Title: UQM 0.7.0 release candidate 2 Post by: fossil on May 30, 2011, 04:56:26 pm 0.7.0-rc1 (http://forum.uqm.stack.nl/index.php?topic=4978.0) was so close, but not good enough. So here (http://uqm.stack.nl/files/release/0.7.0-rc2/) is release candidate 2. It mostly fixes the bugs found in rc1, but there are also a couple additions to the game as you can see below.
As with rc1, please post your experiences in this thread. Bugs should go to our bug tracker (https://bugs.uqm.stack.nl/) as usual. The Windows installer still needs all the content packages to be in the directory from which it is started. If you have previously downloaded rc1, you will need to redownload the following two packages as they have changed: uqm-0.7.0-content.uqm and uqm-0.7.0-voice.uqm. The 3DO music and remix packages are unchanged. Changes from 0.7.0-rc1: - Added spoken Slylandro probe coordinates - Added the missing bits to the no-voice versions of Mycon, Syreen and Utwig dialogue - New lander reports for Supox ruins and Ultron. The reports text is new content from TFB. - Various documentation files brought up to date - Cannot talk to Ilwrath with a 'caster anymore after they die off - Syreen dialog tree no longer resets after visiting the Syreen Vault for the very first time - Fixed minor lander report inconsistency at the Syreen Vault - Fixed Syreen Vault lander report infinite loop (this involved changing a lot of code; the more you can test picking up all the various devices from planets, the better) - Fixed an SDL bug on Windows which caused the mouse pointer to stop moving while UQM was on fullscreen in background - Windows installer has all the OpenAL pieces needed - Windows installer does not create an extra addons/ directory in packages/ A list of changes since 0.6.2 is here (http://sc2.svn.sourceforge.net/viewvc/sc2/trunk/sc2/WhatsNew?revision=3622). Have fun! -- The Ur-Quan Masters core team. Title: Re: UQM 0.7.0 release candidate 2 Post by: Megagun on May 30, 2011, 07:09:24 pm ..and closer yet to an official 0.7.0 release! :)
- New lander reports for Supox ruins and Ultron. The reports text is new content from TFB. Now I'm wondering what the lander report was like before this change. Was there even any text?By the way, the Windows installer is trying to grab "/sourceforge/sc2/UQM/0.6.0/uqm-0.7.0-content.uqm" from downloads.sourceforge.net. Shouldn't that be /sc2/UQM/0.7.0 for the final release? Yes, I didn't read and checked with Wireshark before realizing that the Windows installer isn't supposed to work yet. :P Title: Re: UQM 0.7.0 release candidate 2 Post by: fossil on May 30, 2011, 11:30:28 pm Now I'm wondering what the lander report was like before this change. Was there even any text? It was the standard "EVERYONE AND EVERYTHING ON THIS PLANET HAS BEEN DESTROYED, CAPTAIN." It had no mention of the Ultron, even though you would pick it up.By the way, the Windows installer is trying to grab "/sourceforge/sc2/UQM/0.6.0/uqm-0.7.0-content.uqm" from downloads.sourceforge.net. Shouldn't that be /sc2/UQM/0.7.0 for the final release? And it will be, I think. But since there are no 0.7 packages up on SF, it's moot at the moment.Title: Re: UQM 0.7.0 release candidate 2 Post by: Vee-R on June 02, 2011, 11:08:34 pm new content from TFB. already makes this version awesome. Quote - Added the missing bits to the no-voice versions of Mycon, Syreen and Utwig dialogue So do the texts in question reflect the original PC version now? I've posted my "reconstructions" of the missing Mycon audio elsewhere on this forum, a couple of years ago I think. Perhaps now they could be considered for inclusion? Also, what about the Melnorme "MetaChron" dialogue? Title: Re: UQM 0.7.0 release candidate 2 Post by: evktalo on June 03, 2011, 12:41:58 pm new content from TFB. already makes this version awesome. Agreed! Yes, had to post just that. --Eino Title: Re: UQM 0.7.0 release candidate 2 Post by: Anym on June 03, 2011, 01:28:40 pm So do the texts in question reflect the original PC version now? I've posted my "reconstructions" of the missing Mycon audio elsewhere on this forum, a couple of years ago I think. Perhaps now they could be