Title: Project 6014 Demo v 0.2 release Post by: Cedric6014 on December 02, 2011, 08:35:19 pm Hi everyone, the Project 6014 team is pleased to announce the release of v0.2 - the second demo for Project6014
You can get everything you need here: http://code.google.com/p/project6014/wiki/Downloads?tm=2 (http://code.google.com/p/project6014/wiki/Downloads?tm=2) You'll notice that there are two High res options - x2 and x4 There will no doubt be plenty of bugs. If you could please leave your comments in this thread that would be most appreciated. This release presents hundreds of hours of hard work by the team, in particular Damon, Jaakko, Benjamin, Kwayne and edmund. Enjoy! Title: Re: Project 6014 Demo v 0.2 release Post by: Yayap on December 02, 2011, 09:16:38 pm Love what you did with it. Just wondering if there is any new content after defeating the Lurg or is it still end there like v0.1? My game keeps crashing there now so I don't know.
Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on December 02, 2011, 10:05:06 pm We're not sure why the demo is crashing there. It's a bug we're going to fix shortly. It's been working fine on my machine :-(
No, not much is new after the defeat of the Lurg. We primarily released it to squash any bugs like the ones you encountered. Nobody has ever taken on something of this scale before, so we're pretty sure we're going to run into a few snags. Seeing the game in high resolution is a real treat: (http://star-control.com/community/download/file.php?id=360) I'd love some feedback on it. Good or bad. We've spent an insane amount of time on it, so I'd like to see what we've done right and wrong. We tried really hard to give it the feel of the original game. Also, even though the game is in high resolution. There's a lot more detail in there: Check out some of Zenzmurfy's models: http://star-control.com/community/viewtopic.php?f=7&t=650 Title: Re: Project 6014 Demo v 0.2 release Post by: Yayap on December 02, 2011, 10:47:11 pm The rotating planets and obits are an awesome bonus.
Story is great so far. Great idea having multiple models for conversations. (I hope more modules will be able to be bought for my main ship in future releases) Title: Re: Project 6014 Demo v 0.2 release Post by: chenjesuwizard on December 02, 2011, 11:22:51 pm Loved it!
Some Comments: (click to show/hide) Title: Re: Project 6014 Demo v 0.2 release Post by: Tiberian on December 03, 2011, 11:09:57 am The game crashed when the storage bay was almost full and I returned to the ship with a lander. I used the Windows installer.
More presicely: There was some room in the storage bay, but not enough for a full lander load. So the lander's cargo space was limited to about 70%. I gathered minerals as much as fitted in the lander. The game crashed at the end of the "returning to ship" animation. *edit* The game crashed again. This time I had gathered two lander silos of bio-data and one silo of minerals. I don't know if that had anything to do with the crash. The game crashed when I selected "navigate" in the planet menu. It was in orbit of the second planet of Delta Bessel. Title: Re: Project 6014 Demo v 0.2 release Post by: Alvarin on December 03, 2011, 02:39:55 pm I can't run the demo2 with sound. It opens and closes the window instantly. Did not want to try to play the demo without sound.
I'm on Ubuntu 10.04 (LL). I've checked and I have openAL libraries, plus upon installation it said all dependencies satisfied... Any ideas? Title: Re: Project 6014 Demo v 0.2 release Post by: Megagun on December 03, 2011, 03:36:49 pm Alvarin: That's odd. I'm getting myself a 10.04 Ubuntu VM right now to test it out and see if I can get the same kind of issue to appear over here. Do you get any odd output when you're running p6014 from a terminal window?
Title: Re: Project 6014 Demo v 0.2 release Post by: chenjesuwizard on December 03, 2011, 04:13:30 pm Why did you remove the transport ship between Procyon and Earth?
Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on December 03, 2011, 04:16:57 pm It's still there
Title: Re: Project 6014 Demo v 0.2 release Post by: Megagun on December 03, 2011, 04:27:31 pm Alvarin: I'm unable to reproduce this on a 10.04 Ubuntu VM. Please execute the following in a terminal:
Code: sudo apt-get update (you should have libmikmod2, but it won't hurt to try)sudo apt-get install libmikmod2 Then run the following in a terminal and give me the output: Code: p6014 Also, which p6014 packages do you have installed?If you can't remember anymore, the output from the following command will tell you: Code: sudo apt-cache search p6014 Lastly, did you have a previous installation of p6014 installed (demo 0.1)? Title: Re: Project 6014 Demo v 0.2 release Post by: Alvarin on December 03, 2011, 06:03:44 pm I believe the problem is
Quote Unable to open audio device: No available audio device but I have sound on everything else...Sound driver initialization failed. This may happen when a soundcard is not present or not available. I did have the libmikmod2 and I have removed uqm and 0.1 demo. I have only installed the very minimum after removing everything, for best chances. Quote alvarin@alvarin-laptop:~$ sudo apt-cache search p6014 p6014 - Project 6014 - A fan-made sequel to The Ur-Quan Masters p6014-content - The non-hires content packages for Project 6014, version 0.2.0 Title: Re: Project 6014 Demo v 0.2 release Post by: Megagun on December 03, 2011, 06:43:42 pm Ah, the mysteries of Linux Audio. Try to understand them, but can you?
No! They're mysteries! Looks like you need to set SDL_AUDIODRIVER to whatever audio system you use Let's see what you're using right now, by giving me the output of: Code: env | grep SDL (this may return nothing at all)Let's try to fix this by using a lot of common arguments for SDL_AUDIODRIVER (see http://sdl.beuc.net/sdl.wiki/SDL_envvars): Try the following commands. One of these will hopefully work. Code: export SDL_AUDIODRIVER=pulse; p6014 export SDL_AUDIODRIVER=alsa; p6014 export SDL_AUDIODRIVER=dsp; p6014 export SDL_AUDIODRIVER=dma; p6014 export SDL_AUDIODRIVER=esd; p6014 export SDL_AUDIODRIVER=audio; p6014 Title: Re: Project 6014 Demo v 0.2 release Post by: Alvarin on December 03, 2011, 07:07:00 pm Thank you very much for the help attempts!
