The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: JHGuitarFreak on May 23, 2016, 07:05:22 pm



Title: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on May 23, 2016, 07:05:22 pm
I have finally found a way to combine all my mods into one without them all being activated at once.

Command line options!

Anyways, this mod rolls my FMV/3DO and Time Dilation Mod into one easy executable. Plus quite a few other fun cheats.
I also backported UQM-HD's "cheat mode" into 0.7.0 which is effectively a Death March halt. What it does is it sets the speed of the Kohr-Ah March to zero.

So even if you were to "run out of time" the Kohr-Ah would not be able to move from their spot.

Here is a list of cheats and what they do:

Code:
Command line UQM.cfg (=true/false)
--cheatmode | cheatMode | Stops the Kohr-Ah from advancing. Added CL option for HD and copied the code to vanilla UQM.
--godmode | godMode | Self explanatory, also refills your ship energy every time you fire your weapon in melee.
--timedilation | timeDilation | Slows down time. Interplanetary is 3 minutes and Hyperspace is 30 seconds.
--bubblewarp | bubbleWarp | Instantaneous travel.
--rosebud | roseBud | 1,000 Credits and R.U. when you ask the Melnorme why the bridge turned purple.
--unlockships | unlockShips | Unlocks all ships available in the main game for purchase in the Shipyard.
--headstart | headStart | Equips your flagship with full thrusters and jets, 2 fuel tanks, 2 crewpods,
2 storage bays, 2 forward blasters, max landers, and 1000 radioactives at the start of a new game

http://uqm-mods.sourceforge.net/Downloads

or

https://sourceforge.net/projects/uqm-mods/files/Mega%20Mod/0.7.0/


EDIT:

Question for the main team, what is the last Xcode version UQM will compile in?

I want to see if I can squeeze out a working OS X binary using a virtual machine.

EDIT:

My first attempt at creating a OS X binary in a VM was a false positive. Worked when executed from Terminal but when it was wrapped in an app container it would refuse to open.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on May 30, 2016, 04:57:22 am
Good work, although I will only use the unlockships feature (and sometimes the cheatmode in UQM HD), thanks a lot!

If you don't mind, please allow me some questions:

unlockships:
Could you add the additional ships from Super-Melee too, as they are: Androsyn, Chenjesu and the Mmrnmhrm?
Maybe also the new ones from Project 6014: Baul, Foonfoon, Lurg, ISD and the Explorer?
That would be nice.

Main music: How can I activate the original music again from HD Beta 1 for the main screen?

Did you fix the issue of the heap size for save games too (30 kB instead of only 10 kB, see also CTD on saving in UQM HD Beta (http://forum.uqm.stack.nl/index.php?topic=5684.msg72660#msg72660))?



Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 02, 2016, 09:29:24 pm
unlockships:
Could you add the additional ships from Super-Melee too, as they are: Androsyn, Chenjesu and the Mmrnmhrm?
Maybe also the new ones from Project 6014: Baul, Foonfoon, Lurg, ISD and the Explorer?
That would be nice.

Main music: How can I activate the original music again from HD Beta 1 for the main screen?

Did you fix the issue of the heap size for save games too (30 kB instead of only 10 kB, see also CTD on saving in UQM HD Beta (http://forum.uqm.stack.nl/index.php?topic=5684.msg72660#msg72660))?

The first and 3rd request are beyond the scope of my skills. I might be able to add the Androsynth, Chenjesu, and Mmrnmhrm but adding ships from 6014 is definitely out of my scope because that means editing the graphics. UQM is not a very modular program where you could just drop things in and hope it'll work.

The second one is more of a personalization without having to make an add-on. When I get some time I can pop out another binary that will let you choose between the two, I honestly didn't even think about it until now.

EDIT:

I'll take a look at the heap size thing. That seems pretty darn important.

EDIT:

A new version is coming with at least 98% of the non-content SVN changes for UQM-HD. Including the heap size on saved games.

And here it is. UQM-HD 0.7.1 (http://sourceforge.net/projects/uqm-mods/files/Mega%20Mod/0.7.0/uqm-0.7.1-HD-MegaMod.zip/download)

I'm still hacking away at getting the other ships into the main game so maybe later for that one.

Also the version change is purely cosmetic, this will work with the current UQM-HD installation.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: GameMusic on June 04, 2016, 04:35:45 pm
How do you make a mod for this game?

I would like a lander fix to: make resources over the cargo limit stay on the planet [if possible as a smaller resource, if not just like the DOS version] and optionally not lose any crew on lander expeditions.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 04, 2016, 06:53:28 pm
How do you make a mod for this game?

I would like a lander fix to: make resources over the cargo limit stay on the planet [if possible as a smaller resource, if not just like the DOS version] and optionally not lose any crew on lander expeditions.

UQM-HD does that for the resources.

And what do you mean by, "not lose crew"?
As in invincible lander?

Mega Mod's god mode takes care of that.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on June 05, 2016, 09:27:16 am
And here it is. UQM-HD 0.7.1 (http://sourceforge.net/projects/uqm-mods/files/Mega%20Mod/0.7.0/uqm-0.7.1-HD-MegaMod.zip/download)

Great, thank you very much.

I'm still hacking away at getting the other ships into the main game so maybe later for that one.

Don't hurry, :) I can imagine it'll be not that easy.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: GameMusic on June 05, 2016, 12:19:38 pm
How do you make a mod for this game?

I would like a lander fix to: make resources over the cargo limit stay on the planet [if possible as a smaller resource, if not just like the DOS version] and optionally not lose any crew on lander expeditions.

UQM-HD does that for the resources.

And what do you mean by, "not lose crew"?
As in invincible lander?

Mega Mod's god mode takes care of that.

Basically I hate the lander mode and would like to not have to micro it.  Invincible landers, or not losing crew if the lander is hit  and launches to the ship would work.

Can god mode apply that to the lander only?


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 05, 2016, 05:45:15 pm

Basically I hate the lander mode and would like to not have to micro it.  Invincible landers, or not losing crew if the lander is hit  and launches to the ship would work.

Can god mode apply that to the lander only?

Only if I make it do that exclusively.

I'm feeling generous so which version of UQM are you running, plain or HD?


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: GameMusic on June 07, 2016, 02:31:01 pm
I was running the standard but just got HD since you mentioned it has that wonderful resource improvement.  I guess that version is the future of the game?

Thank you!


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 08, 2016, 02:49:50 am
I guess that version is the future of the game?

Maybe?

It isn't part of the official repository and more of a HD mod with some improvements.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: GameMusic on June 08, 2016, 05:46:59 am
How would I learn to create my own mods?


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Julie.chan on June 08, 2016, 11:46:28 am
How would I learn to create my own mods?
You have to learn to program in C and edit the source code.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: GameMusic on June 09, 2016, 09:05:21 pm
So I guess the mods are less mod and more of a fork to create?  And if I want the HD and mega mods it would mean I must essentially write a fork of the mega HD version.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Julie.chan on June 10, 2016, 12:20:40 am
Yep, that's right.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on June 17, 2016, 04:44:37 pm
Hello, Kohr-Ah Death! :)

Do I make something wrong or will the unlockships feature in fact cause a severe plot stopper?
The following description shows, what the unlockships parameter will change in the game besides the additional ships:

  • Pkunk: When they move to the Yehat and finally disappear, their homeworld won't be abandoned.
  • Spathi: They don't build their slave shield, so you can't get the Umgah caster.
  • ZoqFotPik: No distress call that they are attacked by the Kohr-Ah, therefore no Marauder ship at their homeworld.
  • Supox: No broken Ultron, rendering the other 3 artefacts useless (Clear Spindle, Aqua Helix and Rosy Sphere).
  • Utwig: They already possess the repaired Ultron, so there is no dialoque about their sad story. This causes them and the Supox NOT to attack the Kohr-Ah after your first conversation with the Utwig, although they tell you in further monologues in space, that their struggle against the Kohr-Ah is still going on. Also you cannot get the Utwig bomb, the Utwig fleet doesn't leave the regarding moon.
    Whilst the other (missing) events mentioned above can be seen as harmless issues, this one is severe and will not allow you to finish and win the game.

