The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: 0xDEC0DE on June 28, 2009, 12:35:26 am



Title: Requiem
Post by: 0xDEC0DE on June 28, 2009, 12:35:26 am
Many, many years ago now, Toys For Bob gave us Star Control.  This was a very good thing, and created many fans, myself included.  They then gave us Star Control II, which created even more fans.  Some years later, Toys For Bob did right by their fans and gave them Star Control II, completely, in the form of this project.  This was also a very good thing, and has continued to create fans well after such things should be gone and forgotten.

I showed up a little late to the game, after the first public release of a playable alpha version (0.1).  There was much excitement, activity, and discussion around what could be done to make the game better.  Remixed music, re-factored code, heaven and earth would be moved such that a program optimized to run on an Intel 80286 with MS-DOS would be able to survive well beyond its years on modern platforms, and be enjoyed by modern audiences.  A small, dedicated group of caretakers took on the task of seeing that the code enjoyed proper, responsible, and competent stewardship, so that the project had a chance of surviving until it was ready to be truly "set free".

And many years ago now, fans like me signed up, contributed code, time and energy, in the hopes of helping bring about the day when all the core work was finally done, and the game was finally blessed with a "1.0" designation.  It was a lot of fun, and surprisingly educational.  And some of us, like me, thought of what we wanted to do after that highly-anticipated day; to further improve on what we already saw as a "near-perfect" game.  Tuning gameplay, adding plot points, little things to make "perfection" even better.  Nothing major, just a few odds and ends to flesh it out.

At this point, it has been seven years.  Version 1.0 still has not shipped.  It's been over a year since the last point release, with no new releases in sight.  There's 30-or-so open bugs in their bug tracker with patches submitted, ready to go, that are not being addressed.  The remixes still aren't done.  Some in the open-source world would call this a "failed project", but for the fact that the game is fully playable, stable and accessible for modifications.

The years have taken their toll on the community, many have come and gone, and at this point, I must add myself to the list of people who departed the project, and complete the "slow fade" that has been in progress for the last (for me) four years.  But with so much left that I wanted to do with this project, just "walking away" would be a regrettable course of action for me, so I decided to take a stable version (0.6.4, as version 0.6.5 started to act a little wonky) and make all the subtle improvements I had been dreaming of for the past 7 years.

So without further adieu, I present to you:

The Ur-Quan Masters - Extended Edition (http://www.submedia.net/uqm/)

It's primarily geared towards improving the single-player experience for new players, much in the same vein that Shiver's Balance Mods were geared towards improving the multi-player experience for experienced players.  But  new players will likely pass this version over for the "official" release, because it's, you know, "official".

For experienced players, this is somewhat of a non-event, because it's the exact same game that has been freely available for seven years, with some extra doodads glued onto it.  Five years ago, people might have been mildly impressed by this.  Now, not so much.  I suspect that everyone who would be in a position to pick this up and try it out has already played the game to death, knows the plot inside and out, and would see a bunch of extra "atmospherics" as "a waste of time".  But I've now done everything that I've been waiting to do with this project, and now it's out there, and I can point to it and say I did it.  Closure is awesome.  Feel free to download it and try it out, I'll probably not be doing much in the way of bugfixes and whatnot though.  I'm not even sure I'll merge it with 1.0 when that day finally comes.  It is what it is.  I hope you enjoy it.

Addendum: As I was finishing this project up, I saw a bunch of movement in the source repository that would indicate that development is ramping up again.  Best wishes for a speedy and bug-free release, guys!


Title: Re: Requiem
Post by: CelticMinstrel on June 28, 2009, 01:04:03 am
Ooh, that looks nice. The only change I don't think I like is the Fwiffo change...

I'll definitely download it. Perhaps the source too.


EDIT: And I do hope that this gets merged into the main branch at some point... with the possible exception of Fwiffo...


Title: Re: Requiem
Post by: Son_of_Antares on June 28, 2009, 02:37:40 am
A new reason to replay UQM all over again? Thank you very much and hell yeah! :D

Downloading this instant.