The first line returned nothing and neither of the sound options worked, sadly. As this is clearly my side problem, I'll try to google for solutions. Perhaps I'll clean-install the OS, intended to do so for a while anyways... EDIT I've got it working! I have previously set up everything to use alsa, but when I checked the SDL packages, it was sdl-pulseaudio. Replaced with sdl-alsa and it did the trick. Thank you again for the help! EDIT2 - two graphical issues: 1- no orbit for Yehat/Pkunk starbase 2- when ships approach in hyperspace, on the screen edge they are black orb, as in original. At about half-screen range the graphics start to cycle through supergiant icons. EDIT3 - and it crushed upon exiting ORZ portal thingee conversation. Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on December 03, 2011, 11:04:26 pm 2- when ships approach in hyperspace, on the screen edge they are black orb, as in original. At about half-screen range the graphics start to cycle through supergiant icons. Hmmm... Are you running at 640x480 or 1280x960? Title: Re: Project 6014 Demo v 0.2 release Post by: Alvarin on December 03, 2011, 11:50:05 pm I'm on base content (not hi-res) and windowed mode in 800x600
Title: Re: Project 6014 Demo v 0.2 release Post by: Alvarin on December 04, 2011, 04:54:47 pm Several graphical issues on hi-res 640x480
Earthling ship encounter (had only one, with old guy as captain) was not animated. On Slylandro battle encounter the ship icon in mellee was not centered, but placed to lower-left corner of it's window. When selling a lander there is red outline left in the box When loosing crew in lander, the "empty space" does nor cover the green sphere fully, leaving fat green outline. On outfit ship screen the crew dots are not aligned with ship outline. Fuel bar is in weird place too. Buying fuel the fill bar is taller than the "window" for it and leaves ~25% empty on the right. Lurg encounter animation had problem with right lava lamp Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on December 04, 2011, 06:11:03 pm I think I have a fix for the graphical issues of weird text:
I think I figured out the problem: 1. Don't set the graphics to 640x480 or 1074x768. Use the Hi-Res640x480 or Hi-Res1280x960 options instead. (If you can, choose the 1280 option. It's better) 2. Set the Scalar to NONE. 3. Quit setup menu. 4. Probably will need to restart. 5. Enjoy! To those with the garbled text: Hi-Res1280 looks like: OIRAS12&OX9$0 Hi-Res640 looks like: OIRS$"0X"&0 SCALAR set to none looks like: NONA The "4ATURN TO MAIN MENU" (http://project6014.googlecode.com/issues/attachment?aid=290006001&name=graphics2.jpg&token=aud5PHA031AxYhVqIZgxBKKE1a4%3A1323018475639&inline=1) (http://project6014.googlecode.com/issues/attachment?aid=290006000&name=problem-fix.jpg&token=7lMHVKW_eAANiauvQGozBcMBfEQ%3A1323018475639&inline=1) More info on fixes will be here: http://code.google.com/p/project6014/issues/detail?id=29 Title: Re: Project 6014 Demo v 0.2 release Post by: Ace987 on December 04, 2011, 08:05:54 pm Great so far, can't wait to see more
(click to show/hide) Thanks Project 6014 Team, now get back to work!!! Title: Re: Project 6014 Demo v 0.2 release Post by: KaeseEs on December 05, 2011, 04:56:09 am Will there be an 0.2.1 release with the recent fixes to the crashing bugs?
Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on December 05, 2011, 04:58:23 am Will there be an 0.2.1 release with the recent fixes to the crashing bugs? That's the plan. We're talking about some gameplay tweaks and stuff too. I wouldn't expect anything until next month though. Title: Re: Project 6014 Demo v 0.2 release Post by: KaeseEs on December 05, 2011, 05:14:33 am Alright, so if I have VS installed my best bet is to build from source to get past the area where it crashes?
Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on December 05, 2011, 06:04:15 am Alright, so if I have VS installed my best bet is to build from source to get past the area where it crashes? Yes. But if you're able to fix the bugs, why aren't you helping us already?! :P Join the team! I guess I should clarify. I'm not saying an update won't be released in tomorrow. But the programmers were working many late nights and some times until 5am. They may need a week or two to take a break. They also have obligations of family, jobs, etc. Updates are mainly in their hands. I'm mostly just an artist. Right now, I'm not trying to bother them. Only reason I'm any sort of coordinator, programmer, 3D modeler, etc. is because I'm a control freak :P Right now, I'm just trying to field as many questions while drawing some stuff (that will likely not be seen until the full game is released). They're already working on bugs though (possible spoiler alert): http://code.google.com/p/project6014/issues/list?cursor=project6014%3A41 And you can see what they're fixing stuff here (possible spoiler alert): http://code.google.com/p/project6014/updates/list Truth is, we're not going to force people to download updates for every small bug fix. We'll release something as soon as we think it's ready. But you're more then welcome to download the code yourself and compile it. We host our code online, anybody can view it, compile it, and even fix it. Title: Re: Project 6014 Demo v 0.2 release Post by: Lokik on December 06, 2011, 12:20:18 am Really liking the game so far, excellent work with the plot! The new race was very impressive as well, cool voice and music.
The HD graphics and new animations look great. Although what's with the huge chin of the Syreen ship captain? :D It even seems to change into a smaller (and better looking) one while she speaks. I'm not so good with computers, and I have to ask is there a way to properly use the hires 1280x960 resolution in a wide screen monitor? In full screen the aspect ratio is off, and if I have it windowed, the window doesn't fully fit on the screen, which is really annoying when I can't see everything I should (part of the planet scan is hidden etc.). Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on December 06, 2011, 01:10:28 am Yeah, I'll have to change that Syreen pic. My fault there.
There is no easy answer for keeping the correct aspect ratio. That varies on the video card, the monitor, operating system, etc. Without knowing your system specs, I'm not sure this is even possible for you. Sorry. Title: Re: Project 6014 Demo v 0.2 release Post by: hackdx on December 09, 2011, 05:05:53 pm Just downloaded and played a bit -- this is awesome!!