I am now at January 2158 ingame time and collected all other necessary devices, but without the bomb it's impossible to destroy the Sa-Matra. :-\


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 19, 2016, 01:20:36 am
Wait, these things actually happen if you have unlockships on, or are you asking if this happens?

The code should only affect what you are allowed to buy at the shipyard.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on June 19, 2016, 01:30:11 am
This happens only when unlockships is on. Those things I told about shouldn't happen.
Thus the code regrettably affects more than the shipyard but causes these issues too.

Can you check the code and do anything against it?


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 19, 2016, 08:46:16 pm
HD or classic UQM?


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on June 19, 2016, 08:58:57 pm
The HD Beta version.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 19, 2016, 09:21:31 pm
Actually regardless it looks like both have the issue.

The code I used borrowed from the debug code, which basically states that all aliens are allies and sets it as such so you can build their ships.

So now I have to look for a way to activate all the ships without having them stated as allies.

Interesting nonetheless.

EDIT:

I am at a loss on how to do this. I can't seem to crack how to bypass the good guy/bad guy requirements for the shipyard.

UPDATE:

Well I figure I can't bypass the good guy requirement but I can stunt the ability of unlockships to unlock only ships that you can never obtain normally.

Expect a Windows release in the next hour for both Classic and HD.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on June 20, 2016, 09:32:11 pm
Well I figure I can't bypass the good guy requirement but I can stunt the ability of unlockships to unlock only ships that you can never obtain normally.

I'm not very familiar with C++, but I'll try a suggestion:
Wouldn't it be possible to make a copy of the ship objects with another name or id, using the same graphics, AI and so on and just set the attribute from enemy to allied? (Inherit attributes from a single parent ship class, and set the one new attribute.)

By the way: A reverse gear for the lander would be nice. ;D

Also some good news: The increased heap for save games works fine, I just roamed the whole Ur-Quan space and collected all valuable minerals. The size of the save game is now at about 16 KB. Thanks for changing that! :-*


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 20, 2016, 11:56:40 pm
I'm not very familiar with C++, but I'll try a suggestion:
Wouldn't it be possible to make a copy of the ship objects with another name or id, using the same graphics, AI and so on and just set the attribute from enemy to allied? (Inherit attributes from a single parent ship class, and set the one new attribute.)

By the way: A reverse gear for the lander would be nice. ;D

Also some good news: The increased heap for save games works fine, I just roamed the whole Ur-Quan space and collected all valuable minerals. The size of the save game is now at about 16 KB. Thanks for changing that! :-*


The UQM code doesn't quite work like that.

I'll take a look at the lander though, you never know, it could be simple or it could be impossible for me at my current level of "skill".

EDIT:

By the way, unlockships is actually saved in file, so you only need to load the cheat on a new game or a saved game that hasn't had it activated yet.

Reason being is that the allied state of every race is saved, once it's on it's on forever..


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on June 21, 2016, 06:31:54 pm
By the way, unlockships is actually saved in file, so you only need to load the cheat on a new game or a saved game that hasn't had it activated yet.

That's good, as yet I thought it must be applied at the start of the game.

Did you already upload this new version? I realized, that the file size has changed, it grew bigger.


Lander:
I guess that shouldn't be very difficult and could be done by copying the code from the up-key (forward function), then change the move to a negative value.

By the way (doesn't belong to the subject):
(click to show/hide)


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 24, 2016, 03:55:38 am
The Delta Cancri thing might be something the HD devs stuck in there. I have not messed with any of the planetary systems at all.

I'll be taking a look at the lander code tomorrow though. If I can figure it out I'll apply it to both HD and Classic.

And yes, the new upload already happened.

EDIT:

I'm finding all kinds of neat stuff in the lander code. I can remove the random lander location when landing.

A few other things I can possibly edit is speed, turning, and firing rate. No reverse gear though.
Though I suspect if it were done correctly every ship would be able to go in reverse.

Looked around at the source where Delta Cancri resides and nothing pops out to me for that to be such a popular location. I've tested it out several times and it is either empty or loaded to the brim with Ur-Quan ships.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on June 25, 2016, 11:12:51 am
I'm finding all kinds of neat stuff in the lander code. I can remove the random lander location when landing.

Yeah, 22nd century in-game, and the lander isn't able to make precise landings. ::) Sometimes this was rather annoying, especially on hot planets, when someone only want to get a device from the surface. But a slight difference could remain, let's say about one third of the current deviation.

However, speed, turning and firing rates of the lander are okay for me, if you want to change them, I'd suggest a new command line parameter to activate that.


[...] Delta Cancri [...]. I've tested it out several times and it is either empty or loaded to the brim with Ur-Quan ships.

Ok, then it's as I supposed, only a random occurrence.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 25, 2016, 04:46:55 pm
I'm still working on finding fun things to modify.

First up is a cheat to unlock all technology from the get-go, again, only needs to be activated once.

Second is a better invincibility for the lander, basically an impervious super-shield.
It bugged me that when you did get hit by something it still made the "hurt" sound and added an empty crew dot above the two rows.

Third, lander accuracy is part of it. I just don't know what to look for next.

EDIT:

How about a way to save the Ilwrath and Thraddash?

Or just the Thraddash?


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on June 25, 2016, 05:31:28 pm
I just don't know what to look for next.

I didn't want to bother you with too many ideas, but if you wish, here are some:

  • New storage bays with double capacity (1000 units instead of only 500), which you can buy from the Melnorme as blueprint if possible.
  • New fusion reactor, twice as powerful as the shiva furnace, also as blueprint from the Melnorme trader.
  • When all cargo space from the flagship is full, add the possibility to use the cargo hold from the landers aboard ship.

Might be continued... ;D

How about a way to save the Ilwrath and Thraddash?
Or just the Thraddash?

I'd say, let the Thraddash win. But maybe only if the "Culture 20" is established. ;)


EDIT:
I tried to defend the Thraddash from being killed by the Ilwrath, and awaited the invasion at the home system of the rhinos. But regrettably I was unsuccessful with that, it didn't work.

(click to show/hide)


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 26, 2016, 01:56:00 am
I just don't know what to look for next.

I didn't want to bother you with too many ideas, but if you wish, here are some:

  • New storage bays with double capacity (1000 units instead of only 500), which you can buy from the Melnorme as blueprint if possible.
  • New fusion reactor, twice as powerful as the shiva furnace, also as blueprint from the Melnorme trader.
  • When all cargo space from the flagship is full, add the possibility to use the cargo hold from the landers aboard ship.

Might be continued... ;D

How about a way to save the Ilwrath and Thraddash?
Or just the Thraddash?

