The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: jaychant on September 25, 2008, 09:46:05 pm



Title: Name
Post by: jaychant on September 25, 2008, 09:46:05 pm
A few (3) of us decided to gather some followers (who can actually write code) and hopefully start a project to make a new mod (see here (http://forum.uqm.stack.nl/index.php?topic=4230.msg55281#msg55281). But we are having a little disagreement with what the name should be, so I decided to start this poll: What do you think the name of the project (not the game, just the project) should be?

Just so you know, we are not yet in any position to make this project a reality. Anyone that can actually write code, please, by all means, feel free to join!


Title: Re: Name
Post by: Glory_device on September 26, 2008, 01:07:20 am
Read the related post first... I wont votebecause I think it is not usefull for the moment...Still if you want to vote, feel free to do so. It may give us a few idea about what is a good name and what is a bad name.



Title: Re: Name
Post by: Valaggar Redux on September 26, 2008, 01:50:13 pm
Best name: UQM Soon-To-Be Vaporware.


Title: Re: Name
Post by: ATG on October 05, 2008, 08:28:10 am
I should be Ur-quan unlimited.


Title: Re: Name
Post by: Arne on October 06, 2008, 04:21:44 pm
UQM no Bōken - Chô Wakusei Senki : Happy Princess Diary

( The adventure of the Ur-Quan Masters - Super Planetary Wars : Happy Princess Diary )


Title: Re: Name
Post by: countchocula86 on October 06, 2008, 08:21:37 pm
How do I vote for Arne's option?


Title: Re: Name
Post by: 0xDEC0DE on October 06, 2008, 10:07:31 pm
Duke UQM Forever

To be released at the same time as a similarly-named title...  :)


Title: Re: Name
Post by: guesst on October 07, 2008, 09:11:15 pm
What about UQM Neo. Actually, never mind that. Neo means new, and you're just doing a fork. Better be UQM senesce.


Title: Re: Name
Post by: Death 999 on October 07, 2008, 09:29:26 pm
Given the massive contortions that the codebase would need to go through to implement these suggestions, I'm thinking,

UQM: the long shot
or
UQM: cats can be herded after all


Title: Re: Name
Post by: Alvarin on October 07, 2008, 09:34:53 pm
I think the main focus (and that's what i'm busy with now) is on more turning angles . This should not be that heawy a burden on the code. Graphics , on the other hand , are taking HUGE loads of time to come out satisfactory ...

But the name "longshot"  can , unfortunately , be the most prescise one so far .


Title: Re: Name
Post by: Censored on October 08, 2008, 12:20:46 pm
I'm happy you have your priorities set so well  :P

You guys have such good suggestions I thought I'd surface and lol, hahaha! ;D ;D



Title: Re: Name
Post by: Glory_device on October 08, 2008, 03:54:28 pm
For what I know, I think that instead of just laughing at us you could be at least more constructive. I mean yeah off course it will take time maybe A LOT of time. But, for once we de something and not throwing idea around and hope someone else will do it for us. About the name thread...I think at first that it was a bad idea simply because we do not care about the name for the moment. Either we move to a more ''sugestive'' form of topic or we just close it.

I think I have say enough ranting for now! On a side note, what is the language involved in the current coding? C? C++? OH and I know that all you have been doing or almost is based on linux...can you port it with ease to a windows friendly coding environment?



Title: Re: Name
Post by: Death 999 on October 08, 2008, 04:59:02 pm
Well, look. The thread you linked to started off with dynamically generated ships, then moved on into multi-starship combat, and only then mentioned increasing the discrete angle count.

A program with the first two of those is around as far from the UQM codebase as UQM is from HelloWorld.c

And no one in the project is a 'solid code monkey'.

If you really only want the last of those aims, then you have a chance. Otherwise, you're probably better off starting with Timewarp.


Title: Re: Name
Post by: meep-eep on October 08, 2008, 10:23:57 pm
OH and I know that all you have been doing or almost is based on linux...can you port it with ease to a windows friendly coding environment?
src/msvc++/UrQuanMasters.dsp. Go wild.


Edit: fix path


Title: Re: Name
Post by: Glory_device on October 09, 2008, 12:00:16 am
So it can be coded in VC++ allright...where can I find the source for VC++ then? oh and no we have a solid code monkey...one of my friend work for Ubisoft Montreal and said he would help me out we are even thinking of maybe rewriting it for a melee only engine...not sure we will sit down and analyse what is the best way. The thing about UQM source is that its contain data about the ship physics. and that can help us. For example if the rotation speed is X second per frame...if we double the number of facing, well it will just fall flat to X/2 to have the same turning speed. But, off course other aspect will have to change as well.

Can I ask you to be honest about one thing tho, do you promote the fact that the community may do side project and moding and such thing or your opinion about them is to shut them down so TFB will not have to bother about not copying stuff from moded thing....even tho they have full right in theory... I'm just asking you do you try to be against any project and I must not ask you any question at all?


Title: Re: Name
Post by: meep-eep on October 09, 2008, 12:23:23 am
The source for the latest release can be found on our download page (http://sc2.sourceforge.net/downloads.php) with the rest of the downloads. Or you can get the current development version from the Subversion repository (http://sourceforge.net/svn/?group_id=59452).
Send your code monkey coder friend to our IRC channel (#sc2 on irc.freenode.net) and we'll be able to give him some pointers (if we are online at that time).

We promote side projects. In fact, one of our goals is to make it easier to make mods.