The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => Technical Issues => Topic started by: Striker on January 31, 2003, 04:37:39 pm



Title: Newer UQM version
Post by: Striker on January 31, 2003, 04:37:39 pm
Yesterday I succeeded in compiling the latest CVS version of UQM for Windows. I was wondering is anyone interested in acquiring it, or would it be unwanted to put up an URL to it?

With the notice of course that it is totally unofficial, and please not to e-mail the UQM team about it.

Cause I do know some people would like to play a newer version than the last that came out (5 jan?), but don't have the resources or the knowledge to compile it themselves.

Can anyone with more knowledge on this let me know?

-Striker


Title: Re: Newer UQM version
Post by: Censored on February 01, 2003, 03:09:05 am
Can you post a link or send me then newest compiled EXE?

thanks


Title: Re: Newer UQM version
Post by: Striker on February 01, 2003, 09:31:42 am
http://www.4u-servers.co.uk/~striker/

Please if this is not okay just remove it.

Let me know if it works ;)


Title: Re: Newer UQM version
Post by: Deathy on February 01, 2003, 09:46:17 am
Bravo, and thanks, Strykie.

I am one of the poor folk who don't know enough to compile themselves a new version.

Can you do me a favor and tell me/us what changes have been made from v.01 (or whatever the last installer version was)?

My big issues right now are clock speed (for some reason, I'm going CPU max [which is reaaaaally fast]) and the Spathi Self-BUTTing issue, both of which make combat a real bitch. I've been working around it by having tons and tons of crew and just accepting lots and lots of hits, but this won't work when I have to start slaying UQs and KAs and Sa-Matras in ernest.

Thanks for throwing this together, and for the record, why should someone be pissed that you compiled and installer-ed the same stuff that's lying around uncompiled?

Just don't call it v1.3, because that nomenclature belongs to the third build of the post-beta official release. It really should be unofficial v0.03, or v0.02S or something along those lines.


Title: Re: Newer UQM version
Post by: Striker on February 01, 2003, 08:04:23 pm
Oops I messed up that was supposed to be v0.13 cause that what it calls itself ;)

Fixed.

Quote
Can you do me a favor and tell me/us what changes have been made from v.01 (or whatever the last installer version was)?


http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/*checkout*/sc2/sc2/ChangeLog?rev=1.124

This is everything that's different between 0.1 and the version on my website. Careful, it's big :)

Quote
Thanks for throwing this together, and for the record, why should someone be pissed that you compiled and installer-ed the same stuff that's lying around uncompiled?


Well cause people might download it and have problems with it and then bug the UQM team which obviously don't need or want that.

-Striker


Title: Re: Newer UQM version
Post by: Striker on February 01, 2003, 10:04:38 pm
I just added an updater which lets you update your 0.1 alpha version to the CVS version on my site. It's only 1.49 MB and you can run both 0.1 and the CVS version at the same time.

This thread is also clearly in the wrong forum, stab me please :(


Title: Re: Newer UQM version
Post by: Censored on February 02, 2003, 07:37:16 pm
Quote
http://www.4u-servers.co.uk/~striker/

Please if this is not okay just remove it.


Thanks!  :) I'll check it soon. And don't worry about it, I think I read somewhere in the forum that the developers even requested that any updates be posted to this forum rather than spread without control.



Title: Re: Newer UQM version
Post by: Striker on February 02, 2003, 08:18:16 pm
Oh, okay, phew :)

By the way yesterday I made a new one. Basically I'll try to compile one whenever there's a new CVS version and when I have the time.


Title: Re: Newer UQM version
Post by: Censored on February 03, 2003, 11:10:33 pm
Damn, I knew I should've downloaded that MSVCRTD.DLL thingy!

4u-servers (http://www.4u-servers.co.uk/~striker/) seems to be down

Any mirrors?...


Title: Re: Newer UQM version
Post by: Striker on February 04, 2003, 12:27:56 am
There's some downtime at the ISP, I'm fairly sure it will back up later today.

When it gets back up, get the newer updater, you won't need msvcrtd.dll anymore.

Edit: It's now back up.


Title: Re: Newer UQM version
Post by: Deathy on February 04, 2003, 02:30:47 pm
Uh........the new version isn't accepting any keyboard input. None. Not even `.

Also, no folder "userdata" was created. Is it done automatically the first time there's a savegame?

So in order to continue to play the game, I'm going back to v.01. I'd love to help test, but I'm stuck at square one.

Sorry.

Any ideas?


Title: Re: Newer UQM version
Post by: Striker on February 04, 2003, 03:46:22 pm
Oh yes, that was an issue with the installer of that version.

Get the latest installer available (20030204), that one will install it correctly.


Title: Re: Newer UQM version
Post by: Censored on February 04, 2003, 09:19:47 pm
I HAVE SOUND!!! I CAN HEAR THE SPEECH!
YAAAAAY!

:D


Title: Re: Newer UQM version
Post by: Censored on February 06, 2003, 02:48:17 am
Anyone else is having this problem with save games in this version? (04/02/2003 dd/mm/yyyy)

It was fine for a while, but a day later I tried loading my savegame and it hanged in an endless loop creating a huge file on my HD (until it was full).

Trying to save a new game and load it worked fine.


Title: Re: Newer UQM version
Post by: Striker on February 06, 2003, 07:38:07 pm
Hmmm didn't have that happen to me, sounds like an accidental glitch.

Can you reproduce the error?

I just released another one by the way.


Title: Re: Newer UQM version
Post by: Deathy on February 07, 2003, 02:48:12 am
Oh boy.

With the new version, running -f for fullscreen yields a black screen. I can tell the game is there, because it makes the appropriate menu sounds at the appropriate times, but there's no visual display. Oh well, windowed it is.