I'd say, let the Thraddash win. But maybe only if the "Culture 20" is established. ;)

I've actually thought about creating new modules. But I didn't go through with it because it meant fiddling with addon content.

I believe the lander capacity is tied in with the Storage Bay capacity, uncoupling it would not be in my line of skill.

And the Thraddash win only if they're allied? That actually sounds like a great compromise. Now how to make it so they don't turn on you when you get the helix, maybe they give it to you?


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on June 26, 2016, 02:12:32 am
Now how to make it so they don't turn on you when you get the helix, maybe they give it to you?

I think, that would be a good idea.

Correction:
It might be easier to let the player get the helix by himself from the planet as normal, and then add one more conditional expression in the part of the code, where the Thraddash turn against you, so they won't become hostile.

Something like this pseudocode:
Code:
if (helix_retrieved and not allied) then
turn_hostile
end
...where the "and not allied" is the additional condition.

Otherwise, when you want the Thraddash to give away the helix, you must also modify the database by adding new text and speech ("fiddling with addon content"), the last might be beyond your means or too extensive.


EDIT, one more idea:
Lander shots are being blocked by earthquakes, hot spots and maybe also lightning. That's very illogical, can you change that?


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 26, 2016, 11:40:41 pm
That helix idea is great.

And I believe the hostile environments act as hitboxes. Nothing I can really do there.

I'm currently testing code that if you're allied with the Thraddash the battle with the Ilwrath cuts their fighting force in half instead of a battle to the death.

If that works I will add in the ability to grab the helix without affecting relations after that point. Before that point you will still piss them off.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on June 27, 2016, 03:18:53 am
I'm curious about it. Good luck! :)

By the way, an info and a hint about the new heap size:

At the moment I collected almost all valuable minerals of the galaxy from rare earth (green) on upwards plus some noble gas (blue), the size of the save game is now at about 25 KB. Insofar it's okay for me, but if someone grabs a lot of less valuable minerals too, then I'm afraid that the heap could run short. You must bear in mind that there're still large amounts of base metals and corrosives left, which might increase the heap usage to more than 30 KB, when collected. Thus I'd recommend to increase the heap size a little bit more to about 40 or 50 KB, just as a precaution.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Krulle on June 27, 2016, 04:55:45 pm
Now how to make it so they don't turn on you when you get the helix, maybe they give it to you?

I think, that would be a good idea.

Correction:
It might be easier to let the player get the helix by himself from the planet as normal, and then add one more conditional expression in the part of the code, where the Thraddash turn against you, so they won't become hostile.

Something like this pseudocode:
Code:
if (helix_retrieved and not allied) then
turn_hostile
end
...where the "and not allied" is the additional condition.

Otherwise, when you want the Thraddash to give away the helix, you must also modify the database by adding new text and speech ("fiddling with addon content"), the last might be beyond your means or too extensive.
I thought the Thraddash guard the planet until you're allied or sent them off to fight the enemy of their masters.
Having an ally steal something that valuable is soemthing I definitely see as a reason to become hostile.
Having a non-allied power steal an important artifact is also something I consider sufficient reason to become hostile.

Logically, I would prefer an "ask for the Helix as a gift" if you have bought the information from the Melnorme that you'll need the Helix to repair the Ultron. And if you're allied, that will work without the Thraddash becoming hostile.
If adding further conversation-tree elements is out of the question, simplify to stealing then not being problematic.
So, I would amend the "code" to:
Code:
FUNCTION hostile:BOOLEAN:  //Thraddash hostile or not
  IF (helix_retrieved AND (NOT Helix-Infor_Melnorme)
    THEN hostile=TRUE;  //whether allied or not: there was no reason for you to steal that thing.
  ELSE hostile=FALSE   //not retrieved: no reason for hostilities; helix_retrieved AND Helix-Infor_Melnorme = you were able to explain it away, even if there is no conversation tree for that available.
end;

This way, to get the advantage of further being allied you'll need to spend resources with the Melnorme. An acceptable trade-off IMHO.  (Back then I actually tried if I could make this happen.) The continued alliance is then not a free gift.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 27, 2016, 05:22:44 pm
Well there is a scenario where the Thraddash let you down onto the planet willingly, if you are allied of course.
Normally they become hostile once you come back up.

I'm fiddling with the code to make sure that the only time you can ever grab the Helix and not piss them off is if they are not fighting the Kohr-Ah, not fighting the Ilwrath, you are allied, and they let you on the planet willingly.
With the caveat that if the Kohr-Ah wipe the Thraddash out then none of this matters.
So basically, don't try to steal it when the Thraddash are on mission and everything will be fine.

EDIT:

Fiddling is almost done, looks like everything works out perfectly so far
If the Thraddash are fighting the Ilwrath and you take the Helix, they stop being allies.
Before or after you can talk your way down to the planet and they will still be allies if you take the Helix.

EDIT: An addendum to the Thraddash thing: The Thraddash now die out if you decide to take the Helix from them during their battle with the Ilwrath

I'm curious about it. Good luck! :)

By the way, an info and a hint about the new heap size:

At the moment I collected almost all valuable minerals of the galaxy from rare earth (green) on upwards plus some noble gas (blue), the size of the save game is now at about 25 KB. Insofar it's okay for me, but if someone grabs a lot of less valuable minerals too, then I'm afraid that the heap could run short. You must bear in mind that there're still large amounts of base metals and corrosives left, which might increase the heap usage to more than 30 KB, when collected. Thus I'd recommend to increase the heap size a little bit more to about 40 or 50 KB, just as a precaution.

We'll see. I'll up to 32 in the mean time.

You can test this out in the new build coming up where I made a few lander modifications. Storage is doubled in all areas and the lander lands on spot.
The only graphical glitch is the lander cargo, you can keep pickup up materials and life forms after the gauge reaches the top.
Though the little grey storage tanks underneath your ship compensate for the extra space. I'll figure it out sooner or later.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on June 27, 2016, 11:32:32 pm
... and the lander lands on spot.

That's good, but a small deviation would have been okay, especially in heavy weather conditions (e.g. in excess of class 4). ;)

The only graphical glitch is the lander cargo, you can keep pickup up materials and life forms after the gauge reaches the top.

Just for my understanding:
Does it mean, that only the gauge has to be adapted yet? What's about the cargo full sound, does it ring out when the cargo space is really filled up completely?


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 27, 2016, 11:54:51 pm
You can continue picking up minerals and life forms until you hit the real limit.
For some reason the lander gauge is not compensating for the new limit like the Storage Bays do.
It will look full, but you can pick up twice more than the bar indicates. Once I find out where the bar is drawn in the code I will compensate it myself.

EDIT:

Another new development on the Thraddash front; If you decide to steal the Helix during the Ilwrath war, all Thraddash ships leave your fleet.
Considering how loyalist these guys are when it comes to their Helix and Clans this made perfect sense to me.

UPDATE:

Here is a Beta for you to test out. I have to go AFK for awhile.

DOWNLOAD (https://sourceforge.net/projects/uqm-mods/files/Mega%20Mod/0.7.0/uqm-BETA-HD-MegaMod.zip/download)

The new commands are:

--unlockupgrades : Unlocks all the Melnorme tech upgrades
--fastforward : Divides time by a factor of 5. 1 second day in HS / 5 second day in IP
--landermods : Land on spot and double storage capacity all around

EDIT:

I just noticed a bunch of animations in UQM HD are simply horrible. Just a comment really.
Like the ship in Hyper Space when pointed bottom right is offset differently than the rest.
And the ship during interplanetary is just horrid, let it sit still and spin around, you'll see what I mean.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on June 28, 2016, 03:46:52 am
Thank you! I will start the test of the Beta very soon.

