Title: 0.7.0 Post by: lakota.james on October 28, 2007, 02:36:42 am What are in the plans for 0.7.0? Here are several suggestions (from me and others that posted them in this and in other threads)
post more ideas, I would like to see them. Title: Re: 0.7.0 Post by: Resh Aleph on October 28, 2007, 02:58:29 am
Okay, so I'm a little obsessive about words. Sorry. And why do I keep ending my messages with 7 pt. text? o_O Title: Re: 0.7.0 Post by: 0xDEC0DE on October 28, 2007, 04:22:37 am Great ideas! Please let us know when you have playable versions ready for us to test.
Title: Re: 0.7.0 Post by: Koowluh on October 28, 2007, 10:09:57 am ability to use music other than ogg Two words: Open Source . Explanation: Ogg is an open source format, formats like MP3 and WMA are not (please correct me if I'm wrong). Title: Re: 0.7.0 Post by: Novus on October 28, 2007, 12:48:39 pm netplay lobby I intend to start work on that in November. I'm slightly overloaded at work right now (as usual).Quote ability to watch netplay Not in the immediate future, but may appear as a lobby feature.Quote sc1 full game mode Not likely in the near future. The rotating star map of SC1 was IMHO the most annoying aspect of it, and implementing the SC1 full game is a lot of work.rotating star map ;) Quote different music in different places of hyperspace As Meep-eep notes, this is easy, once the music has been composed.Quote ability to use music other than ogg UQM also supports the original MOD music. Adding support for other MOD-likes shouldn't be too hard since UQM uses MikMod.Quote from: alephresh Use UDP in netplay (to compensate for my lousy intarwebs). I don't think using UDP instead of TCP is going to miraculously compensate for a bad connection. What sort of problems do you have?Quote Somehow make it less likely for newbies to get stuck in the full game, like adding parts of the gameplay FAQ to the manual, or including the scanned starmap perhaps. I've seen lots of starmaps in previous conversations, could we pick one (spoiler-free, preferably with content equivalent to the map included with PC SC2) and include it in UQM?Title: Re: 0.7.0 Post by: Elvish Pillager on October 28, 2007, 01:24:00 pm ability to record/play back melee matches
Title: Re: 0.7.0 Post by: Valaggar Redux on October 28, 2007, 01:34:56 pm I just HAD to register back to say this!
1. The inclusion of the alternate Utwig voicepack (http://www.mediafire.com/?0dnlumwagml), by Lance_Vader and me, as a bonus package (similar to the remix packs), would be a really good idea in my opinion. 2. Melee recordings should preferably either be stored as human-readable "scripts" (so that we can make up recordings we didn't actually fight) or a utility for converting them to and from such scripts should be provided. P.S. I'm probably not going to delete this Redux account, though I'm probably not going to post anything else either. Title: Re: 0.7.0 Post by: lakota.james on October 28, 2007, 05:57:50 pm Quote sc1 full game mode Not likely in the near future. The rotating star map of SC1 was IMHO the most annoying aspect of it, and implementing the SC1 full game is a lot of work.rotating star map ;) The rotating star map was a joke. sorry for not making that more evident. Title: Re: 0.7.0 Post by: Galactic on October 28, 2007, 07:05:14 pm Ability to name savegames
Title: Re: 0.7.0 Post by: Resh Aleph on October 28, 2007, 10:53:08 pm I don't think using UDP instead of TCP is going to miraculously compensate for a bad connection. What sort of problems do you have? Frequent packet loss. Netmelee would work fine for a while, then freeze, then go back to normal, and so on and so forth. I don't think going UDP would fix the freezes, but the crazy thing is that they are often very lengthy -- sometimes five seconds, sometimes ten, sometimes over a minute(!). IIRC, meep-eep suggested that using UDP might alleviate this. Quote I've seen lots of starmaps in previous conversations, could we pick one (spoiler-free, preferably with content equivalent to the map included with PC SC2) and include it in UQM? I'm afraid I'm too young a forum member to know these. :-\ Hi Valag! Title: Re: 0.7.0 Post by: Novus on October 29, 2007, 02:20:40 am Frequent packet loss. Netmelee would work fine for a while, then freeze, then go back to normal, and so on and so forth. I don't think going UDP would fix the freezes, but the crazy thing is that they are often very lengthy -- sometimes five seconds, sometimes ten, sometimes over a minute(!). IIRC, meep-eep suggested that using UDP might alleviate this. I see. Taking over handling retransmission could help if TCP at either end switches to ridiculously long timeouts, which makes sense if you experience connection losses of a few