EDIT:
Downloaded  :)


Title: Re: Requiem
Post by: Shiver on June 28, 2009, 02:40:23 am
Nic: Sorry for not getting to your PMs sooner. I forgot to switch my stated email address at this forum so they did not show up in my email as I thought it would. At least you won't have to be at my mercy whenever you need to update this for Windows.


Quote
At this point, it has been seven years.  Version 1.0 still has not shipped.  It's been over a year since the last point release, with no new releases in sight.  There's 30-or-so open bugs in their bug tracker with patches submitted, ready to go, that are not being addressed.  The remixes still aren't done.  Some in the open-source world would call this a "failed project", but for the fact that the game is fully playable, stable and accessible for modifications.

For real. Star Control's fan community has been such a disappointment.



This does look impressive. As an old vet, I have little desire to play the through the game all over again. I don't like the Spathi change either. It seems plausible that the Spathi attached to the Vindicator would not be in the loop with the rest of their buddies, ending up outside of Spathiwa after the slave shield goes up. Having glanced a few of the changes in-game, I suspect a lot of these features are going to receive criticism. It's still neat, and I'm glad someone finally took a crack at modding the main game.


Title: Re: Requiem
Post by: CelticMinstrel on June 28, 2009, 04:41:51 am
...Wait, the Ur-Quan at Vela aren't supposed to be an instant game over, are they? :o


Title: Re: Requiem
Post by: jaychant on June 28, 2009, 07:01:06 am
It's not. I tried.

This is very good, save for one thing: Your wording is very different from the rest of the game. I can tell a clear distinction between the way you word things and the way the rest of the game words things. This makes it a bit inconsistant.

For example, you say too much about the defunct Precursor base. I think it should be more like:

Quote
We have found a strange base orbiting this planet. The base is very similar to Ur-Quan and Chenjesu technology, though probably much more sophisticated. Unfortunately, the base is totally destroyed, as if someone bombarded the place with nuclear warheads, so I'm afraid there is nothing of interest in this base.

Also, one other thing was that the Zoq-Fot-Pik ruins revealed way too much. I doubt the ZFP would have time to record what happened to them, just like the Androsynth had no time to record what happened to them. I think it should go like this:

Quote
We have discovered the remains of what appears to be an advanced, possibly starfaring, civilization. the city has been totally annihilated with a combination of some kind of kinetic weapon and what appears to be Ur-Quan fusion blasts. The strange thing is it doesn't seem to have been an invasion of the planet, but rather stray shots from external combat. There are not many cities on this planet, so this is probably just a colony planet, meaning the alien race could still be alive.

Actually, most of the bases and such had too much info. It's not like it ruins the game, but it trails off from the rest of the game's style.


Title: Re: Requiem
Post by: Resh Aleph on June 28, 2009, 08:43:59 am
Oh, very nice stuff. I like differences.txt a lot. I'd love to replay the game this way... sometime.

I wish you didn't end your post with a "kthxbye" notion. I'd really love to see this mod maintained, even extended further (how about... a gigantic mobile Ur-Quan base, where they coordinate their ops in the sector and build ships! It could be like a homeworld, with "infinite" ships defending it).

BTW, shouldn't all those bugfixes be in the main branch? or are they already there?


Title: Re: Requiem
Post by: CelticMinstrel on June 28, 2009, 03:22:09 pm
It's not. I tried.
In this one, or in the original one?


Title: Re: Requiem
Post by: SuddenDeath on June 28, 2009, 03:25:56 pm
Oh Yeah! (http://modetwo.net/users/brokenarts/OhYeah.wav)

Thank you for this! I'll play it as soon as my exam period ends :)
Generally, I love the changes and additions I see in "differences.txt"!

I see you've implemented similar things to some of the ideas I've had for post-1.0 UQM. Here are some of the things I had in mind:

- a few abandoned mining installations in old Alliance + Androsynth space, which can have a small stash of minerals for pickup. For instance, you would have a Chenjesu mining complex or two in Ilwrath space (the one they held before they headed off to war with the Thraddash)

- wrecked military installations in systems situated on the line where the old coreward front was. This could include planetary bases, system fortifications and perhaps an old starship wreck or two... things you'd expect to be leftover from a giant conflict.