I just noticed a bunch of animations in UQM HD are simply horrible.

Which resolution? In UQM HD hires4x I cannot see any glitches in the anims.
But I don't play in the other "micro"-resolutions, maybe only there?
Do you use them, and did you stretch the GFX in the options perhaps?

That brings me to another point; the options in the file uqm.cfg should be sorted alphabetically.
It's not important, but you can find desired entries faster then, when edited manually.


EDIT:
landermods and unlockupgrades tested, they work very well. Can be activated even on existing save games.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 28, 2016, 05:56:16 pm
The animations are messed up on 2x.

They're perfect in classic mode. I honestly don't like the HD resolutions but I love the addition of textured and rotating planets.

I've looked into alphabetizing the cfg files, but I couldn't figure it out. Kind of difficult the way the files are handled. I'll keep looking but I can't promise anything.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on June 28, 2016, 08:20:33 pm
I've looked into alphabetizing the cfg files, but I couldn't figure it out.

I've looked around in the files too now and will try to help you a little:

In the sources of UQM 0.7.0 ("uqm-0.7.0\src\") and UQM HD Beta ("uqm-hd-0.2"\src\") I found the files setupmenu.c and uqm\uqm.c with the corresponding entries. I guess, that setupmenu.c with the function SetGlobalOptions could be the right one.

In there the next-to-last command is:
Code:
SaveResourceIndex (configDir, "uqm.cfg", "config.", TRUE);
This function can be found in the file "libs\resource\resinit.c".

The problem: "config." is a hash table. The sort sequences of the entries in those tables are always undefined, they are ordered randomly. You'd have to put the names and values into a temporary table which must be indexed numerically, then sort it alphabetically by the name-strings, e.g. with the quicksort algorithm, and not till then (after the loop in SaveResourceIndex is finished) you can write the entries one by one into the uqm.cfg.

PHEW! That's too complex and far to much work for such a at the first sight seemingly simple task.
So forget it, I didn't request anything in my post #35. :-X And I'm afraid my attempt to help failed. :(


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 28, 2016, 09:40:13 pm
I came to sort of the same conclusion. I saw the SaveResourceIndex and looked up how to sort arrays to see if there were any function that can be accessed readily like PHP or C# does
Quicksort was the only thing that came up.

Of course I can't figure out an implementation that would actually work.
What I would prefer it be like any other game's cfg or ini file, for the options to be separated into categories.

But I use the shortcut for options not the cfg file.

If you would like I could set up a git so you could make contributions as well. Seems like the only logical step is to fork HD into our own thing.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on June 28, 2016, 10:48:37 pm
Quicksort was the only thing that came up.

Quicksort is the fastest algorithm for sorting tables I know of. Also its code is short and reliable. I believe, none of the others (like Bubblesort etc.) are used anymore these days. But as I said before, hash tables cannot be sorted, I've already tried this once with a quicksort function I wrote in Lua. Without success, they must be converted to numerically indexed tables first.

If you would like I could set up a git so you could make contributions as well.

Thanks, I will consider that and tell you then.

But my problem is, I'm not very familiar with C. Though the code of this project is stunningly clear and clean compared to many other sources with horrendous cryptic syntax. So reading and understanding it, making some minor modifications, and giving a few suggestions could be within my skill. But there's more. Somewhere here in the forum I've read, that it shall be rather tricky to set up the C environment until it works properly. So I'm not shure, if I can exercise enough patience to learn all this stuff. Good manuals, which I surely will find in the web, are therefore essential.

EDIT, sorry, I missed this:
Quote
Of course I can't figure out an implementation that would actually work.

I couldn't find anything in the English-speaking WWW either.
But in the German part there are a couple of useful sites. You don't have to understand the text, the shown functions are self-explanatory.

http://www.linux-related.de/index.html?/coding/sort/sort_quick.htm - here you can use right the first one
http://www.bluffton.edu/homepages/facstaff/nesterd/java/SortingDemo.html - only one function, written in Java


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 29, 2016, 12:42:55 am
If you would like I could set up a git so you could make contributions as well.

Thanks, I will consider that and tell you then.

But my problem is, I'm not very familiar with C. Though the code of this project is stunningly clear and clean compared to many other sources with horrendous cryptic syntax. So reading and understanding it, making some minor modifications, and giving a few suggestions could be within my skill. But there's more. Somewhere here in the forum I've read, that it shall be rather tricky to set up the C environment until it works properly. So I'm not shure, if I can exercise enough patience to learn all this stuff. Good manuals, which I surely will find in the web, are therefore essential.

EDIT, sorry, I missed this:
Quote
Of course I can't figure out an implementation that would actually work.

I couldn't find anything in the English-speaking WWW either.

http://www.linux-related.de/index.html?/coding/sort/sort_quick.htm
http://www.bluffton.edu/homepages/facstaff/nesterd/java/SortingDemo.html


Setting up an environment is easy enough. I've got it down to a replicable science.
Visual Studio 2010, either express or enterprise. I have the VS10 libraries needed on Google Drive so I can download them whenever I need them.
Actually, any Visual Studio from 6 - 10 works but anything newer than that requires a bit of jiggery pokery I am not skillful enough to deal with.

The devs for HD started working on adjusting the code to work with 12 but I don't think they fully succeeded. They have a binary in their trunk on sourceforge but it is wrought with graphical glitches.

Right now I am working on cleaning up the linker and output when building. Basically making all the compiled code go into a "bin" folder. So far it is being a bit troublesome.

EDIT:

Figured out my linker issue, postprocess command was pointing in the wrong direction and I fixed it.

Now the output goes into the bin folder instead of the root folder. Just seemed too cluttered for my taste.

UPDATE:

Interesting problem, not too severe. UQM-HD can't read the base content from a zip like Classic can, it can read addons just fine when zipped but it kicks back that it can't find the base content when it is zipped and placed appropriately.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on June 29, 2016, 04:00:08 am
Interesting problem, not too severe. UQM-HD can't read the base content from a zip like Classic can, ...

Good to know!

All along I wondered at the fact, that there exist the packed file base.uqm AND a folder with the unpacked base.
I've already made two small modifications (gamestrings.txt (http://forum.uqm.stack.nl/index.php?topic=5541.msg72265#msg72265) and comm\pkunk\pkunk.txt) directly in the unzipped base, but not the .uqm.
So I didn't realize this issue so far. Obviously I've been lucky with that.  Problem solved, see next passage.

EDIT:
I've got it! Under the folder "content" you must create a new sub-folder "packages" and move the zipped base.uqm over there.
The configuration files remain at their place. Then everything works fine again. If desired, you may delete the base directory afterwards.


EDIT 2:
Hopefully I won't get beaten now...
but could you increase the constant MAX_SAVED_GAMES in "src\uqm\gameopt.c" to 100 please?
I'm always running short of this.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 29, 2016, 10:58:57 pm
Sweet. Good to know, I was just zipping it all up in one big package.

I just wanted to be able to commit it to github in one shot.

Hopefully I won't get beaten now...
but could you increase the constant MAX_SAVED_GAMES in "src\uqm\gameopt.c" to 100 please?
I'm always running short of this.

I'll squeeze out a binary on this laptop, then you can tell me if it works.