So, I figured I'd share a few thoughts: Things I loved:
Now a few things I didn't quite like:
If you would like assistance with any part of the project, I would be very happy to help where I can! Thanks again for this wonderful project, and best of luck! Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on December 09, 2011, 08:10:31 pm Well, I did most of the artwork that you seem to like, so that thrills me. :D And if it feels like the original, well that's the programmers and writers.
MS Office interface: Certain things may feel like they're from an earlier era. Sometimes it was done on purpose. To almost make the game feel like it was released after the original. But the larger truth is, we are a little tied to the engine and have to support the original resolution too so without massive re-writes I'm afraid some stuff will just feel that way. A lot of the interface is not artwork but actual code. This was probably done to save on disk space. I'd love to completely design a new interface but we would need more programmers on the team to help with that. :-\ On the planet: Currently the planets are limited to 256 colors. I can't speak on if that will change in the future because I don't know. The planets are generated dynamically so I can't just modify their artwork. Also adding things that help blend the ship into the background like shadows just isn't possible with the current implementation. I can fake some stuff. But if a creature were to hit your shadow, it would hurt you. Regarding story: I'm not the writer, and purposely keep myself in the dark as much as possible regarding the story. So I can't really comment on too many aspects of the writing. But what I do know is that many of the stuff that may seem strange in the demo will be understood later. I do think the player helps decide what the character is like. How you can help: Send us your suggestions. If you think the dialog needs changing, well the .UQM files are just renamed zip files. Open it up, modify the text file and send Cedric your suggested changes. If you want the artwork changed, show us what you mean. It might be impossible with what we've got, but at least it will give us a better idea of what you mean. Lots of people are happy to help with this project but few tell us how they could help. Artist? Programmer? Writer? Also consider everything (story, art, code, etc.) a work in progress. It's not finished yet and won't be for a while. Thanks for the comments! Title: Re: Project 6014 Demo v 0.2 release Post by: hackdx on December 09, 2011, 09:17:10 pm Thanks for your reply!
MS Office interface: Certain things may feel like they're from an earlier era. Sometimes it was done on purpose. To almost make the game feel like it was released after the original. But the larger truth is, we are a little tied to the engine and have to support the original resolution too so without massive re-writes I'm afraid some stuff will just feel that way. Hm, let me try and be a bit more specific. I think the graphical elements that suffer worst from the transition are buttons and text boxes. At low-res, the buttons feel "solid" and sturdy, with some sort of tangible appeal. They're big and bulgy. (I'm referring to the starbase screen buttons as well as the menu items on the right of the screen here.) But at high-res, they're flimsy and look like they're squeezed for efficiency, like in an MS Office dialogue window. I hope this is making some sort of sense... the menu items especially are far too squeezed with not enough padding inside the button. While at low-res all the graphical elements harmonized perfectly and divided up the limited screen space in the best way possible, the new screen is huge, but has loads of empty space on it. That feels off. Amidst all this empty space there are tiny, squeezed buttons... also, the font appears too thin and fragile. With high resolution comes higher level of detail, but somehow I think I would prefer if the UI elements retained a large, solid, bold feel. Padding, spacing, font weight, I suppose. Same for the star map: The stars should be a lot larger (at least several pixels across) at the higher resolutions, so that finding them shouldn't be a matter of literally selecting the correct pixel. Some sort of locking-on would be nice, too. By the way, even at highest resolution, Vela doesn't make it onto the star map at highest zoom level! :-) Finally, it'd be nice if the cursor speed could be adapted to the high resolutions. At the moment it is dreadfully slow, with a sudden jerk to a very fast speed. (This is for both the star map and the lander dispatch screen.) These are all just little, superficial details, but I feel they would add greatly to the overall polish! On the planet: Currently the planets are limited to 256 colors. I can't speak on if that will change in the future because I don't know. The planets are generated dynamically so I can't just modify their artwork. Also adding things that help blend the ship into the background like shadows just isn't possible with the current implementation. I can fake some stuff. But if a creature were to hit your shadow, it would hurt you. You know what, I would actually suggest going the opposite way and reduce the level of detail on the ships instead! That way, the entire screen retains a uniform artistic style. You wouldn't have to redo any large amounts of background artwork, and rather you'd retain the solid, harmonic feel of the original game. The little additions like spinning planets and revolving moons already add a ton of "wow"! Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on December 09, 2011, 10:56:54 pm Well like I said, a lot of the GUI is already done in the code itself. But I'll see what I can do.
Little work has been done on the starmap as we've been concentrating on the more important things.... like getting the game to run. Regarding the planets: I figured you would say that. :P We're still dealing with a basic design that's 20 years old, so adding any improvements is always going to feel a little weird. Certain things like the 22.5 degree angle of the ships is going to look weird with the increased resolution. One thing I am planning is to create drawn, 2D drawn versions of the ships too. That should help create a more uniform style. I'll take your suggestions under advisement but right now we're focusing on the larger issues, like bug fixes that crash the game. Like you said, these are just minor details, and we have so many more pressing issues than the font weight of our buttons. Title: Re: Project 6014 Demo v 0.2 release Post by: hackdx on December 10, 2011, 12:47:25 am I'll take your suggestions under advisement but right now we're focusing on the larger issues, like bug fixes that crash the game. Like you said, these are just minor details, and we have so many more pressing issues than the font weight of our buttons. Yes, certainly! I just wanted to drop those ideas in while they were fresh on my mind. How much of the overall story is already committed? I haven't actually played very far yet at all (last time the game crashed when I returned from the Precursor crash site); but if you are interested, I could imagine working on some dialogue... I'm also pretty good with C++ and C, in case there's anything programming-related that I could be of help with. Title: Re: Project 6014 Demo v 0.2 release Post by: Ostro Bothnia on December 17, 2011, 12:08:23 am Ah, it's good to see this project is still this much alive.