I think there was more, but I can't remember it now...
Any of these additions would have a small flavor text, something like what you already did with the ZFP colonies :)

Also, about the Mother Ark... you may be going a bit too far with that, as canon doesn't tell us what really happened with it. Dit the Mmrnmhrm move it to a safe place? Did the Hierarchy destroy it (no ships allowed outside the slave shield... although it was abandoned so this might not be a problem)? etc.* But I do agree that there should be something left indicating that the Mmrnmhrm once occupied that region of space (all Alliance races except them have such a trace)... I was a bit disappointed after exploring the Virginis constellation and finding nothing :P

*And I do wonder what it looks like etc... will have to see it!

Finally, I'm just interested: is there a canon base for this:
Quote
"dead" slave-shielded world and starbase @ Beta Ophiuchi I
(no need to remove that btw. :) )


Title: Re: Requiem
Post by: jaychant on June 28, 2009, 03:58:13 pm
(no need to remove that btw. :) )

Nope, it's essentially just there to give you an idea of what happens to enslaved races that disobey (at least, that's what I gather from the text).

In this one, or in the original one?

This one.


Title: Re: Requiem
Post by: 0xDEC0DE on June 29, 2009, 12:29:09 am
Finally, I'm just interested: is there a canon base for this:
Quote
"dead" slave-shielded world and starbase @ Beta Ophiuchi I
Yes there is, both the idea itself and the in-game location.  For the idea, it can be explained as follows: in the game, you encounter the Earth Starbase, which has been suffering due to neglect, and is about to run out of fuel / die when the Player shows up and saves the day, winning their allegiance and eventually toppling the Ur-Quan Slave Empire.  This naturally raises the question, "what if the Captain hadn't shown up in time?"  So I imagined that the reactor would shut down, the crew would huddle into into the life pods bradcasting distress signals, and eventually the Slylandro Probes would detect the signals, show up to investigate, and end up eating everything.  From there, it was just a matter of inventing a new "fallow" slave race somewhere in the galaxy that endured that particular fate.  Kind of dark, but I think also completely consistent with the game fiction.

As for the location, the Starbase commander explains things quite nicely:
Code:
Earth got involved late in the game, in 2112, when the Chenjesu arrived in our solar system for the first time
so let's back up a few years to 2098
when the Chenjesu's super-sensitive receivers detected a strange signal from the Ophiuchi constellation.
Though even the Chenjesu didn't know it, it was the first sign of the Ur-Quan's arrival.
The Ur-Quan, having detected the presence of many sentient species, were beaming out an exulting hunting cry.

Ooh, that looks nice. The only change I don't think I like is the Fwiffo change...

Why do you hate Fwiffo?  SEND HIM HOME!  ;)

This is very good, save for one thing: Your wording is very different from the rest of the game. I can tell a clear distinction between the way you word things and the way the rest of the game words things. This makes it a bit inconsistant.
Oh, I know.  The art assets were by far the most difficult part of doing this.  I'm not a writer, so matching the game's "voice" was something I knew I had to do, but had zero ability to do it.  I did my best, knew I missed the mark, and shipped it anyways in the hopes that it would be "close enough".

I wish you didn't end your post with a "kthxbye" notion. I'd really love to see this mod maintained, even extended further
But that's just it -- this release encompasses everything I ever wanted to do with this project.  It's fully playable, feature-complete with respect to anything I care about, and there's just not anything left to do with it anymore that I find particularly interesting.  It's time for me to move on, and by putting this out there, I can do so without any measure of disappointment.  I did it.  It's done.  Others can build upon it if they do choose, but my heart just isn't in it anymore.


Title: Re: Requiem
Post by: CelticMinstrel on June 29, 2009, 01:13:33 am
In this one, or in the original one?

This one.
So... you went to Vela and fought/fled from the Ur-Quan there? Then why did I get booted out to the menu after I finished talking to that Ur-Quan ship? :-\

Ooh, that looks nice. The only change I don't think I like is the Fwiffo change...

Why do you hate Fwiffo?  SEND HIM HOME!  ;)
I don't hate him. I like Fwiffo. That's why I want him in my fleet.


