The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: Serosis on February 25, 2017, 02:46:32 am



Title: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on February 25, 2017, 02:46:32 am
All right dudes?

After troubleshooting with Gekko on the SC2 IRC channel I finally was able to smash through the wall I was hitting when it came to building on MacOS X.
These builds should work on OS 10.8-10.12 with no foreseeable problems.

You can grab the .dmg files either on the Sourceforge project page: http://uqm-mods.sourceforge.net/Downloads
Or at the Github releases page: https://github.com/Serosis/UQM-MegaMod/releases/tag/0.7.2d
There is a detailed FAQ on the Sourceforge page (http://uqm-mods.sourceforge.net/FAQ).

Also the Windows binaries have been updated as well to match the versioning and to squash a few annoying bugs.

Enjoy!


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Death 999 on February 25, 2017, 03:22:50 pm
What is the feature list? I see a list that doesn't look comprehensive on the download page.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on February 25, 2017, 03:27:20 pm
On the Github main page.  (https://github.com/Serosis/UQM-MegaMod) I haven't done any work yet syncing the two sites together.

The main meat of the mod is the commandline options you can use to have a bit of fun with.

EDIT:

I'm looking into doing a page with a full list of changes and additions. Going through the preliminary process on how to design it so it fits the style of the page while being readable.

Update:

Both sites now have a Features page containing all the important changes that were made. Including a couple of discrepancies between Classic and HD that I overlooked.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 01, 2017, 09:26:47 pm
Thank-you so much for all your hard work!  Right now you are the only active version of UQM-HD available


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 02, 2017, 12:33:16 pm
Thanks. I do this as a hobby but it makes me happy that it gives back to the Star Control II / UQM community.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 02, 2017, 05:44:59 pm
I really mean it.  It is a crime to have all that hard work that went into uqm-hd to be so close to completion but never quite had a polished end product.  You are doing the lords work!  ;D  Great job fixing the precursor hd music with the HD cut scene slides.  That was always an issue before.   I remember reporting it, but it never really got a nice fix that worked with the original 3do music.  And now movies work too as well!

One minor thing.  Could you include the hi res spin slides?   I don't believe they were ever included in an official release of uqm-hd but one of the spinoff attempts managed to put them in.  I took the liberty of extracting them for you.  It looks like all you have to do is to drop them into their respective packs.

https://www.dropbox.com/s/9phdqcehs6btox1/hires4x.zip?dl=0
https://www.dropbox.com/s/kqhuauq7ht3vpcg/hires2x.zip?dl=0

Another thing,  I have no idea if you can fix it, but have you seen the strange orbit lines that look like an A as you approach earth? It's in the 4x graphics package. It started happening with one of the spin off projects.  Not sure why it does it, but it is a bit of a bug bear.  It looks like it's drawn in with MS paint...which is really strange....


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 02, 2017, 10:15:22 pm
also sent you a pm


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 02, 2017, 11:43:17 pm
Another thing,  I have no idea if you can fix it, but have you seen the strange orbit lines that look like an A as you approach earth? It's in the 4x graphics package. It started happening with one of the spin off projects.  Not sure why it does it, but it is a bit of a bug bear.  It looks like it's drawn in with MS paint...which is really strange....

I never play in HD so I wouldn't really know. I like the all of the changes HD has made except for the high resolution images.
It's a personal opinion that I have with many classic games that are thrust into, "HD" without the proper framework.

Final Fantasy VI being the latest letdown.
IX does it a bit better, but they somehow lost the original background art so even though all of the 3D bits get an upgrade the surroundings don't.

Anyways, I'm off-topic.

Great job fixing the precursor hd music with the HD cut scene slides.  That was always an issue before.   I remember reporting it, but it never really got a nice fix that worked with the original 3do music.  And now movies work too as well!

Umm. I won't be taking the credit for that. I haven't touched anything except for adding in the cheat functionality past the already included Cheat Mode.
There were some quick fixes I patched in from someone else's code that I can not remember for the life of me where it came from.
In truth some of the code may have been from Project 6014.

One minor thing.  Could you include the hi res spin slides?   I don't believe they were ever included in an official release of uqm-hd but one of the spinoff attempts managed to put them in.  I took the liberty of extracting them for you.  It looks like all you have to do is to drop them into their respective packs.

Next time I do a complete build, which should be sometime between now and the end of the month. There were a few minor annoyances and discrepancies between Classic and HD I only picked up on when making the Features page on the websites.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 03, 2017, 01:15:53 am

I never play in HD so I wouldn't really know. I like the all of the changes HD has made except for the high resolution images.
It's a personal opinion that I have with many classic games that are thrust into, "HD" without the proper framework.


I understand,  I'll keep poking around in the data files to find out,  but anything you can do would be great.

Umm. I won't be taking the credit for that. I haven't touched anything except for adding in the cheat functionality past the already included Cheat Mode.

fair enough,  but I'll give you credit for putting everyone's work together in one convenient package ;)


[EDIT]

Also I think the MB person in the code is Matthew Bently (his name on his repo https://sourceforge.net/u/userid-865615/urquanmastershd/ci/master/tree/)  his name on these forums is metamorphosis.  All part of his UQMHD-Remix.  Although i haven't seen him in about a year.



Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 03, 2017, 03:38:50 am
I'm not saying I won't look at the HD part to see if it's a graphical or code error.

Once I get the chance, probably over the weekend, I'll take a hard look at all of it so I can flesh out exactly what I need to do to finalize 0.7.2 in both HD and Classic.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 03, 2017, 06:12:12 am
Out of curiosity, how much of Matthew Bentley's UQMHD-Remix changes wound up in your version?  I know you mentioned a few on your site, but looking at the remix's moddb page, the list was a little longer.

http://www.moddb.com/games/the-urquan-masters-hd-remix/

Not that I feel you necessarily should have every one he did, just curious.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 03, 2017, 06:18:30 am
The ones essential to the mod itself first, like the 3DO videos being playable in the center of the screen then little things here and there.

But the list I made is the literal list of every significant change. I went through the .diff files myself just so I could remember what I did or did not do.

I can't even remember where I acquired the source code from so I could implement them. Otherwise I would take a crack at including all of them and continue where he left off.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 03, 2017, 06:23:15 am
https://sourceforge.net/u/userid-865615/urquanmastershd/ci/master/tree/ is his repo.  Some of it sounds like it's in the data files themselves.

And some of it, like the work on the hd slides for precursor music, might not be needed anymore, as it looks like it works fine in your version.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 03, 2017, 06:40:37 am
https://sourceforge.net/u/userid-865615/urquanmastershd/ci/master/tree/ is his repo.  Some of it sounds like it's in the data files themselves.

And some of it, like the work on the hd slides for precursor music, might not be needed anymore, as it looks like it works fine in your version.

Yeah, I try not to mess with anything related to content modification so people can simply pop the modded binary in without any fuss of keeping track of packages.

Getting to that point is more than any single person can handle successfully. As you can see by how many projects up and went into development limbo.

I'm still going to download the snapshot and diff it between vanilla HD to see what else I can manage to squeeze into the mod without touching the content.
I'm no advanced programmer by any means, I can simply see and understand how some things work.

The content management is a big beast to tame, at least to me it is.

EDIT: Anyways, I'm off to bed, I'll pick up this convo tomorrow.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 03, 2017, 03:38:23 pm
Absolutely, you definitely want to draw the line somewhere, or you will be at this for the rest of your natural and/or unnatural life....

I was thinking more on the lines of cherry picking some things that are relativly simple to implement.

like:

* Corrections to various new Utwig voiceovers to match original script
* Resampled all new utwig voiceovers down to 11khz to match tone of all other original voiceovers

Going to his 3dovoices file, trying them out, and if you like them replace his utwig voices folder with yours.  Especially since Utwig voice was a new creation for UQM-HD, his changes probably are better.

Maybe his re-balanced Shofixti voices, but really not much else that I can see. Unless you want more.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 03, 2017, 04:19:09 pm
I think I may already have the Utwig voices. I know they're different. Nope, not the downsampled ones.

If I do add the HD ship info it'll be as a separate addon package. I know that may be a pain in the arse for OS X users but it saves the user from having to download a 130 or 348 MB file again.
Same with voiceovers, if I decide to include them for download. When I get a new build up I'll have everything separated, UQM HD will be just like Classic in that it will only have the base
content file and users will be able to download what they want at their leisure. Just seems easier that way.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 03, 2017, 04:48:22 pm
Creating a Remix.uqm file isn't a bad idea.  Only how do you ensure that it is loaded after everything else so it replaces the necessary files?  Is it loaded in alphabetical order?


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 03, 2017, 06:15:00 pm
You would have to do it via the commandline option, "--addon *addon name here*".

I'm sure there might be a way to make it load automagically via the code, but again, content management is something I want to steer very clear away from.

EDIT: I just looked at the code and implementing an autoload looks relatively simple.

What else from the remix content is there besides the updated Ship Info?


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 03, 2017, 08:21:12 pm
Just going by his change log he says:

* Edited syreen voiceover to remove annoying narrator voice.
* Removed utwig credits voiceover (as none of the other races have voiceovers for this section, it feels wrong)
* Correction to setup menu for 320x240 (would not allow alternative scalers previously)
* Update to credits
* Corrections to various new Utwig voiceovers to match original script
* Resampled all new utwig voiceovers down to 11khz to match tone of all other original voiceovers
* Correction to fluctuating volume levels between dialog lines for shofixti
* Subtitle formatting consistency updates to thraddash, slylandro, talking pet, utwig, safe ones
* Toned down the nebulae significantly - they were interfering with gameplay mechanics, and in my opinion, the atmosphere of the game. Also added five new nebulae variants.

