The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: Nicholai on February 27, 2008, 02:08:36 pm



Title: New UQM mod
Post by: Nicholai on February 27, 2008, 02:08:36 pm
Hello-hello,

It's not a playable demo by any means, but it's something:

Some screenshots from the project!  (like, ones from the actual build of the game in its current form, not just little pictures of Diamond worlds.)

There aren't any real spoilers, per se...  If you REALLY want to be surprised by the game (you know, ten years from now when its finished) then I guess you should avoid them, but all they're going to really expose are some basic gameplay changes and some initial plot-elements (which are explained within the first five minutes of gameplay)...  All star names / locations have been edited out of the screenshots.

Also, to preface this:  EVERYTHING below is in a very, very, very early stage still, and is completely subject to change.  (especially graphics, names, dates, etc.) -- so don't get too upset if you see something ugly.

So... here we go!  Ninteen examples of why my girlfriend thinks I'm a complete nerd!

(http://i250.photobucket.com/albums/gg264/xelzor/1.png)
Whoa, what the...?  Something weird is going on here already.... I'm suspicious, Nicholai!  Why am I a Spathi?  And why is it 2159?  Are you telling me you have the audacity to try and make a sequel to the world's greatest game?  You're on a slippery slope, buddy...

(http://i250.photobucket.com/albums/gg264/xelzor/2.png)
Our fearless Captain Wiffy makes a good point... too bad it's the future.

(http://i250.photobucket.com/albums/gg264/xelzor/3.png)
Oh, great... How did this happen?  Aren't BOTH of these races supposed to be dead?

(http://i250.photobucket.com/albums/gg264/xelzor/4.png)
Huh.  Well, I guess I should trust you, violent Rhino-dude....  Hey, wait, why don't I know about this stuff already?  And aren't I supposed to be under a slave shield somewhere?  Damn, I'm so confused...

(http://i250.photobucket.com/albums/gg264/xelzor/5.png)
Well... we seem to be getting along better now.  I like where this is going...

(http://i250.photobucket.com/albums/gg264/xelzor/6.png)
New planets...

(http://i250.photobucket.com/albums/gg264/xelzor/7.png)
New planets...

(http://i250.photobucket.com/albums/gg264/xelzor/8.png)
New planets...

(http://i250.photobucket.com/albums/gg264/xelzor/9.png)
New planets...

(http://i250.photobucket.com/albums/gg264/xelzor/10.png)
Approaching the starbase of our new friends, the glorious Thraddash!  Oh boy!

(http://i250.photobucket.com/albums/gg264/xelzor/11.png)
Just ignore that weird, red glow.  Starbases are PAINTED that way, didn't you know?

(http://i250.photobucket.com/albums/gg264/xelzor/12.png)
Ah, I can see this is the start of a very pleasant and reasonable relationship.

(http://i250.photobucket.com/albums/gg264/xelzor/13.png)
Where are my turning jets?!  My thrusters?!  Help!  HELP!

(http://i250.photobucket.com/albums/gg264/xelzor/14.png)
Evidently, the Summer of '59 was a bad time to be a Thraddash...

(http://i250.photobucket.com/albums/gg264/xelzor/15.png)
So bad, in fact, that I don't really want to be friends with the Thraddash anymore...  I could show you more of this conversation, but suffice it to say, I was a VERY naughty Spathi, and I found the way to an Ilwrath's heart!

(http://i250.photobucket.com/albums/gg264/xelzor/16.png)
The Ilwrath's starbase looks suspiciously familiar to something else I've seen before, but I just can't quite remember...

(http://i250.photobucket.com/albums/gg264/xelzor/17.png)
I guess I should go see what the Thraddash are up... to....... Oh.  Hmm.  He seems a little upset about my dealings with the Ilwrath.

(http://i250.photobucket.com/albums/gg264/xelzor/18.png)
After roasting the entire Thraddash fleet (it took a while) -- Commander Grulk is left defenseless.  This can't possibly end well for him.

(http://i250.photobucket.com/albums/gg264/xelzor/19.png)
Oh my...  Didn't there used to be a starbase there?  Perhaps I was a little rough on the Thraddash.  Oh well.  Whatever.

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

So, that's it for now on that front.  I'm slowly making progress with the game...  Here are a few of the new implimentations (I won't bother stating some of the obvious ones like "new flagship", "new planets", etc...):

- Multiple special weapon modules for the sis_ship.  (including BUTT missiles, naturally)
- Variable Spheres of Influence which reflect the number of ships you've killed, things you've done, etc..  (I won't explain how, but it's really cool, if I say so myself)
- The ability to ally / un-ally with nearly every race in the game, working towards a specific goal which you can fulfill using Alliance races, Hierarchy races, nobody at all, etc.
- More dynamic racial-interactions.  (it pays to be enemies sometimes -- it is NOT ideal to be allied with everybody and their grandmother)
- Greater benefits to alliances.  Information, resources, fuel, crew, starbases, etc, can be provided by many of the races.
- Hyperspace.  Quasi-Space.  And something else.
- No more Slylandro Probes.  Boo.  But maybe there's something much, much worse in their place..........  Or maybe that's just a red herring.  I dunno.
- NO infinite-battles.  If you really want to, you can more or less permanently obliterate any race in the game by assaulting their homeworld / starbase.  (granted, being alone on your own, personal Eternal Doctrine can make the game INCREDIBLY difficult)

Technically speaking, the game is sequential to The Ur-Quan Masters, but I have no delusions about trying to create a "TRUE sequel".... it's merely an experiment, following a different character, which hopefully people can get in to.

Anyway, it's 7:00am here and I just spent the last six hours writing Ilwrath dialogue, so if I'm coming off as a little crazy right now.... uh... that's why.