seconds often. Still, even in this case, I suspect you'd still get similar delays with UDP (i.e. some link on the way is just plain dead). Another thing is, you'd essentially have to reimplement the functionality of TCP on UDP to get UQM running on UDP (you need to prevent reordering and loss of packets, anyway); the only obvious improvement I can think of right now is starting retransmission earlier if a packet is missing; tweaking some TCP parameters might help, but that would take some looking into.Title: Re: 0.7.0 Post by: meep-eep on October 29, 2007, 11:23:58 am What are in the plans for 0.7.0? You can see some of the work already done here (http://sc2.svn.sourceforge.net/viewvc/*checkout*/sc2/trunk/sc2/ChangeLog).Quote
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A new starmap containing the same information as the original paper map should be included in 0.7.0. In later versions, we may even make it possible to view such a starmap from within the game itself. Quote
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And I haven't even listened to this specific voicepack; it would have to be of substantial quality to get the core team's seal of approval. Quote
I think that you'd really want some more advanced tools, like having UQM extended with save states, extreme slowdown, frame-stepping, and input macros. Either way, this seems more like a separate project, for another team. It would be nice to see some UQM video(s) on tasvideos.org (http://tasvideos.org/) though. Quote
But we made this item dependant on some other functionality, which won't be in 0.7.0, so this one will have to wait too. Frequent packet loss. Netmelee would work fine for a while, then freeze, then go back to normal, and so on and so forth. I don't think going UDP would fix the freezes, but the crazy thing is that they are often very lengthy -- sometimes five seconds, sometimes ten, sometimes over a minute(!). IIRC, meep-eep suggested that using UDP might alleviate this. I see. Taking over handling retransmission could help if TCP at either end switches to ridiculously long timeouts, which makes sense if you experience connection losses of a few seconds often. Still, even in this case, I suspect you'd still get similar delays with UDP (i.e. some link on the way is just plain dead). Another thing is, you'd essentially have to reimplement the functionality of TCP on UDP to get UQM running on UDP (you need to prevent reordering and loss of packets, anyway); the only obvious improvement I can think of right now is starting retransmission earlier if a packet is missing; tweaking some TCP parameters might help, but that would take some looking into.It can take a long time before TCP starts resending dropped packets. By using UDP UQM can decide when to resend. And the data that UQM needs to send per frame is so little that one UDP packet can contain data for many UQM frames, so each packet can duplicate the data for a number of past frames. This means that even if a packet is dropped, the next packet may already be available and contain all the information that is needed to continue. Increasing the delay in between the generating of the input event and the processing (the "input delay"/"net delay" setting), will then reduce packet-loss induced lag (in addition to the latency problems it serves to solve now). As long as we use TCP, duplicating data is useless, as TCP packets are always received in order. (Subsequent packets are delayed until the preceding ones have arrived.) Title: Re: 0.7.0 Post by: Koowluh on October 29, 2007, 11:57:37 am - Remix pack 4 completed? IIRC, It seemed to be missing *only* 2 songs, of which one sure is going to receive a lot of flak.
Title: Re: 0.7.0 Post by: Novus on October 29, 2007, 01:48:47 pm And the data that UQM needs to send per frame is so little that one UDP packet can contain data for many UQM frames, so each packet can duplicate the data for a number of past frames. This means that even if a packet is dropped, the next packet may already be available and contain all the information that is needed to continue. You have a good point there; the IP header is about an order of magnitude larger than the actual data (including game state checksum), so there's little reason not to retransmit the five last frames or so.Title: Re: 0.7.0 Post by: psydev on October 29, 2007, 07:55:58 pm I think that a very important UI issue to be solved is, in melee when you are picking ships on a blank space, it should default to the previous ship that you selected. If you have 3 or 4 of one ship on a team, (or 14!) it makes such a huge difference in terms of time and repeated tasks to not have to move all the way down with the ar row keys to pick the same ship over and over.