Also, with the last 2 updates, my ` key no longer works. That's fine, I hated it's placement anyway, but where's the new CTD key?

And finally, the biggie. I couldn't find a "userdata\uqm\save" path, so I went and manually created the folders. No go. Exactly where do the savegames live? I don't exactly cherish the notion of starting over. The agonizingly slow mothership thrust and turn rates when you're cruising up to earth for the first time just kill me. I had 5 years to forget the first time, now I've had 5 days.

Also, since I started playing with OpenGL and some of the other switches (still on v0.1) my debug log window thing doesn't close. I have to ctrl-alt-del it every time. But this isn't really an issue with the new CVS compiles, so nevermind.

In summation:
1.) -f yields blank screen
2.) ` no longer CTDs (you bastards!)
3.) savegames don't register if you manually place them in userdata\uqm\save

Thanks Stryke, all I really care about is the savegame thing. Help meeeeeeeeee!


Title: Re: Newer UQM version
Post by: Deathy on February 07, 2003, 03:01:20 am
edit: So I tried sniffing out where the savegames are, by creating a new savegame in slot 4 (which would be called starcon.04, right?), then running a search for it. Nada. I come up with starcon.01, .02, and .03 fine. They're my old savegames, btw. I also tried varients, like *.04, etc.

It's bizzare; the game recalls my .04 savegame, but there's no file for it?

Do I make the "userdata" path from "The Ur-Quan Masters", or from inside "content" or somewhere else? I tried from progra~1\The Ur-Quan Masters, no go.



Title: Re: Newer UQM version
Post by: Censored on February 07, 2003, 03:13:29 am
Quote
In summation:
1.) -f yields blank screen
2.) ` no longer CTDs (you bastards!)
3.) savegames don't register if you manually place them in userdata\uqm\save



1) can't help you there  :P Did you download the new contents? (in the new installer you downloaded, choose "graphics" too)
2) F12 shuts the game down
3) \userdata\uqm\save is where your games are saved. Watch for the console window when you first run the game. It says "saved games are kept in ....."

Also, I think they changed the savegame format.. but I'm not sure


Title: Re: Newer UQM version
Post by: ErekLich on February 07, 2003, 03:52:53 am
The savegames are in a totally different part of your computer, and in a hidden folder.

Don't ask me why they did that, but they did.

HELP ME:  Using this release, any time the computer tries to play a conversation where the sound file itself is only one display text long (i.e. the bar moves all the way from left to right in the space of one screen of dialouge) it is cut short!


Title: Re: Newer UQM version
Post by: Deathy on February 07, 2003, 05:32:52 am
YES!!!!!!!

Hey, I made my first classic programming error (and I'm not even a programmer): I forgot to count zero as an increment.

Of course if I save in slot 4 it'll be named starcon.03, because slot one is starcon.00.

Hah!

Now let's fire the puppy up and see if she works!

Brb (unless I get sucked in for a few dozen hours).


Title: Re: Newer UQM version
Post by: Deathy on February 07, 2003, 05:43:25 am
 ;D ;D ;D ;D ;D ;D ;D

It works. Thanks Censored and Erek.

One question: What's the complete list of keybinding changes? "Esc" no longer retrieves the lander, and "numpad +" no longer zooms the starmap. I know ` has been changed to F12, what else is new? I read the changelog and didn't see specific mentions.


Title: Re: Newer UQM version
Post by: PhracturedBlue on February 07, 2003, 09:24:47 am
Quote
HELP ME:  Using this release, any time the computer tries to play a conversation where the sound file itself is only one display text long (i.e. the bar moves all the way from left to right in the space of one screen of dialouge) it is cut short!

This should be fixed in the latest CVS build, so hopefully it'll show up in a snapshot near you soon.  Sorry about that, but the subtitle/speech code has gone through a complete overhaul, and there was some fallout  associated with it (probably still is some)


Title: Re: Newer UQM version
Post by: Striker on February 07, 2003, 06:42:09 pm
I just compiled the new CVS version (1.142). Get it off my site :D

-Striker


Title: Re: Newer UQM version
Post by: ErekLich on February 07, 2003, 07:21:40 pm
Striker....


YOU DA MAN!

If you can keep this up, compiling the CVS like this for the rest of us, you have definitely earned my respect.

Thank you.


Title: Re: Newer UQM version
Post by: Deathy on February 08, 2003, 02:12:12 am
` = F12
Esc (Lander) = L-shift

So what's starmap zoom? Which file do I crack open and look at (assuming it would make any sense to a non-1337 guy like me)? And is emergency warp still space+, or is it Esc now?

I'll grab the new comp when I get home, thanks Striker!


Title: Re: Newer UQM version
Post by: Censored on February 08, 2003, 03:33:55 pm
Emergency warp by the ESC key now, yes

map zooming - I have no idea really, I was pondering that myself.
There's a file, "starcon.key" in content/ I believe. There you can change your key configurations.


Title: Re: Newer UQM version
Post by: ErekLich on February 08, 2003, 09:54:46 pm
The map zooming now occurrs using teh two shift keys.

One zooms in, the other zooms out.


Title: Re: Newer UQM version
Post by: Censored on February 08, 2003, 10:12:05 pm
What's the key to review the last conversation? in the old PC version you'd press space to see the last things the alien told you..


Title: Re: Newer UQM version
Post by: Striker on February 08, 2003, 11:23:11 pm
UQM doesn't have that. I figure if enough people ask the dev team for it they might implement it as an option.


Title: Re: Newer UQM version
Post by: Deathy on February 09, 2003, 04:26:24 am
You can use the <- key to review the last bit of conversation, same as you can skip forward using ->.

Don't know if that's what you meant, though.

Anyway, using the last build (thx again, Striker!), I have a few problems.