Also, if anyone is interested in assisting with any graphics work, I could definitely use people for a couple of things -- specifically:
- Alien portraits (one human, one something else -- preferrably in the existing SC2 style)
- Planet surface lifeforms (currently these are unchanged from the original game -- it might be nice to spice them up)

Questions / comments / angry rants / insults are welcome!

     ~ Nicholai

---EDIT---

I forgot to mention that this entire project exists only because of Meep-Eep answering all of the 10,000 questions I've brought to him about the source code so far.  I really don't know one lick of C or programming in general, so he has been an immense help!


Title: New UQM mod
Post by: Valaggar Redux on February 27, 2008, 02:35:44 pm
YAAAAAAAAAAY! HURRRRRAAAH!!!

I'm eagerly expecting the release of this!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

May the Twin Gods be with you!


Title: New UQM mod
Post by: countchocula86 on February 27, 2008, 04:20:20 pm
Looks pretty darn interesting!


Title: New UQM mod
Post by: Megagun on February 27, 2008, 05:43:51 pm
Hey, that's awesome. :)
Great job. :)
Can't wait to play this!


Title: New UQM mod
Post by: grayfox777 on February 28, 2008, 11:19:09 am
Woah!  :o
I can't wait for this! Keep up the good work!


Title: New UQM mod
Post by: meep-eep on February 28, 2008, 01:36:21 pm
So that's what you've been up to... it looks promising.

I think that it would have been better to post this in the General Discussion forum though; I suspect that it will be seen by more people there.
As a moderator, I can still split up the thread, if you want. Just give me the new subject.


Title: New UQM mod
Post by: AngusThermopyle on February 28, 2008, 04:42:05 pm
Wow, looks fantastic! Can't wait to see more!  :)


Title: Re: New UQM mod
Post by: Neonlare on February 28, 2008, 08:04:24 pm
Looks to have much potential. I wonder if it's possible to actually add species to the game, not subtracting from the others? That might be something mighty interesting. Anyhow, looking forward to the progress, I can offer to help with some stuff if you want :p.


Title: Re: New UQM mod
Post by: Cedric6014 on February 28, 2008, 08:07:12 pm
Awesome Nicholai, keep up the good work. In fact it looks so sexy that i'm surprised that noone else has attempted something like this in the last few years. It's a simple idea and has the potential to make lots of funness.

I don't doubt though that writing a whole plot and sets of dialogue is estrememly time consuming.

Keep plodding along and you'll make a lot of SC geeks very happy.


Title: Re: New UQM mod
Post by: Shiver on February 28, 2008, 10:54:19 pm
Question: If you can wipe out any race in the game singlehandedly, will the other races be receiving a stronger AI or a few extra-powerful ships around their starbase? Spanking the computer at melee is way too easy right now and I'd hate to be able to wade through your mod and wreck everything right from the start.


Title: Re: New UQM mod
Post by: Zeep-Eeep on February 29, 2008, 12:18:35 am
This ne wgame looks amazing! I want to play it. Will your version compile
on all of the operating systems UQM does? I'd like to compile and give this
a go on my Linux box.


Title: Re: New UQM mod
Post by: Cedric6014 on February 29, 2008, 01:54:47 am
Question: If you can wipe out any race in the game singlehandedly, will the other races be receiving a stronger AI or a few extra-powerful ships around their starbase? Spanking the computer at melee is way too easy right now and I'd hate to be able to wade through your mod and wreck everything right from the start.

I’m sure Nicholai would welcome a contribution from someone offering to improve the AI – after all, that’s one hell of a job.

In the meantime, I think that finite number of ships per homeworld is an interesting and welcome change. Maybe have the number slowly rebuild to a maximum over a period of time after decimation (1 per day or something).


Title: Re: New UQM mod
Post by: Nicholai on February 29, 2008, 05:45:49 am
Looks to have much potential. I wonder if it's possible to actually add species to the game, not subtracting from the others? That might be something mighty interesting. Anyhow, looking forward to the progress, I can offer to help with some stuff if you want :p.

Yeah -- it's actually pretty easy (all things considered) to add a new race to the game.  I'm wrestling with the concept right now of whether or not I want to add one, because I feel like a lot of people have that delusion before, and I've never really wanted to see it done by anyone other than Paul and Fred.  We'll see though -- if I do do it, I already have a pretty good idea of how I'd use them.

If you can make surface alien sprites, or alien Conversation portraits, or mod-music, I could give you the list of what I want!  Heh-heh.

In fact it looks so sexy that i'm surprised that noone else has attempted something like this in the last few years. It's a simple idea and has the potential to make lots of funness.

This is what I've been wondering!!  I work full-time and I don't know a thing about programming, yet somehow I'm managing to stumble through this project.  (probably because I've wanted to see SC2 expanded upon since 1993) -- but still, if somebody actually got a small group together and devoted a few months to it, I feel like they could make something really cool, especially if the UQM source continues on its path towards being more mod-able (as Meep-Eep has suggested to be the case)  ... Maybe this project will inspire people, heh.

Question: If you can wipe out any race in the game singlehandedly, will the other races be receiving a stronger AI or a few extra-powerful ships around their starbase?

This is an issue I'm working on right now.  There are a couple of things in place to prevent this, as well as quite a few incentives to NOT go around being a space-thug.  Similarly to the way that Commander Hayes gets mad at you for selling too many crew to the Druuge, there are repercussions for a lot of the things you do in the game now.  Since you're not just accountable to the Earthlings (and even then, the Earthlings were completely dependent upon you) in this mod, you're accountable to everyone.  Some races (the Ilwrath) are quite pleased when you act like a violent jerk, but others (the Chmmr, for instance) don't really appreciate it.

Anyway, I don't want to give too much away, but there are some things to lead players away from that sort of path (and make it difficult if you DO choose to go that way) -- Also, making unique or extra-powerful ships is quite easy, and I might employ that if necessary, but if it can be avoided, I want to do as little meddling on that front as possible.