I don't know if you want/need everything. but I'm sure you may want to take a look.  And some like the setup menu may have a code portion to it too...


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 03, 2017, 08:40:42 pm
Yeah, I don't like fooling with the setup menu.

Every time I have in the past I've completely broken it.

The voice stuff can be easily implemented, I've already added in the necessary code to load the remix pack, if it exists, alongside the HD pack.
At the moment I've having trouble with the HD ship info slides. As far as I can tell there is zero mention of the slides in the RMP file except for the 3DO video RMP.

EDIT:
Okay, so the ship info is going to be a big headache because the files that call them up are in the base content directory. Which is bullcrap.
Nevermind, figured it out... Ugh. Why the HD authors did this weird runaround is beyond my comprehension.

UPDATE:

The plan is, in regards to the HD-only content: Create separate packages for each individual change that the user can simply drop into the addons folder and the code will load it automagically.
Though as an weird bug, the 3DO videos force themselves onto you whether you select the option or not. Maybe that's just me though.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 03, 2017, 09:30:53 pm
Setup menu has been the bane of many.  Don't worry about it.

I'm surprised the ship info slides were so much trouble.  Normally to get them working, I just removed the hold hires#x/cutscene/slides folder and dropped that one in within the hires texture addons.  

Personally I'm not a fan of too many dropins as I feel it is ugly, and I question if people are going to really prefer that much choice.  But, if it works, whatever.

That 3DOvidieo bug has me concerned, hope you get to the bottom of it.  I wonder if you are accidentally forcing to load the movie file when it shouldn't. Or maybe it's working but you are forgetting switching movies on and off does require a restart?

What do you think about the nebula textures?


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 03, 2017, 10:00:57 pm
It worked for you because the file that loads the ship spins is in
Code:
base/cutscene/spins/ship##.txt
The HD devs simply edited it to point to the addons directory which is asinine.

As for too many options, there will be an option for everything rolled up into one .uqm file.
I wanted to separate the entities up a bit to make it more modular.

I don't particularly like the new Utwig voices, my nostalgia for the whiny Utwig brings me out of it.
I'm simply thinking that if I don't like the new voices, chances are someone else will feel the same.
And I don't want to leave that person having to go without some of the new content because of the voices.

As for the rest of the voice fixes, I will include them as their own entities as well. Except for the Syreen, that one seems like it was done for the sake of it.

The nebulae will not be done I think. I did part of the code. It all depends on how the game reacts if the nebula files aren't there.
I don't want any of the content files to be a necessity.

I know I'm being weird about the content but I want the game to just work with only the base content first and the addon content last.

EDIT:

Also, yeah, I forgot to restart the game after I switched the videos off.

UPDATE:

Okay, I have as much content as I am willing to handle for the moment.
The options will be fixed Utwig dialogue, fixed Shofixti dialogue, various subtitling and timing fixes, and the HD spins.
With the option to have all of it rolled up into one.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 04, 2017, 01:38:35 am
Well the idea behind REMIX was to fill in holes and issues left behind by the UQMHD team when they disappeared. So they were suppose to be necessary changes if you use HD. Some like the 11k sampled utwig voices and the spins I think are a must. if you use UQMHD,  (Maybe the nebula, I do remember it being a little bright at times but still playable).

Still, as long as the option is there, I'm not going to complain.   ;)  Your system sounds just fine, and I'm sure you want to move on to other goals.


I agree with the Syreen though.  leave it as is.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 04, 2017, 01:47:45 am
The problem with adding in more nebulae is that it would make the nebula package necessary for the game to even run.
At least, I think. I'll increase the number to 22 like in HDR and see what happens when I don't have the content to back it up.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 04, 2017, 03:05:24 am
I see, certainly worth a shot!


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 04, 2017, 03:50:20 am
Seems to work fine, but then again I only checked the systems around Sol.

I'll add the nebulae to the HD spins for now.

EDIT:
Eek, just ran into a problem. Can't have the 1x, 2x, and 4x nebulae in the same folder structure like I can with the spins.
I may have to think outside the box on this one.

Update:

Did some ugly content checks and a 2x / 4x category for loading the nebulae.ani

I found out that the 4x nebulae from HD remix were out of whack. Out of order or something, I couldn't really tell without looking
at a side by side comparison of the thumbnails between 2x and 4x with the gamma on my monitor at maximum.

It was immediately noticeable in-game where the Sol system had a blue nebula in 4x but it had a yellow nebula in 2x and 1x.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 04, 2017, 05:28:33 am
Interesting!  Good find, thanks for looking into it!


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 04, 2017, 05:48:33 am
Oddly enough, disregarding the HD-Remix content, the nebula for Sol is purple/blue after correcting the actual nebulae count in the code. And it is blue in original HD without correcting the nebulae count.

Maybe Matt tried to correct it for 4x but wasn't able to get around to 2x and 1x.

As an aside, I love how perfectly aligned that sentence was to have, "for 4" and, "to 2".

EDIT:

Another interesting side note, the base (non-HD) content for the Vux has the 4x initial comm screen.

Kind of a pain in the ass since I didn't want to edit the base content. I may just add it in to the spins and nebulae package.

UPDATE:

I just made a separate package for it and modified the code to autoload it if on low resolution.

Also added autoload support for Soul Reaver's Melnorme dialog package. (http://www.warpstormstudios.com/uqmmod/)

Going to bed, I'll start work on porting some more of the remix code over tomorrow.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 04, 2017, 02:50:36 pm
Great job man!  Sounds like you are getting a good handle on all the madness. 

Thanks for adding in Soul Reaver's Malnorme package.  I for one like the original voice, but the added lines are too good to pass up.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 04, 2017, 07:47:29 pm
Added a ton of small fixes from Matt's code and three major fixes.

  • resolution fix for 16:10 and 5:4 monitors
  • 1x, 2x, and 4x, animation timing for Yehat Rebels
  • fix to the Starbase convo so you can ask about the Ur-Quan

Almost everything went in except the fix to build on VS 2013, animated Quasispace portals, crew dots, and ion trails.
The animated QS portals, crew dots, and ion trails are a sizable chunk of code that I can't subvert with a content check
like I did with the nebulae, spins, and Vux fix.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 04, 2017, 08:40:23 pm
Great!

Regarding the animations,  i had no idea MB added those. They may already be in UQMHD. Do you know which commit he put them in?  I can't seem to find it.

Or were these added by the UQMHD team but never made it into a release?

I see commits 1c1fd0 and c94bb8 made by Jaakko Markus Seppala made at 2014-10-26/28.  Are these where this is from?


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 04, 2017, 10:38:06 pm
No idea.

I diff'ed the source between Matt's latest master and the original HD source code then used the resulting .diff file to start adding stuff in manually.

I got to a point where it started adding references to animated quasi portals so I passed it up until I could figure out exactly how much needed to be changed for it to work without the content.
Turns out it adds too much to make that idea feasible.

The content is also there under the, "nav" directories of 2x and 4x.

EDIT:
I'm going to take a break for the day.

That way I can focus on fixing a few bugs between Classic and HD either tomorrow or a in a few days.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 05, 2017, 12:57:22 am
Sounds like a good plan, see you in a few days :)


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 05, 2017, 08:41:04 pm
Alrighty so I've ported most of the fixes back to classic and fixed my own screw ups allowing it to build a debug binary.

Classic autoloads the new Utwig and Shofixti packages along with Soul Reaver's Melnorme package.

Added two new commandline options: --skipintro and --fmv
Skip intro does what is says, skips the intro.
FMV enables the use of the Crystal Dynamics Logo and the Drumall video that plays after sitting 20 seconds on the menu screen.

Skip intro naturally skips the Logo video if both options are enabled.

On an unrelated note, I really wish there were a way to sort the .cfg file options. They just seem randomly ordered.

Going through testing and building on OS X soon.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 05, 2017, 11:14:10 pm
Awesome! Can't wait!


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 06, 2017, 02:24:14 am
Hopefully, since I have everything already setup in my virtual environment, it will be as easy as building it and slapping it inside of a .dmg.

Was thinking about going full Hackintosh but it looks to be a pain in the arse for dual-booting with Windows.

If I could get xcode 4 to install in Sierra then it would be worth it.

EDIT:

Hit a small roadblock. The 3DO videos for the spins and intro won't load if you have the extra content installed. Or they do, but only partially.
Somehow the new content is superseding them entirely. Regardless of the option to load the 3DO videos.

Yay.

Update:

Going to have to nix the all-in-one package and go with completely separate packages.
That way the 3DO options fully take.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 06, 2017, 04:56:32 am
Separate packages is fine. I'm sure it will all be organized in a straight forward way on the site, which is what really matters.

Yeah,  I built an AMD hackentosh from spare parts from my brother's computer.  I really wouldn't bother dual booting it.  It's a minor miracle just to get it to work as is.  I have 10.11.6 installed on it.  I can't bring myself to go through again with the process to install 10.12 on it... At least not without buying a second hard drive and installing it on that.  I really don't want to trash what I already have.

For me AMD hacks causes extra issues installing XCode, for whatever reason.  I'm sure it can be solved, but I never find time to look at it, and my old macbook pro is enough for my needs.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 06, 2017, 06:36:46 am
Separate packages is fine. I'm sure it will all be organized in a straight forward way on the site, which is what really matters.