1.) -f for fullscreen gives me a black screen

2.) -o for OpenGL gives me totally scrambled graphics

3.) I have lander dialog freezes. Like when you run into an object/energy source, I can't advance the text. I wind up stuck at the (more) prompt, with no way to advance it. It happens only about 80% of the time, though, so I can save 'n load around it. I notice that when this happens, I also can't skip ahead while the dialog is being slowly "typed out".

Now for the good news: I'm finally clocking correctly! Yay! Now my mothership won't get killed by Captain Tanaka anymore! My lander screen is also slowed down to normal speed, making my life generally easier.

So do I report ongoing bugs with Striker's builds here, or in the "official" place?


Title: Re: Newer UQM version
Post by: Deathy on February 09, 2003, 04:42:22 am
Oh yeah, the last patch gave me a "cannot write to uqm.exe abort rerty fail" error. I skipped it (abort) and d/led the rest. It runs, but I don't know if I missed out on new code or not.

Do I have to change the archive bit on uqm.exe or something?


Title: Re: Newer UQM version
Post by: Censored on February 09, 2003, 09:53:27 pm
You were probably running UQM on the background while installing. Of course you have to have that file ;) reinstall and recheck the bugs!

You should use the Bugzilla as instructed in the Technical Issues forum (hey, this one! :P) and search to see if your bug has already been posted.
Try to include the CVS version (I think Striker mentioned his last build is CVS 1.142) or at least the build date of the EXE.


Title: Re: Newer UQM version
Post by: Deathy on February 12, 2003, 04:08:14 am
Nope. Checked.

Also, Striker asked for bugs relating to his baby builds to not be posted in the officially sanctioned place. Probably pure CYA, but I'm respecting his wishes. That leaves right smack dab here as the only place for me to contribute any beta (or in this case, pre-alpha) testing.

Speaking of which, my general sound quality has taken a noticable hit in the last build. Near constant skipping and scratching, plus the synching dropped off a bit. It wasn't exactly perfect before, so I'd advise against reverting to the previous......um.....thingie with the code and stuff and keep plugging away. I know there's something new with mixSDL vs. SDL_mix, although I have no idea what the hell that means.

Small price to pay for having correct melee and lander clocking. Although, I have noticed a tiny little "hang" in the lander controls, where it seems the directional keys continue to register a split nanosecond after I release them. Maybe it's a wetware problem and my arcade skills took the week off.


Title: Re: Newer UQM version
Post by: Deathy on February 12, 2003, 04:10:21 am
More detail for the lander text-advance bug: It coincides with an inability to skip ahead in the autoscan. If you spot it, time to save.


Title: Re: Newer UQM version
Post by: Striker on February 12, 2003, 10:55:30 pm
I inquired, and it's okay if you submit bugs from the CVS build, AS LONG AS YOU INCLUDE THE TIMESTAMP AND/OR CVS VERSION OF THE BUILD.

Sorry for the extreme emphasis, I just want that to be very clear ;)

-Striker


Title: Bug in the 15/2 version?
Post by: Lars Lyngby on February 17, 2003, 02:15:26 am
Can you confirm the following bug?

New game.
Go to the moon.
Shoot all the thingies.
Collect all the mineral.
Now enter the structure on the moon.
After the first page of text the game hangs.
It responds to F1 and F12 though so something is still alive.

Is this a known error?

Best regards
Lars.


Title: Re: Newer UQM version
Post by: Censored on February 17, 2003, 02:56:16 am
I'll try to confirm this too.
Does anyone have problems with conversations? for example, I went to the Utwig's bomb planet (Zeta Hydas IIb I think) with the fixed Ultron, and chose the "Hey guys, guess what we got.. THE ULTRON!"

and there was just no reply.. his mask-mouth moved as if he was trying to utter something but the game just hanged there, (the music kept going and all but he didn't say anything, so I had to quit)
It happend again with Talana (when the lights were off... haha ;))

Anyone had these things?


Title: Re: Newer UQM version
Post by: Deathy on February 17, 2003, 05:59:45 am
I've had these exact two bugs.

The Zeta Hyades is a stack underrun, and is because there's a commented-out bit of dialog (kind of like remTHIS SPACE INTENTIONALLY LEFT BLANK) and it was fixed in the CVS about 10 min before I reported it. Get the latest.

The Talana hang is just an ongoing thing. It's well known and has been since the beginning, so I guess it must be trickier than it seems.

So I'm about to go up against the Sa-Matra, and I've been putting it off for about a week. I've used too many hints and walkthroughs so far, so I'm going to go in totally unarmed with any knowledge about it, even as to where the hell it is (back in the SC2 day I never got this far). Wish me luck, the fate of the galaxy rests in my hands. I'm off to d/l the ending now.


Title: Re: Newer UQM version
Post by: Sudo_Nym on February 17, 2003, 06:02:47 am
It kept freezing when I was talking to Taleena too (when the lights went out).  I was forced to continue the game with a totally plutonic relationship.


Title: Re: Newer UQM version
Post by: Deathy on February 18, 2003, 02:22:33 pm
Lars:

The lander dialog screen freezes on me too.

It doesn't happen all the time, so just save and load around it. Er, save exit load, to be more precise. Thankfully you're not far enough in the game that it would matter much if you had to start over.

Keep an eye out for this. EVERY time you spot an energy source/artifact, save. One clue it's about to happen is when you can't skip/ -> advance the autoscan. Of course, sometimes you spontaneously develop it on the surface, so good luck.


Title: Re: Newer UQM version
Post by: Defender on March 12, 2003, 10:43:45 pm
your latest installer does not download. im getting a 404 file not found message. just thought youd like to know.

it says:

failed to download uqm-0.1_to_0.21_20030311-content.zip. Reason: HTTP/1.1 404 not found

and also for the voice.zip. same error

just thought id let you know ???