Will your version compile on all of the operating systems UQM does? I'd like to compile and give this a go on my Linux box.

I have no idea... uhh... I downloaded the source code from the Sourceforge page, fiddled with it, and always compile it on Windows XP...    Does anyone else know?

I’m sure Nicholai would welcome a contribution from someone offering to improve the AI – after all, that’s one hell of a job.

Of course!  Whenever I look at the AI, I just see a bunch of gibberish like "ARCTAN" and "COSINE" and "half_circle" and weird operators that I don't understand...  If somebody knew how to improve it, it would definitely be welcome!

      ~ Nicholai


Title: Re: New UQM mod
Post by: countchocula86 on February 29, 2008, 08:08:11 am
Quote
Quote from: Zeep-Eeep on Today at 12:18:35 am
Will your version compile on all of the operating systems UQM does? I'd like to compile and give this a go on my Linux box.

I have no idea... uhh... I downloaded the source code from the Sourceforge page, fiddled with it, and always compile it on Windows XP...    Does anyone else know?


Im sure once you get the game fully finished, people will be ready and willing to help with any conversions for working on other systems.


Title: Re: New UQM mod
Post by: Elvish Pillager on February 29, 2008, 09:07:46 pm
Are the races' ships the same as in normal UQM? If not, I might help with the AI.


Title: Re: New UQM mod
Post by: Lukipela on February 29, 2008, 09:23:50 pm
Simply amazing really.


Title: Re: New UQM mod
Post by: Nicholai on February 29, 2008, 09:32:48 pm
Are the races' ships the same as in normal UQM? If not, I might help with the AI.

So far, there's only one ship that has been modified (for story/plot purposes) -- I'm not sure whether or not it would be a good idea to change the ships, for fear that I might mess up the balance.  I feel like that, too, could be a dangerous road to start down....  On the other hand, it would offer an element of unpredictability to the game, which could be appreciated. (kind of like the unique/extra-powerful ships mentioned earlier in this thread)

Were there a lot of changes to the AI for your Super Melee mod?  I feel like an Androsynth would use lasers differently than it would use acid bubbles.


Title: Re: New UQM mod
Post by: Elvish Pillager on February 29, 2008, 09:37:03 pm
Were there a lot of changes to the AI for your Super Melee mod?  I feel like an Androsynth would use lasers differently than it would use acid bubbles.
No. For the most part I just ignored the AI and so now it handles most of the ships horribly.


Title: Re: New UQM mod
Post by: Nicholai on February 29, 2008, 09:55:20 pm
No. For the most part I just ignored the AI and so now it handles most of the ships horribly.

Yeah, it seems like the code deals with changes to energy, crew, damage, weapon range (in most cases) and speed / turning (sometimes) pretty well.... but most other things freak it out.   I was always really impressed with the AI in SC2 (even more so now that I realize how little code is actually involved)

When I was originally toying with the code to simply make the original game more difficult, I just made all of the Hierarchy ships more powerful, and the fact that the AI was un-improved was fine....  But since there isn't any sort of restriction on allies now, that wouldn't really work.


Title: Re: New UQM mod
Post by: Dancing Fungus on February 29, 2008, 10:03:02 pm
Wow, that looks pretty cool.

My ideas on unique/powerful ships: What if other races besides humans had bought Precursor techno from the Melnorme? Surely races like the Umgah and others would have a virtual wealth of bio-data to spare for such things.

For example, about two months ago when I was fantasizing about some mod or another that I thought would be cool, part of the plot  would have involved the Zoq-Fot-Pik being so sick of their obsolete Stinger ships being blown away by just about everyone else that they desperately sent out a fleet to locate a Melnorme trader. They received word from the humans of one such trader and told the Melnorme all about the Zebranky in exchange for better ship amour and hellbore cannons.

They then hastily scrapped most of the Stingers and built ships with a similar design to the Vindicator, though they weren't nearly as good as the original because they didn't have a Precursor factory to build them with. The remaining Stingers were delegated to anti-Vux operations while the newer ships were put in the front lines.

I would love to have the time necessary to make a cool mod like this, or even to help out with one, but I'd have to learn to code the crap and get it all running, which I am certain I would not be good at. But anyway, I love the idea of playing as a Spathi. And you did a great job with turning the Vindicator image on the Thraddash control panel into an Eluder image.


Title: Re: New UQM mod
Post by: countchocula86 on February 29, 2008, 11:45:39 pm
Quote
So far, there's only one ship that has been modified (for story/plot purposes)

Is that one ship the Spathi Eluder, and do I win a prize for my amazing and skillfull deductive prowess


Title: Re: New UQM mod
Post by: Anthony on February 29, 2008, 11:59:29 pm
Also, to preface this:  EVERYTHING below is in a very, very, very early stage still, and is completely subject to change.  (especially graphics, names, dates, etc.) -- so don't get too upset if you see something ugly.

So... here we go!  Ninteen examples of why my girlfriend thinks I'm a complete nerd!

Good job!  It's cool that people are willing to take the time to create a mod for Star Control.  Don't give up.  Maybe someday, we'll see some video once things start coming together more.  :P


Title: Re: New UQM mod
Post by: Neonlare on March 01, 2008, 12:32:53 am
Looks to have much potential. I wonder if it's possible to actually add species to the game, not subtracting from the others? That might be something mighty interesting. Anyhow, looking forward to the progress, I can offer to help with some stuff if you want :p.

Yeah -- it's actually pretty easy (all things considered) to add a new race to the game.  I'm wrestling with the concept right now of whether or not I want to add one, because I feel like a lot of people have that delusion before, and I've never really wanted to see it done by anyone other than Paul and Fred.  We'll see though -- if I do do it, I already have a pretty good idea of how I'd use them.