considered for inclusion? I'd like to second that. There seem to have been several (I'm counting three at least) attempts to recreate that audio and Vee-R's is my favorite by far. I used it for my last playthrough and wouldn't want to play (or recommend) the game without it anymore. Title: Re: UQM 0.7.0 release candidate 2 Post by: fossil on June 03, 2011, 06:59:09 pm So do the texts in question reflect the original PC version now? Yes, they do, but only the missing bits. Other unrelated lines still match the 3DO voices.I've posted my "reconstructions" of the missing Mycon audio elsewhere on this forum, a couple of years ago I think. Perhaps now they could be considered for inclusion? Not yet; there is something else going on right now. I will not go into details until we are sure. One of the problems with the reconstructions is that there is more Mycon dialog which is not covered.Also, what about the Melnorme "MetaChron" dialogue? We have not discussed that in detail among the team, but it would not be a technical problem to add that to the no-voice script.Title: Re: UQM 0.7.0 release candidate 2 Post by: Vee-R on June 04, 2011, 09:17:56 pm Not yet; there is something else going on right now. I will not go into details until we are sure. One of the problems with the reconstructions is that there is more Mycon dialog which is not covered. Interesting - might have a look at the dialogue differences again, I'd love to try my hand at more of these some time anyway. All other considerations are up to you and the team, but there's always the option of an add-on (http://forum.uqm.stack.nl/index.php?topic=4724.0) (credit to Anym - thanks man). Title: Re: UQM 0.7.0 release candidate 2 Post by: hobi on June 17, 2011, 10:49:05 am I cant fint anything bad to say about this :D
Title: Re: UQM 0.7.0 release candidate 2 Post by: Gekko on June 17, 2011, 02:15:45 pm Any hopes of getting the special key to empty the ship slot in the Super Melee ship menu? This was in 0.6.2, and it was faster than using the delete key.
Go to Super Melee fleet menu Press fire on a ship slot (control is default) The ship selection window opens Press special key (shift is default) The slot is now empty Now the only (?) way to remove a ship from a slot is by pressing delete on the slot. I don't know if all keyboards have a delete button, or is it insert that they have removed from some? Title: Re: UQM 0.7.0 release candidate 2 Post by: fossil on June 17, 2011, 07:08:44 pm Any hopes of getting the special key to empty the ship slot in the Super Melee ship menu? This was in 0.6.2, and it was faster than using the delete key. Umm, how is pressing two keys faster than pressing one key? Using the delete key even moves the selection to the next slot automatically! Besides, there are certain conventions when designing an interface, i.e. a Cancel key should not delete stuff, it should cancel the action.Now the only (?) way to remove a ship from a slot is by pressing delete on the slot. I don't know if all keyboards have a delete button, or is it insert that they have removed from some? AFAIK, all full-size keyboards have a Delete key, even Apple ones (known as Forward Delete?) If you want to or have to use a different key, you can remap it to any key in the ~/.uqm/override.cfg file (or Application Data/uqm/override.cfg on Windows) like so:Code: delete.1 = STRING:key F2 Title: Re: UQM 0.7.0 release candidate 2 Post by: Death 999 on June 18, 2011, 06:28:05 pm Pressing a 2-key chord is faster than pressing 1 key if the 2 keys are where your fingers are and the 1 key requires reaching to the edge of the keyboard specially. That said, this is really not a big deal, I think. I didn't even know you could press delete to clear a spot, and I was okay. If anything needs to change, it's letting you know of these possibilities.
Title: Re: UQM 0.7.0 release candidate 2 Post by: Envoy on June 19, 2011, 01:51:22 pm Sorry if it's a stupid question, but does the save files from 0.6.2 work in this version?
Title: Re: UQM 0.7.0 release candidate 2 Post by: Soltis on June 19, 2011, 08:42:36 pm Why in the world was the control config file schema re-done yet again?
