilou have been redesigned. The ship has about 16 crew and normal movement as before, but no strange effects other than its weapons.
Primary: Long range lasery things. They don't do damage to the enemy ship, but exponentially increase its acceleration and max speed. Before long, it'll go so fast whenever it thrusts that it'll tear itself apart on the planets.
Secondary: Pretty safe teleport (not sure if it's totally safe or not.) On the flip side, it is fairly likely to show up within a gravity well. Not recommended during the victory ditty (since you won't be able to see where you land for a little while.)

- The Ilwrath have been redesigned. They're back to their original max speed. No cloaking; I experimented with several ways to make it stronger, but it's basically either not much use, or abusive.
Primary: Triple forward-facing flamethrower. Very effective if you can get within range, most useful as a defense.
Secondary: Sticky fire. It starts approximately at your velocity at the time of firing, so you have to sling it cleverly. It doesn't collide with enemy shots, only with the enemy ship and planets, and it does about 8 damage over time if it attaches to the enemy.

- The Zoq-fot-pik have been completely redesigned. They're now a long centipede-like thing. Each segment has only 6 crew, but there are 31 of them, and if the head dies, you just gain control of the next one in the line. Only the head takes damage from planets.
Primary: Funny long range homing spit. Not very damaging, but hard to consistently avoid.
Secondary: Much longer tongue. The tongue also no longer stops at the first thing it hits, only if it hits a planet or the enemy ship, so you never just pathetically kill a random pellet when you have a good shot to the enemy's hull.

- The Pkunk are somewhat changed. The have only 12 crew (per life) now.
Primary: Three shots as before, and an additional three shots that go in the same directions but don't start with velocity relative to the ship.
Secondary: Rear-facing 100-damage tongue attack.

- The Ur-Quan's acceleration has been doubled (although this might not be as useful as you might thing, since it now has somewhat jerky movement, like the Melnorme, and still turns slowly.)
- The Ur-Quan fighters no longer return crew to the ship. On the plus side:
 -- they no longer cost crew
 -- they don't disappear when they return to the ship, until they actually run out of fuel (although the do no longer shoot when running out of fuel; returning to ship is just cosmetic)
 -- they're significantly smarter about when they shoot (no more flying fast through a crowd of them and taking one damage)
 -- they shoot asteroids, and they can shoot starting 2 frames after they spawn (instead of around 12 as previously)

- The Druuge cannon's knockback effect now affects non-ships. (This is mostly a cosmetic change, but has a useful affect on some tough projectiles.)
- The Melnorme secondary now lasts after the ship itself dies.
- The game no longer crashes when a Mmrnmhrm controlled by the top player collides with the enemy ship.
- Although I don't fuss too much over costing the ships accurately, 33 for VUX was way out of line, so it's reduced to 22 now.
- oh yeah, and sometime, I made you get 1000 extra bio-units whenever you sell them in RPG mode. And if you build the game with the debug option, then pressing F8 in the RPG mode instantly puts you into a slightly broken version of the Sa-Matra combat (which is rather easy with the ships you get, heh heh.)


Title: Re: New crazy mod
Post by: Battlefrank on August 16, 2008, 01:18:03 am
Update.
Any plans for adding the Mmrnmhrmmhrmmhrmmhrmmhrm GOD-FORM?


Title: Re: New crazy mod
Post by: Shiver on August 18, 2008, 12:11:34 am
Might want to talk to Novus about getting that compiled for Windows. If someone else around here can do that, please do.


Title: Re: New crazy mod
Post by: Battlefrank on August 18, 2008, 01:15:06 am
PEOPLE
I am very serious about you adding the Mmrnmhrmmhrmmhrmmhrmmhrm GOD-FORM!


Title: Re: New crazy mod
Post by: Amiga_Nut on August 18, 2008, 10:24:01 am
Battlefrank: ... (http://collectingtokens.wordpress.com/2007/04/10/removing-all-doubt/)

It's been a while since I messed with it. Does the CrazyMod affect full game play?


Title: Re: New crazy mod
Post by: Battlefrank on August 18, 2008, 10:59:05 am
yes, going into delta crateris crashes the gameplay. Doing anything in delta crateris has a high chance of crashing the game.


Title: Re: New crazy mod
Post by: Amiga_Nut on August 18, 2008, 01:38:08 pm
Heh... I guess my post was to subtle.