Cool :p. I can do land sprites, portraits, and ships. Mod music is still a bit unknown to me but I am learning it! :).


Title: Re: New UQM mod
Post by: Nicholai on March 01, 2008, 04:13:35 am
My ideas on unique/powerful ships: What if other races besides humans had bought Precursor techno from the Melnorme?

I've wondered about some things like that...  Like I said, I'm apprehensive about messing with that aspect of the game though.  But there's a lot of potential to do a lot of crazy things with all the ships, and having the Melnorme involved with that isn't a bad idea... Hmm...

Is that one ship the Spathi Eluder, and do I win a prize for my amazing and skillfull deductive prowess

You win no prize!  Partially because I lied, there are two ships that have changed, and also because YOU'RE WRONG!! Heh-heh.  Obviously, the sis_ship is different (it now functions as a malleable Spathi Eluder) -- but the Spathi Eluder ship itself is unchanged.  Although, last I heard, the Spathi were under a slave shield, so who knows whether we'll be seeing any of them.

There is one other ship that has changed.

Cool :p. I can do land sprites, portraits, and ships. Mod music is still a bit unknown to me but I am learning it! :).

I *love* the Mmrnmhrm theme you posted the other day -- if you figure out how to turn that stuff into .mod or .ogg's, I'll be stealing it promptly!  Heh.

Make me some land sprites!   ;)


Title: Re: New UQM mod
Post by: Valaggar Redux on March 01, 2008, 01:02:15 pm
I've just noticed the little Spathi Eluder in the top-right corner of the Thraddash comms image. :)
That's certainly a nice touch. I never did notice that the strange red thingy that used to sit there (in the unmodded game) looked so similar to the Vindicator...


Title: Re: New UQM mod
Post by: Neonlare on March 01, 2008, 02:47:14 pm


Cool :p. I can do land sprites, portraits, and ships. Mod music is still a bit unknown to me but I am learning it! :).

I *love* the Mmrnmhrm theme you posted the other day -- if you figure out how to turn that stuff into .mod or .ogg's, I'll be stealing it promptly!  Heh.

Make me some land sprites!   ;)

Ship land sprites or Alien land sprites? Either way, working on thoose alien land sprites :p.


EDIT

Done some, here ye go :p.

http://www.savefile.com/files/1412823

All the images with numbers are good to go, the one image there without one doesn't need to be there, so ignore that one.


Title: Re: New UQM mod
Post by: Eco-Mono on March 04, 2008, 09:03:28 am
 :o

So the B.S.S. is real after all.

Wow. Watching this with definite interest now.


Title: Re: New UQM mod
Post by: Zeep-Eeep on March 04, 2008, 07:50:12 pm
So where can one download this exciting mod? Can you give us a peek,
an alpha?


Title: Re: New UQM mod
Post by: Lukipela on March 06, 2008, 04:36:00 pm
I'd even settle for just more in game shots. This looks seriously amazing. I code as well as any rabid monkey, but if you need any help with dialogue or such I'd be happy to lend a hand.


Title: Re: New UQM mod
Post by: zarren3 on March 06, 2008, 08:53:29 pm
Amazing! I have been waiting for this! I think this mod have lots of potential :) :) :)

Quote
nicholai said

Also, if anyone is interested in assisting with any graphics work, I could definitely use people for a couple of things -- specifically:
- Alien portraits (one human, one something else -- preferrably in the existing SC2 style)
- Planet surface lifeforms (currently these are unchanged from the original game -- it might be nice to spice them up)


I would do something like this with my photoshop

- space station red glow color would be easy to change or take it off or something..

- I ' don't know about those animated alien potraits but I'm gonna  try...
( I looked them bit and noticed that every eye-blink animation and hand anim is one anim itself, so there is not just only one picture
what is animated, theres many parts. >So, I think that there is some code what say to each animated part where to be. >So
if someone know how to place those single animations plz tell me or if someone other can do it I can send the alien potraits to him when theyre some day ready..)

- I think that I can do some new surface lifeform graphix and also if needed surface textures

- Also I can do new gfx for ships (for new race maybe?), devices, structures if you want


Title: Re: New UQM mod
Post by: meep-eep on March 06, 2008, 11:26:41 pm
I looked them bit and noticed that every eye-blink animation and hand anim is one anim itself, so there is not just only one picture what is animated, theres many parts.
So, I think that there is some code what say to each animated part where to be.
So if someone know how to place those single animations plz tell me or if someone other can do it I can send the alien potraits to him when theyre some day ready..

In the content there are .ani files for the image files which determine the location of the partial images. To quote from doc/devel/aniformat:
Quote
[...] each line is in following format:
filename transparent_color colormap_index hotspot_x hotspot_y
[...]
hotspot_x, hotspot_y
        can both be positive of negative (or 0)
        the position of the image on the screen will be
                (draw_x - hotspot_x, draw_y - hotspot_y)
        so a positive hotspot *usually* defines the logical center of
        an image, and a negative hotspot *usually* defines the position
        of an image within some larger compound image; there are of course
        exceptions to this general rule

The information on how many frames are expected in an animation, and what kind of animation it is (random, circular, or "yoyo" (back and forth)) are located in the source, in src/sc2code/comm/<race>/<race>.c. Look for "AlienAmbientArray".


Title: Re: New UQM mod
Post by: Shiver on March 07, 2008, 12:24:59 am
Nicholai is going to need a human comm animation that looks completely different from Hayes, isn't he? Sounds a bit difficult.


Title: Re: New UQM mod
Post by: Nicholai on March 07, 2008, 05:36:56 am
I've just noticed the little Spathi Eluder in the top-right corner of the Thraddash comms image. :)

I always assumed it was supposed to be the Vindicator.  I was so proud of myself for that detail!  Heh-heh.  I'm glad somebody noticed.  ;)

Done some, here ye go :p.

