The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: Lachie Dazdarian on July 13, 2008, 08:31:55 pm



Title: Redesign of the old cockpits?
Post by: Lachie Dazdarian on July 13, 2008, 08:31:55 pm
This has probably been brought up before, but I'm curious why this is not being done or at least planned. With all do respect to SC 1, this is really needed for most cockpits from SC1.


Title: Re: Redesign of the old cockpits?
Post by: Vee-R on July 16, 2008, 03:24:09 pm
Do you mean the captain animation displayed during combat?  If so, I don't really see how they can be (drastically) improved... there's only so much you can do with like 55x30 pixels, and the current ones are pretty decent for that.


Title: Re: Redesign of the old cockpits?
Post by: Lachie Dazdarian on July 17, 2008, 12:42:30 am
I think we can all agree that the ones from SC2 are vastly superior to the ones from SC1. I think there is room for retouching on some, and a lot of reasons for complete redesign of some. Like Androsyn.


Title: Re: Redesign of the old cockpits?
Post by: Vee-R on July 17, 2008, 03:01:46 am
*Shrugs* Supox and Druuge, for example, don't really look all that superior to Yehat or Umgah... maybe the SC2 ones that were redone from the larger in-game alien pictures are better on average, but it's not such a glaring difference.   And I actually think the Androsynth bridge looks cool - four absolutely identical clones standing there and making robotic movements (which, by the way, is probably another intentional tribute to the band Devo, like their ship's victory ditty and one of their captain names)


Title: Re: Redesign of the old cockpits?
Post by: Dakart on July 17, 2008, 01:15:51 pm
Why not use the communication screens of the different races for cockpit screens in a new SC2?


Title: Re: Redesign of the old cockpits?
Post by: Elvish Pillager on July 17, 2008, 01:29:30 pm
I think we can all agree that the ones from SC2 are vastly superior to the ones from SC1.
No.

They all seem pretty similar in quality. The only ones I particluarly like are Kohr-Ah, Chenjesu, and Arilou.


Title: Re: Redesign of the old cockpits?
Post by: psydev on July 17, 2008, 11:41:42 pm
I support the idea of facilitating user-generated content in the UQM project (I think a new androsynth pilot screen would be swell...). However...

I would much rather see the developers make an option to *hide* the cockpit sidebar completely , leaving only energy and crew bars, allowing more space for seeing the battlefield, or else displaying other information like a planet warning beacon or radar screen (especially if UQM ever supports 4-player combat). Ideally there should be a button that lets you toggle between 'normal' and 'full--screen' modes for those that prefer it.
 


Title: Re: Redesign of the old cockpits?
Post by: Shiver on July 18, 2008, 03:03:15 am
The little portraits look okay to me. If someone wanted to try and make better ones as optional fan content, that would be fine.


Title: Re: Redesign of the old cockpits?
Post by: Dabir on July 24, 2008, 11:50:45 am
Actually, I already did one for the Orz, since the old one didn't have a beak and was entirely the wrong colours. It's more than a little symmetrical, and it's only got the one pose, but...
(http://i100.photobucket.com/albums/m10/dabir/orz-1.png)


Title: Re: Redesign of the old cockpits?
Post by: Alvarin on August 29, 2008, 01:19:31 pm
Another one for this idea might be Earthlings and Androsynth: how can there be one crew left in battle, when the cocpit view definately shows more than that - ( 2 or 4 )


Title: Re: Redesign of the old cockpits?
Post by: Waylander on August 30, 2008, 04:07:26 pm
Another one for this idea might be Earthlings and Androsynth: how can there be one crew left in battle, when the cocpit view definately shows more than that - ( 2 or 4 )

Is that worth the extra coding? And wouldn't it make netplay slower if the cockpit view is changing as crew die?


Title: Re: Redesign of the old cockpits?
Post by: Novus on August 30, 2008, 10:19:09 pm
And wouldn't it make netplay slower if the cockpit view is changing as crew die?
The cockpit view is changing already, isn't it? Adding a few frames of animation to the cockpit view isn't going to do anything worse than increase memory and CPU use a tiny bit, and it shouldn't affect netplay at all.


Title: Re: Redesign of the old cockpits?
Post by: Megagun on August 31, 2008, 06:55:54 pm
Hmm, that reminds me...
Why isn't there any explosive instrumentation (http://tvtropes.org/pmwiki/pmwiki.php/Main/ExplosiveInstrumentation) on display in the battle comm pictures? :)


Title: Re: Redesign of the old cockpits?
Post by: Dixie Flatline on September 01, 2008, 07:16:46 am
Check my Redux thread, Im also planning on redoing alot of the SC1 comm screens.

I already did the Scout and Im working on Podship and Androsynth battlecomms.


Title: Re: Redesign of the old cockpits?
Post by: Ohma on September 01, 2008, 08:15:39 am
Another one for this idea might be Earthlings and Androsynth: how can there be one crew left in battle, when the cocpit view definately shows more than that - ( 2 or 4 )

I'd always assumed that the whole "crew" thing was rather more of an abstraction than the title "crew" (and you're purchasing of crew at the star base in 2, and recruitment at colonies in 1) would suggest.

Also, how did I miss the DEVO references with the Androsynth before now?!  :o