My question about full game play was not directed specifically at you Battlefrank.
Thanks for answering it anyway.


Title: Re: New crazy mod
Post by: Valaggar Redux on August 18, 2008, 03:56:59 pm
Here (http://www.savefile.com/files/1736767)'s a MinGW-compiled Win32 executable. I'm out of town right now and I don't have MSVC on my laptop, but as soon as I get home (on Wednesday, most likely), I'll be sure to provide a MSVC-compiled binary too, as the MinGW variant, for some reason, crashes when voiceovers (but not any other type of sound) with a bit rate [higher than? different from?] 11025 Hz are played.

And by the way, it's rather strange that I couldn't get an AI-controlled Spathi to crash, though I always get a crash when a ZoqFot (AI-controlled, player-controlled, top side, bottom side, whatever) enters the arena.

EDIT: It appears that the crash occurs whenever the ZFP spawns in such a place that one or more of its segments collide with something, regardless of whether this something is a planet, an asteroid, or (probably) a ship or something else.


Title: Re: New crazy mod
Post by: Elvish Pillager on August 19, 2008, 12:33:37 am
Huh? Ships never spawn colliding with something, and the ZFP segments all appear in exactly the same place as the original ship.


Title: Re: New crazy mod
Post by: Shiver on August 19, 2008, 01:51:09 am
I just had the ZFP crash my game as well when I selected it. The ship worked when the computer controlled it, so I don't know what the problem was. Also, I've noticed the ZFP front ship break away from its following segments by flying too fast (I think it collided with an asteroid in a weird way, but that could have just been a gravity whip) which probably isn't intended.


Title: Re: New crazy mod
Post by: Valaggar Redux on August 19, 2008, 08:52:40 am
In my game, the ZFP crashes even when the AI controls it, though seemingly less often.

Could this be due to having compiled the game with MinGW, similar to the voiceover bug/problem?


Title: Re: New crazy mod
Post by: Elvish Pillager on August 19, 2008, 12:32:27 pm
Also, I've noticed the ZFP front ship break away from its following segments by flying too fast (I think it collided with an asteroid in a weird way, but that could have just been a gravity whip) which probably isn't intended.
The way the game's physics work, it's essentially impossible to force the segments to stick together. There's various ways it can get pulled apart; it just comes together again afterwards.

Val, different compilers do have different errors. On the other hand, it's usually a matter of which bugs they let past. e.g. my compiler doesn't complain when you divide by zero (don't shoot a Mycon with an Arilou, by the way!)

Do any of these crashes happen in the middle of a round, or only when the ZFP warps in?


Title: Re: New crazy mod
Post by: Dabir on August 19, 2008, 02:31:04 pm
The way the game's physics work, it's essentially impossible to force the segments to stick together. There's various ways it can get pulled apart; it just comes together again afterwards.
That's how it works with the original Chmmr, so that's how it should work here.


Title: Re: New crazy mod
Post by: Valaggar Redux on August 20, 2008, 08:45:17 am
Quote
Do any of these crashes happen in the middle of a round, or only when the ZFP warps in?

Only immediately after the warp-in sequence is complete (at the point where you are supposed to gain control of the ship). Every now and then, though (rarely though. Unless it is the AI which pilots the ship, in which case the crashes are rare), for no apparent reason, the crash doesn't occur.


Title: Re: New crazy mod
Post by: Elvish Pillager on August 20, 2008, 01:25:52 pm
The way the game's physics work, it's essentially impossible to force the segments to stick together. There's various ways it can get pulled apart; it just comes together again afterwards.
That's how it works with the original Chmmr, so that's how it should work here.
Huh? You mean its connection with its zap-sats?

1) They don't always stay with it - if you go really fast, they'll trail behind.
2) Even if they did, that would work only because the zap-sats can't collide with other objects.


Title: Re: New crazy mod
Post by: Dabir on August 20, 2008, 02:30:50 pm
That's exactly what I meant, yes. They eventually catch up.


Title: Re: New crazy mod
Post by: Valaggar Redux on August 23, 2008, 03:39:16 pm
Well, I fixed the Arilou-hits-Mycon semi-bug and the ZFP bug1, and also made a few edits to make the source friendlier to more compilers (namely, I moved some function prototypes outside any function, and I moved variable declarations to the top of their scope) because MSVC refused to compile it otherwise. Here (http://www.mediafire.com/?expn1mwixyv)'s the new source. Here (http://www.mediafire.com/?uju1d74nwt0)'s the Win32 build.