Hey!  Cool!  These are definitely going in.  I'll have to figure out a way to credit people eventually... (there's probably an easy way to add it to the end credits, actually... which is exciting!)

So the B.S.S. is real after all.

I can neither confirm nor dispute this claim.

So where can one download this exciting mod? Can you give us a peek, an alpha?

Unfortunately, there's little point in actually playing the mod yet.  There are too many dead-ends.  For instance, right now, if you ally with the Ilwrath, and try to talk to them in hyperspace, the game will freeze.  (because the allied dialogue trees don't exist yet, only the conditions for them)  -- Until I wrap up more loose ends, the mod needs to be pretty carefully navigated.  The most difficult part of the whole process is writing dialogue for the dozens of different scenarios you might encounter.  For instance, on a sheet of paper next to my computer is a list which reads:

Thraddash - Neutral - Space
Thraddash - Neutral - Planet
Thraddash - Neutral - Starbase
Thraddash - Enemy - Space
Thraddash - Enemy - Planet
Thraddash - Enemy - Starbase
Thraddash - Allied - Space
Thraddash - Allied - Planet
Thraddash - Allied - Starbase
 
(repeat for each race.......  and some of them have more than three locations.)   ....And then, the allied sections include lots and lots of trees specifically related to other races you might be allied with.  Basically, I'm trying to make the game FAR more dynamic than it was ever intended to be.

This list basically is to help remind me which conversation trees I have made and which still need to be done.

So....  When a few more races are actually complete, it will probably be much more worthwhile to release something play-able.

I'd even settle for just more in game shots. This looks seriously amazing. I code as well as any rabid monkey, but if you need any help with dialogue or such I'd be happy to lend a hand.

Thanks!

Like I was saying above, dialogue is definitely the biggest issue.  I'm trying to figure out how I would actually go about getting assistance with dialogue, since, obviously, to write it, you have to have a pretty good idea of what's going on in the mod....  I dunno.

Amazing! I have been waiting for this! I think this mod have lots of potential :) :) :)

Meep-Eep is definitely more qualified to explain how to do the alien portrait animation stuff than I am (as he did) -- but yeah, like you were saying, each small part (like a hand, or an eye, or a mouth) is its own small graphic...  It's difficult to experiment with if you aren't compiling the source code yourself while making the animations, because you're limited to the code that already exists.

If you WERE able to make an alien portrait, and all of the smaller animations, I'm sure I could manage to get them into the mod properly....

If you think you can make one, I'll tell you what I need!!  Heh-heh.

Nicholai is going to need a human comm animation that looks completely different from Hayes, isn't he? Sounds a bit difficult.

Yup.  There's also a unique Human in the game, which is going to be interesting, because, of course, a UNIQUE Human, you would assume, would look differently than every other Human....  (unlike all the clones you seem to encounter with every other race, heh-heh) -- so I might need TWO Human comm animations.  Ugh!

If somebody wants to make it for me, that'd be cool!  Heh.


Title: Re: New UQM mod
Post by: zarren3 on March 07, 2008, 02:10:40 pm
I would try to do those alien potraits next week. But I would start at human potraits because I think that alien potrait would be harder to make than hunam.

EDIT: just forgot that animating.. thanks for Meep-Eep, but I don't have any experience about this kinda coding, but I'm gonna try..

EDIT2:http://boldt.us/4953-2/submarine-captain.jpg

Thats I'm gonna start from. maybe. Of course I edit face and make picture fit sc2 style and add some stuff there. I keep finding these kinda pics.


Title: Re: New UQM mod
Post by: Nicholai on March 07, 2008, 07:09:26 pm
Thats I'm gonna start from. maybe. Of course I edit face and make picture fit sc2 style and add some stuff there. I keep finding these kinda pics.

Cool!  If you can make it work, that'd be awesome!  Don't stress too much about the code; that part would be pretty easy for me to do myself if I had to.


Title: Re: New UQM mod
Post by: countchocula86 on March 08, 2008, 03:36:17 am
Nicholai youre an inspiration! This is gonna be sweeeeeeeeeeeeet


Title: Re: New UQM mod
Post by: Lukipela on March 08, 2008, 05:37:29 pm
Thanks!

Like I was saying above, dialogue is definitely the biggest issue.  I'm trying to figure out how I would actually go about getting assistance with dialogue, since, obviously, to write it, you have to have a pretty good idea of what's going on in the mod....  I dunno.

An alternative might be to outsource the "non-vital" communication. I mean, in the examples above I assume not everything the Traddash says is going to be relevant/important. The different greetings, different goodbyes and general blundering could be written by someone who only knows how they are supposed to feel about you.  If you have any back story not directly plot-related, you could just give someone the broad strokes, and let them polish it up.

As for story related elements, I guess you'll just have to decide how much you want to share, and with whom. More than one writer also means trying to fit slightly different styles together, which might be a problem. Anyway, PM me if you decide that you could do with soem form of help with this, I'll do my best (whatever that means).


Title: Re: New UQM mod
Post by: Valaggar Redux on March 09, 2008, 08:05:29 am
More than one writer also means trying to fit slightly different styles together, which might be a problem.

It's in no way a problem if no race has two writers. This *is* the way SC2's dialogue was written, after all.

Quote
From the 1998 IRC chat with Toys for Bob (Fwiffo is both Fred Ford and Paul Reiche III here):
    <_Stilgar> <Spyhunter> Fwiffo: "How many people was involved in writing the huge amounts of dialoque in SC2?"
    <Fwiffo> Regarding the dialog: I defined the conversations structurally and wrote pieces of all of them, however, Greg Johnson was responsible for the majority of the Orz, Arilou, and Pkunk. Mat Genser wrote the Utwig and Ilwrath. Robert Leyland wrote the Supox, and Leonard Robel wrote some of the Thraddash. Iain McCaig did much of the VUX.
    <Fwiffo> The dialog took about 5 months.