Title: Re: Requiem
Post by: Alvarin on June 29, 2009, 01:18:16 am
I can't compile it :( looks like I'm missing something ... can anyone compile it   for Ubuntu for me please ? The win32 download on wine is just too slow to play ...


Title: Re: Requiem
Post by: CelticMinstrel on June 29, 2009, 01:22:18 am
Do you have SDL, libogg, etc etc?

Oh, by the way... does the Syreen SOI move to encounter the Mycon? Because I feel it should. (I haven't gotten that far because I know no way to get near-infinite fuel at the beginning of the game...)


Title: Re: Requiem
Post by: Alvarin on June 29, 2009, 01:26:57 am
I have installed from the depositories the sdl , the vorbis , the open-al but it wouln't compile - it gives a warninga to a zillion lines during compilation and ends with several errors , not finishing the compilation ...


Title: Re: Requiem
Post by: CelticMinstrel on June 29, 2009, 01:49:31 am
What errors?


Also, am I correct in guessing that "ActivateStarShip (SPATHI_SHIP, REMOVE_BUILT)" is responsible for removing all Spathi ships from your fleet?

Wow, that code is ugly... of course, that's probably 'cause it's C – I'm used to C++.


Title: Re: Requiem
Post by: Megagun on June 29, 2009, 01:58:54 am
I have installed from the depositories the sdl , the vorbis , the open-al but it wouln't compile - it gives a warninga to a zillion lines during compilation and ends with several errors , not finishing the compilation ...

Make sure you get the -dev packages..
like libsdlimage-dev or somesuch.

I forgot if there was a ./configure or make config with UQM (./build.sh uqm config?) but if there is, run that, as it should tell you if you need any extra libraries (dependency checks, woo!)


Title: Re: Requiem
Post by: CelticMinstrel on June 29, 2009, 02:02:52 am
Huh, this is odd – it finds SDL.h fine, and it finds SDL_image.h fine, but SDL_image is unable to find SDL! :o Adding the "SDL/" prefix clearly isn't sufficient.


Title: Re: Requiem
Post by: Shiver on June 29, 2009, 02:35:23 am
Quote from: 0xDEC0DE
Why do you hate Fwiffo?  SEND HIM HOME!

Hey author, everyone's just going to use Orz or the Vindicator for every fight instead if your Spathi escorts leave.  :P


Title: Re: Requiem
Post by: CelticMinstrel on June 29, 2009, 02:45:34 am
(In case anyone was wondering, I did manage to get it to build by adding the paths to SDL and SDL_image as include paths and "/System/Library/Frameworks" as a framework path.)


Title: Re: Requiem
Post by: spinsane on June 29, 2009, 02:56:01 am
Quote
<+PR3> I'd rather not say too much about the plot, except that Fwiffo's general paranoia, greed and lust for fame triggers the initial 'bad event' getting the player moving.

It's non-canonical to have Fwiffo run away... Presuming the Spathi slave-shield doesn't go down shortly after the events in sc2. After all, the timeline places sc3 as beginning directly after sc2 and lasts for 5 years, so if Fwiffo disappeared and came back, the spathi slave-shield would've had to have been lifted directly after the events of sc2 concluded and Fwiffo would have to return to the captain. I don't see all that happening in such a short period of time...

Quote
We know that the Ur-Quan didn't destroy them... they never waste anything
but we believe they have sealed them in some kind of deep vault in the surface of an alien planet.
...
Our new masters had targeted every building, monument or other man-made construction older than 500 years
and destroyed it.
In those two days, we lost most of the history of mankind.

I doubt the Mother Ark was abandoned, it doesn't fit with the Characterization of the Kzer-Za. The Kzer-Za destroy historical relics and confiscated starships of other races, for demoralization and absolute domination. It isn't within the Kzer-Za profile to leave the Ark lying around somewhere or even to let the Mmrn take it to Procyon. They either sent it somewhere to get studied, placed it in a vault because it wasn't worth studying, or destroyed it to demoralize the Mmrn.