I'm having a ton of texture issues with this high res version. I'm sure many have been already reported in, but it can't hurt to hear it again. 1. Ok, I can't see Syreen starbase commander anymore. It worked in the first version, but not anymore. Not even subtitles are showing. 2. Also, there's a slight misplacement of texture in Chmmr's animation. It seems to have something to do with the lightning there. 3. Also, Lurg's lava lamp is way off when the animation takes place. 4. And yes, the starmap. The stars are in different position than it seems in the map. That might be the most annoying texture bug I've encountered. So this is damn well done overall. And I also have to say that, even though it really doesn't matter for the game, that I would like the Chmmr Avatar ship to be a bit more robust looking. You know what I mean? I'm just used to the original version, and the new streamlined Avatar just seems kinda soft. That's all for now :) I wish to see more of this soon Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on December 17, 2011, 01:15:41 am Ah, it's good to see this project is still this much alive. I'm having a ton of texture issues with this high res version. I'm sure many have been already reported in, but it can't hurt to hear it again. 1. Ok, I can't see Syreen starbase commander anymore. It worked in the first version, but not anymore. Not even subtitles are showing. 2. Also, there's a slight misplacement of texture in Chmmr's animation. It seems to have something to do with the lightning there. 3. Also, Lurg's lava lamp is way off when the animation takes place. 4. And yes, the starmap. The stars are in different position than it seems in the map. That might be the most annoying texture bug I've encountered. So this is damn well done overall. And I also have to say that, even though it really doesn't matter for the game, that I would like the Chmmr Avatar ship to be a bit more robust looking. You know what I mean? I'm just used to the original version, and the new streamlined Avatar just seems kinda soft. That's all for now :) I wish to see more of this soon Thanks Ostro! What resolution are you playing at? Title: Re: Project 6014 Demo v 0.2 release Post by: Ostro Bothnia on December 17, 2011, 10:36:11 am Thanks Ostro! What resolution are you playing at? I have to use hires640x480 since hires1280x960 is too much for my pc. Title: Re: Project 6014 Demo v 0.2 release Post by: Pikant on December 19, 2011, 11:09:55 pm When i start the windows installer, it always freezes at 40% of downloading.
I can run the game, but I cant toy around with graphics or anything it seems. (http://img.photobucket.com/albums/v683/Pikant/halteddownload.jpg) Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on December 20, 2011, 01:09:44 am When i start the windows installer, it always freezes at 40% of downloading. I can run the game, but I cant toy around with graphics or anything it seems. (http://img.photobucket.com/albums/v683/Pikant/halteddownload.jpg) I'm sorry you're having troubles there... You can download that file separately here: http://code.google.com/p/project6014/wiki/Downloads?tm=2 Just save the .UQM files into your Project 6014 content directory. On XP this is: C:\Program Files\The Ur-Quan Masters project6014 demo\content\addons Hopefully this will work for you. Cheers! Title: Re: Project 6014 Demo v 0.2 release Post by: Grand Master Planet Eater on December 20, 2011, 12:48:18 pm I downloaded it but I got some really weird font/text error, lots of characters seem to be replaced with random letters and symbols.
Example: (http://i39.tinypic.com/4tarza.jpg) Title: Re: Project 6014 Demo v 0.2 release Post by: Lukipela on December 20, 2011, 05:19:03 pm It might be what was reported here (http://www.star-control.com/community/viewtopic.php?p=15175#p15175). I had the same issue and the same fix, deleting the 0.1.0 demo data file solved the problem.
Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on December 20, 2011, 05:27:32 pm This should fix the problem:
http://code.google.com/p/project6014/issues/detail?id=29 1. Don't set the graphics to 640x480 or 1074x768. Use the Hi-Res640 or Hi-Res1280 options instead. 2. Set the Scalar to NONE. 3. Quit setup menu. 4. Probably will need to restart. 5. Enjoy! To those with garbled text: Hi-Res1280 looks like: OIRAS12&OX9$0 Hi-Res640 looks like: OIRS$"0X"&0 SCALAR set to none looks like: NONA The "4ATURN TO MAIN MENU" If you are still having problems....let me know. Title: Re: Project 6014 Demo v 0.2 release Post by: Grand Master Planet Eater on December 20, 2011, 06:49:10 pm I'm not sure I understand, do I have to uninstall and reinstall it?
Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on December 20, 2011, 07:36:57 pm You shouldn't have to. It's really something quirky with the settings.
At the main menu: 1. Go into Setup. 2. Set the Scalar to NONE. 3. Set the Graphics settings as high as you can (Hi-Res1280) 4. Go Back to the Main Menu. It should need to restart the game. Here's what it should look like: (http://project6014.googlecode.com/issues/attachment?aid=290006001&name=graphics2.jpg&token=ZLa2byPQ9VplzpnkT1T_tDanGsM%3A1324398210763&inline=1) If you have Garbled Text in Setup: (http://project6014.googlecode.com/issues/attachment?aid=290006000&name=problem-fix.jpg&token=6_-5kxmETMyr4hiYmx4ObZcRNTw%3A1324398210763&inline=1) At the Main Menu: Hi-Res1280 looks like: OIRAS12&OX9$0 Hi-Res640 looks like: OIRS$"0X"&0 SCALAR set to none looks like: NONA The "4ATURN TO MAIN MENU" 1. Go into Setup. 2. Select which Graphics mode OIRAS12&OX9$0 (Hi-Res1280x960. Preferred) or OIRS$"0X"&0 (Hi-Res 640x480) 3. Set SCALAR to: NONA (None) 4. To return to the main menu go to: "4ATURN TO MAIN MENU" The game will need to restart. That should fix your problems. If it doesn't, let me know. Title: Re: Project 6014 Demo v 0.2 release Post by: oldlaptop on December 20, 2011, 11:43:53 pm Also, if you have any clue how to build UQM on your OS of choice, you can get their latest development code from SVN, that bug's gone (been fixed for weeks, too!). Of course it may be broken in other ways...
Title: Re: Project 6014 Demo v 0.2 release Post by: Grand Master Planet Eater on December 21, 2011, 10:05:53 am It seemed to work but now the window is too big to fit on my PC screen :-\
Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on December 21, 2011, 10:10:00 am There is a 640x480 hires option too.