Yeah,  I built an AMD hackentosh from spare parts from my brother's computer.  I really wouldn't bother dual booting it.  It's a minor miracle just to get it to work as is.  I have 10.11.6 installed on it.  I can't bring myself to go through again with the process to install 10.12 on it... At least not without buying a second hard drive and installing it on that.  I really don't want to trash what I already have.

For me AMD hacks causes extra issues installing XCode, for whatever reason.  I'm sure it can be solved, but I never find time to look at it, and my old macbook pro is enough for my needs.

All the content files are up on the downloads page if you want to take a look: http://uqm-mods.sourceforge.net/Downloads

None of the download links for the current binary release will work, they're pointed at the names of what the next release will be.

As for the Hackintosh, my thing was how many options I would have to change in the BIOS just to multi-boot.
I would either have to reinstall Windows with those changed options or fiddle with the BIOS every time I want to boot into a different OS.

I have an Intel i5 so technically it would have no problem running OS X, but for UQM I would have to partition one hard drive so I can boot 10.8.5 or 10.12 on the same drive.
Unless I could get 10.8.5 Xcode to install on 10.12, since 10.8.5 is the last version that has no ugly quirks with clang and gcc. As far as I know. I've seen only a few people trying to build
on 10.9+.

EDIT:

Ugh, the voiceover for the ship info won't work on Classic on Mac
Which is the exact opposite problem for HD where the voiceover works but the background wind noise doesn't.

UPDATE:

I'm just an idiot. On Classic the default volume setting is 0.

Also, should I make a new thread for another release? Seems wrong because this is already the top post.
Wish I could edit the first post with new links.

UPDATE

Everything is setup and a new release has been made

Grab it either at the Sourceforge mother-site (http://uqm-mods.sourceforge.net/Downloads) or the Github daughter-site. (https://serosis.github.io/#Releases)

Head to the Features page of either site for a full list of changes.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 06, 2017, 04:25:02 pm
Awesome!  Great work!  I'm in the process of downloading everything now.

A few thoughts already though:

-The UQM-HD (No Addons)  Currently does not include the base addons of 3dovoice or 3domusic, should these be added to optional section?

-Do you think you could add a link to the precursor remix music in your optional section?

-Regarding SoulReaver's Malnorme addon,  can I download the addon file and re-label the .zip folder to .uqm to have it work?  Or do have to make sure there isn't a second level of directory inside the .zip folder?

I'm surprised you can't modify the first post.  I can modify any post I made in this thread...  I promise I won't be mad if you make a second thread, but I'm not a moderator. :)


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 06, 2017, 04:31:32 pm
Awesome!  Great work!  I'm in the process of downloading everything now.

A few thoughts already though:

-The UQM-HD (No Addons)  Currently does not include the base addons of 3dovoice or 3domusic, should these be added to optional section?

-Do you think you could add a link to the precursor remix music in your optional section?

-Regarding SoulReaver's Malnorme addon,  can I download the addon file and re-label the .zip folder to .uqm to have it work?  Or do have to make sure there isn't a second level of directory inside the .zip folder?

I'm surprised you can't modify the first post.  I can modify any post I made in this thread...

I didn't want to upload the voice, and music because they are already available on the main UQM site: http://sc2.sourceforge.net/downloads.php

So are the precursor remixes for that matter.

And yes. You can rename the files however you want so long as the folder structure inside the zip remains untouched and that the extension is either zip or uqm.
You can even rezip it using a higher quality zip compression, as long as the folder structure remains exactly the same.

Edit: All the .uqm files I uploaded were zipped with 7zip using the highest settings. Did not notice a performance drop at all even on the OS X virtual machines.

Adding a note in the Optional Content panel pointing to the UQM download page.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 06, 2017, 05:37:15 pm
Excellent!  7zip is not a bad idea!  I'll keep it in mind for another project. :)


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 06, 2017, 10:48:13 pm
I'm sure at this point you want to take a large break,

I just wanted to post this for the record.  For the 4x hi res package here is an image of the odd orbit lines I get.  I was hoping the nebula fix would have fixed it, but alas no. It does happen in other systems other then sol, and happens as you zoom in closer to the star.  No idea what causes it yet.


(https://www.dropbox.com/s/uqvu2ii1t5gxuxe/Screen%20Shot%202017-03-06%20at%204.45.02%20PM.png?raw=1)


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 07, 2017, 01:10:13 am
That is just, fascinating.

What OS, what packages are you running, and what are your settings including the cheats?

Does it happen with UQM classic or how about the original HD mod?

I need to see if I can replicate that. But even then, I believe the orbits are generated and not located in the content files.

EDIT:

Just loaded up UQM-HD in 4x to see for myself, nope. I get none of that mess.

(http://i.imgur.com/p1wWZys.png)

Try it with either --opengl or --nogl

EDIT:

Looking at your image it appears to be happening to Neptune's orbit line and what I can assume to be Pluto's orbit line since I see only two warped lines.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 07, 2017, 02:07:47 am
I think you are right,  It's the outer planet orbits...

I'm using OSX 10.11.6  it happens on both my Hackentosh and Macbook Pro 2010 with the same OS.  Could be an OpenGL issue...but I tried both your flags and had same result. (--nogl did affect the monitor scaling)

It only happens on 4x and I don't use any special flags

And I have the following packages

MelnormeVoiceFixAddon.uqm
rmx-nebulae.uqm
rmx-shofixti.uqm
rmx-spins.uqm
rmx-subtitle.uqm
rmx-utwig.uqm
uqm-0.7.0-3dovideo.uqm
uqm-0.7.0-prv-3domusic.uqm
uqm-0.7.0-prv-3dovoice.uqm
uqm-0.7.0-hires2x.uqm
uqm-0.7.0-hires4x.uqm
uqm-remix-disc1.uqm
uqm-remix-disc2.uqm
uqm-remix-disc3.uqm
uqm-remix-disc4.uqm
vux-fix-1x.uqm

Although I have tried it with just the uqm-0.7.0-hires4x.uqm file, and same thing.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 07, 2017, 02:53:46 am
I just checked the frameworks and the various Advanced Options. No dice.

This may be a side effect of building it inside a virtual machine but I don't have a real Mac to test this thought.

You said it happened in other star systems, did you perhaps make a note of which ones?


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 07, 2017, 03:20:53 am
Evreyone actually, the lines vary from 1 to several.  I think you are right in that it's the orbit of the outer planets.  I really should try this on a windows machine...  
[EDIT]
I'm surprised it doesn't do it on your VM!  Makes me wonder if it's some screwed up settings file that got copied over from my two machines.  If it was an OSX issue I'm pretty certain you would see it.  OSX's OpenGL implementation is the same from 10.11 and 10.12 (And out of date for both).  I tried clearing ~/.uqmhd folder but no luck.  I don't remember it happening on UQMHD beta so I think I'll try downloading that, and verifying if that's true.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 07, 2017, 03:29:45 am
I forgot to mention that it does do it in my VM.

The VM crashed my computer as I was typing out a reply previous to the one I submitted.

I have two ideas that may be causing this issue.

1. It may be that building it in a VM breaks it in some way

2. I implemented one of Matt's resolution fixes wrong and it doesn't play nice on OSX

EDIT:

Another question, it did this on the previous OSX build correct?

If so then it can't be one of Matt's resolution fixes.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 07, 2017, 03:58:24 am
Yeah, the previous OSX build it happened.  I don't see how compiling on a VM affected it.  I bet If I compiled it on my mac I'd hit the same problems. I'm still downloading the old UQMHD-Beta.  It would be good to establish at least some reference point where things use to work. Unless my memory is faulty.  I do remember it happening with Matt's build's too.  in fact I showed him a screenshot of the same thing..  Source forge it awful slow....

EDIT

Yeah, in the original UQMHD-Beta it doesn't happen.  Now what that actually means, I have no idea....


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 07, 2017, 08:23:23 pm
It means that I'm going to have to remove Matt's fixes one by one until I find out which one is causing the glitch.

Fun. I'll start with the one that adds support for 16:10 and 5:4 resolution monitors.

EDIT:

I really wish it did this on Windows.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 07, 2017, 08:45:46 pm
Oh  *INSERT EXPLETIVE HERE*....

At lest you know it's not one of the new changes in the last build.   Resolution sounds like a good guess,  though what it is about 4x that kills the orbit rendering in that very specific circumstance of when the orbits are out of frame would be a good question.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 07, 2017, 09:13:25 pm
Gonna have to go onto github, grab the first Mac release and work from there.

Better than working from the newest release where there are a ton more changes.

EDIT:

I'm going to build the oldest Mac binary I can and go from there. Thank god for Github.

UPDATE:

As a control I compiled plain UQM-HD straight from their Sourceforge page and I still get the screwed up orbit lines in 4x resolution.

Built it upon 1.2.10 SDL_Image and 1.2.14 SDL.

So now the problem is either something *they* did to their sourcecode before packaging it up or building UQM in a virtual machine.

I have an idea though, maybe the content is different on OSX than it is on Windows. I uploaded the content from the Windows version, so that *may* be it.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 08, 2017, 04:40:42 am
Ill give it a try, have my fingers crossed, except source forge is so slow it will take aprox 2 hours while I sleep...I really hope it's that simple.  Why I didn't try the 4x file from the beta is beyond me, should have been a good test, but I already removed it...