One (half-time) writer would in no way be able to finish the 70-80-90-100 pages involved in this mod (there are 50 A4 pages of dialogue in SC2, and that's after we delete all line breaks and empty lines). You cannot win the fight alone, Captain. You need allies.

In addition, Nicholai would probably have to write the vital dialogue as just broad strokes (as opposed to writing the whole of it), and let his writers polish it up (so that the style isn't discrepant).


Title: Re: New UQM mod
Post by: Cedric6014 on March 09, 2008, 09:47:00 pm
I agree with Valaggar here.
1) It will be a far less onerous task to get many people involved
2) And actually, there is some merit in assigning races to different people as it means that the races’ characteristics to not blur into one dialogue style – if you see what I mean. There will be a greater distinction between the races – and you really will feel like you’re conversing with different folks from different worlds.

My only concern will be around the quality of the writing. I think that Nicholai would have to be brutal about what dialogue he accepts from contributors. Writers would have to accept that he has creative control and not get cranky if Nicholai turfs out their entire contribution because it is terrible.

He should have the power to say “I’m sorry Suchandsuch but that’s not QUITE what I’m after for that race so I’m not going to use any of that”.



Title: Re: New UQM mod
Post by: Cedric6014 on March 09, 2008, 09:58:51 pm
Oh, and another thing – I REALLY don’t want to know who is doing which race. For example, If I found out that Valaggar was doing the Utwig, it would completely ruin the whole experience for me. It would be like I’m talking to Valaggar when I’m playing the game. Nooooooooooo.

In other words, As long as it’s good I don’t care who – as long as I don’t know who.


Title: Re: New UQM mod
Post by: Neonlare on March 10, 2008, 06:07:13 pm
I could help with some script-writting aswell, if needed :p.


Title: Re: New UQM mod
Post by: evktalo on March 11, 2008, 12:45:07 pm
I just wanted to cheer for this project. I hope it will inspire many to fiddle with the source and try to make those mods!

--Eino


Title: Re: New UQM mod
Post by: Nicholai on March 11, 2008, 04:50:55 pm
An alternative might be to outsource the "non-vital" communication.

Yeah, having given it some thought, this seems like a pretty good idea.  It certainly would help with the more tedious things like greetings, goodbyes, starbase nonsense (ie. "Thanks for the minerals, captain!") and other such things.  It would also help to have a bulk-supply of silly alien-babble saved up... such as frungy-arguments between the the Zoq Fot Pik, or references to some new kind of mask for the Utwig, or weird racist rants for the VUX... just to throw in whenever the dialogue needs to be more colorful.

In addition, Nicholai would probably have to write the vital dialogue as just broad strokes (as opposed to writing the whole of it), and let his writers polish it up (so that the style isn't discrepant).

This seems like a good plan too.  When I make a little more progress, I could probably come up with a list like:

captain: "let's form an alliance to defeat Ur-Quan"
response: "sure, our homeworld is the red planet, Zeta Persei I, red star, 353.4 : 526.4 -- let's defeat Ur-Quan!"

... and then leave it up to whoever is writing it what information about that star they want to include -- coordinates, name, etc., since it doesn't ALL need to be there, as well as making a more compelling interaction between the phrases.



Anyway, I'll figure out what I need in the near future and send it to the folks who have offered assistance!


Title: Re: New UQM mod
Post by: countchocula86 on March 11, 2008, 05:22:16 pm
I think outsourcing some of the non-essential work will really make it easier on you Nicholai. But as cedric said, dont accept anything less than the best. This is your project, and if you dont like what someones done, dont feel like you havta include it. (This goes for anyone who volunteer sto help too)


Title: Re: New UQM mod
Post by: Lukipela on March 11, 2008, 05:59:49 pm
It's in no way a problem if no race has two writers. This *is* the way SC2's dialogue was written, after all.

Good point. I'd still say it'll be a bit more difficult, seeing as the mod writers wont be people who actively work together and now each other the way people employed by a project do, but I agree with you.


Title: Re: New UQM mod
Post by: zarren3 on March 11, 2008, 07:52:19 pm
Arrghhh! We got 3 exams at school this week so I haven't done much, but here is the version 0.0001

[img=http://img401.imageshack.us/img401/326/project01nf2.th.jpg] (http://img401.imageshack.us/my.php?image=project01nf2.jpg)
It looks too real for sc2 style. Also I think that earthling cruiser doesn't have round windows.. so there will be lots of brushing...

Though I've never done this kinda graphix before, so it gonna take some time to make it look sc2 style and animate it.

And a question for nicholai: Does this mod have name? If yes I would help doing logo (thats the thing I sure can do)


Title: Re: New UQM mod
Post by: alanahikarichan on March 13, 2008, 04:05:33 pm
Shiny! :D

This looks incredible-- I love the Spathi, playing as one would be fantastic. *Grins*

And I'd love to chip in, too! I have a pretty good handle on the VUX and Shofixti "voices," I'm pretty sure I could write dialog for either race without much difficulty~ and I'm not half-bad at this art thing:

http://alanahikarichan.deviantart.com/art/How-s-the-Sun-64098633
http://alanahikarichan.deviantart.com/art/Friends-Everlasting-73531671
http://i24.photobucket.com/albums/c37/AranamiToumaChan/Art/frungy003.png

If there's anything I could do to help, just let me know!


Title: Re: New UQM mod
Post by: Elvish Pillager on March 13, 2008, 10:58:34 pm
I'll throw my fish in too. This is very much the kind of SC2 mod I'd do if I was willing to commit so much effort; I'd be happy to write for it.