1It was also caused by division by zero -- namely, when mag and cur_dx, or mag and cur_dy, were equal -- that is, when a segment and the next one in line would be in the exact same place in the next frame. I also applied the same thing to the "divisor" variable to avoid further crashes due to division by zero.

---

By the way, as the Arilou vs Mycon fight is a sure (but boring) win for the Mycon, shouldn't the Arilou be programmed to self-destruct when a Mycon is in the arena? Unless it's too difficult -- I tried to identify the Arilou based on the Arilou's StarShipPtr->RaceDescPtr->ship_data.ship[0] (as you can see in a comment in mycon_postprocess), but the condition, for some reason, failed to be true when I fired up Melee and set up an Arilou vs Mycon fight.


Title: Re: New crazy mod
Post by: Elvish Pillager on August 23, 2008, 06:12:34 pm
I am unable to download your new source. Thanks for finding the bug anyway - I'll be able to fix it properly now

I just wish I could get gcc to stop ignoring divide-by-zero errors


Title: Re: New crazy mod
Post by: Valaggar Redux on August 27, 2008, 02:18:11 pm
Are you still unable to download the source?


Title: Re: New crazy mod
Post by: Elvish Pillager on August 27, 2008, 09:25:32 pm
No.

You used a goto?! Blasphemer! :o Also, you got your order of operations wrong. :( The game will still crash if the segments somehow manage to get exactly on top of each other when they're in motion.

Oh well; it should fix the game in 99% of cases.


Title: Re: New crazy mod
Post by: Waylander on August 28, 2008, 11:40:34 am
Wow just wow thats all I can say. I particularly liked the Shofixti carrier and the Spathi's Scattergun. I think perhaps though the ZFP is a little crazy, it crashed mine too but only the third time a ZFP spawned so maybe it is a little better. Maybe less ZFP in the snake will make crashes less likely? Oh and the computer plays Ur-Quan like a bitch he just sends like 500 fighters after you :P took me a few ships to take him down. All in all though it is really well done and the different weapon styles are lots of fun to mess with.

Maybe we can look at these weapons and use them to make the Torch playable in normal Net-play. I think that perhaps a shorter range with less dispersal version of the Spathi's scattergun would be pretty effective and get rid of the annoying 10 minute matches


Title: Re: New crazy mod
Post by: Valaggar Redux on August 28, 2008, 02:01:35 pm
You used a goto?! Blasphemer! :o

Goto can be useful at times. It was the most elegant solution here, and it makes the code slightly more readable and slightly faster than the alternative (for the divisor == 0 check).

Quote
Also, you got your order of operations wrong.

Sorry, about that, fixed. (source (http://www.mediafire.com/?cd5ghldnez5), Win32 build (http://www.mediafire.com/?2hymyxzjlrz))

Quote
the ZFP [...] crashed

Yeah, it's probably because of the oversight pointed out by EP above you. Now fixed (see above).

Quote
Oh and the computer plays Ur-Quan like a bitch he just sends like 500 fighters after you

Yeah, I even experience slowdowns at times when there are so many fighters.

Fighting an AI-controlled Ur-Quan:
- Guys who can win without taking damage: Pkunk (screw the primary -- just use the backwards tongue), Orz (stay away and let the marine get its way), Slylandro
- The Ur-Quan is defeated, but not without incurring grievous damage on, or killing, the other ship: Chmmr, Earthling (PD always on, stay far from the enemy and nuke him), Shofixti (just launch Scouts at the UQ, and at concentrations of fighters that are firing on you), Syreen, Umgah.
- Guys who usually lose, but damage the Ur-Quan a great deal (section probably incomplete): Arilou (due to the UQ hitting the planets more badly due to the speedlaser), Utwig (use shield against fighters, not energy spears!), Spathi.

------------------

Two minor suggestions for the mod:
- The Earthling's PD should be on if the special is NOT pressed instead of if it is pressed -- most of the time, you want to keep it on.
- The Arilou's speedlaser should change the enemy ship's icon just like VUX limpets do.


Title: Re: New crazy mod
Post by: Resh Aleph on August 28, 2008, 05:06:58 pm
EP, are you planning on releasing a final version of this mod sometime? I'm wondering if I should wait for it.