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 08, 2017, 05:20:20 am
Nope it still doesn't work.

Looks like a quirk with building it in a Virtual Machine.

You may have to suffer the lines or bring it down to 2x.

EDIT:

Makes me wonder if Matt built his OSX version in a Virtual Machine as well or if there is a bug in the HD source code that was added after they released HD.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 08, 2017, 06:00:43 am
I really have a hard time believing that compiling on a virtual machine is the problem.  I never heard of other software having such problems, and why only the orbit generation code?  I think a bug introduced after the beta but before Matt did his Remix is more likely.  They never did a third release in between and it was quite a while of more code being put in before Daemon disappeared and then the rest of them.  A lot of it was Finnish localization, but there was probably a bunch more.

I should try compiling on my 2010 mac book myself to be sure.  It's been several years since I compiled UQM, so it will take some figuring out.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 08, 2017, 06:44:25 am
I've actually just found that they shipped the source with UQM-HD Alpha 1.

If *that* works fine in 4x I'll diff the source between the alpha and beta to see where it might've went wrong.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 08, 2017, 04:16:17 pm
At least you have a starting point.

I'm trying to compile your version right now.  I moved the necessary framework files to the system library folder so the build script could find them, but during compilation it says SDL_image cant find the SDL.h file.  I double checked that all headers were all included in the frameworks folders, which they were.   So something is borked with the build script. Unless there is something obvious I'm forgetting?


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 08, 2017, 04:19:14 pm
You have to start it off with some CFLAGS.

CD into the directory where the, "build.sh" file is and run it like this first:

Code:
CFLAGS="-I/Library/Frameworks/SDL.framework/Headers" ./build.sh uqm config

You only need to do this once unless you have to run the config again.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 08, 2017, 04:34:46 pm
Ah that's right.  Odd you have to manually include the SDL headers but not say the ogg, vorbis or sdl_image ones...

So got it to compile, and still the same result, so at least we know your virtual machine is working. :)


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 08, 2017, 07:49:49 pm
Well that's a result.

I'm on about 24 hours no sleep thanks to insomnia so I can't really do... Anything that requires a hard thought.

I'll try to compile the Alpha here in a second, even though I meant to do that at 9pm yesterday when I found out about it.

EDIT:

This slipped my mind.

You're on 10.11, what version of Xcode did you compile it with?

UPDATE:

The Alpha still has the glitch on OSX.

At least this provides an earlier version. But it still begs the question, how did their builds escape this glitch?

I'm going to bed now, satisfied that I at least found out. Maybe we have to build it with an even earlier version of Xcode?


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 08, 2017, 08:29:25 pm
Dang man I didn't realize you were without sleep.  Have a good rest for a few days.  I'm in no hurry.

I use XCode 8.1 which has Apple LLVM version 8.0.0 (clang-800.0.42.1).  Which may be mostly inline with clang 3.9.  I could always install earlier versions of clang via macports, or even try gcc. (far easier then trying to install old versions of the entire XCode kit on later MacOS which may make it impossible.   With this info I'll play around with it and see if I can find a version that works.  You get some sleep!


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 08, 2017, 08:34:16 pm
I'll get sleep when my brain allows it.

I've seen posts here saying that compiling on 10.9+ is a major pain in the arse.  \_(ツ)_/

I think I'm going to have to find a version of 10.5 and compile it with its appropriate Xcode.
Just found a 10.5 VMWare image so here's hoping it actually works.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 08, 2017, 08:52:13 pm
Heh, Will I bet you apples to dollars it's a clang issue.   I'd try the Apple/gcc-4.2 compiler first.  That's the compiler that shipped with Xcode3 and is available on macports.

Sure does explain why the windows version worked...
[EDIT]

Hmm applegcc-4.2 doesn't like my system files stuff, I'll have to get a 10.6.sdk and try to link that..
But I'll have to do it after work.  VMing an old OS may be the way to go...Apple makes thing unnecessarily hard sometimes...


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 08, 2017, 09:01:10 pm
Oh yeah, don't try to install earlier versions of Xcode onto your Mac directly.

Sometimes doing so soft-bricks the OS.

I've no idea what Macports is, all I'm going to do find the earliest version of OS X that works in a VM and do it that way.
So far no dice on 10.5, just gives me the loading screen.

Go for 10.6 I guess.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 08, 2017, 09:02:19 pm
macports is a linux like package manager for OSX
10.6 I knows works in VirtualBox as I used it for a long time before I borked it.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 08, 2017, 09:19:58 pm
Not a fan of VirtualBox.

I'm going to install Xcode 3 on Mountain Lion, found a little tutorial that modifies the installer a bit so it doesn't install the kernel panicking extensions.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 08, 2017, 09:33:35 pm
Hmm, your going to hit the same problem i'm getting.  The problem I'm having is that apple/gcc-4.2 doesn't work with the modern system folder.  Installing a full XCode package on 10.10 is just going to hit the same problem.   That said you should beable to link the 10.6 sdk with -sysroot /folder/MacOS10.6.sdk as a linker flag (I think).   I just tried it with 10.7 sdk as that is what I had in my system currently and no luck either....

[EDIT]
Oh yeah Xcode3 comes with the right SDK. So use that! :) it will be in the /Developer folder


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 08, 2017, 09:49:18 pm
You know *way* more about the Mac side of things than I do.

I'm just pokin' and proddin' looking for a tangible result.

EDIT:

Managed to bork my Mac VM anyways with the tutorial. Booting into single user is a pain in the ass when the Windows key is the command key.

Update:

Now it's time for bed. I'll be alive in about 12-14 hours.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 09, 2017, 05:50:08 am
For the record, I built it with clang 3.9 and had the same result.  I wanted to try it with a modern gcc, but the buildscript makes it dang hard, for a few reasons.  A) it wants to use frameworks in the system folder and not dylibs and B) It detects osx and wants to use some osx objective c stuff (there is some sort of osxmsgs.m file) ...Neither of which work with gcc.

So therefore the only gcc we can use is apple's ancient gcc4.2. Longstory short, I really need to setup my 10.6 virtualbox VM.  I think that's the only way we can get this to work.  What a pain...

Thankfully I still have my 10.6 server image which is I think the only one that works with virtualbox, but it's still going to take a bit of doing to get everything setup.

 I suppose I needed it for a future project anyway.  I compile with 10.6 as the easiest way to maintain compatibility with that system.  On the plus side, the binary will support 10.6+ if nothing else.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 09, 2017, 12:42:13 pm
I've got 10.7 running in a VM.

It downloaded quicker.

10.6 is still extracting.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 09, 2017, 01:53:32 pm
Just so you know, 10.6 had the Xcode we need right on the install disc under other installs.  So you don't have to register as an apple dev and download it off their site.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 09, 2017, 01:54:37 pm
Just so you know, 10.6 had the Xcode we need right on the install disc under other installs.  So you don't have to register as an apple dev and download it off their site.

Too late for that. I've registered as an Apple dev years ago during UQM 0.5 or 0.6.

And an update:

10.6 wouldn't work in Windows VM, kept complaining that it wasn't running under  10.6 Server.

But 10.7 yielded a positive result.

Building UQM in Xcode 3.6.2 gets rid of the screwed up orbit lines.

I will be making a new release for OS X as soon as I confirm that the Lion built binaries work in Sierra.

Who knows what other bugs or glitches are introduced by building under the more modern Clang.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 09, 2017, 02:02:14 pm
Excellent!  with Xcode 3 you are most likely using said apple gcc.  I wouldn't say it's entirely clang's fault,  but it is a very pedantic compiler.   GCC historically lets you get away with more.  Unfortunately these bugs are the kind that don't make the software crash or build incorrectly, and the very hardest to fix...

Chances are pretty good it will work with Sierra,  I have stuff compiled for 10.6 that still work for 10.12.  As long as it's not built for PowerPC...  Which you don't have.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 09, 2017, 02:05:42 pm
Excellent!  with Xcode 3 you are most likely using said apple gcc.  I wouldn't say it's entirely clang's fault,  but it is a very pedantic compiler.   GCC historically lets you get away with more.  Chances are pretty good it will work with Sierra,  I have stuff compiled for 10.6 that still work for 10.12.  As long as it's not built for PowerPC...  Which you don't have.

Yeah, I remember trying to build UQM for PPC on Windows.

Getting OS X to work in PearPC environment was one of the hardest things I ever accomplished. I don't remember if I got a build to work or not.

EDIT:

You know what would be fun?

I have OS X 10.3 or 4 on disc. I wonder if PearPC is much easier to work with these days to get a PPC build of UQM to work.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 09, 2017, 02:16:47 pm
Unfortunately I believe PearPC's development has been pretty slow.  I never tried to get it to work.  Did have sheepshaver running till I resurrected my old beige G3 :)


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 09, 2017, 02:27:14 pm
Hmm.

Well we now have a positive result on Sierra.

Going to replacing all the Mac builds on Sourceforge and Github within the next ten minutes.

Update:

All Mac builds replaced.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 09, 2017, 02:32:50 pm
I'm almost done with a 10.6 compile,  Yours is 10.7 correct?
[EDIT] never mind, the classic buildscript isn't detecting Apple [rez] or the dev tools....despite HD one finding them...It's not like there is anyone really using 10.6 anymore since evreyone else is dropping support for it.  Even firefox.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 09, 2017, 02:51:34 pm
You're right!  gcc compile worked   ;D .  My laptop is clearly slower then your machine (and I have to workarround VirtualBox quirks),  but we did eventually get the same result.
[EDIT]

There is one minor thing that annoys me,  but I can fix it myself.  The "Quit" icon for the 3do style pictograms, doesn't quite work with the rest of the pictograms,  Especially with the white highlight.  How about I edit those and you can put them in one of the remix packages?