UPDATE: Link is same as the last one.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on June 29, 2016, 11:39:11 pm
Just went through, save... save... save... until the keys were blazing... it works without any problems. Thanks!


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 30, 2016, 12:07:16 am
Awesome! Was worried about the graphics not compensating like so many other things.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on June 30, 2016, 12:32:27 am
I've tried to check this out in the gameopt.c as far as I could, before I asked for this modification, especially at the lines with
Code:
if (MAX_SAVED_GAMES > 99)
   ...
and didn't expect any problems, which has luckily been proofed then by the test. :)



Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on June 30, 2016, 01:54:15 am
Well the Github page is up.

I'm not going to maintain any actual releases, those will be uploaded to Sourceforge. This will be an area for feedback and collaboration.

Binaries made on the spot will be in the /bin/ folder and the max saves hasn't been done yet since I compiled that on a completely different machine.

https://github.com/Serosis/UQM-HD-MM

UPDATE:

Just committed the MAX_SAVED_GAMES changes and compiled a binary for testing the sync.

UPDATE AGAIN:

Backported the changes I made to Classic, made a round of .diff, removed the BETA, updated my official HD binary with the newest changes, and uploaded all to Sourceforge.

IDEA:

I'm thinking the next logical step would for me to download the latest snapshot of UQM Classic, test it for stability and rebuild everything including the HD fork on top of it. Make a sort of 0.8.0 Beta out of it.

Nevermind. I just gave myself a glimpse of what it would look like to painstakingly recreate the HD mod and it isn't pretty.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on July 02, 2016, 12:18:29 pm
The "next logical step": How about the correct display of the landers gauge, when the landermod is activated, or did you already fix that?
(I'm using the version "UQM-HD-MM-master.zip" you compiled on your laptop and didn't install the latest one from Sourceforge or your website so far. By the way, it's still called "uqm-0.7.1-HD-MegaMod.zip", while my startscreen shows "v0.7.2".)

One more idea for the Lander, if you don't mind: ;D
When the lander is destroyed, why lose all the harvested minerals then? Seems to me not very logical.
They could be scattered around it, so the next lander can pick them up again. Additionally there could been generated some units of base metal at the current position, representing the remaining wreckage.
(Normally I save the game prior to the disembarkment on dangerous planets, so this feature won't be very important. But maybe nice to have.)


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on July 02, 2016, 06:06:40 pm
Oh snap. I forgot I made it 0.7.2. EDIT: This has now been corrected with the latest builds and diff.

I'll look at the lander explosion deal, still haven't been able to figure out why the lander gauge is not cooperating.

By the way, newest build has the Thraddash lose 25% of their population during the Ilwrath war only if you're allied.

UPDATE:

Lander cargo bug may now be squashed!
I tested my fix to make sure it did not affect collected mineral sizes but I have yet to find a planet with enough minerals to fill the cargo completely.

You can download the binary at GitHub. (https://github.com/Serosis/UQM-HD-MM/blob/master/bin/UrQuanMasters.exe)
Just click "Raw" and it will download.

Once it is confirmed that it works I will update all my binaries, diffs, and backport it to Classic.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on July 04, 2016, 06:19:11 am
Ouch, that wasn't a good idea! And which cargo bug do you mean? I didn't notice any so far, except the gauge display.

With your last "fix" the capacity of the lander cargo is unlimited, and exceeding the capacity of the flagship's cargo hold will cause a new bug, see the picture:

(click to show/hide)

EDIT: The flagships's cargo capacity seems to be unlimited too, in this example I've installed 2 storage bays (1000 units), but actually there are loaded 2056 units of minerals.

EDIT2: To get through the test fast, I activated the landermods, godmode, and headstart, started a new game and travelled instantaneously to Beta Centauri, where you can find plenty of minerals.
Somewhat later I noticed another bug in conjunction with "headstart":
There you have 2 storage bays and 1000 radioactives aboard right from start, but the statistic for the cargo shows "Free 1000". Normally there should be nothing free anymore.

To find planets with lots of minerals, you may download the Database and Worklist (https://www.dropbox.com/sh/aenkr9c1e1jjs6x/AADJchSLid3u2756gOuIskVMa?dl=0) for MS-Excel from my Dropbox account.
In the table "StarSystems" you'll find all data about every planet and moon of SC's galaxy.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on July 04, 2016, 09:39:58 pm
Ouch, that wasn't a good idea! And which cargo bug do you mean? I didn't notice any so far, except the gauge display.

With your last "fix" the capacity of the lander cargo is unlimited, and exceeding the capacity of the flagship's cargo hold will cause a new bug, see the picture:

(click to show/hide)

EDIT: The flagships's cargo capacity seems to be unlimited too, in this example I've installed 2 storage bays (1000 units), but actually there are loaded 2056 units of minerals.

EDIT2: To get through the test fast, I activated the landermods, godmode, and headstart, started a new game and travelled instantaneously to Beta Centauri, where you can find plenty of minerals.
Somewhat later I noticed another bug in conjunction with "headstart":
There you have 2 storage bays and 1000 radioactives aboard right from start, but the statistic for the cargo shows "Free 1000". Normally there should be nothing free anymore.

To find planets with lots of minerals, you may download the Database and Worklist (https://www.dropbox.com/sh/aenkr9c1e1jjs6x/AADJchSLid3u2756gOuIskVMa?dl=0) for MS-Excel from my Dropbox account.
In the table "StarSystems" you'll find all data about every planet and moon of SC's galaxy.


Hmm. So not the fix I was hoping for. The graphical glitch may have to stay then.

1. The Flagship's cargo bays have been doubled as well in landerMods.

2. If you have landerMods and headStart on that's what happens.
    The Storage Bays automagically compensate, but the Lander's cargo bays do not.
    landerMods increases cargo storage 2x for the Storage Bays and the Lander's cargo bays.
    On a side note; Bio-Units are stored outside the Storage Bays in either case and are not affected by any mods.

I'll keep looking for a fix to the graphical glitch.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on July 04, 2016, 09:59:39 pm
1 + 2: Good, I didn't know that concerning the flagship's storage bay capacity, because you don't mention it in the CheatList.txt.

The graphical glitch isn't severe and doesn't have any negative effects to the gameplay, so take your time, it's not urgent to fix that.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on July 05, 2016, 01:03:58 am
1 + 2: Good, I didn't know that concerning the flagship's storage bay capacity, because you don't mention it in the CheatList.txt.

The graphical glitch isn't severe and doesn't have any negative effects to the gameplay, so take your time, it's not urgent to fix that.


I may have unintentionally vagued the description. Double storage capacity all around was meant to read as the Storage Bays and the lander cargo.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on July 06, 2016, 06:55:43 am
When the Spathi build their slave shield and disappear, their ships won't only vanish from the shipyard, but from the flagship too, sadly. That's bad, very bad. I like Fwiffo and don't want to lose him! Could you please reset this to the original state, so that the Eluders on board won't abscond?

When I tested the god mode I noticed another little issue, but not severe:
There the Arilou Skiffs can be destroyed by Ur-Quan fighters. Perhaps by the Orz space marines too, but I didn' test that.

And again a new request, also concerning the god mode:
IMHO the Pkunk Fury may die in the fight, but will resurrect with a probability of 100% in this case. Then you can see the interesting-looking rebirth in god mode too.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on July 07, 2016, 03:48:30 am
When the Spathi build their slave shield and disappear, their ships won't only vanish from the shipyard, but from the flagship too, sadly. That's bad, very bad. I like Fwiffo and don't want to lose him! Could you please reset this to the original state, so that the Eluders on board won't abscond?