Title: Re: Project 6014 Demo v 0.2 release Post by: Grand Master Planet Eater on December 23, 2011, 05:04:07 pm How do I use that one?
Title: Re: Project 6014 Demo v 0.2 release Post by: oldlaptop on December 23, 2011, 05:22:03 pm There's an option in the setup menus.
Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on December 23, 2011, 05:24:04 pm scroll up & Read The Fabulous Monitor ;)
At the main menu: 1. Go into Setup. 2. Set the Scalar to NONE. 3. Set the Graphics settings as high as you can (Hi-Res640) 4. Go Back to the Main Menu. It should need to restart the game. (http://project6014.googlecode.com/issues/attachment?aid=290006001&name=graphics2.jpg&token=32wsAhgyqb3l1hg8Zv4YZll6JPE%3A1324657177490&inline=1) If you have Garbled Text in Setup: At the Main Menu: Hi-Res640 looks like: OIRS$"0X"&0 SCALAR set to none, which looks like: NONA (http://project6014.googlecode.com/issues/attachment?aid=290006000&name=problem-fix.jpg&token=2y1A7z0QPgkXrDB5nC2KutY3vTM%3A1324657177490&inline=1) So! 1. Go into Setup. 2. Select which Graphics mode OIRS$"0X"&0 (Hi-Res 640x480) 3. Set SCALAR to: NONA (None) 4. To return to the main menu go to: "4ATURN TO MAIN MENU" The game will need to restart. Title: Re: Project 6014 Demo v 0.2 release Post by: Grand Master Planet Eater on December 24, 2011, 07:00:47 pm Thanks, I got it working now. Also I see you took my suggestion about the ISD captain names ;D
Title: Re: Project 6014 Demo v 0.2 release Post by: Grand Master Planet Eater on December 26, 2011, 06:54:45 pm Okay, I have some bugs to report.
First of all, when I go to the Syreen starbase I can't see any image and there's no text from the starbase commander. Second of all, when I went to Alpha Vulpeculae and talked with the Arilou there was a weird black patch in the image and then when I finished talking to him the game crashed Title: Re: Project 6014 Demo v 0.2 release Post by: Ostro Bothnia on December 26, 2011, 10:20:24 pm When I went to Alpha Vulpeculae and talked with the Arilou there was a weird black patch in the image and then when I finished talking to him the game crashed Oh yes, Arilou! They also have the wrong music for some reason. Mycon's. Title: Re: Project 6014 Demo v 0.2 release Post by: Grand Master Planet Eater on December 27, 2011, 05:33:25 am Also after I finished fighting the Lurg, going down to the planet, examining the ship thing, and lifting off the game crashed again
Title: Re: Project 6014 Demo v 0.2 release Post by: Cedric6014 on December 27, 2011, 06:01:28 am Also after I finished fighting the Lurg, going down to the planet, examining the ship thing, and lifting off the game crashed again Yeah we know all about that one (happened to me too!) Will be fixed when we release the 0.2.1 patch Title: Re: Project 6014 Demo v 0.2 release Post by: chenjesuwizard on December 27, 2011, 01:12:32 pm In melee there's no way to remove ships. If you press spacebar it just keeps the ship there instead of removing it.
Title: Re: Project 6014 Demo v 0.2 release Post by: SweetSassyMolassy on December 27, 2011, 08:17:26 pm Also, I noticed the black ship dots in hyperspace looked buggy. They'd start out as the black dot, then quickly change into a star, then back to the black dot.
Edit: Are the outer planets in the solar systems also in slow orbit? Title: Re: Project 6014 Demo v 0.2 release Post by: oldlaptop on December 27, 2011, 10:11:24 pm In melee there's no way to remove ships. If you press spacebar it just keeps the ship there instead of removing it. Isn't this a UQM 0.7 vs. 0.6.2 issue? They made it Delete to remove ships in 0.7. Title: Re: Project 6014 Demo v 0.2 release Post by: player1 on December 31, 2011, 05:21:29 pm One comment to add about HD versions of the game.
Personally, I don't think 640x480 HD option is that much useful. And I'm not talking about bugs that currently exist (and will be fixed in future). You still need to pretty much scale that view to some larger screen. But, what would really be great, if existed, would be 1024x768 option. Why? Because it would fare well with all users that have screen without at least 1024 vertical resolution (1600x900, 1366x768 and similar). This could really help with laptop users, since pretty much only full HD (1920x1080) laptops can show 1280x1024 HD version, while 1024x768 version would cover all laptop screens (baring small netbooks). Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on December 31, 2011, 09:39:50 pm One comment to add about HD versions of the game. Personally, I don't think 640x480 HD option is that much useful. And I'm not talking about bugs that currently exist (and will be fixed in future). You still need to pretty much scale that view to some larger screen. But, what would really be great, if existed, would be 1024x768 option. Why? Because it would fare well with all users that have screen without at least 1024 vertical resolution (1600x900, 1366x768 and similar). This could really help with laptop users, since pretty much only full HD (1920x1080) laptops can show 1280x1024 HD version, while 1024x768 version would cover all laptop screens (baring small netbooks). I've answered this lots of times. I think we need a FAQ. I understand your argument completely. We just can't do it. The code in the game is set up so we can't do much without overhauling large portions of the engine. We just don't have the manpower to do that. We need more programmers. The Ur-Quan Masters Team has been making changes to the engine regarding resolutions, so maybe sometime in the future we can have it this way. The best we can do is double the resolution. 640x480, and quadruple the resolution (double the double... 1280x960). We could theoretically go 8 and 16 times the resolution, but none of us have monitors that big. I'd love widescreen resolutions, laptop resolutions, and resolutions to fit our phones perfectly, but it's just not a reasonable request to ask given our limited manpower. Sorry. :-\ Title: Re: Project 6014 Demo v 0.2 release Post by: foolinc on January 01, 2012, 01:49:24 am I downloaded the file from with the Windows loader (full install) and the speech isn't working even if I change the volume from its initial setting of 0. I don't know if it makes a difference, but I am running the game on a 64-bit Windows 7 OS.
Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on January 01, 2012, 04:05:46 am Hmmm.... Not all the aliens have voices, just the Yehat, Kohr-Ah & Slylandro.
Also make sure you have the voices .UQM file. Title: Re: Project 6014 Demo v 0.2 release Post by: foolinc on January 01, 2012, 09:35:52 am Hmmm.... Not all the aliens have voices, just the Yehat, Kohr-Ah & Slylandro. Also make sure you have the voices .UQM file. So it looks like its a lot easier to hear speech from one of the races that actually have them in this mod. I don't know how I got it in my head that the Earthlings voices were in this release. >_< Title: Re: Project 6014 Demo v 0.2 release Post by: JudgeYohance on January 01, 2012, 05:40:49 pm Hey Hey, I am back baby and finally have some time on my hands again.
Most of the glitches I ran into have already been mentioned but I oddly cured most of them by switching in and out of full screen and windowed mode (No clue why but windowed cured the crash bugs I had and as soon as I passed them, I went back to full screen no sweat) Title: Re: Project 6014 Demo v 0.2 release Post by: sigundo on January 16, 2012, 04:11:53 am I just wanted to say a big thanks for all the work you all are doing. Been flying around the Galaxy looking at things and so far I like it... the planetary systems are beautiful, like the hi resolution a lot (though I've been playing my old copy of SC2 and its such a great game you don't NEED nice graphics, but they really add to an already great game). I particularly liked some of the new features planetside.. the exploding bio lifeforms caught me completely off guard and I about came out of my seat as I had the surround on and the volume up when it happened. KABOOM. The lifeforms that started shooting back were great too, didn't scare me so much as just caught me off guard. haha. I can't wait (but obviously I'll HAVE to) for it do get done, but I'll be patient.
I did have a couple issues: 1) Of course I had to have the "Lurg" one, where it crashes whenever I try to return to my ship after landing on the planet (trying not to be too specific in case others haven't played yet). 2) The Spathi conversation gives no visible response the second choice I make to them after the cypher request (and sometimes crashes there, or it crashes when I finish talking to them and hit "navigate"). 3) I have random crashes when returning from the planet surface at different systems (but not the same ones every time). I've tried different video/audio settings and although I've really cut down the random crashes when returning from mineral gathering to minimum, the Lurg and Spathi problems happen every time, no matter what setting I use. I'm playing the game under Windows XP. Still, it was a LOT of fun and you've done a great job of keeping what made Star Control 2 one of the greatest games I've played. Keep it up and thanks again!!! Title: Re: Project 6014 Demo v 0.2 release Post by: hackdx on January 16, 2012, 04:23:17 pm Just to follow up on my first post here (http://forum.uqm.stack.nl/index.php?topic=5153.msg68154#msg68154): The recent series of updates have improved the game a great deal! The 2x version looks much better now, and the interface elements feel a lot more harmonic now. The starmap looks better and is usable now, thanks to the snapping cursor, and the starbase buttons are nicer, too. Great job!
Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on January 16, 2012, 06:35:02 pm HackDX: Everything is a work in progress my friend. We're making continuous improvements... Now that we've got the bulk of the art done, we're concentrating on the details. Even now, the improvements planned are going to be an even bigger improvement. The game isn't planned to come out until the end of this year. A lot of the issues you had were just "temporary" graphical placeholders that had been planned to be changed a long time ago.
We are working on overhauling the user interface so it loses that "Windows 95" era look. It won't be in the demo, but you should see something in the full game. You can look at my failed attempt at changing the UI here: http://dczanik.deviantart.com/journal/UI-Look-at-my-Big-Box-of-Fail-278911780 (http://dczanik.deviantart.com/journal/UI-Look-at-my-Big-Box-of-Fail-278911780) The guys on the team just didn't like it. So this is NOT going to be in the game. There was no time to update the UI for the demo, but the full game will have a new UI. Just NOT this one. And HackDX is talking about Demo 0.2.1. It's coming out soon (so...keep watching here). There's a ton of bug fixes in it. Some new voices, and some graphical tweaks: (http://th01.deviantart.net/fs71/PRE/i/2012/012/8/5/project_6014_0_2_0_and_0_2_1_demo_comparison_by_dczanik-d4m4pir.jpg) And this is an "old" screenshot (about a week old). A lot of stuff has been changed since then. We'll let you guys know when the new demo is ready. Title: Re: Project 6014 Demo v 0.2 release Post by: player1 on January 16, 2012, 08:42:36 pm HackDX: Everything is a work in progress my friend. We're making continuous improvements... Now that we've got the bulk of the art done, we're concentrating on the details. Even now, the improvements planned are going to be an even bigger improvement. The game isn't planned to come out until the end of this year. A lot of the issues you had were just "temporary" graphical placeholders that had been planned to be changed a long time ago. There is a chance for it to come at the end of this year? :D :D :D That's great news! I'm positively surprised. Keep up the good work!!! Title: Re: Project 6014 Demo v 0.2 release Post by: superbutcherx on January 17, 2012, 12:44:37 am sigundo: Great to hear about your experience with the exploding critter :) That was my little touch of magic there.
Everyone: Go see the infamous http://code.google.com/p/project6014/wiki/Downloads (http://code.google.com/p/project6014/wiki/Downloads) ... Demo 0.2.1. is in da house! If you're running OS X, it's your lucky day! Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on January 17, 2012, 01:01:29 am Windows users: Demo should be up in the next 24 hours :)
I made a little trailer for you guys that shows off some of the stuff in Version 0.2.1: http://www.youtube.com/watch?v=lQBQYi88AAI Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on January 17, 2012, 02:25:58 am Also, we made a printable map similar to the Star Control 2 map.
It's a high resolution file, so it's big: http://project6014.googlecode.com/svn/trunk/tools/map/starmap-2.png (http://project6014.googlecode.com/svn/trunk/tools/map/starmap-2.png) Without text: http://project6014.googlecode.com/svn/trunk/tools/map/starmap.png (http://project6014.googlecode.com/svn/trunk/tools/map/starmap.png) Title: Re: Project 6014 Demo v 0.2 release Post by: Death 999 on January 17, 2012, 02:40:06 am There are some unmarked stars there - the star east of the Eurus constellation, the cluster south of Naos, some stars around Lupi, and the stars in the extreme northwest.