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 09, 2017, 03:06:42 pm
You're right!  gcc compile worked   ;D .  My laptop is clearly slower then your machine (and I have to workarround VirtualBox quirks),  but we did eventually get the same result.
[EDIT]

There is one minor thing that annoys me,  but I can fix it myself.  The "Quit" icon for the 3do style pictograms, doesn't quite work with the rest of the pictograms,  Especially with the white highlight.  How about I edit those and you can put them in one of the remix packages?

Let me see how the image is called first in the RMP.

Unfortunately you can't do if, then, else statements in the RMP otherwise replacing content would be extremely straight forward.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 09, 2017, 03:15:16 pm
I had already checked the images, It's the same size as the rest of them.  The only difference is the content with the image cutting into the Grey/Text area.  I would think I could put anything there so long as it was the same type/size.
At least that's the theory.  Maybe I'm wrong...


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 09, 2017, 03:23:16 pm
Getting it to autoload though would take coding it into setup.c

Not to mention you would have to do it to 4x and 2x, and package up all of the playmenu-**.png files along with the accompanying playmenu.ani

To make it work in one package I would also have to add things to igfxres.h and modify globdata.h with an if, then, else.

EDIT:

You can start to see how the content becomes one huge pain in the ass.

EDIT2:

I'd say just add it to the 2x and 4x packages, but then it would render the idea of a mod that you can drop in to your existing installation kind of moot.

Because one of my biggest pet peeves about some mods is that you practically have to download and install the game all over again.

EDIT:

I say go hog wild. Edit all that you can muster and when you're finished I can package it up and add support for it.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 09, 2017, 04:53:41 pm
What a pain...

Well, I made 2 fixed images.  The 2x one is sized differently then the other UI ones, because the original one was and the game was made to work with it.  Fortunately everything needed fit.

https://www.dropbox.com/s/bdx00lg8jx9i0xt/UIUpdate.zip?dl=0

[EDIT]

UGGGH,  I found out my gcc compile crashes on windowed mode...Is yours the same?  And the old clang one worked fine... This is bad...
[EDIT]
Great yours didn't crash, so whatever you're doing, lets keep with that :)


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 09, 2017, 06:10:35 pm
Build UQM with SDL_Image 1.2.10 and SDL 1.2.14
Then when it's done and packaged, open up the UQM.app and replace the framework SDL 1.2.14 with SDL 1.2.15

This solves the crashing in windowed mode.

Try to find as many things as you can to edit. Small things, big things, things nobody will ever see but bug you immensely.

My only hope at this point is that when the UQM team release 0.8.0 that it will be easy to convert it to HD.

EDIT:

You can go one step further with these images and overlay that beveled edge the other icons have onto it.

Also, what do you think about adding in those animated QS portals?

I think it would be a neat addition if I can get the game to work normally without them as well.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 09, 2017, 06:44:34 pm
Between Remix and your work, so far we got all the things I noticed over the years (which freaking is fantastic btw!).  But I'll keep an eye out.  What do you think with the pictogram UI stuff, does that all the text look centered to you?  Maybe it's just me, or where it's located on the screen, but some of it looks like it's to the right a bit.

Great Idea with the bevel!  I'll give it a shot. I think It's quite possible with what I have to work with.

Animated QS portals would be great If you can manage it!

The best part your work is that it CAN be up to date with what UQM people are doing.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 09, 2017, 08:26:45 pm
I successfully redid the quit images.  These will work well.

https://www.dropbox.com/s/bdx00lg8jx9i0xt/UIUpdate.zip?dl=0

Also I found out in the 2x set, in the star map, it incorrectly says "star map" rather then "Star Search"  That one is a little harder to fix and make look good... Stupid text

[Edit]

Actually it was easier then I thought.  Tweaked it a bit too.

https://www.dropbox.com/s/t6lemnxskd9j2h6/submenustarmapkeys-000.png?dl=0

[Edit2]

Tweaked it some more.  Actually the text was placed rather sloppily.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 09, 2017, 09:28:59 pm
Tweaked it some more.  Actually the text was placed rather sloppily.

There's always that little bit extra that you overlooked or overthought

These look great!

I'll be looking into how to get the QS Portals to work without breaking everything in a few hours.

What I think I'll do is slap all of this stuff into a rmx-graphics package along with the spins and nebulae.
I'm sure nobody will have a problem with this. Or, maybe I should finally separate it into 2x and 4x?

If there is enough content to justify splitting it up then I guess I'll do so, it'll make it easy when it comes to auto-loading.
I only put everything in one file because I wanted to make it easier on the user.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 09, 2017, 09:42:47 pm
Well it's not like the remix pack will be that large or cumbersome to download.  I mean if it's easier for you to work with, then that's a good reason.  But splitting them up for their own sake I'm not sure is necessary.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 09, 2017, 10:48:57 pm
Splitting them up would afford me more breathing room in the code.

I can simply set each pack to load depending on the resolution instead of having to add in 1x, 2x, 4x values in the code and use if,then,else depending on the resolution and package loaded.

You'll see. I actually think it'll be easier since most people will go for 4x anyways.

EDIT:

So far so good with splitting them up into resolution packages.
My first fear was that I was going to lose the 3DO videos again. Last time I tried this no matter what I did it always used the PC slides.

EDIT:

Well I'm going whole hog on something I've been wanting to do for quite awhile.
When it comes to the 3DO style pictogram menus, I feel, the person in charge didn't really grasp what the
3DO version was doing.

It's not supposed to be a styled frame around an image, it's supposed to look like it's popping out of the HUD like a button.
Same with the font above the pictogram. So I'm going to try to recolor the frames so they fit with the gray background, worse comes to worse
I'll redesign the frame.

One of the reasons why I don't play in 2x or 4x. Catches the eye too hard.

EDIT:

Oh, I didn't realize I would have to overwrite your hard work on the quit pictogram.

I'll add mine as a separate thing and keep yours as a hard fix for the rmx-graphics package.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 10, 2017, 04:37:39 am
Hey, if it looks good, I'm all for it  ;D  
The reason why I like UQM-HD is that I happen to really like DCZanick's interpretation of the original art.  It's not just HD versions of the sprites,  it has this 50's style to it that I feel really compliments the nature of the game (particularly as it is an old game in style not just in age), as well as really flesh out the character represented in the original sprites and voice work.  Which is what I feel an HD remake should do.  It's not like the HD remake of monkey island, there is some real artistry displayed there. And I just love looking at it.   The UI elements I think you are right, could use a little fine tuning.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 10, 2017, 05:47:06 am
Don't get me wrong I absolutely love all of the updated aliens and 99% of the ships.

The Kohr-Ah ship could have been done more faithfully. It looks like a mix of a Shadow / Vorlon craft molded into the shape of a Marauder with a big HAL9000 eye.
But I'm a big fan of the Kohr-Ah so of course I'm going to critique a derivative pretty hard.

I'm a picky person.

On the menu front, I've got a great looking pop-out frame based on the 3DO version, but a problem I've noticed is the flashing square is actually bigger than frame by 1 pixel on the right.
I don't have a clue where the flashing square is made, it sure isn't in with the other PNG files nor is it defined in the ANI file.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 10, 2017, 06:05:37 am
I wonder if the flash is all code...and if all our images are one pixel off horizontally....
I can't wait to see your new frames.  I can't say I'm absolutely in love with the old ones either, but they were serviceable.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 10, 2017, 08:14:06 am
Yeah the flashing is all code. And annoying code at that. Gonna have to make my frames bigger to compensate I guess.

My guess is the original HD team couldn't tell they were one pixel off because their frames were almost as white as the flashing square.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 10, 2017, 02:40:15 pm
Well I suppose resizing everything 1 pixel wont hurt the images too much...


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 10, 2017, 09:32:37 pm
And technically it is now classified as a fix because the previous images were in the wrong spot in the first place.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 10, 2017, 11:46:31 pm
That's fine, If your's look better I'm more then happy to have it replace the work I did before. Especially if it fixes the placement.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 11, 2017, 12:07:48 am
In fact, making the playmenu-*** files 1 pixel larger at the right actually evens the frame out to 9 pixels on both sides.

Here's the final design I made that matches as closely as my skill allows to the 3DO frame:

(http://i.imgur.com/YPw2Ew7.png)

EDIT:

I'm also going to replace a few of the inner images to at least sort of resemble their 3DO counterparts.

The random Fight Club bar of soap for, "FIGHT!" and the Terminator for, "Awesome Cyborg" are a little too out of place.

EDIT:

Fixed text placement, it was too low. Found that out when doing the Starmap frame.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 11, 2017, 12:19:15 am
I thought it was a funny at least, but you're right.  An HD remake should at least try to resemble what it's replacing.  Don't forget the same Terminator icon for the the Super Melee.  I believe it's also in the UI folder.

That looks good btw, It is less distracting.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 11, 2017, 06:33:53 am
Got the playmenu done, on to the modulesmenu.

I went with a simple design for the Human-Cyborg icons and changed a couple things with the Captain and Flagship icons.