When I tested the god mode I noticed another little issue, but not severe:
There the Arilou Skiffs can be destroyed by Ur-Quan fighters. Perhaps by the Orz space marines too, but I didn' test that.

And again a new request, also concerning the god mode:
IMHO the Pkunk Fury may die in the fight, but will resurrect with a probability of 100% in this case. Then you can see the interesting-looking rebirth in god mode too.


HAH! I forgot I did that. That was for testing purposes since I have a save from right before they scuttle off into their hidey hole.

Is it just the Skiffs? I can't imagine that there would be code to allow that to happen.

If I can make it biased so only the player controlling the Fury resurrects 100% then I will.
I like clean "getaways" like that happy accident with the lander shields.

EDIT:

By the way, I forgot to mention that God Mode only works when player one is fighting a computer controlled opponent.
So you can't cheat in Super Melee. This mod is safe to use for network melee.

EDIT:

Just tested the Skiff thing and I am not able to replicate it. Let the Ur-Quan have at it for 2 minutes and not one crew was lost. Although it seems the Orz marines can bypass God mode entirely for every ship.

EDIT:

I added in the ability for the Fury to never not resurrect after destruction, but the only way to test it is with the Orz.
Since the marines are the only thing in God Mode that can do any damage.

For the moment I can't wrap my brain around making it so only player controlled Orz marines cause damage.
Might end up making a new spot for it.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on July 07, 2016, 07:34:37 am
By the way, I forgot to mention that God Mode only works when player one is fighting a computer controlled opponent.
So you can't cheat in Super Melee. This mod is safe to use for network melee.

And I forgot to mention that I noticed the Skiff thing in the story and not in Super Melee.
I don't like melee very much (only for training against computer controlled ships) and didn't test it there.

With the ships I've had aboard, it happend only with the Skiffs, yes.
Furies, Eluders, Terminators and Juggers didn't lose any crew in god mode and hadn't been destroyed so far.
I'm using HD 4x only, but I think that doesn't matter in this case.
Could there be a difference between the normal gameplay (storyline) and melee?

By the way, suddenly it comes to my mind that in god mode the "Syreen Call" of the Penetrators also could have the same effect at the crews as the marines and fighters. Just a hint.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Krulle on July 07, 2016, 11:40:45 am
Heh, guaranteed resurrection for Furies? God, I'd be de-rostering the ship down to its captain before the fight. Why send crew to die if you get a full complement if the captain dies?


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on July 07, 2016, 05:47:35 pm
By the way, I forgot to mention that God Mode only works when player one is fighting a computer controlled opponent.
So you can't cheat in Super Melee. This mod is safe to use for network melee.

And I forgot to mention that I noticed the Skiff thing in the story and not in Super Melee.
I don't like melee very much (only for training against computer controlled ships) and didn't test it there.

With the ships I've had aboard, it happend only with the Skiffs, yes.
Furies, Eluders, Terminators and Juggers didn't lose any crew in god mode and hadn't been destroyed so far.
I'm using HD 4x only, but I think that doesn't matter in this case.
Could there be a difference between the normal gameplay (storyline) and melee?

By the way, suddenly it comes to my mind that in god mode the "Syreen Call" of the Penetrators also could have the same effect at the crews as the marines and fighters. Just a hint.


I simply can not replicate this on my end. I took a Skiff to Vela and fought the Kzer-Za sitting there and did not lose any crew. HD 4x even.

Yes, the Syreen song bypasses God mode as well. Though the good news about that is they can't lure the ship captain out. So you can't be destroyed, in theory, by the Syreen.
Even if they could turn against you in the main game I'm not going to worry about it until I can figure out the Orz marines.

EDIT:

Test it with the fresh binaries I made on Github. Those builds also revert Spathi runaway ship, and adds 100% Fury resurrection in God mode.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on July 07, 2016, 06:22:49 pm
I simply can not replicate this on my end. I took a Skiff to Vela and fought the Kzer-Za sitting there and did not lose any crew. HD 4x even.

Never mind, I'll use the god mode only sometimes for testing something anyway, where it can be very useful.
I only thought about possible complaints from beginners and casual gamers (e.g. like this (http://forum.uqm.stack.nl/index.php?topic=6206.0) crybaby ;D).


Test it with the fresh binaries I made on Github.

Thanks, I'll test it soon.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on July 07, 2016, 09:10:03 pm
I implemented the nastiest fix I have ever done but it works.

In God mode enemy computer controlled Orz marines can't enter your ship but the player controlled Orz marines work as they should.

Updated the binaries on Github to reflect this. On my way to the Syreen... EDIT: Nah, I'll leave the Syreen alone, one nasty fix is enough.

EDIT:

Cleaned up the Orz marine code a bit to where I did not have to duplicate it for God mode on/off.

UPDATE:

Alright, fun stuff all around.

God mode changes:
Orz marines do not work on the player,
Pkunk resurrection is 100% for the player, (though nothing can damage you anymore so it is pointless)
Syreen song does not work on the player,
Melnorme confusion weapon does not work on the player,
and finally the VUX limpets do nothing to the player.

The binaries are on Github so you can test it out.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on July 18, 2016, 11:49:18 pm
Do you have to start a new game to enable the non-genocide of the Thaddash, when they're allied?
Maybe I took an older save, when I tested the new changes, but I'm not sure.

When the Ilwrath were defeated by the Thraddash and vanished, firstly it seemed to work well, because the Thraddash didn't disappear. Only the space of influence had grown smaller, as intended. But later, a few weeks or months after I took the Helix, the space of influence got smaller and smaller and they changed hostile (thus no Torch ships at the shipyard anymore) , until they finally disappeared.

Well, I'll start a new game and test it again.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on July 19, 2016, 02:14:52 am
Yeah, it only works on saves from before you send the Ilwrath after them. That is only if you have an old save.
Did you take the Helix through, "friendly" means?
I set it so if you take the Helix while it is unguarded without asking them first they immediately start losing numbers until they are gone.

Also, I fixed a game breaking bug I introduced a long time ago that finally caught up with me while I was doing debug builds.
It was introduced right when I made it so you could take the Helix, the bug being the game would crash if you talked to the Thraddash
after killing the requisite amount of ships that is required to ally with them.

And for fun I stuck 5 zap-sats on the Avatar for the player only during God mode.

Available of course on Github for now until I iron a few things out.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on July 19, 2016, 02:31:18 am
Good, then I'll try again with a new game.

And yes, I took the Helix being very friendly (after I killed many of them to win their respect and got allied). ;D
But after I asked the Thraddash for exploring the planet and landed, I didn't take it at that time, rather much later, when it was unguarded.
Do I have to take the Helix immediately after the landing was granted?

Also, I fixed a game breaking bug I introduced a long time ago that finally caught up with me while I was doing debug builds.
It was introduced right when I made it so you could take the Helix, the bug being the game would crash if you talked to the Thraddash
after killing the requisite amount of ships that is required to ally with them.

Yes, I noticed this too.
But as a workaround, when I left the system without to speak with them, I could contact the Thraddash in the next star system without having a crash.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on July 19, 2016, 10:50:40 pm
Good, then I'll try again with a new game.