Title: Re: Requiem
Post by: CelticMinstrel on June 29, 2009, 03:14:32 am
Also, am I correct in guessing that "ActivateStarShip (SPATHI_SHIP, REMOVE_BUILT)" is responsible for removing all Spathi ships from your fleet?
Does no-one know the answer to this? :(


Title: Re: Requiem
Post by: spinsane on June 29, 2009, 04:47:51 am
Um.... You can search through the game files. Why not just compare the original and the modded? I'm sure you'll find an inconsistency if you look at the two side-by-side using the 'Find' function on your IDE.


Title: Re: Requiem
Post by: CelticMinstrel on June 29, 2009, 05:10:29 am
Well, I could test it if I had enough time to get that far in the game...

And it seems probable that that's the culprit, which is why I commented it out before building.

Maybe there's a debug mode or something... I'll go look...

EDIT: I can't seem to get the debug key to work... I added something to keys.cfg, but it didn't work. :-\


Title: Re: Requiem
Post by: Alvarin on June 29, 2009, 07:07:17 am
Can anyone help me further ? I'm at a loss here ...
I've done "./build.sh uqm config" and got couple of "not founds" .
I have installed all the mingw packages from the depository , but it's still not found ...
Here are some other NF i've got :
Symbol 'strupr' not found.
Symbol 'stricmp' not found.
Preprocessor macro 'WIN32' not found.
Preprocessor macro '__MINGW32__' not found.
Those are probably important to the build , as if I continue as is , it gives me ton of warnings and ends with "error 1" .


Title: Re: Requiem
Post by: CelticMinstrel on June 29, 2009, 01:50:39 pm
Preprocessor macros WIN32 and __MINGW32__ shouldn't be found. (At least WIN32 shouldn't be; I'm not 100% sure about the other one.) The WIN32 macro means that you are compiling on Windows. It shouldn't be defined anywhere else.

I would guess that strupr converts a string to uppercase and stricmp does a case-insensitive comparison. Do they exist in your string.h system header? If so, it's probably a matter of needing to include that header in the files where they are not found; if not, it wouldn't be hard to write your own.

Are the "not founds" the only errors then? Also, what's the first thing that's not found? You say "it's stil not found... Here are some other", implying there's something you haven't mentioned.


Title: Re: Requiem
Post by: Lukipela on June 29, 2009, 01:51:46 pm
Fantastic job Nic, it's great to see an actual mod for the game. Filling out the universe is a good idea, it makes it seem even vaster than before. Maybe this will inspire more people to tamper with the source.

I'm sad to hear you're leaving, but I suppose you really haven't been around much in a long time. And it's not the first time you leave either, so I guess one can hope eh? ;) Take good care and all the best on your journey.


Title: Re: Requiem
Post by: Alvarin on June 29, 2009, 03:37:10 pm
CelticMinistrel - thanks for helming me out !
I have no other not-founds than those 4 , just bad sentence building on my behalf .

The errors it gives me are -
Quote
src/starcon2.c: In function ‘main’:
src/starcon2.c:162: warning: ignoring return value of ‘freopen’, declared with attribute warn_unused_result  
Quote
src/sc2code/sis.c: In function ‘DrawStatusMessage’:
src/sc2code/sis.c:384: warning: pointer type mismatch in conditional expression
src/sc2code/sis.c:385: warning: format ‘%s’ expects type ‘char *’, but argument 3 has type ‘void * const’

Quote
obj/release/src/sc2code/gendef.c.o: In function `GenerateIP':
gendef.c:(.text+0x29): undefined reference to `GenerateMotherArk'
gendef.c:(.text+0x31): undefined reference to `GenerateNeglectedStarbase'
gendef.c:(.text+0x39): undefined reference to `GenerateKohrAh'
gendef.c:(.text+0x41): undefined reference to `GenerateUrQuan'
gendef.c:(.text+0xd9): undefined reference to `GeneratePrecursorStarbase'
collect2: ld returned 1 exit status
make: *** [uqm] Error 1

And then does nothing , no link , no directory , no executable . Maybe I'm just not doing something , or doing it wrong ?


Title: Re: Requiem
Post by: Spurk on June 29, 2009, 04:08:16 pm
^ I downloaded the tar.gz myself and got the same "undefined reference" errors listed above on my ubuntu 8.10 box which compiles both the original code and shiver's balance mod just fine. So I think there's some include or something that's out of whack. If I think about it later I'll try to debug (can't now), but just wanted to confirm the error on a separate box.