Here is a gallery of the icons I changed:

http://imgur.com/a/ZSGOx



Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 11, 2017, 02:30:33 pm
Good start, It is closer to the 1x.  Just some thoughts:

I don't know about Quit being blank.  The reason it was in the 1x version as there must have been no quit in the actual 3DO where there is in the PC version, and is clearly just a placeholder for someone with some artistic skills.   Maybe you don't want it as busy as UQMHD's  but something really needs to go there.

Watch out in the Cyborg+ where the flame touches the text.  I think the levels are a little on the plain side.  Maybe some shadowing or gloss on the image would pull it together.  Watch the spacing too.  It's a little close to the edge.  A couple pixels inward would help it.

For fight, could you add a nebula or something?  There is a lot of blank space there.  

Captain is good,  the UQM-HD version reminds me of an unsettling image of Paul Newman. So really good job there!


[EDIT]


If I'm really honest,  I think you should just create a new Cyborg+ based off of what is already there.  For the final level, make his eyes glow red and recolor the background red.  You can take out the "Weak" and "Good" lettering if you want.   It's not a 1-1 with the original, but the original is really crap there.

Actually do you mind If I take a stab at that part?


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 11, 2017, 03:55:45 pm
Yeah, go for it.

I was wracking my head around the Cyborg thing. I liked the Human one and I wanted something similar with Cyborg just to keep with the motif.

Here is a Google drive folder with the Cyborg, and normal playmenu PSD I used along with the font for the text.

https://drive.google.com/drive/folders/0B7zzGmvECTtZUjZGLWEyOFc1VVE?usp=sharing


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 11, 2017, 05:06:23 pm
I actually just used the images you already posted if that's ok :)

Besides, I'm quite adapt with Gimp.

This is what I was thinking:

https://www.dropbox.com/s/od535zfa7h2pvg8/UIImages.zip?dl=0

I still have to remake the Super Melee one
[EDIT]
Redid the red cyborg

[EDIT2]

Added in the super melee ones

[EDIT3]

Modified the Fight one a bit
[EDIT4]
Made a second super melee highlight, colored Red.  Not sure which one will look better in game, but otherwise I'm leaning toward the red ones myself.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 12, 2017, 03:37:50 am
I uploaded what I used because it has drop shadows that go over the bottom layer.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 12, 2017, 05:38:18 am
Oh! you wanted a drop shadow on everything!  I'll see what I can do.

[EDIT]
Done!

https://www.dropbox.com/s/od535zfa7h2pvg8/UIImages.zip?dl=0


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 12, 2017, 08:19:55 am
I love everything you did except I want to make a couple changes based on your changes.

Starting to feel like a good back and forth collab.

I love the Nebula idea and it works great, except it doesn't go underneath the frame, it stops short 4 or 5 pixels.
I also love the Cyborg idea but I want to take it a step further with yours.
The first one is sad, the next one is normal, the final one can be angry.

If I send you the screenshot I made for the Fight! icon, can you put a nebula on it and I can stick it underneath my frame?

Here is the screenshot:

(http://i.imgur.com/9k0fhd3.jpg)


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 12, 2017, 03:05:16 pm
Heh, yeah between the two of us, we may make something that works with the rest of them XD.

Sure!  I tried a few nebulas,  the ones used for the maps were too subtle so I went with the one used in the opening cut scene.  I'll see what I can do.

[EDIT]

This better?
https://www.dropbox.com/s/zh36fiaoo9u5n93/playmenu-018.png?dl=0

Should have used the color selector  and not the eraser


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 12, 2017, 05:46:14 pm
That's great! Just added it to the pile.  ;D

Thanks for that.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 14, 2017, 04:36:25 pm
Made a new Human combat icon for the 3DO menu. Finally found a usable fist to match the original.

I just don't like the human faces on the icons. They look completely out of place to me.

(http://i.imgur.com/qngTdT2.png)

I'm also trying my best at this moment to remove the Cyborg eyes so I can put my own.
Sad half circle, full circle, and angry half circle is what I'm trying to go for.

Also fooling around with the .ani file to see if I can get rid of the redundant Exit Menu and Games icons. EDIT: Yep, it works. No more redundant icons.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 14, 2017, 06:33:21 pm
I really got to disagree with you there. How is it out of place?  We got a cyborg face and a human face, and of course he is in a in universe star control uniform.  The fist,  I just don't like it.  Even in the original, it's a pretty poorly designed icon. It looks stark, bare and just doesn't use the space very well.  And I mean, what are they implying with that icon?   I feel the exact opposite,  with the rest of the HD Icons, you have impeccably designed icons, full of color and detail, and just a fist has very little of either.  I feel like the only way we are going to match dczanick's work is to mash together his work in new ways.  Like the new fight icon.

But of course you have final say, but that's just how I feel on it.

 Regarding the android eyes,  I thought that was what you might have in mind, but I wasn't sure.  I'll see what I can do.  But your eyes from scratch might be better.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 14, 2017, 06:46:39 pm
I really got to disagree with you there. How is it out of place?  We got a cyborg face and a human face, and of course he is in a in universe star control uniform.  The fist,  I just don't like it.  Even in the original, it's a pretty poorly designed icon. It looks stark, bare and just doesn't use the space very well.  And I mean, what are they implying with that icon?   I feel the exact opposite,  with the rest of the HD Icons, you have impeccably designed icons, full of color and detail, and just a fist has very little of either.  I feel like the only way we are going to match dczanick's work is to mash together his work in new ways.  Like the new fight icon.

But of course you have final say, but that's just how I feel on it.

 Regarding the android eyes,  I thought that was what you might have in mind, but I wasn't sure.  I'll see what I can do.  But your eyes from scratch might be better.


It's not really about what I like or dislike, it's about how to get as accurate and faithful I can get to the original icons without going overboard.

If I could recreate the Cyborg head from the originals but in a higher resolution I would.
That would be going overboard. I've already spent too many hours doing this than I wanted to.

In regards to the QS portals, I've found out that they're already animated in vanilla HD except for the main 17-20 portal and the Arilou's planet.
I'll see about squeezing in the code for it after I'm done with the 3DO menus.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 14, 2017, 06:59:18 pm
Yeah,  but it's also about functionality and I strongly feel the new one conveys the message of the functionality it represents better.  Copyrighted images and ideas: fight club, terminator, serenity are one thing.  In this one case, I don't really mind that it's not exactly the original. Cyborg eyes are a challenge.  I understand you wanting to move on.

Good luck on the portals


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 14, 2017, 07:21:45 pm
Just a quick mock-up but was something like this what you had in mind?

(https://www.dropbox.com/s/2iys2oa3e8cv8cq/playmenu-034.png?raw=1)


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 14, 2017, 08:05:38 pm
Yeah,  but it's also about functionality and I strongly feel the new one conveys the message of the functionality it represents better.  Copyrighted images and ideas: fight club, terminator, serenity are one thing.  In this one case, I don't really mind that it's not exactly the original. Cyborg eyes are a challenge.  I understand you wanting to move on.

Good luck on the portals

We could always have more custom menus.

One that strictly adheres to the 3DO icons and one that enhances them along with the less distracting frame.

The more additions the better.

I still haven't checked to see if these icons scaled down well enough to use in 2x.
Or if I have to figure out if they are aligned properly in the first place in 2x.
Chances are they will be misaligned and too small for the flashing rectangle.

The mockup looks good, but your cyborg seems more annoyed than angry.  :D



Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 14, 2017, 08:30:23 pm
LOL!    I suppose If  i make the eyes more even it will be ok. ;D

[EDIT]
There done, and you can see from the image above as I just replaced the file. Sorry about the wait. Had other things I need to take care of.

If you need a download link. Here.
https://www.dropbox.com/s/2iys2oa3e8cv8cq/playmenu-034.png?dl=0

If you give me a bit of time, i'll redo the super melee ones.
[EDIT2}
Sorry, I'll have to get those done after work tomorrow.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 15, 2017, 07:07:10 am
Pretty good.

Though, I'm about 90% complete of recreating the robot.

Just need to do the mouth and eyes. Surprisingly simple really.

EDIT:

How does this look?

(http://i.imgur.com/aVJsxn0.png) (http://i.imgur.com/SIueGIT.png) (http://i.imgur.com/7nPkevK.png)

Of course, only after I have completed this 1024x1024 cyborg could I have simply applied the semi-circle eyes to the original.
I'll tell you one thing, the eye-lid technique won't work on 2x.

May have to go with plain Cyborg head and wings like the 3DO version.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: CelticMinstrel on March 15, 2017, 09:33:12 pm
So this is technically off-topic, but thanks to this thread I finally have a working version of the ship spins. \o/ I could never get them to work before, possibly because some of my filenames are in uppercase for some reason.

I've also mirrored the 3dovideo package on my site. Probably not important, but surely doesn't hurt.

(Also for the record, I tested it on the vanilla UQM, not HD or the MegaMod.)


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 16, 2017, 02:07:30 am
How does this look?

(http://i.imgur.com/aVJsxn0.png) (http://i.imgur.com/SIueGIT.png) (http://i.imgur.com/7nPkevK.png)

Of course, only after I have completed this 1024x1024 cyborg could I have simply applied the semi-circle eyes to the original.
I'll tell you one thing, the eye-lid technique won't work on 2x.

May have to go with plain Cyborg head and wings like the 3DO version.


I can tell you worked hard on them.  You did a good job. It's really not easy work, I'll vouch for that.  But when all is said and done, I got to prefer my modifications do dczanick's.  It just has more color.  Why won't it work for the 2x?  and what's wrong with simply down scaling the 4x ones?