And much more important, why in god's name did you guys remove the configurable menu controls? I had ESDF/Space/Shift set to menu movement/select/cancel and now I can't do that. Title: Re: UQM 0.7.0 release candidate 2 Post by: fossil on June 19, 2011, 09:25:02 pm Why in the world was the control config file schema re-done yet again? In order to use the same format and code that the RMP files use.And much more important, why in god's name did you guys remove the configurable menu controls? The menu controls were never configurable online. To change them see the post above. The menu controls are not part of online config so that you could not get your controls to an unusable state. Granted, some menu controls should be made configurable, like the search, next, zoom-in and zoom-out keys, and maybe others. We'll get right on that :PI had ESDF/Space/Shift set to menu movement/select/cancel and now I can't do that. Yes, you can. See post above.Also, you did notice "0" being the first digit in the version number, right? Title: Re: UQM 0.7.0 release candidate 2 Post by: TorNis on June 19, 2011, 11:57:13 pm Epic.
UQM 0.7.0 final release - means I should replay Star Control 2 once again :) One question to developers: Will old Time mod/De-cleansing work with your release? I enjoy exploring SC II world without any time limit. ^^ Or...perhaps you can add this option in the game itself? That would be awesome. Title: Re: UQM 0.7.0 release candidate 2 Post by: JHGuitarFreak on June 20, 2011, 07:12:11 am The Time, De-Cleansing, and FMV mod will be updated no more than a few days after the release of 0.7.0 final.
Depending on what I got going on at that time. Title: Re: UQM 0.7.0 release candidate 2 Post by: Defender on June 20, 2011, 09:25:48 pm So how close are we to a release?...I know, it's done when it's done...no really...how long?
Title: Re: UQM 0.7.0 release candidate 2 Post by: fossil on June 21, 2011, 07:12:02 pm It might help move things along if people were to state their experiences with RC2 here. Things like "I did a full playthrough and found no problems", and not just bugs you may find, are helpful. Otherwise, we are quite happy with RC2 so far, so the release could be any day now. It's just a matter of getting some time to do it, as everyone is quite busy at the moment.
Title: Re: UQM 0.7.0 release candidate 2 Post by: Admiral Zeratul on June 21, 2011, 09:01:32 pm Excellent! After all this time, we are finally getting a new version number! ;D I shall download this RC when I find the time.
Title: Re: UQM 0.7.0 release candidate 2 Post by: JHGuitarFreak on June 22, 2011, 06:41:54 am I've played and had no problems.
Although, even though you guys know this, UQM has a hard time reading the 3DO videos out of a zip file. It isn't consistent with it either, it could lock up on any of the videos at any given time but it could also not lock up at all and play every video just fine. On the subject of videos, a quick question; If I were to host the entire collection of videos would anybody be opposed? I know there could be a legal issue with it and I'll cross that bridge when I get to it, but for the time being it would be a heck of a lot more convenient than to download a 3rd party program to rip the 3DO CD, create a .RMP index, and organize the videos in their respective folders and hope to god you didn't misspell anything in the process. (For awhile I thought I coded the videos in wrong for the FMV mod because I kept getting the Crystal Dynamics Logo sound in with the Ship Spins). Title: Re: UQM 0.7.0 release candidate 2 Post by: Hunter on June 25, 2011, 11:44:55 pm Oh, cool, an UQM update! ;D
Title: Re: UQM 0.7.0 release candidate 2 Post by: Soltis on July 29, 2011, 11:56:43 pm Why in the world was the control config file schema re-done yet again? In order to use the same format and code that the RMP files use.And much more important, why in god's name did you guys remove the configurable menu controls? The menu controls were never configurable online. To change them see the post above. The menu controls are not part of online config so that you could not get your controls to an unusable state. Granted, some menu controls should be made configurable, like the search, next, zoom-in and zoom-out keys, and maybe others. We'll get right on that :PI had ESDF/Space/Shift set to menu movement/select/cancel and now I can't do that. Yes, you can. See post above.Also, you did notice "0" being the first digit in the version number, right? I know they were never configurable through the menus; I couldn't figure out how to do it by editing the config file manually, though. If the RMP format is documented (and allows for manual configuration of menu up/down/select/etc) then I'll stop being a *sad animal*. Suggestion: allow on-line configuration of all controls (including menu selection, etc) but include a "panic button" (Ctrl+F11, e.g.; whatever you think works best) which would revert the "mandatory" controls to some safe default. |