Title: Re: Requiem
Post by: 0xDEC0DE on June 29, 2009, 06:06:36 pm
*nix users:

Sorry, I never updated the Makeinfo files to include the extra source files that come with this version.  Something to do with only ever building it in Xcode.  Apply this patch to your source tree, run build.sh uqm depend, and it should then build/link just fine:

Code:
--- uqm-0.6.4-ee/src/sc2code/planets/Makeinfo.orig      2008-11-18 00:21:14.000000000 -0800
+++ uqm-0.6.4-ee/src/sc2code/planets/Makeinfo   2009-06-29 10:58:48.000000000 -0700
@@ -4,4 +4,5 @@
                gensyr.c genthrad.c gentopo.c genutw.c genvault.c genvux.c
                genwreck.c genyeh.c genzoq.c lander.c orbits.c oval.c pl_stuff.c
                planets.c plangen.c pstarmap.c report.c
+               genmothark.c gennegl.c genprecrsr.c genurq.c
                roster.c scan.c solarsys.c surface.c"

The sources available for download have also been updated.

Fantastic job Nic, it's great to see an actual mod for the game. Filling out the universe is a good idea, it makes it seem even vaster than before. Maybe this will inspire more people to tamper with the source.
Thanks.  Spread the word!


Title: Re: Requiem
Post by: Alvarin on June 29, 2009, 11:45:11 pm
What do you mean by "apply patch" ? Can you please write step-by-step for it ?


Title: Re: Requiem
Post by: 0xDEC0DE on June 30, 2009, 05:05:19 am
Let me Google that for you... (http://lmgtfy.com/?q=apply+a+patch)


Title: Re: Requiem
Post by: Spurk on June 30, 2009, 02:27:09 pm
Or if you want to do it the hard way, you can also just open the file uqm-0.6.4-ee/src/sc2code/planets/Makeinfo and add the line with the + sign in between the other lines as shown. :)

For the record, your patch works fine for me. Alvarin, you'll want to do a clean first (./build.sh uqm clean), before you do a new build.


Title: Re: Requiem
Post by: Spurk on June 30, 2009, 02:54:43 pm
Also, if you want a minor bug report, when i go to the pkunk starbase, orbiting their hw, when i finish speaking to them, i end up in orbit of their planet, instead of remaining at the starbase. don't know how much this applies to other races' starbases.

not the biggest deal, but figured i'd mention it.


Title: Re: Requiem
Post by: 0xDEC0DE on June 30, 2009, 05:10:40 pm
That's on purpose.  Starbases == Homeworlds, for the most part.  I figured moving the ship would make that a little clearer.  I guess not.


Title: Re: Requiem
Post by: Angelfish on June 30, 2009, 05:50:05 pm
Thanks, I'll certainly look at this sometime when I have time :).
And as you can see, people fade away, but some people come back ;).


Title: Re: Requiem
Post by: Spurk on June 30, 2009, 06:01:23 pm
Hm. Got an abrupt endgame. I was playing a game and got to the point where I go to Zeta Hyades, but when I reached the Druuge, I didn't hear the red alert sound (might just be me not paying attn), and after speaking with the Druuge, I got dumped immediately back to the New Game / Load Game / Melee / ... screen. No battle, no nothing. Immediate game over, I guess.

Since I hadn't been saving, I can't reproduce the error quickly, so don't know if it was a fluke or not.


Title: Re: Requiem
Post by: CelticMinstrel on June 30, 2009, 08:15:28 pm
That's pretty much the same thing that happened to me, except it was after speaking with the Ur-Quan at Unzervalt.


Title: Re: Requiem
Post by: Alvarin on June 30, 2009, 09:01:58 pm
Thanks for the patch explanation , it was much easier , than I thought it should be :)

About the disappearing Fwiffo - consider this - it is a Spathi ship with Spathi captain , but the whole crew is from the starbase (Human/Shofixti maybe some Pkunk/Umgah/Yehat/Arilou) and I really doubt that Fwiffo or any other Spathi captain would have the nerve to kidnap 29 crewmen .