Title: Re: Newer UQM version
Post by: Striker on March 13, 2003, 03:58:58 pm
Sorted.

Thanks for letting me know.


Title: Re: Newer UQM version
Post by: Striker on March 30, 2003, 09:53:35 pm
30-Mar-2003 build out.

Grab it at: http://www.4u-servers.co.uk/~striker/.

As always, please include the CVS timestamp when reporting bugs.

-Striker


Title: Re: Newer UQM version
Post by: AnonomouSpathi on April 03, 2003, 12:51:55 pm
On this latest build, I'm having a problem.  In the mycon-syreen scenario, I get to the part where you need to go tell the mycon about the planet for their deep children, and they respond.  Then nothing.  The mycon don't leave, the syreen don't do anything but repeat the plan, and since I can't get to the surface, I can't get the chmmr and can't win the game.  Is it just an imperfect memory causing this, ie, I forgot to do something I need to do, or is it a bug?


Title: Re: Newer UQM version
Post by: AnomouSpathi on April 03, 2003, 01:56:01 pm
Please ignore my above post, as that is not a bug, just player stupidity.  Sorry about that.


Title: Re: Newer UQM version
Post by: Striker on April 14, 2003, 06:47:04 am
14-Apr-2003 build out.

Grab it at: http://www.4u-servers.co.uk/~striker/.

As always, please include the CVS timestamp when reporting bugs.

-Striker


Title: Re: Newer UQM version
Post by: Censored on April 14, 2003, 06:07:47 pm
*applaude*

still persistent.. well done Stiker dude ;)


Title: Re: Newer UQM version
Post by: Defender on April 14, 2003, 07:54:32 pm
fine work and great dedication. =2 thumbs up=  ;)


Title: Re: Newer UQM version
Post by: Rylune on April 15, 2003, 07:58:10 am
I have a question: Are these builds just mini update tests?


Title: Re: Newer UQM version
Post by: chmmravatar on April 15, 2003, 11:21:27 am
Quote
I have a question: Are these builds just mini update tests?

No, they are in no way actually endorsed by the development team. Basically they are provided for convenience. Some people either don't have a necessary compiler and/or don't know how to pull the up-to-date source code off of CVS and compile it (or don't want to make the effort to). But these people still want to have an up-to-date version, especially because of the bug fixes.

Summary: No, Striker is just being nice to you folks :).


Title: Re: Newer UQM version
Post by: Striker on April 20, 2003, 09:55:50 pm
20-Apr-2003 build out.

Grab it at: http://www.4u-servers.co.uk/~striker/.
 
As always, please include the CVS timestamp when reporting bugs.

-Striker

P.S. Oh and thanks, I appreciate your appreciation :-)


Title: Re: Newer UQM version
Post by: Defender on April 20, 2003, 11:06:30 pm
i guess ill post here to let everyone know, when i click on the link to download the new build, it says: no such file. go "here". so when i click on "here", it just loops back around to Strikers site, back to where i started. ~DEFIANT

ps: Striker if your reading this, i sent you an email, please disregard, it says the same thing.


Title: Re: Newer UQM version
Post by: Defender on April 21, 2003, 07:12:46 pm
disregard last post, its been fixed now. ~DEFIANT


Title: Re: Newer UQM version
Post by: Striker on May 02, 2003, 09:04:21 am
2-May-2003 build out.
 
Grab it at: http://www.4u-servers.co.uk/~striker/.

As always, please include the CVS timestamp when reporting bugs.

-Striker


Title: Re: Newer UQM version
Post by: asmith2379 on May 06, 2003, 12:13:07 am
Well the latest build seems to by just fine,I've yet to encounter any problems. Very nice work indeed. Thank You!


Title: Re: Newer UQM version
Post by: Striker on May 22, 2003, 12:49:01 am
21-May-2003 build out.

Grab it at: http://www.4u-servers.co.uk/~striker/.

As always, please include the CVS timestamp when reporting bugs.

-Striker


Title: Re: Newer UQM version
Post by: Nic. on May 22, 2003, 07:59:01 pm
Not to be outdone, the MacOS X version is updated as well:  :)

http://www.submedia.net/uqm/


Title: Re: Newer UQM version
Post by: Defender on May 23, 2003, 10:47:32 am
this is always good news. thanks again Striker. may we always see an update till uqm final patch. and if not, its still been nice. ~DEFIANT


Title: Re: Newer UQM version
Post by: Idot on July 20, 2003, 10:55:46 am
is it possible to make a release that reads from zip files?

(a sample code of  zip-loader is here http://opengl.org.ru/proton/download/loader.zip )


Title: Re: Newer UQM version
Post by: meep-eep on July 20, 2003, 01:01:39 pm
Quote
is it possible to make a release that reads from zip files?

(a sample code of  zip-loader is here http://opengl.org.ru/proton/download/loader.zip )

Yup, it's possible. In fact, that's what I've spent a lot of my free time on lately. Since 11 days, the cvs version of uqm uses a virtual file system that can read .zip files too. It will be in the next release (whenever that is).



Title: Re: Newer UQM version
Post by: Striker on July 30, 2003, 12:34:38 pm
30-Jul-2003 build out.

Grab it at: http://www.4u-servers.co.uk/~striker/.

As always, please include the CVS timestamp when reporting bugs.

By the way, I realize it's been a long time, but sourceforge's anonymous CVS hasn't been my/our friend lately (in other words, doing CVS checkouts was mostly pointless).

I feel that this is a quite recent build of the CVS tree, so enjoy.

-Striker


Title: Re: Newer UQM version
Post by: Sage on July 31, 2003, 05:33:13 am
Well, so much for needing CVS access. Thanks Striker!