[edit]
Just remember that when downscaling, the 2x quit is 10 pixels shorter then the other 2x quit ones.  This is because the uqmhd 2x quit one was shorter, for whatever reason....


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 17, 2017, 01:12:57 am
I need to apologize for not getting done what I said I would yet.  Really sorry about that.  I just started a job and the commute has been a good hour and a half.  I get home and just spend the rest of the time with the wife and kids.   I'll definitely get them for you this weekend.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 17, 2017, 02:45:49 am
Naw, that's fine. You have no obligations to this whatsoever.

This is a passing fancy to me like it always has been. I only get to it when I'm bored.

I can tell you worked hard on them.  You did a good job. It's really not easy work, I'll vouch for that.  But when all is said and done, I got to prefer my modifications do dczanick's.  It just has more color.  Why won't it work for the 2x?  and what's wrong with simply down scaling the 4x ones?

[edit]
Just remember that when downscaling, the 2x quit is 10 pixels shorter then the other 2x quit ones.  This is because the uqmhd 2x quit one was shorter, for whatever reason....

The eyelid thing won't work for 2x because of the pixel density (are those the right words?) or I should say the lack of pixels. At the size of 2x the eyes will run together with only one or two black pixels between them.

As for downscaling I've got the ANI tool to move the images around so they fit properly. Much easier than editing the .ani files manually. Doesn't really matter what the image size is as long as you have it aligned properly.

So this is technically off-topic, but thanks to this thread I finally have a working version of the ship spins. \o/ I could never get them to work before, possibly because some of my filenames are in uppercase for some reason.

I've also mirrored the 3dovideo package on my site. Probably not important, but surely doesn't hurt.

(Also for the record, I tested it on the vanilla UQM, not HD or the MegaMod.)

Glad to hear that worked out.

But the 3DO videos were meant to be compatible with vanilla UQM.
That way everybody could use them regardless.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 20, 2017, 12:06:28 am
Hey, finally got around to it.  I'm quite pleased with the results

(https://www.dropbox.com/s/az6so83eatwfnbq/meleemenu-012.png?raw=1)

(https://www.dropbox.com/s/kkr1rzjynk3yskn/meleemenu-016.png?raw=1)


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 20, 2017, 03:27:25 pm
They definitely look better than what I created.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 30, 2017, 04:34:47 am
I know it's been awhile but I gave the combat icons a good once over.

The originals were pretty dirty so I cleaned them up, transferred your changes over to them, and added red pupils to the rest of the cyborgs.

(http://i.imgur.com/b9SPlBz.png) (http://i.imgur.com/NqEVANP.png) (http://i.imgur.com/qSTp8oZ.png) (http://i.imgur.com/VECLobK.png)

This also means the playmenu part is done. I'm not willing to go any further with it. I may, or may not downsize it for 2x.

EDIT:

Cleaned up your Melee Menu option and added pupils to all the cyborg variants.

Even fixed Weak Cyborg so that he isn't sitting underneath the blue filter.

http://imgur.com/a/uvcBN

EDIT:

Ran into my first problem downsizing the images, the edges go transparent when resizing. Yay.
Looks like I'll create another frame template for the 2x icons.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on March 31, 2017, 02:58:28 am
Hey thanks! Looks fine.  Yeah I remember with the quit icon I had a second frame (stolen from one of the other 2x images) that I put over the downsized image.  Unfortunately you don't have one to steal...


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on March 31, 2017, 04:23:58 am
Yeah, I just realized while I was working on the 2x frames that I don't have a decent Quit icon.

I had to relearn how I did the frames for 2x because I somehow lost the PSD containing the original bevel measurements.
Should be interesting.

EDIT:

How's this for a Quit icon?

(http://i.imgur.com/oEB6h9T.png)

It's in 2x res because that's what I happen to be working on.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 01, 2017, 02:12:56 am
That's great!  Really nice work there! Elegant, simple, but not plain.  Excellent use of gradients to add some color.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on April 01, 2017, 12:03:02 pm
Here's the 4x version:

(http://i.imgur.com/PhziDMh.png)

The reason that the 2x text is not on a transparent background like 4x is because the graphics bleed into each other, for whatever reason.

I had to do the same on 4x with the Modules and Fuel icons, they have the grey text background as well because they bled into the module icons.

EDIT:

And now I just noticed I got the bevel backwards on the 4x Quit icon... I can fix it easily, but nah.

EDIT:

AHHHHHH, couldn't handle it being backwards:

(http://i.imgur.com/k27WK0K.png)


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 01, 2017, 01:53:07 pm
Haha, I'm the same way.  Great job.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on April 04, 2017, 04:34:11 pm
Still working on content.

The setup menu for 4x no longer has the green bars that completely miss the text.

And the shipyard now has full ship names for all the ships except for the Kohr-Ah. Which doesn't have a resource attached to it for some reason.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 05, 2017, 03:52:04 am
Awesome!  I'm really happy you were able to do something for the setup menu after all!   ;D


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on April 06, 2017, 03:42:19 pm
I am now looking into putting my cheats into the setup menu as well.

Maybe a harder look at it might help me understand where I failed the last time.

EDIT:

Well I've gotten further than I have before, which is into the setup menu and into the options.
Only the, "Enabled Disabled" text doesn't show up.

This will also be the first, "optional package" that isn't optional.
There was no possible way to shunt off any of it using a content check. Not without major restructuring.

UPDATE:

Got things working, I've decided to house my cheat options where the Resources options used to be.
There was nothing inside it anyways so that gave me an easy in for modifications.

I'm going to be eliminating the Fast Forward cheat and incorporating it into the Time Dilation cheat as a 3 option selection; Normal, slow, and fast.
Should be fun trying to figure that one out.

UPDATE 2:
Well, I got that to work. Interesting thing to note is you have to restart the game for the Time Dilation option to take effect.
Now works while in-game but I can't figure out how to get it to work with the commandline arguments. \_(ツ)_/


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 07, 2017, 12:25:56 am
Fantastic, that would be much better then a CLI switch, that said I do have a fondness for CLI ;)


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on April 07, 2017, 02:02:06 am
It'll be much easier for everyone, especially people on macOS.

I can't quite figure out why time dilation isn't working through the commandline, I may just skip it for now and leave it interface only.
I'll have to ask the expert devs why sooner or later.

EDIT:

The master branch has been updated on Github with the most recent changes for HD only. I want to get things right before I port it over to classic.
No release yet, and I'm not completely done with the resources either. Still have 2x to fix up.

UPDATE:

Another new feature that I finally figured out for my new menu is the Kohr-Ah ship now has a label.
I may even add the frame now that I think about it. It's the only spot in the HD mod that doesn't have a frame.

EDIT:

IMAGES!

Tell me what you think about having a frame or not on the Shipyard menu.
I'm happy to leave the frames off because that's the way they were originally.
It doesn't bother me either way.

(http://i.imgur.com/syfZ55vb.jpg) (http://i.imgur.com/syfZ55v.png) (http://i.imgur.com/ctnkXGIb.png) (http://i.imgur.com/ctnkXGI.png) (http://i.imgur.com/WrF6bvib.png) (http://i.imgur.com/WrF6bvi.png) (http://i.imgur.com/XSbPhzGb.png) (http://i.imgur.com/XSbPhzG.png)

EDIT:

Time Dilation CLI is working again. It was deviously simple.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 09, 2017, 02:22:26 am
Absolutely fantastic work!  I love it!  I'm ok without the frame myself as well.  As you say, the original didn't have it either.  It's always the deviously simple stuff that gets you XD.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on April 10, 2017, 08:23:38 pm
Some pretty neat changes coming up.

I've isolated an infinite RU cheat so that it can't be saved between game saves.
Meaning you'll have Infinite RU for as long as the cheat is on but when you save it will be the same amount you
had before you turned the cheat on.

For new games it will save 0 RU before you meet the Commander and 2500 RU after.
Working on a way to do this with credits as well. But they're a tricky beast.

Integrated the no random jitter while landing into God mode and removed the double storage capacity because it has a chance of breaking saves.

Head Start will be more laid back in terms of cheating, I've set it up to be just like a regular New Game but it gives you all the things you can pick up while in the Sol system.
So all you will have to do is go to the Commander.
It will be a head start in the sense that you don't have to slog around to pick up Fwiffo, the Moonbase, radioactives, or deal with the Ur-Quan probe.

I made ship labels for 1x to round out the last of the, "sero-menu" addon.

Made it so scaling 1x does so in even increments to preserve pixel perfect aspect ratio, 320x240, 640x480, 960x720, and 1280x960.

Unlock Ships also unlocks the Pkunk and Yehat.
I may or may not see if I can add a reliable option to unlock all the ships except for the ones that are Super Melee only.

EDIT:

In fact I just tested a new method of unlocking ships and it seems to be working perfectly.

UPDATE:

Code synced to Github for perusing at leisure.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 11, 2017, 04:37:48 am
Those sound like, really good cheats.  That head start one sounds especially useful for my play through.  I wouldn't say the beginning is as much as a boring slog as Peragus in Star Wars Knights of the Old Republic 2, but it sure gets tedious after the millionth play through of that section.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on April 11, 2017, 05:49:18 am
I think once I port all of this code over to Classic I'll make a release for it as 0.7.3.

After this I'm going to toy with the idea of making a proto-0.8.0 release. The devs haven't touched UQM since 2015.
I really hope they won't mind me making an alpha release because there is some real interesting stuff going on with the new code.