And yes, I took the Helix being very friendly (after I killed many of them to win their respect and got allied). ;D
But after I asked the Thraddash for exploring the planet and landed, I didn't take it at that time, rather much later, when it was unguarded.
Do I have to take the Helix immediately after the landing was granted?

Also, I fixed a game breaking bug I introduced a long time ago that finally caught up with me while I was doing debug builds.
It was introduced right when I made it so you could take the Helix, the bug being the game would crash if you talked to the Thraddash
after killing the requisite amount of ships that is required to ally with them.

Yes, I noticed this too.
But as a workaround, when I left the system without to speak with them, I could contact the Thraddash in the next star system without having a crash.

Yeah, you have to take it when you ask to land. The code works as a "unguarded" check. Although there may be an error in the code. If you have a save from before they were wiped out and after you took the Helix, check to see if they are still allies. If not then the code is working as it should. If they are still allies and they get killed off then I have to recheck my code.

It's sort of shunted in there and I have not tested all scenarios.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on July 21, 2016, 09:05:37 am
I started a new game, federalized with the Thraddash after I had killed the necessary amount of ships, asked them to land on Zeta Draconis 1 and took the Helix.
Regrettably it doesn't work, they turned hostile immediately.

EDIT:
It crossed my mind, as soon as you get the permission to land, the planet IS unguarded then, even if you land at once. Maybe there the issue can be found.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on July 21, 2016, 06:27:45 pm
Interesting.

It used to work perfectly before...

UPDATE:

Well I fixed it, looks like I tried to compensate for the Thraddash mission because the Helix becomes unguarded at that point as well.

But interestingly if you are allied with the Thraddash before you send them to the Kohr-Ah then you can never send them,
and on the flip side of that if you are not allied with them and take the Helix while they're attacking the Kohr-Ah then you can never be allied to them.

So I removed that bit of code and it has fixed everything.

Github has been synced so try it out now.

EDIT:

Also technically you are correct that the planet is unguarded when you ask to land, but I remembered that the code I put in checks to see if the Ilwrath event is in effect, if not you can pick up the Aqua Helix without losing the Thraddash.

Any other time you try to pick up the Helix results in bad Thraddash relations.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on July 21, 2016, 07:05:11 pm
But interestingly if you are allied with the Thraddash before you send them to the Kohr-Ah then you can never send them, ...

Yes, that's also the same in the standard game without your mod, if I'm right.

... and on the flip side of that if you are not allied with them and take the Helix while they're attacking the Kohr-Ah then you can never be allied to them.

And this you already mentioned before and is okay that way.


Started your new version and loaded my last save... Yippeee, it works perfectly now. Thanks!


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on July 21, 2016, 08:07:57 pm
On a more positive note I put together a full release for both Classic and HD on Sourceforge.

Apparently that little Thraddash screw-up spanned all across my previous releases, next time I'll be more careful.

So now Classic has the new God Mode abilities.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on July 21, 2016, 08:37:27 pm
Yeah, I know this with my own Darkstar One Mod very well, sometimes it's rather impossible to test all possible variations of the actions. Especially when a couple of them are taking place at the same time. Very often several scripts independent from each other are active in parallel within my mod, and since everything in DSO is triggered by events, unwanted and unforeseen occurrences may happen if I don't keep track of this.

So never mind, issues may and will happen in complex programs.



EDIT - By the way, just a hint:
Don't you consider to move your project completely from SourceForge to GitHub?
See those controversies about SourceForge's deceptive business acts since 2013:

Project hijackings and bundled malware (https://en.wikipedia.org/wiki/SourceForge#Controversies)
Warning: Don’t Download Software From SourceForge If You Can Help It (http://www.howtogeek.com/218764/warning-don%E2%80%99t-download-software-from-sourceforge-if-you-can-help-it/)

I don't know if it got better after Sourceforge was sold to BizX in 2016. But as you can see in the links, their commitments cannot been trusted.
If you're really unlucky, at worst they might dispossess you with their nasty practice.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on July 22, 2016, 06:33:34 pm
I've been mulling it around.

The problem that I am faced with is all of the hosted files I already have on SF plus the website.
I do not know if Github will allow me to host all of those audio and video files. I could always find out,
but I do not want to sit there and upload a file for 4 hours only for it to get rejected.

EDIT:

Also Github web doesn't support PHP.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on July 22, 2016, 08:27:10 pm
I do not know if Github will allow me to host all of those audio and video files.

I guess, they will. After all the audio and video files are necessary parts of the project.
Project 6014 (https://github.com/trinaryouroboros/project6014) is also hosted there, including binaries, audio and so on.
In the Terms of Service and the extensive Help of GitHub I couldn't find anything, that it would be forbidden.

Perhaps you may ask them directly per email?
support@github.com or https://github.com/contact


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: CelticMinstrel on July 22, 2016, 10:04:19 pm
For the website you might be better off with an actual webhost... though that's generally not free (or not very good if it is).


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on July 23, 2016, 01:36:51 am
I do not know if Github will allow me to host all of those audio and video files.

I guess, they will. After all the audio and video files are necessary parts of the project.
Project 6014 (https://github.com/trinaryouroboros/project6014) is also hosted there, including binaries, audio and so on.
In the Terms of Service and the extensive Help of GitHub I couldn't find anything, that it would be forbidden.

Perhaps you may ask them directly per email?
support@github.com or https://github.com/contact


I meant more or less the remastered music files that I use for the website itself.

EDIT:

Made a new repository and release over at Github:

https://github.com/Serosis/UQM-MegaMod

Still haven't quite the hang of it.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on July 25, 2016, 07:49:47 pm
So the coding seems not to be very easy. However, you did a good job overall.

I'm almost through with a new game and so far everything appears to work well but with one exception (not severe):

After the Thraddash have defeated the Ilwrath, the Thraddash's space of influence keeps shrinking at a very low rate, even while they're allied, and die out after 290 days. If the player meets remaining wings of them after the genocide, they are hostile again. But this doesn't matter anymore, because as soon as the player reaches the next system, all the rest of their ships will finally disappear. Fortunately except the Torch aboard your flagship, they will stay there.

It's only a little flaw and not so bad, if you can't find the issue. If it helps you for debugging, I could put a save on Dropbox, where the genocide of the Thraddash is imminent by only one day and the flagship is waiting in their home system. Just let me know if you can make use of the save game.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on July 25, 2016, 09:51:41 pm
I have an idea on where it could be.

Also the main github site will be http://serosis.github.io

Having a branch in my main repository just for the website was getting to be unmanageable.

EDIT:

Haven't been able to touch the code for UQM but I am in the middle of implementing a neat variation of the Sourceforge site on Github.
Right now I am stuck on a method to load the music playlist on click using javascript. I've done it before but I can't remember. Figured it out.

Most of the site is up and running now except for the FAQ and my contact address.

EDIT:

The site has built in responsiveness but it is by no means a mobile site. It is slow and buggy on every up-to-date Android browser I tested and only slow on Firefox mobile.
No idea why it works semi-perfectly for Firefox mobile but it is what it is.