Title: Re: Project 6014 Demo v 0.2 release Post by: KaeseEs on January 17, 2012, 03:52:39 am Windows users: Demo should be up in the next 24 hours :) I made a little trailer for you guys that shows off some of the stuff in Version 0.2.1: http://www.youtube.com/watch?v=lQBQYi88AAI Neato! Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on January 17, 2012, 06:13:29 am There are some unmarked stars there - the star east of the Eurus constellation, the cluster south of Naos, some stars around Lupi, and the stars in the extreme northwest. To quote the Vux: "..." Wow. I don't even know how you got all that. :-\ My map may be out of date... I'll check with Megagun, and fix it. Title: Re: Project 6014 Demo v 0.2 release Post by: Admiral Zeratul on January 17, 2012, 08:17:38 am There are some unmarked stars there - the star east of the Eurus constellation, the cluster south of Naos, some stars around Lupi, and the stars in the extreme northwest. To quote the Vux: "..." I was not aware of the Vux ever uttering such a phrase. Would you care to cite the source of your frivolous quote? Title: Re: Project 6014 Demo v 0.2 release Post by: Megagun on January 17, 2012, 09:43:19 am There are some unmarked stars there - the star east of the Eurus constellation, the cluster south of Naos, some stars around Lupi, and the stars in the extreme northwest. To quote the Vux: "..." Wow. I don't even know how you got all that. :-\ My map may be out of date... I'll check with Megagun, and fix it. An actual A4-printable starmap may appear later today. I've made some test prints yesterday which should hopefully result in an awesome-looking well-readable a4-printable starmap. Title: Re: Project 6014 Demo v 0.2 release Post by: Death 999 on January 17, 2012, 01:47:18 pm To quote the Vux: I was not aware of the Vux ever uttering such a phrase. Would you care to cite the source of your frivolous quote?"..." Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on January 17, 2012, 05:39:16 pm Alright. Updated the starmap. I blame Megagun completely for this. Not because of the map, but because he eats babies. :P
In a Spiffy new color: Red Star Map (http://project6014.googlecode.com/svn/trunk/tools/map/starmap-red.png) or Blue Star Map (http://project6014.googlecode.com/svn/trunk/tools/map/starmap-blue.png) (Personally, blue is my preferred color.) Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on January 17, 2012, 05:42:50 pm Also, before I encounter any moderator wrath. I have not, in fact witnessed Megagun eating any babies.....
Megagun? Who was the main person who wrote this? I just want to give credit where credit is due. Title: Re: Project 6014 Demo v 0.2 release Post by: Megagun on January 17, 2012, 06:38:03 pm Alright. Updated the starmap. I blame Megagun completely for this. Not because of the map, but because he eats babies. :P See my comments at http://code.google.com/p/project6014/source/detail?r=2217&url_prefix=p (there are still a few issues, and I don't have Photoshop or Photoshop skills to correct them)In a Spiffy new color: Red Star Map (http://project6014.googlecode.com/svn/trunk/tools/map/starmap-red.png) or Blue Star Map (http://project6014.googlecode.com/svn/trunk/tools/map/starmap-blue.png) (Personally, blue is my preferred color.) As far as credits go: Alex Volkov wrote the tool to generate pretty maps like that. I wrote a tool that parses p6014's plandata.c and which spits out data that's compatible with Alex's tool, and I wrote a little tool that allowed me to easily specify the constellation lines.. Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on January 17, 2012, 07:20:18 pm Well, it's fixed. You can open it up in Gimp too. Just hide or delete the layer. You should put up the .SVG files too.
Title: Re: Project 6014 Demo v 0.2 release Post by: Megagun on January 17, 2012, 10:48:18 pm Great. :)
A spoiler-free A4-printable starmap, plus an "interactive starmap" which you can drag around and zoom inside your browser are available on the Downloads page: http://code.google.com/p/project6014/wiki/Downloads Also, .deb packages for Ubuntu Linux / Linux Mint / Debian are now available! Title: Re: Project 6014 Demo v 0.2 release Post by: Ostro Bothnia on May 22, 2012, 06:46:16 pm Hey, how's it going? It would be great to get some kind of an update.
Title: Re: Project 6014 Demo v 0.2 release Post by: dczanik on May 25, 2012, 12:07:00 am Sure!
If you're looking for a new release, it's not going to happen for months. I'd like to shoot for the end of the year, but I don't think that's happening. There's just too much to do and not enough free time. Until then, my side project called Ur-Quan Masters HD should be released fairly soon. As far as updates, go. Project 6014 isn't dead, just quiet. Instead of a new demo, we'd like to just release the full game. And this creates a lot more work for the writers. But on the art side, We've got new artwork, and new animation. We've also re-written the entire dialog system to a simple scripting language. On the writing side, I've created some preliminary stuff for the Mycon that I find interesting. The new dialog system is the most exciting part for me. Now, you can just open a text file and change the dialog and conversation logic/flow without needing to be a programmer. No need to compile C code. Should be much easier for anybody to write their own adventures. As an example: Code: greeting Hello Captain! .main node main option Hello Alien! We've missed you Captain. .main option I must be going. Goodbye Captain! .done .main That just greets the captain, then gives you 2 dialog choices. You can test out your own stuff here: http://mooses.nl/uqm/wip/js-dialogue/# The example dialog button shows you what the system can do. Full documentation can be seen here: http://code.google.com/p/project6014/wiki/DialogLanguage Anyways. I hope that helps to satiate any curiosity and dispels any worries. We've had several updates to the game this week. We're not dead. Title: Re: Project 6014 Demo v 0.2 release Post by: Ostro Bothnia on May 25, 2012, 07:18:33 am I'm in no hurry with new releases, I'm just glad that we're not waiting for nothing.