Title: Re: New crazy mod
Post by: Waylander on August 28, 2008, 06:54:09 pm
Quote
Quote
the ZFP [...] crashed

Yeah, it's probably because of the oversight pointed out by EP above you. Now fixed (see above).


I had figured that I was just mentioning how crazy the ZFP is now + i thought i had the most up to date version so if i do then it still crashes. (and yes i am aware that 99.9 doesn't mean a complete fix)
Quote
Quote
Oh and the computer plays Ur-Quan like a bitch he just sends like 500 fighters after you

Yeah, I even experience slowdowns at times when there are so many fighters.

Fighting an AI-controlled Ur-Quan:
- Guys who can win without taking damage: Pkunk (screw the primary -- just use the backwards tongue), Orz (stay away and let the marine get its way), Slylandro
- The Ur-Quan is defeated, but not without incurring grievous damage on, or killing, the other ship: Chmmr, Earthling (PD always on, stay far from the enemy and nuke him), Shofixti (just launch Scouts at the UQ, and at concentrations of fighters that are firing on you), Syreen, Umgah.
- Guys who usually lose, but damage the Ur-Quan a great deal (section probably incomplete): Arilou (due to the UQ hitting the planets more badly due to the speedlaser), Utwig (use shield against fighters, not energy spears!), Spathi.
Yeah mine slowed down a few times from certain weapons or ships but no biggie. And im not too fussed by the Ur-Quan i just thought it was rather funny watching my various ships hammered by like 500 fighters at once. The Druuge almost made it through the pack in full reverse :P


Title: Re: New crazy mod
Post by: Elvish Pillager on August 28, 2008, 09:32:44 pm
Goto can be useful at times. It was the most elegant solution here,
No, it wasn't. For instance, you could have just put the code between the goto and the break in {}, and negated the condition of the if.

(for the record, I've seen goto used reasonably as a double-break statement, but no other good uses.)

EP, are you planning on releasing a final version of this mod sometime? I'm wondering if I should wait for it.
I have no plans to do that at this time.


Title: Re: New crazy mod
Post by: Valaggar Redux on August 29, 2008, 10:22:53 am
No, it wasn't. For instance, you could have just put the code between the goto and the break in {}, and negated the condition of the if.

I considered that, but it wouldn't have worked for the second case (with "divisor").


Title: Re: New crazy mod
Post by: Elvish Pillager on August 29, 2008, 11:56:56 am
divisor will never be 0, because of the condition of the if it's inside.


Title: Re: New crazy mod
Post by: Valaggar Redux on August 29, 2008, 01:26:57 pm
I see.


Title: Re: New crazy mod
Post by: Elvish Pillager on January 29, 2011, 08:21:17 pm
Oh, by the way, I've made a version fixing several game-breaking bugs.

- The game no longer goes out-of-sync when using multiple ships of the same type.
- The ZFP no longer have a divide-by-zero error.
- Arilou no longer divide by zero when shooting Mycon.
- The game no longer crashes when the AI plays Spathi.

Source code: http://eli.cedarswampstudios.org/1.4.3-src.tar.gz


Title: Re: New crazy mod
Post by: OkAycase on July 07, 2015, 09:31:49 pm
It's the year 2015 so I don't think anyone will help me but... Can someone give me a step by step why to download this because I've tried 6 times and can't.


Title: Re: New crazy mod
Post by: oldlaptop on August 02, 2015, 02:29:13 am
Elvish Pillager's last release was based on UQM 0.6.2; you would need a working installation of that to start from.

Some time ago, however, I made a port of the Crazy Mod (http://forum.uqm.stack.nl/index.php?topic=5598.0) to current UQM git; if you can run the official Git snapshots (http://uqm.stack.nl/files/snapshots/) (or if you can build UQM from source), you should be able to run it. Unfortunately, I never ported EP's changes to AI behavior; if the AI was wonky before, it's completely broken in my port.


Title: Re: New crazy mod
Post by: OkAycase on August 13, 2015, 10:09:01 pm
Ok, thanks I didn't know that but I have no idea how to download or install. If someone could give me step by step instructions? Pretend I don't have Ur-Quan Masters or the mod, I'm on windows and I don't understand any of your computer language. Step by step instructions would be greatly appreciated.