Title: Re: New UQM mod
Post by: Cedric6014 on March 14, 2008, 01:09:32 am
I'll throw my fish in too. This is very much the kind of SC2 mod I'd do if I was willing to commit so much effort; I'd be happy to write for it.

This reminds me of the Elrond’s hall scene in Lord of the Rings, where they all volunteer to help out. Nicholai, I’m afraid you hae to be Frodo.

“you have my axe”
“And my bow”
“And my fish!”




Title: Re: New UQM mod
Post by: countchocula86 on March 14, 2008, 01:54:55 am
You must take the One Mod to the fires of Mount Groombridge?


Title: Re: New UQM mod
Post by: Valaggar Redux on March 15, 2008, 05:49:53 pm
So that Nicholai doesn't forget about my one, little, meek PM I've sent to him some time ago (with all these posts in this thread, it's easy to overlook one, little, meek PM), I'm going to paste the relevant contents here:

I'd be happy to lend a hand with the dialogue as well.

Orz, Utwig, Ilwrath, Umgah, Arilou, Mycon, Chmmr and Melnorme (Orz especially) would probably be the races I'd do best. Of these, Orz, Chmmr, Utwig, Ilwrath and Mycon are those I'd prefer.

(Also, I wonder where is Mhrny?)


Title: Re: New UQM mod
Post by: Nicholai on March 15, 2008, 09:02:14 pm
Though I've never done this kinda graphix before, so it gonna take some time to make it look sc2 style and animate it.

And a question for nicholai: Does this mod have name? If yes I would help doing logo (thats the thing I sure can do)

Cool!  I think it's coming along great so far -- do whatever you need to improve it; but I think it's definitely on the right track!

As for a name, no, there isn't one yet...   I don't feel like coming up with a name until most of the real work is done (you know, I don't want to be like one of those people who names their band and makes album art before writing any songs) -- plus, I simply haven't had any good ideas for a title yet, heh.  When it happens, I'll let you know!

If there's anything I could do to help, just let me know!

Off hand, I know that VUX dialogue is going to be worked on early (definitely before Shofixti), so when I actually get together some directions and information about the races, that's one I'm sure I'll need assistance with pretty soon.

I love your art, too!  Kind of like I was saying above, I'm trying to put the most emphasis on dialogue, coding, etc. initially, but there are definitely some art-related aspects that will be coming up soon.  I think I've already listed some of the things I'm in need of (surface-alien sprites and conversations portraits being the top-priorities) -- send me a message if you want the list of aliens I need portraits for (because, technically, the list could be construed as having semi-spoilers in it)

I'd be happy to lend a hand with the dialogue as well.

I haven't forgotten!  Sorry, I've been a little distracted the past few days...   I'm in the process of formulating a list of races' dialogues I'll need in the near future / writing up some details about what's going on plot-wise, etc. etc.   

I want to get something sent out to the interested-folks before Monday, since I'm going to be out-of-town for about two weeks and probably won't be able to get much done for the Mod on my end.

I'll look over this thread and see who all offered to help out, and send everyone what I can -- if anybody else wants the Massive List of Crap that Nicholai Needs, feel free to send me a private message and join the Fellowship!

GANDAAAAAAAAAAAAAAAAAAAALLLLFFFF!

Dammit, I don't want to be Frodo.


Title: Re: New UQM mod
Post by: Elerium on March 15, 2008, 09:48:17 pm
I'd *maybe* like to work on a custom race, but I'd also like to call an existing one like the Chmmr :P

As for the story, how about some sort of alternate reality, one where Fwiffo is looking for fortune but gets sucked into that galaxy?


Title: Re: New UQM mod
Post by: raziel on April 16, 2008, 10:31:11 am
I think this is a brilliant mod.  I'd be glad to help with writing scripts for a race or two.  Unfortunitely all this mod has really done is got me thinking on how to make improvements on it (and add mountains of work).  If your interested in my ideas nicholai let me know, but I don't wanna offer up my ideas and have everyone going "oh that would be awesome" then you all feel like forced into doing them, lol.

Oh and if your interested I have some extra webspace if you want to use it


Title: Re: New UQM mod
Post by: Granknight on April 18, 2008, 08:43:48 pm
Arrghhh! We got 3 exams at school this week so I haven't done much, but here is the version 0.0001

[img=http://img401.imageshack.us/img401/326/project01nf2.th.jpg] (http://img401.imageshack.us/my.php?image=project01nf2.jpg)
It looks too real for sc2 style. Also I think that earthling cruiser doesn't have round windows.. so there will be lots of brushing...

Though I've never done this kinda graphix before, so it gonna take some time to make it look sc2 style and animate it.

And a question for nicholai: Does this mod have name? If yes I would help doing logo (thats the thing I sure can do)
have a look at http://kafkaskoffee.tripod.com/tutorials/phototochartut.htm
they explain quite well how to "cartoonify" a photo.


Title: Re: New UQM mod
Post by: zarren3 on April 27, 2008, 06:59:52 pm
Time have flied..
,but now i'm back in action and will continue doing that captain! :P

Thanks for Granknight! that will help!


Title: Re: New UQM mod
Post by: Nicholai on May 01, 2008, 03:43:08 am
Time have flied..
,but now i'm back in action and will continue doing that captain! :P

Yay!  (I was getting worried... heh)

I've been about 5,000 times busier than I intended to be lately, so not a whole lot of progress has been made on my end in a while.  It will be at least another two weeks before I can really devote any significant amount of time to the Mod...

That said though, just the other day, Valaggar Redux sent me some really great dialogue that he came up with for one of the races...  So it seems like some things are getting done on that front, anyway.