Since it's a fan made full scale game, end of the year would be pretty darn great. I can imagine that it's alot of work, though surely it's easier to just go all the way through than releasing demos on the way. Interesting system indeed, that dialog script. I'm somewhat familiar with the system, since it's very similar to the one that Fallout3 uses for scripting. Surely much easier than C language. But I wonder, does it really support voice-overs? There was no mention of it. I don't know exactly how it would work, though that really doesn't prove anything. Title: Re: Project 6014 Demo v 0.2 release Post by: Death 999 on May 27, 2012, 02:10:59 am Indirectly - it's compatible with the existing UQM system. Each block of text goes into a string table.
You map the entries on this string table to the filenames of the voice-acting files. Obviously, changing the lines invalidates the voice-acting. Title: Re: Project 6014 Demo v 0.2 release Post by: Ostro Bothnia on May 27, 2012, 02:12:58 pm I see. So basically it will in the end transform into the form used in the original game.
In that case it should work fine and there's nothing to worry. I sure hope it goes as planned. Title: Re: Project 6014 Demo v 0.2 release Post by: meep-eep on May 28, 2012, 04:27:12 pm Interesting.
It so happens that my latest project for UQM was making it possible to put the dialog structure in the content, though it's been two months since I actually worked on it. My approach is different, though, as my goals are different. I like your design however, and my initial plan was something more in that direction, with a declarative instead of an imperative language. Some of my own considerations were:
So what I ended up implementing were Lua bindings for UQM, together with string interpolation for the speech files. Lua is a relatively fast scripting language, which is often used for applications such as this (see here (http://en.wikipedia.org/wiki/Category:Lua-scripted_video_games)). As an example, here is the Lua script for the Arilou: (click to show/hide) This is more or less a straight translation from the C code, with most of the logic in Lua itself, while the interaction with the game is done with bindings to C functions. These bindings are often higher level than the original dialog code, and these functions are structured in namespaces. For instance, to add a lander, the original code would do 'GLOBAL_SIS(NumLanders)++; DrawLanders();', while the Lua code consists of 'state.sis.addLanders(1)'. Right now, I have the following Lua bindings implemented: (click to show/hide) The 'string interpolation' I was talking about is the ability to but the following in the actual dialog text: Code: I am Captain <% state.sis.getCaptainName() %> of the starship <% state.sis.getShipName() %>. I can also use the same scripting language to move the game event logic to the content (things like making the Mycon go to Organon and back), though this is not implemented yet. In the longer term, we could even put the ship intelligence code in there, so that everything needed to add a ship could be put into the content. Note that all of this only exists on my local system; it has not been committed to SVN yet, though you can have a preview if you want. It may be possible to combine the strengths of both approaches, by adding the option to your language to invoke Lua code (with the bindings which I already implemented) as a response to some dialog choice or as an expression for a condition to a dialog choice. That way, the dialog structure can be kept easy to understand in the most common case, by using your language, while it would be powerful enough to handle more complex situations, through the Lua bindings. Title: Re: Project 6014 Demo v 0.2 release Post by: Death 999 on May 29, 2012, 01:01:57 pm The script has access to all of the global data in the game. If a variable exists, it can set it. It can also set an essentially unlimited number of variables that only it uses.
The text substitution system is Turing-complete and not that hard to use for any computations any normal person will ever need. Consider: text factorial =fac_n<2 [fac_out] . text factorial +fac_out=fac_out*fac_n +fac_n=fac_n-1 [factorial] . to calculate the factorial of a number, set fac_n to whatever number you want the factorial taken of and fac_out to 1, and call this text item. Title: Re: Project 6014 Demo v 0.2 release Post by: meep-eep on May 29, 2012, 02:01:52 pm Well, it is a very respectable job that you've done, and your syntax is much more accessible to non-coders than the Lua stuff (your factorial example would not be one though, imho).
But don't you think that there would be circumstances where the ability to perform more complex tasks would be useful? How would you handle giving ships to the player, setting up an event for later, fading in, (or, I guess, have two factorials in a single text block), etc.? At the very least, I would expect that you would need to add some sort of function call capability to your language. Note that the Lua scripting support is likely to eventually end up in UQM. Allowing Lua fragments in your own scripting language should not be much work. And even with your dialog system, there would be a need to script game events. Title: Re: Project 6014 Demo v 0.2 release Post by: Death 999 on May 29, 2012, 03:46:56 pm Yes, the factorial example was chosen to show that it is a general-purpose language with branching, value storage, etc. You can even do arrays by evaluating values into variable names (this capability might not work yet). You're right that adding functions would be helpful in some cases. I can think of a few ways of doing that, with various advantages and disadvantages. We'll need to talk that out.
Quote How would you handle giving ships to the player, setting up an event for later, fading in, (or, I guess, have two factorials in a single text block), etc.? Is the composition of your fleet stored in the game data array? if so, we already have the ability to give (or take) ships, etc. It might be useful to have a library of access functions in this case, though. I'm not sure what you mean by setting up an event for later. Fading in and other display/animation changes will be handled by a separate display directive system that reads commands embedded in the text in curly braces. These commands will be stripped from the text in the function that currently strips out the $ signs that surround computer-font text. We could more generally make the curly braces Lua bindings. To evaluate the factorial twice in one block in the system as it stands... you'd have to wrap the second one in a separate text item that resets the values, OR enhance the factorial function with an argument queue (not at all a trivial task). Proper functions, mentioned above, would be nice - especially because they'd let you do this work inside a conditions and consequences block! Title: Re: Project 6014 Demo v 0.2 release Post by: meep-eep on May 29, 2012, 06:12:32 pm Quote How would you handle giving ships to the player, setting up an event for later, fading in, (or, I guess, have two factorials in a single text block), etc.? Is the composition of your fleet stored in the game data array? if so, we already have the ability to give (or take) ships, etc. It might be useful to have a library of access functions in this case, though.Quote I'm not sure what you mean by setting up an event for later. I'm referring to the code from gameev.c, set up from the individual comm files. For example, six months after you ally with the Spathi, they raise their shield. |