EDIT: Hm...this build isn't working from my standpoint. Apparently uqm needs a zlib-1.dll to execute, but only provides zlib.dll. I've googled around for errors regarding zlib-1.dll, and as I understand it making a copy of zlib.dll named zlib-1.dll works for some programs usng it. However when I do this for uqm I get an error message...

After a great deal of testing and renaming I got things working. First remove keys.cfg from wherever it is. If you have libpng1.dll you need a copy of it named as zlib-1.dll in the uqm install dir. This should allow you to run uqm.exe, and thus generate a new keys.cfg. However I found that this file is in unix text format, and though this probably is still configurable I converted it into a more organized document. For your amusement, I present the unedited document:

Code:
# Default UQM input configuration file.

# Keyboard control definitions follow this point.  Most keys can be
# described in a straightforward manner; consult the name table in
# src/sc2code/libs/input/sdl/keynames.c for the names of unusual keys.
# Most keys can be named by just the symbol they produce.

# Menu controls.  Both sets of arrow keys, basically.  Paging controls
# moving quickly through the file lists in Super Melee.  Zooming
# controls zoom controls in the starmap.  "Cancel" is also used to get
# you into menu mode to begin with.  There is a "Menu-Special" command
# currently unused by the game.  It seems to have been originally used
# to call up details on starships in the Super Melee selection screen.

# Arrow key controls...
Menu-Up: key Up
Menu-Down: key Down
Menu-Right: key Right
Menu-Left: key Left
Menu-Page-Up: key PageUp
Menu-Page-Down: key PageDown
Menu-Zoom-In: key PageUp
Menu-Zoom-Out: key PageDown
Menu-Select: key Return
Menu-Cancel: key Space
Menu-Delete: key Delete

# ... and the number pad.  Note that zoom controls on the starmap are
# different from the paging controls in Super Melee.
Menu-Up: key Keypad-8
Menu-Down: key Keypad-2
Menu-Left: key Keypad-4
Menu-Right: key Keypad-6
Menu-Page-Up: key Keypad-9
Menu-Page-Down: key Keypad-3
Menu-Zoom-In: key Keypad-+
Menu-Zoom-Out: key Keypad--
Menu-Select: key Keypad-Enter
Menu-Cancel: key Keypad-0
Menu-Delete: key Keypad-.

# Player 1's flight controls.  This is the bottom player in Super
# Melee and the player in the full game.  Again, the player has the
# option of using either the number pad or the arrow keys.

Player-1-Thrust: key Return
Player-1-Thrust: key Up
Player-1-Left: key Left
Player-1-Right: key Right
Player-1-Weapon: key RightShift
Player-1-Special: key RightControl
Player-1-Escape: key Escape

Player-1-Thrust: key Keypad-Enter
Player-1-Thrust: key Keypad-8
Player-1-Left: key Keypad-4
Player-1-Right: key Keypad-6

# Lander controls.  These map mostly to Player 1's controls.

Lander-Thrust: key Return
Lander-Thrust: key Up
Lander-Left: key Left
Lander-Right: key Right

Lander-Thrust: key Keypad-Enter
Lander-Thrust: key Keypad-8
Lander-Left: key Keypad-4
Lander-Right: key Keypad-6

Lander-Weapon: key RightShift
Lander-Escape: key Escape

# Player 2's flight controls.  We add the key 'd' to let him
# move down in the super-melee ship selection.
Player-2-Thrust: key e
Player-2-Left: key s
Player-2-Right: key f
Player-2-Down: key d
Player-2-Weapon: key q
Player-2-Special: key a

# System utility keys.
Pause: key F1
Exit: key F10
Abort: key F12

# This is a sample joystick configuration.  This is intended to work
# primarily under WinXP with a USB analag/digital gamepad.  The
# digital aspect of the gamepad happens to present itself to the
# system as a POV hat.  This configuration allows either the digital
# or analog stick to be used simultaneously.

# joystick 0 threshold 10000   # How far to move before it counts; 0-30000
# Menu-Left: joystick 0 axis 0 negative
# Player-1-Left: joystick 0 axis 0 negative
# Lander-Left: joystick 0 axis 0 negative
# Menu-Right: joystick 0 axis 0 positive
# Player-1-Right: joystick 0 axis 0 positive
# Lander-Right: joystick 0 axis 0 positive
# Menu-Up: joystick 0 axis 1 negative
# Player-1-Thrust: joystick 0 axis 1 negative
# Lander-Thrust: joystick 0 axis 1 negative
# Menu-Down: joystick 0 axis 1 positive
# Menu-Cancel: joystick 0 button 0
# Player-1-Special: joystick 0 button 0
# Menu-Select: joystick 0 button 1
# Player-1-Weapon: joystick 0 button 1
# Lander-Weapon: joystick 0 button 1
# Menu-Page-Up: joystick 0 button 4
# Menu-Page-Down: joystick 0 button 5
# Menu-Zoom-In: joystick 0 button 6
# Player-1-Escape: joystick 0 button 6
# Lander-Escape: joystick 0 button 6
# Menu-Zoom-Out: joystick 0 button 7

# And now the POV hat controls.
# Menu-Left: joystick 0 hat 0 left
# Player-1-Left: joystick 0 hat 0 left
# Lander-Left: joystick 0 hat 0 left
# Menu-Right: joystick 0 hat 0 right
# Player-1-Right: joystick 0 hat 0 right
# Lander-Right: joystick 0 hat 0 right
# Menu-Up: joystick 0 hat 0 up
# Player-1-Thrust: joystick 0 hat 0 up
# Lander-Thrust: joystick 0 hat 0 up
# Menu-Down: joystick 0 hat 0 down


I would post up a link to this, but since my webserver is down and my only webspace is on geocities I see no point in hitting my bandwitdh cap after a few minutes ;)

Using these changes, the current unofficial build should be playable (at least enough to configure and run). I have no idea of any other bugs but I figured this was important enough to post up here.