In the PC version of SC2 this was the default behaviour. Please fix this! Thank you -psydev Title: Re: 0.7.0 Post by: Death 999 on October 31, 2007, 08:36:50 pm About the 'alternate Hyperspace tracks'... did you actually have any in mind? There are several already made tracks floating around, and I can imagine some being more appropriate to certain cases than others.
Title: Re: 0.7.0 Post by: Michilus on November 01, 2007, 07:09:41 pm On the subject of a netplay lobby,
I've actually started making a simple proof of concept, with both server and client implemented in (wx)Python. I'm using a simple text-based protocol, pretty much inspired by the Spring (http://spring.clan-sy.com) lobby protocol (http://spring.clan-sy.com:8202/lobby/protocol/ProtocolDescription.xml). It doesn't do all that much right now, and I only started it to get used to wxwidgets in combination with non-blocking sockets. Anyway, if anyone is going to start building a lobby, please let me know :) Title: Re: 0.7.0 Post by: Novus on November 01, 2007, 07:44:01 pm As I mentioned, I'm just about getting started on a netplay lobby myself. As far as protocols go, Meep-eep and I were working on something similar, although we don't have an implementation yet. The current plans are, essentially:
Lots of other features have been suggested, but this is the minimum usable subset. Title: Re: 0.7.0 Post by: pendell on November 02, 2007, 02:44:12 pm Here's a suggestion that should actually be easy to implement ...
... provide text-only (no voice) dialog alternative that restores original PC dialog. There were a couple useful hints (such as the location of Syra) in the original dialog that were taken out in the 3DO version. Would make the game more what it was intended for newbies. Respectfully, Brian P. Title: Re: 0.7.0 Post by: meep-eep on November 02, 2007, 07:24:53 pm Michilus: You may want to read this old thread about the subject (http://uqm.stack.nl/forum/index.php?topic=3369.0), if you haven't already.
As I mentioned, I'm just about getting started on a netplay lobby myself. What I'm concerned about now is that Michilus decides not to work on this because there's someone who's already announced to be working on it, and then you postponing the project if you don't have the time after all, thus wasting the opportunity, and the momentum.If you'd both individually work on it, then one person's work is going to be wasted -- we only need one lobby. So it might be best if you two could find a way to work on this together. Perhaps doing the design of the system collaboratively in the Ultronomicon? Quote Initial feature set: connect, specify a name and a fleet (taken from existing fleet choice), add self to list of challenges, update list of challenges, wait for someone to challenge you or challenge someone. I'm not sure I understand what you mean by "existing fleet choice". Why do you have specifying the fleet as a minimum requirement anyhow? It's something which could be determined after the connection has been established, as it is now.Title: Re: 0.7.0 Post by: Novus on November 02, 2007, 10:12:24 pm If you'd both individually work on it, then one person's work is going to be wasted -- we only need one lobby. So it might be best if you two could find a way to work on this together. Perhaps doing the design of the system collaboratively in the Ultronomicon? Could be worth trying.Quote I'm not sure I understand what you mean by "existing fleet choice". Why do you have specifying the fleet as a minimum requirement anyhow? It's something which could be determined after the connection has been established, as it is now. Yes, that could be left until later. In any case, what I meant was that the fleet shown as belong to a player would be the one he has selected before activating the lobby (i.e. the initial client would not support changing the fleet while in the lobby).Title: Re: 0.7.0 Post by: guesst on November 03, 2007, 04:09:00 pm Quote sc1 full game mode Not likely in the near future. The rotating star map of SC1 was IMHO the most annoying aspect of it, and implementing the SC1 full game is a lot of work.rotating star map ;) The rotating star map was a joke. sorry for not making that more evident. Seriously, people aversion to SC1's rotating starmap is just for those gamers who can't visualize what isn't infront of them. So howabout this, When you select a ship you can see 3 steps away from it the stars that are connected. Would that make everyone happy? Title: Re: 0.7.0 Post by: Vee-R on November 03, 2007, 08:11:06 pm If anyone is actually planning a serious realization of a SC1-like full game as part of UQM, it would make more sense to integrate SC2 ships and scenarios into it. And since that would move it away from being an exact duplication of SC1, I don't see why the rotating starmap would be a *must*; such a game could work well with a SC2-style 2D starmap, too (not to mention, that would simplify coding). That say, I'm not bothered by the SC1 starmap as some seem to be.