UPDATE:

I removed the possible offending code that was making your Thraddash die out slowly, give the new binary a try and see if they still bite it.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: darklord42 on July 29, 2016, 06:35:27 am
I am so happy to see someone working on UQMHD.  It seems such a crime that all this amazing work just petered out right when it was so close to the finish line. I really hope dczanik is well.  Out of curiosity did you take a look at Mathew Bently's UQMHD-remix fork?  He attempted to fix a few of the outstanding bugs and managed to implement a Remix music friendly version of the intro/ending sequence.  Might be worth checking out to see if any of it is useful to you.  Personally, I would love the ability to choose between either A remix music intro/ending or original music, or at least have it be part of the music selection, but I'll take what I can get. :)

https://sourceforge.net/u/userid-865615/urquanmastershd/ci/master/tree/


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on July 29, 2016, 09:24:51 pm
I removed the possible offending code that was making your Thraddash die out slowly, give the new binary a try and see if they still bite it.

Either I'm blind or a little bit confused, because the UrQuanMasters.exe on GitHub (in UQM-HD.0.7.2.MegaMod.zip) is 1 day and ye on SourceForge (in uqm-0.7.2-HD-MegaMod.zip) even 2 days older than the last one I downloaded (UQM-MegaMod-master.zip, which seems to be gone now). Nevertheless I've tried it and it didn't change anything. I used the save game where the genocide of the Ilwrath is imminent by a few days.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on July 30, 2016, 02:10:08 am
I removed the possible offending code that was making your Thraddash die out slowly, give the new binary a try and see if they still bite it.

Either I'm blind or a little bit confused, because the UrQuanMasters.exe on GitHub (in UQM-HD.0.7.2.MegaMod.zip) is 1 day and ye on SourceForge (in uqm-0.7.2-HD-MegaMod.zip) even 2 days older than the last one I downloaded (UQM-MegaMod-master.zip, which seems to be gone now). Nevertheless I've tried it and it didn't change anything. I used the save game where the genocide of the Ilwrath is imminent by a few days.


No, not the one in releases, the exe in the bin folder in the project files.

https://github.com/Serosis/UQM-MegaMod/blob/master/HD/bin/UrQuanMasters.exe

That's where all the pre-releases or incrementals will be staged.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on July 30, 2016, 09:51:33 am
Thanks. For some reason I've deleted my bookmark for this link. Maybe the site was down and I erroneously thought the pre-releases were removed.

I went way back to the save before I sent the Ilwrath against the Thraddash and commanded them again to attack. Regrettably it's still the same.
If I have to start a new game to take the change effect, that'll last awhile until I can give feedback.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on July 30, 2016, 07:34:54 pm
I just got a new computer so it'll be a few days before I can fully set up, but I have another idea what might be causing this outcome, which means I can put the old code back.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on August 09, 2016, 08:31:45 pm
I just got a new computer so it'll be a few days before I can fully set up, but I have another idea what might be causing this outcome, which means I can put the old code back.

This is taking awhile. I'm still working on it but things are moving extra slow.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Defender on August 10, 2016, 04:43:41 am
good to know.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: GameMusic on September 01, 2016, 01:14:25 am
I tried to defend the Thraddash from being killed by the Ilwrath, and awaited the invasion at the home system of the rhinos. But regrettably I was unsuccessful with that, it didn't work.

Does the game create a mass of Ilwrath enemies?  I thought it just sent the influence bubble.  If you could actually fight the war with the Thraddash it would be pretty awesome.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Krulle on September 01, 2016, 08:42:55 am
The Ilwrath will actually be there.
But it is the same as actively fighting Kohr-Ah: a single ship, however strong, has no influence on the mass of fleets fighting each other; and therefore no influence on the outcome of wars.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on September 03, 2016, 10:43:51 pm
I've got my build environment set up again so has anyone got any new bugs besides the Thraddash still slowly disappearing?


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Jugger on September 05, 2016, 03:39:22 pm
So far everything else seems to work very well, I couldn't detect any issues besides the Thraddash still disappearing.

All in all good work, keep it up! :)


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on September 06, 2016, 02:16:32 am
Alrighty then, I'll keep my eyes open but I believe I know what's causing them to disappear.


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on October 19, 2016, 04:26:39 pm
Alrighty then, I'll keep my eyes open but I believe I know what's causing them to disappear.


I've figured out what the problem is.

It is my math for showing the Thraddash SOI shrink 25%.

Seems I can't get it quite right.

This is what it is normally:

Code:
strength_loss = ThraddPtr->actual_strength; //This value is the size of the SOI
ThraddPtr->growth = -strength_loss / MaddLength;
ThraddPtr->growth_fract = ((strength_loss % MaddLength) << 8) / MaddLength;

This is what I hoped would work:

Code:
strength_loss = (ThraddPtr->actual_strength)/4;
ThraddPtr->growth = -strength_loss / MaddLength;
ThraddPtr->growth_fract = ((strength_loss % MaddLength) << 8) / MaddLength;

You see, I was hoping strength_loss would be a literal percentage of actual strength loss.

So now I can do one of two things; Figure out how to make the SOI shrink to 75% of its former value during the Ilwrath attack or comment out these lines and the SOI snaps to 75% at the end of the attack.

Maybe I should hop onto the IRC to see if one of the developers knows what the heck is going on with this math.

UPDATE:

...Damn am I stupid sometimes.

What I thought was a really janky fix to the problem, set growth and growth_fract to zero upon mission complete, was technically the correct way to deal with a perpetually shrinking SOI.

I neglected to look further at the other examples of a SOI shrinking at a set rate.

I'll be uploading the fix to Github soon enough. I just can't believe I completely overlooked all the other examples.

The new release is up and the S.O.I. indefinitely shrinking bug is fixed.

https://github.com/Serosis/UQM-MegaMod/releases


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: Scalare on October 20, 2016, 03:04:41 pm
Alrighty then, I'll keep my eyes open but I believe I know what's causing them to disappear.


I've figured out what the problem is.

It is my math for showing the Thraddash SOI shrink 25%.

Seems I can't get it quite right.

This is what it is normally:

Code:
strength_loss = ThraddPtr->actual_strength; //This value is the size of the SOI
ThraddPtr->growth = -strength_loss / MaddLength;
ThraddPtr->growth_fract = ((strength_loss % MaddLength) << 8) / MaddLength;

This is what I hoped would work:

Code:
strength_loss = (ThraddPtr->actual_strength)/4;
ThraddPtr->growth = -strength_loss / MaddLength;
ThraddPtr->growth_fract = ((strength_loss % MaddLength) << 8) / MaddLength;

You see, I was hoping strength_loss would be a literal percentage of actual strength loss.

So now I can do one of two things; Figure out how to make the SOI shrink to 75% of its former value during the Ilwrath attack or comment out these lines and the SOI snaps to 75% at the end of the attack.

Maybe I should hop onto the IRC to see if one of the developers knows what the heck is going on with this math.

UPDATE:

...Damn am I stupid sometimes.

What I thought was a really janky fix to the problem, set growth and growth_fract to zero upon mission complete, was technically the correct way to deal with a perpetually shrinking SOI.

I neglected to look further at the other examples of a SOI shrinking at a set rate.

I'll be uploading the fix to Github soon enough. I just can't believe I completely overlooked all the other examples.

The new release is up and the S.O.I. indefinitely shrinking bug is fixed.

https://github.com/Serosis/UQM-MegaMod/releases

Happy days and jubilations!


Title: Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
Post by: JHGuitarFreak on October 23, 2016, 01:52:04 am
I've made another bugfix to quash the approximation of 25% reduction into a true 25% reduction to the Thraddash sphere of influence. While allied with the Thraddash after the Ilwrath battle.

https://github.com/Serosis/UQM-MegaMod/releases/tag/v0.7.2c