Title: Re: Newer UQM version
Post by: Defender on July 31, 2003, 06:08:30 am
 ;Dmany thanks to you Striker! and for anyone else whos been waiting for an update...HOT DAMN!! YAHOO! YIPPEE! BOUNCE!, BOUNCE!, HAPPY,HAPPY,JOY,JOY!  ;D

ok im done making a fool of myself...
~DEFIANT


Title: Re: Newer UQM version
Post by: Striker on July 31, 2003, 06:32:12 pm
Yeah, I noticed it needed zlib-1.dll as well, but I'm fairly sure I modified the installer to include it, odd.

You can find it here: http://prdownloads.sourceforge.net/gnuwin32/zlib-1.1.4-1-bin.zip?download, that should make it work without all the hassle.

-Striker


Title: Re: Newer UQM version
Post by: player1 on August 01, 2003, 12:29:17 am
I had same DLL probelm.

But the I started upgarde again, and selected to reintall all DLLs option and it worked fine.

P.S.
Of course I needed to delete keys.cfg too.


Title: Re: Newer UQM version
Post by: GoNzOTW on August 01, 2003, 05:52:55 am
Okay, I'm a newb to this (just found out about this converstion last night), and I was wondering if anybody could help.


I have downloaded the "official" installer, voice, sound, and content files.

I have also downloaded the latest build installer from this thread.

What boxs do I need to check in the installer in order to get this latest build to work?

The error I'm getting when I try to play is this...

Code:

Initializing SDL (pure).
SDL driver used: directx
SDL initialized.
Initializing Screen.
Set the resolution to: 640x480x32
Initializing SDL audio subsystem.
SDL audio subsystem initialized.
Initializing MixSDL mixer.
MixSDL using driver 'SDL_audio'
MixSDL Mixer initialized.
   opened dsound at 44100 Hz 16 bit stereo, 4096 samples audio buffer
Initializing sound decoders.
Sound decoders initialized.
1 joysticks were found.
The names of the joysticks are:
   Microsoft PC-joystick driver
VControl: Expected ':' on config file line 30
VControl: Expected ':' on config file line 32
VControl: Expected ':' on config file line 34
VControl: Expected ':' on config file line 38
VControl: Expected ':' on config file line 39
VControl: Expected ':' on config file line 40
VControl: Expected ':' on config file line 41
VControl: Expected ':' on config file line 42
VControl: Expected ':' on config file line 43
VControl: Expected ':' on config file line 44
VControl: Expected ':' on config file line 45
VControl: Expected ':' on config file line 46
VControl: Expected ':' on config file line 47
VControl: Expected ':' on config file line 79
VControl: Expected ':' on config file line 80
VControl: Expected ':' on config file line 81
VControl: Expected ':' on config file line 82
VControl: Expected ':' on config file line 83
VControl: Expected ':' on config file line 84
VControl: Expected ':' on config file line 85
VControl: Expected ':' on config file line 86
VControl: Expected ':' on config file line 87
VControl: Expected ':' on config file line 88
23 errors encountered in key configuration file.
Hey!  you haven't updated your keys.cfg to use the new system, have you?
Delete keys.cfg and try again.
If you've done that and it STILL doesn't work, make sure your content/starcon.ke
y is up todate.



I've tried what the message says, but it doesn't seem to work.

I don't know if this is something I'm doing wrong in the update installer or what.


Any help?


Title: Re: Newer UQM version
Post by: GoNzOTW on August 01, 2003, 06:04:02 am
Okay, I tried something else.

I replaced the content of keys.cfg and starcon.key with some that was posted up above this post.


Not the game crashes while loading the key configs.

And about the installer again, so I need to check the boxes for voice, content, and sound? I get errors when it tries to download them, and I hope I don't need them because the voices data took long enough on 56K. :)


Title: Re: Newer UQM version
Post by: GoNzOTW on August 01, 2003, 06:41:23 am
Well, it looks like I got it working. :)

Just checked everything except the content, voice, and sound files. SWEET!

Look for another dumb question in its very own thread soon!


Title: Re: Newer UQM version
Post by: TD on August 02, 2003, 11:42:35 am
I installed the exe and updated libraries over 0.2 content/voice/music and am getting the same problem as GoNzOTW. I have zlib-1.dll and have tried deleting keys.cfg which didn't work and updating starcon.key from the CVS which caused it to crash on startup.

Any ideas?


Title: Re: Newer UQM version
Post by: GoNzOTW on August 03, 2003, 12:50:28 pm
Earlier in this thread, somebody posted the content of their keys file. Copy and paste that into yours, that's what fixed mine (once I got the install right).


Title: Re: Newer UQM version
Post by: Defender on August 04, 2003, 11:34:51 am
after installing the lastes build, the only error im getting is:

fatel error: couldn't mount content dir, no such file or directory

any ideas about this one? i did not recieve any .dll errors like the ones posted. it just crashes in that dos window.

running:
windows 98 se
celeron 600mhz
voodoo 5 pci
ess allegro sound

hope some one can figure this out
~DEFIANT


Title: Re: Newer UQM version
Post by: TD on August 04, 2003, 11:56:47 am
Quote
Earlier in this thread, somebody posted the content of their keys file. Copy and paste that into yours, that's what fixed mine (once I got the install right).