     ~ Nicholai


Title: Re: New UQM mod
Post by: Alvarin on May 02, 2008, 01:55:49 pm
I am half-way descent with small-scale animations , so if anyone finished some of the full-scale base objects / creatures i can try ro animate them . And i can do the planet animations for creatures , structures e.t.c. if you still need them .


Title: Re: New UQM mod
Post by: zarren3 on May 15, 2008, 03:46:35 pm
http://urquan.zymichost.com/index.php?page=theuqmmod (http://urquan.zymichost.com/index.php?page=theuqmmod)
(My site is NOT ready.)
I've listed there my progress on this comm. pic. project.

-----

EDIT:

Just wanna say that if there's in my site some contect that is made by someone
who don't want it there, email me: Zarren3 [at] gmail.com


Title: Re: New UQM mod
Post by: zarren3 on August 05, 2008, 02:25:47 pm
A bit quiet here... Is this project dead? :-\


Title: Re: New UQM mod
Post by: Cedric6014 on October 20, 2008, 08:57:38 pm
Nicholai!  Where the heck are you. We want results!


Title: Re: New UQM mod
Post by: Amiga_Nut on October 21, 2008, 10:30:51 pm
Don’t know why I didn’t notice this thread before and I don’t have any intelligible suggestions or comments to add. So, I’ll just say:

“FREEKIN SCHWEET!”    (If it ever happens)

WOW my 200'th post!  :o

That is something since I don't ever really blog or post anywhere else.


Title: Re: New UQM mod
Post by: Son_of_Antares on October 21, 2008, 11:56:24 pm
Nicholai you are the man of the hour and the tower of power. This looks so good, you rock dude. I was just wandering: will this expansion take place in the same quadrant as the UQM (cause I saw in the screenshots that you moved the race domains for Ilwrath and Thraddash)? Also, I have a request to make - if you are already adding new races, could you add Bruvixese? I don't know why but I liked from the first time I played UQM through (yes I am an UQM addict)  ;D keep on rollin' we wanna see this one done!


Title: Re: New UQM mod
Post by: grayfox777 on December 03, 2008, 06:43:21 am
No.... please don't let this project die! Give us an update!  ;D


Title: Re: New UQM mod
Post by: jaychant on December 03, 2008, 09:02:02 pm
I'm thinking Nicholai either forgot about this, or just stopped doing it.


Title: Re: New UQM mod
Post by: grayfox777 on December 03, 2008, 09:31:26 pm
I'm thinking Nicholai either forgot about this, or just stopped doing it.
It's sad. This always happens!  At least he tried though.  :'(
If only we could actually rely on the professional game development companies.  Nope, they're too busy making five million first-person shooters, MMOs, and a crap game for every single movie that comes out. The same stuff over and over again, with very few exceptions here and there. And sometimes they also don't finish their projects.  :(


Title: Re: New UQM mod
Post by: Angelfish on October 13, 2009, 02:20:23 pm
Argh, and now the pics stopped working aswell.
Anyway, perhaps this shows the best why it's better to make your mods less 'epic' so you know that you can finish them in time before you start losing interest :).


Title: Re: New UQM mod
Post by: Lukipela on October 13, 2009, 03:08:28 pm
I agree. Limited mods really are the way to go with UQM. After making one or two small ones it might be easier t orecruit people into a huge undertaking.


Title: Re: New UQM mod
Post by: Angelfish on October 13, 2009, 03:25:07 pm
I agree. Limited mods really are the way to go with UQM. After making one or two small ones it might be easier t orecruit people into a huge undertaking.

And even if you intend to have an epic storyline, why not make episodes of small games? Have people play small games, perhaps even as small as 15 minutes or half an hour in playlength, after which they are taken to the victory screen, telling that they have to await the sequel ;).

Though regarding UQM I really have to say that:
1) In UQM it is incredibly tedious even to do something simple. Take a look at the code involved (http://forum.uqm.stack.nl/index.php?topic=1597.0) just to add a simple ship.. Not to mention it's quite hard to do. Personally I really like the team's idea to load everything from simple easy to read XML files, though I find it rather sad that this feature will only be implemented in V1.0, and I get the feeling that this will slow down the development any mods developed before that.
2) There's no 'clean' version of UQM, meaning, to even begin starting work on a new game set in the SC2 universe, you'd first have to disable almost everything, conversations, artifacts, game states etc that were there in SC2. This might take a lot of time, time that could've been spent in doing the building of the mod :).


Title: Re: New UQM mod
Post by: Megagun on October 15, 2009, 06:04:04 pm
Alternatively, don't bother with keeping any sort of appearance with your mod on the Internet, cut 'discussion time' to a minimum (with a set deadline), completely ignore graphics and keep a modular design, storywise ("talk to this group of people to get this item, talk to that group of people to get that item, do these actions to complete condition one, combine the two items if condition 1 is met to complete the game"). That last bit is perhaps the most important. Allocate one person to each 'story module', give them near-free reign, and you can deliver something pretty big relatively quickly...


Title: Re: New UQM mod
Post by: Lukipela on October 15, 2009, 08:29:26 pm
And even if you intend to have an epic storyline, why not make episodes of small games? Have people play small games, perhaps even as small as 15 minutes or half an hour in playlength, after which they are taken to the victory screen, telling that they have to await the sequel ;).

This is a good idea and I'm going to start mentioning it to anyone and everyone who plans to make a mod sequel from now on.

Regarding the ease of modifying, we're still waiting for that new version with improved resource handling and whatnot. When/If it arrives, stuff like that might be easier I suppose. Or not, I don't really have a clue.


Title: Re: New UQM mod
Post by: Lord 415 on November 03, 2013, 06:42:58 pm
Are you still working on this mod?


Title: Re: New UQM mod
Post by: danzibr on November 05, 2013, 01:30:06 am
Wow, this looks amazing. 5 years old though... any hope?