Title: Re: Requiem
Post by: Son_of_Antares on July 02, 2009, 04:19:39 pm
Hey decode dude! Today I finally had some spare time to try out this extended version of yours and was really looking forward to it. But as fate would have it I almost instantly encountered a problem: each time I try to exit the setup menu the game crashes leaving me only with an error report :P how can I counter this? I mean it's not that much of a problem, but I sure want to configure controls and all...


Title: Re: Requiem
Post by: Nate on July 17, 2009, 04:21:08 pm
I played your Mac OS extended version last night and enjoyed it a lot.  The additions add a lot of flavor to the game, and also made me visit star systems that I don't usually mine.  I especially liked the Precursor starbase and the dead starbase. 

I ran into many of the same problems that others have enumerated: the transition from conversation to combat seems to cause the game to exit to the menu every so often. But if you save a lot, this isn't that frustrating. No single event consistently caused the exit in my experience. 

One other thing I noticed: I couldn't ask the Mycon at their homeworld the "Why do the shattered worlds only occur in your area of space?"  But this didn't effect my ability to complete the Syreen plot.  Maybe I've just forgotten how to activate that dialogue with the original sun device dialogue restored to the game.

If you ever come back to this mod, one other thing you might add are Androsynth/Precursor archeological remnants at Alpha Lalande where they discovered the device that got them noticed by the Orz (per the flavor text on the Androsynth homeworld).   

Anyway, thanks for making this, and giving me a reason to replay SC2 again.


Title: Re: Requiem
Post by: SuddenDeath on July 20, 2009, 02:18:22 pm
Hey decode dude! Today I finally had some spare time to try out this extended version of yours and was really looking forward to it. But as fate would have it I almost instantly encountered a problem: each time I try to exit the setup menu the game crashes leaving me only with an error report :P how can I counter this? I mean it's not that much of a problem, but I sure want to configure controls and all...

This. I can't change any settings :(
Therefore, UQM is constantly in 'windowed' mode...


Title: Re: Requiem
Post by: sisteczko on September 28, 2009, 02:35:56 pm
>This. I can't change any settings.
>Therefore, UQM is constantly in 'windowed' mode...

Changing settings in Official UQM 0.6.2 version worked for me. Appearantely these versions share the same settings lcation. And after setting settings in 0.6.2 at least once the 0.6.4.ee settings ceased to make problems.


Title: Re: Requiem
Post by: sisteczko on September 28, 2009, 02:54:00 pm
I spent whole day trying to get 3domusic, remixes speeach to work in this version, but to no avail. I realize it has to do something with the .rmp files. I even found somehow the .rmp file for 3domusic, but still I couldn't hear it in the game.

I tried putting it in addon directory and content directory.

I realize of course that packages in addon directory need to be included with commandline swith "--addon"...

Is it possible at all to hear the 3do and other music in this edition without learning how to modify and recompile the source?

Thank you for reply.

If someone want to PM me, do it at adam AT statystyka.net


Title: Re: Requiem
Post by: SuddenDeath on September 28, 2009, 06:58:43 pm
>This. I can't change any settings.
>Therefore, UQM is constantly in 'windowed' mode...

Changing settings in Official UQM 0.6.2 version worked for me. Appearantely these versions share the same settings lcation. And after setting settings in 0.6.2 at least once the 0.6.4.ee settings ceased to make problems.

Yeah, discovered that some weeks ago. And you can change settings in the Balance Mod UQM, that also works.


Title: Re: Requiem
Post by: 0xDEC0DE on August 07, 2010, 11:51:02 pm
Ooh, bug reports!

The most pressing one (the "game exits abruptly" bug), I tracked down in a fit of nostalgia, and documented here:

https://bugs.uqm.stack.nl/show_bug.cgi?id=1101

This will likely go unfixed in the Extended Edition, except maybe in the git repo, as I don't think I have any of the files I used to package up a Windows release anymore.

*re-disappears*

EDIT: The Setup Menu crash bug in the Windows version, and the abrupt exit bug in all versions have been fixed, new versions posted.  And with that, I'm done.


Title: Re: Requiem
Post by: Volka on August 09, 2010, 03:45:23 am
Thank you for this, keep up the good work!