Yes I said I've tried that. It still crashes at:

(http://homepages.paradise.net.nz/newtonki/uqmerror.png)


Title: Re: Newer UQM version
Post by: Defender on August 05, 2003, 10:19:31 am
Striker-
can i go from version .1 to your lastest build, without upgrading to the offical .2 version. im having problems running your latest build, it keeps crashing, and from what i can see in the dos window, it says:

"fatel error: couldn't mount content dir, no such file or directory."

then it crashes.  the content directory is still there. your  last build worked flawlessly. also to anyone that knows whats up with downloading with the version .2 installer? i cant make a connection because i get timed out. please, any help would be greatly apppreciated.
~DEFIANT


Title: Re: Newer UQM version
Post by: ErekLich on August 06, 2003, 10:33:00 am
Quote
Yeah, I noticed it needed zlib-1.dll as well, but I'm fairly sure I modified the installer to include it, odd.

You can find it here: http://prdownloads.sourceforge.net/gnuwin32/zlib-1.1.4-1-bin.zip?download, that should make it work without all the hassle.

-Striker


Um, okay, where do you put these fiels once you DL them?  (btw I tried re-downloading your laast update and it still crashes saying you need dll)


Title: Re: Newer UQM version
Post by: Idot on August 08, 2003, 10:46:39 am
where I can download a version that could read from zip-files?


Title: Re: Newer UQM version
Post by: Nic. on August 09, 2003, 03:46:36 am
The FAQ (http://uqm.stack.nl/cgi-bin/yabb/YaBB.pl?board=Techissues;action=display;num=1055809834) knows all.  See the section on "unofficial CVS builds"


Title: Re: Newer UQM version
Post by: Idot on August 09, 2003, 10:19:56 am
Nic.
your link has no answer for my qusetion! >:(


Title: Re: Newer UQM version
Post by: Nic. on August 09, 2003, 01:46:34 pm
In order to have your question answered you are required to actually READ the FAQ.  Considering that your question is the first one addressed in the FAQ, one can only conclude that you didn't.


Title: Re: Newer UQM version
Post by: Idot on August 10, 2003, 08:53:36 am
Nic.
if you read this topic you'll see that about a month ago it was promised to make a release that could read zip's
however I don't see such release

if you think that other people are idiot and only you are smart it is your problem >:(


Title: Re: Newer UQM version
Post by: Paxtez on August 10, 2003, 11:39:42 am
Dude, read.  You want the unoffical CVS build of the game.  That newer version does have .zip file support.


Title: Re: Newer UQM version
Post by: Idot on August 11, 2003, 08:01:00 am
Paxtez
Thanks!


Title: Re: Newer UQM version
Post by: David on August 12, 2003, 01:03:30 pm
Quote


Um, okay, where do you put these fiels once you DL them?  (btw I tried re-downloading your laast update and it still crashes saying you need dll)


Put zlib-1.dll in the game directory (eg C:\Program Files\The Ur-Quan Masters\) and it should work


Title: Re: Newer UQM version
Post by: Idot on August 13, 2003, 10:23:26 am
fatal error: couldn't mount content dir, no such file or directory ???


Title: Re: Newer UQM version
Post by: Defender on August 13, 2003, 11:35:48 am
thats the same error i keep getting ever time i try and up date Strikers build!! Striker if your out there, please we need your help. hopefully it can be fixed or a soulution found. i kind of was looking forward to this update. its been a while. =sigh=
~DEFIANT


Title: Re: Newer UQM version
Post by: Paxtez on August 13, 2003, 01:45:23 pm
Do you have a content dir in the folder where uqm.exe is?  What's in it? etc?


Title: Re: Newer UQM version
Post by: Defender on August 13, 2003, 07:13:30 pm
yes, everything is as it should be from what i can tell. im no computer wiz so if one file was missing i wouldn,t know. but it all looks the same when i compare the latest build to the previous one. i believe there are a couple of new files in the new vs the old. but thats as i far i know.
~DEFIANT ???


Title: Re: Newer UQM version
Post by: dhiraj on August 18, 2003, 08:06:40 am
hi,

i just tried to install UM and play UM and it didnt work for the same reasons as mentioned above. i download 0.2 windows first, then installed that, then installed strider's 0.24 update. it cant find the z-lib dll file and i checked the directory and its definitely there.

any ideas?


Title: Re: Newer UQM version
Post by: Driller Killer on August 18, 2003, 04:55:19 pm
Just thought I might point out to people that I was getting errors similar to those described above, ie:

fatal error: couldn't mount content dir, no such file or directory

The apparent solution was to move the game to the default installation location (C:\Program Files\The Ur-Quan Masters\).


Title: Re: Newer UQM version
Post by: Defender on August 19, 2003, 05:12:31 am
thats where mine has always been installed. where was yours, before you moved it to the default location?
i wish it was working, im starting to go through withdrawls. i need a fix, (pun intended) :P
~DEFIANT


Title: Re: Newer UQM version
Post by: Paxtez on August 19, 2003, 05:45:22 am
Ok, just making sure...
In the UQM dir, you have UQM.exe, the DLL's, then the content folder, inside the content folder you have about 30 folders, plus about 30 files?
Also make sure that when you are running UQM that you are not using a '-n' flag (points the content dir to a new folder)


Title: Re: Newer UQM version
Post by: Defender on August 19, 2003, 09:44:12 am
i have 89 objects, 35.1 KB, in the content folder. i tried to use the -n command to force the game to look at the content file, it changed something in the background dos window, but it flashes by to fast for me to read it. then it crashes like b4. it was working awesome in in his last build.

my specs:
windows 98 se
600 Mhz compaq presario 5000 series
319 mb ram
voodoo 5 pci video card
ess allegro sound card
about 85-90% free system resources
direct x 9b? what ever is the latest i just upgraded the other day.

maybe this is a bug?
it doesnt matter if i drag the UQM to the desktop, or patch it in the default location. still the same thing. oh how i hate this infernal machines >:(
~DEFIANT  




Title: Re: Newer UQM version
Post by: Paxtez on August 19, 2003, 01:02:28 pm
Quote
it doesnt matter if i drag the UQM to the desktop, or patch it in the default location.