[EDIT] - Anyway, another idea for 0.7.0: • Making modding easier by moving more hard-coded stuff to easily modifiable text files? I'm thinking about this chiefly in the context of modding the starmap and related stuff, I suppose - homeworld/device locations, event-dependent sphere of influence movements, etc... Title: Re: 0.7.0 Post by: lakota.james on November 04, 2007, 03:36:02 am I liked the rotating map, also, but i knew that most people didnt. so i thought i would make a joke about most peoples dislike of it. also, i didnt even mind it on sc3, i just stoped it when selecting the planet to go to.
Title: Re: 0.7.0 Post by: Liquidus on November 04, 2007, 04:11:21 am I would like to see support for 1440x900 resolution. The changelog mentioned something about aspect ratios, is this going to help at all?
If i'm not mistaken, the original SC2 was in 320x200 resolution (or something like that) which IS actually 16:10, the same ratio as 1440x900. So surely it wouldn't be that hard? Otherwise it looks blurry on my LCD Title: Re: 0.7.0 Post by: Novus on November 04, 2007, 12:46:27 pm I would like to see support for 1440x900 resolution. The changelog mentioned something about aspect ratios, is this going to help at all? Already there. RTFM; you want the -r and possibly -k options. As for aspect ratio, UQM follows the 3DO version at 320x240, which matches standard 4:3 monitors and nobody cares enough to relayout the entire screen for 16:10. Besides, PC SC2 had a 4:3 screen at 320x200; unlike your LCD (and most modern displays), the pixels weren't square.If i'm not mistaken, the original SC2 was in 320x200 resolution (or something like that) which IS actually 16:10, the same ratio as 1440x900. So surely it wouldn't be that hard? Quote Otherwise it looks blurry on my LCD Actually, it probably still looks blurry, because the game is rendering to 320x240, possibly upscaling to 640x480 with some vaguely sensible scaler and then doing, at best, a bilinear rescale to the target resolution. Depending on how your monitor scales non-native resolutions, running at 640x480 may be preferable to running at your display's native resolution.Title: Re: 0.7.0 Post by: meep-eep on November 04, 2007, 02:23:09 pm • Making modding easier by moving more hard-coded stuff to easily modifiable text files? I'm thinking about this chiefly in the context of modding the starmap and related stuff, I suppose - homeworld/device locations, event-dependent sphere of influence movements, etc... That's even more or less one of the goals of the UQM project (http://uqm.stack.nl/wiki/The_Ur-Quan_Masters_Project_FAQ#What_are_the_goals_for_the_The_Ur-Quan_Masters_project.3F).Title: Re: 0.7.0 Post by: psydev on November 30, 2007, 10:40:43 am OK, I actually have a suggestion for 0.7.0 for gameplay:
I know that there is debate about whether it's a good idea or not to have a "planet warning indicator". I don't think it should necessarily *always* tell you where a planet is. However, I think that if you are zoomed in, and would normally be able to see the planet in the zoomed out battle screen, then you should know where it is while zoomed in. I think this is fair, especially for the post-battle ditty, so you can avoid hitting it inadvertently! (Why should you be so focused in on your ship at the end of battle that you can't see around you? I understand it's good dramatic effect, but it shouldn't cost you tactically. If the planet is within "one screen", then I think it should show up on a scanner as a blip.) I think a planet indicator on the side of the screen would work well, perhaps changing in size depending on its proximity. Title: Re: 0.7.0 Post by: Cedric6014 on November 30, 2007, 11:03:24 am Sounds like a pretty good idea actually. Except UQM is a port not a mod
Title: Re: 0.7.0 Post by: Aya Reiko on December 01, 2007, 06:59:04 am The ability to employ random seeds for random maps.
"Hard Mode" (Increased A.I. difficulty, higher RU costs, less time to stop kohr-ah, etc. ...or whatever) Title: Re: 0.7.0 Post by: Tiberian on December 02, 2007, 01:28:05 pm About the different Hyperspace tracks again...
I quickly cut and looped an example of what I personally had in mind for the hyperspace music before visiting starbase. http://koti.mbnet.fi/tibe9mm/testi.mp3 (http://koti.mbnet.fi/tibe9mm/testi.mp3) That is a 10 second loop from "Unicron's Theme" in the old Transformers movie. I figured the flight in hyperspace would be interrupted so frequently before visiting starbase that a very short loop would be the best for it. |