What do you mean by that?
UQM doesn't really care where it is, as long as it has the DLLs and the content folder in the same dir.
How are you trying to start UQM?  Double clicking on the actually UQM.exe file in main UQM folder, or a short cut of somesort?


Title: Re: Newer UQM version
Post by: Defender on August 20, 2003, 05:10:34 am
i have the original install program saved to disk. i erased everything and started over, allowing UQM to install to its default location: C:\Program Files\The Ur-Quan Masters
what i ment about the desktop thing, i draged the whole UQM file to my desktop, then i patched it there to see if it made a differance since you said you moved your file, i thought id try the reverse. no such luck.
ive tried double click on my short cut of UQM, and also the exe in the UQM file itself, same out come. i didnt do anything different than i normally do when i patch with Strikers build. ie: download the insaller, click it, highlight upgrade and dll's, start menu, then download from the internet. ive also tried different combos with the installer.
how do i go about maybe getting the files off source forge and compileing? them myself? that way i could just update with out having to wait for striker or the new version to come out. can some one may be point me in the right direction plez and thank you.
~DEFIANT


Title: Re: Newer UQM version
Post by: Idot on August 20, 2003, 09:25:01 am
Driller Killer
Quote
fatal error: couldn't mount content dir, no such file or directory  
The apparent solution was to move the game to the default installation location (C:\Program Files\The Ur-Quan Masters\).

I can't! :'(
I don't have enough space on my drive C: 'cause its' size is only 2GB and it is made only for windows and some common files


Title: Re: Newer UQM version
Post by: Death 999 on August 20, 2003, 09:05:49 pm
Perhaps you can put a shortcut at C:\Program Files\The Ur-Quan Masters pointing at the real UQM directory?

I don't know how much like symlinks shortcuts are... not very much, I gather... but it might be worth a shot.


Title: Re: Newer UQM version
Post by: Defender on August 24, 2003, 08:45:56 pm
Death_999:
what do you mean by put a shortcut in the uqm dir?
was this fix directed at me or Diller Killer? damn i wish Striker was around maybe he would have an idea whats going on. looks like im stuck to playing his last build since i cant get it working.
~DEFIANT


Title: Re: Newer UQM version
Post by: Idot on August 25, 2003, 09:17:58 am
I agree with DEFIANT
and also I need a kind of instruction "how to use zipped files with the newest version?"


Title: Re: Newer UQM version
Post by: Paxtez on August 25, 2003, 05:26:38 pm
The zip files go in a folder named 'packages' inside the content folder.  The zip files have to have the path to the file (not counting the content folder).  So you can zip the melee dir, and as long as the files are stored as 'melee\blah.blah' and not 'blah.blah' it should work.


Title: Re: Newer UQM version
Post by: Death 999 on August 25, 2003, 11:40:04 pm
Quote
Death_999:
what do you mean by put a shortcut in the uqm dir?


I said, 'at'. I mean, it's looking for a directory at location X. This is not where you have the uqm directory. So create a shortcut pointing to the real location, and put the shortcut where UQM expects to find the directory.

From what I understand of shortcuts, though, I'd be a little surprised if this worked.


Title: Re: Newer UQM version
Post by: Idot on August 31, 2003, 07:38:02 am
how I acn use the standard packages?
like \content\packages\yuqm-0.2-content.zip ?


Title: Re: Newer UQM version
Post by: Idot on September 03, 2003, 10:17:02 am
is it possible to new version add an option to see old dialogs?
(it isn't a good idea to seat with a pen and  piece of paper :-[)


Title: Re: Newer UQM version
Post by: Idot on September 09, 2003, 07:59:10 am
If I just rename uqm-0.2-voice.zip & uqm-0.2-3domusic.zip to uqm-0.3-voice.zip & uqm-0.3-3domusic.zip will they work?


Title: Re: Newer UQM version
Post by: Paxtez on September 09, 2003, 01:21:33 pm
You don't even have to rename it, it should still work fine.  The 3do music package wasn't changed at all (iirc), while the voices only had two minor changes (that I know of).


Title: Re: Newer UQM version
Post by: NECRO-99 on September 10, 2003, 02:32:19 am
*Blunders in like an idiot*

Ok, this comes from a total layman about compiling, etc.

I downloaded the source for 0.3. Done.
Checked the "Install" file, it told me to get some GNU zipper called "make". Done
Now I've not a clue what to do. 0.2 still works, but I haven't the slightest idea where to start on updating. Hilf mir!


Title: Re: Newer UQM version
Post by: Deep-Jiffa on September 10, 2003, 03:40:06 am
You can start by uninstalling 0.2.


Title: Re: Newer UQM version
Post by: Death 999 on September 10, 2003, 05:56:18 am
Or, to be a little less risky with it, moving 0.2 out of the way...

SO:
what platform are you on? Linux?

there are more complete installation instructions in
(uqm-home)/doc/users/unixinstall

That should do it.


Title: Re: Newer UQM version
Post by: NECRO-99 on September 10, 2003, 09:27:09 am
I'm a Windows 98'er, so I guess I'll look around for something like "wininstall.txt" ;)
.
.
.
...ok, no such creature. I unzipped everything, but that didnt do it.  Read the manual, it says nothing that I can glean about installation. Urgh.
*grabs his club, scratches his head and goes back into his cave until the next reply*


Title: Re: Newer UQM version
Post by: Novus on September 10, 2003, 12:38:58 pm
Quote
I'm a Windows 98'er, so I guess I'll look around for something like "wininstall.txt" ;)
Try reading sc2/INSTALL.mingw from the UQM source distribution. It contains instructions on compiling UQM under Windows using the MinGW tool set.