UPDATE:

Ported the code over to Classic and it looks great. Couldn't sleep tonight so I stayed up for a few hours manually patching it in.

I was also able to build and run vanilla proto-0.8.0, there are a few changes in the code that might make it tricky for me to stick the cheats in, but I'll figure it out.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 11, 2017, 12:32:24 pm
Neat!  I sure wont mind  ;D.  Out of curiosity, what new stuff is in the 0.8.0 branch?  I would think a bigger challenge then moving cheats in would be the HD stuff in.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on April 11, 2017, 08:37:35 pm
There's a slightly lengthy Changelog: https://sourceforge.net/p/sc2/uqm/ci/master/tree/sc2/ChangeLog


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 12, 2017, 03:13:07 am
looks like a bunch of good bugfixes.  It would be an awful lot of work to merge in though.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on April 12, 2017, 03:21:57 am
It should be about as difficult as it is now to take changes from Classic to HD or vice versa.

Though there will be a few things I will have to work around since a few of the functions changed.

EDIT:

At the moment I'm syncing all the optional content to Github.

I'm going to be downsizing Sourceforge's roll a bit as content delivery.

No idea how long this is going to take, if it works. But when it's done you can give the Windows binaries a shot.

Remember you'll need the new sero-setup content for whichever version you want to run in the addons directory for it to even work.

OS X binaries are done but I'll be writing out a changelog before I make a release.

EDIT:

Well scratch that idea. Github doesn't like large filesizes.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 13, 2017, 12:27:34 am
you could always put up a link to mediafire or something.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on April 13, 2017, 01:00:41 am
The new release is up on Github.

I'm simply going to be using Sourceforge as optional content delivery and substitute website.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 13, 2017, 04:35:37 am
Well totally awesome!  

I'm downloading everything right now, can't wait to play through it all!

When I can find time, I'll go on the mountain top and spread the word.  ;D

Btw, I should thank-you for everything you have done!  You gave UQM-HD and UQM-HD remix some much needed polish, which was no small amount of work!  I can't express how grateful I am that that isn't just collecting dust in some data center in a half finished state.

Just a thought, with soulreaver's dialog fixes,  Is the Mycon fix still not needed for the UQMHD version? Maybe you should clarify that on your site.

Also with the site, maybe in the faq explain the difference between the HD and Classic versions?  Especially since there is no actual HD content in the base install.  Not that people ever read faq's but maybe you can save yourself answering someone's question.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on April 13, 2017, 04:59:43 am
Thanks dude, it was the help from you that got my ass rolling with the menus.
I don't want to have to deal with content again though.

About the Mycon dialogue, I believe Soul Reaver mentions that on the site that it's only needed for Classic.
Besides, it only autoloads for Classic. You'd have to go out of your way with command line to get it to load on HD.

The only thing I hope is that there aren't any bugs in my code.
Speaking of which, when you first visit Spathiwa with the Head Start cheat active they act like you've been there before,
no idea why, but it doesn't break the game any so I left it alone.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 13, 2017, 05:27:08 am
I don't want to have to deal with content again though.

Me neither, i think we did enough.   ;D

Quote
About the Mycon dialogue, I believe Soul Reaver mentions that on the site that it's only needed for Classic.
Besides, it only autoloads for Classic. You'd have to go out of your way with command line to get it to load on HD.

Yeah i know, but he mentions the others by name, but not MegaMod (because it wasn't around at the time), so someone might be confused.  Still, as you say, people can't go wrong either way, unless they make a concerted, knowledgeable yet un-knowledgeable, effort.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 15, 2017, 03:07:16 am
I just noticed, good call removing the ad for the never finished project 6014.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on April 15, 2017, 09:00:41 am
Yeah I snuck that in there thinking nobody would notice.

Have you found any bugs that I may have introduced?


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 15, 2017, 04:28:59 pm
Oh shoot.....we forgot to add the red eyes to the robots in the settings screen. To be honest, I don't know if the red eyes work with the Weak in Good robots.  If you let me do them over again, I'd like to make them blue.
[EDIT1]
I edited them and put them in the sero 4x package. If you give me a few minutes I'll have the 2x done as well.
https://www.dropbox.com/s/dmrq0wnvrlz4m04/sero-menu-4x.uqm?dl=0

[EDIT2]

Here is the modified 2x sero.  Personally i think this is much better.

https://www.dropbox.com/s/bl4booztgc0hofi/sero-menu-2x.uqm?dl=0


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 15, 2017, 09:03:02 pm
Also your invulnerability cheat makes one side invincible in computer vs computer matches.  Not important, but it's there.

[Edit]

Ok, i got  bad one,  It looks like the Orz boarding parties do not attach anymore
This is without cheats enabled. Vux limpets still do though
This is UQMHD, haven't tried classic


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on April 15, 2017, 10:51:57 pm
Hmm, That bug must have been in there for awhile because I haven't touched the Orz code since I uploaded it to Github.

Could you upload the individual files you changed in the menu?

UPDATE:

I fixed the Orz and fixed it so when two computer controlled ships fight that none of the God Mode options are in effect.
You'll also be able to play as the top player and still get the God Mode effects.

Going to port it over to classic and re-release.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 16, 2017, 02:04:50 am
Then it may very well be in Remix or even UQMHD!  I'll have to find out.

As for the files, sure.  Here you go
https://www.dropbox.com/s/le2m4eql0f70hdj/ui.zip?dl=0

{edit}
Our messages just crossed,  great!  Thanks!


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on April 16, 2017, 02:58:37 am
You have Windows right?

I've updated the binaries on Github so if you or anyone else wants to take a whack at what I changed that would be great.
That way I can make an informed release.

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


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 16, 2017, 03:25:49 am
I have my computer which I let my wife use, so I don't always have it readilly available.  That said, I do have wine installed on my macbook, and appears to run just fine.  I'll let you know about the changes.

{edit}
looks like your changes all work as intended.  It should be noted that even if you are invincible, your urquan fighters can still be destroyed :),


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on April 16, 2017, 04:47:01 am
Made further changes:

Finally found where the Orz marines were removing crew and shunted it with the God Mode.
So Orz marines can board but do zero damage on entry and while zapping you with God Mode enabled.

For the player, launching marines or fighters does not take away crew while God Mode is active.

The Windows binary has been updated as well: https://github.com/Serosis/UQM-MegaMod/blob/master/HD/bin/UrQuanMasters.exe


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 16, 2017, 05:54:42 am
Sounds good, I actually just went and compiled myself an osx build.   8) Seems to work well!

Of course you can now spawn a continual stream of fighters which is fun :)  I guess there is still a limit in how long they can stay out.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 16, 2017, 06:07:38 am
One more thing, if you don't mind.  When the syreen makes the enemy crews abandon ship in UQMHD,  you see one pixel green dots come out of the ship.  Only one pixel is awfully small on higher resolutions, and you don't see them.  Is there a way to increase the size of those green dots? maybe 5 pixel squares when in 4x mode? and maybe 3pixel for 2x? That one may be too much of a challenge though.  Maybe it should be pointed to a texture?


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on April 16, 2017, 07:55:38 am
Funny you say that, the Syreen god mode code was backwards.
I've only now just fixed it. Also i'm not sure if I can embiggen the crew dots.

I'll take a look though.

EDIT:

Took a look at it and whatever is drawing the crew is beyond my comprehension at this time.
I'm going to do some fresh builds and make a new release.

Update:

Hopefully this is my last release of 0.7 for awhile.

Here is 0.7.3a of HD and Classic! (https://github.com/Serosis/UQM-MegaMod/releases/tag/0.7.3a)


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on April 16, 2017, 01:14:35 pm
okie dokie.  Thanks!  ;D

I figured it must be some spaghetti code from 1992, else it would already be changed.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: CelticMinstrel on April 25, 2017, 01:58:27 am
Head Start will be more laid back in terms of cheating, I've set it up to be just like a regular New Game but it gives you all the things you can pick up while in the Sol system.
So all you will have to do is go to the Commander.
It will be a head start in the sense that you don't have to slog around to pick up Fwiffo, the Moonbase, radioactives, or deal with the Ur-Quan probe.
I assume this doesn't create the possibility of getting Fwiffo twice?

Also, why is "Skip Intro" a cheat. And is it even needed? Doesn't it skip if you press a key once it has started?


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on April 25, 2017, 11:08:39 am
There is no possibility of getting Fwiffo twice.

Skip intro came about while I was testing the Head Start cheat and I decided to leave it in.
Those few seconds of skip time add up when your hitting new game on every build.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: GameMusic on August 13, 2017, 12:42:13 pm
Checking in after a while and confused about many options.

Graphics remixes are for what exactly?  Can I preview?

What is a normalized Shofixti voice?

I tried sero menu in every directory of the installation and none worked.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on August 15, 2017, 07:52:28 pm
The options only work with the mod itself and can not be used with Vanilla except for those that already were made before I made the mod.

When using the MegaMod all the optional .uqm files go into .UQM_INSTALL/content/addons directory with the rest of the content.
The same should be true for any Operating System, on macOS you have to open up the application itself (Right Click->Show Contents) and the directory will be
Contents/Resources/content/addons

Normalized Shofixti voices means that the volume between all of the audio files is leveled out to the same mean volume. So no bleeding ears when talking to the Shofixti.

Sero Menu is an optional, 3DO-esque version of the pictogram menu, you'd have to turn the 3DO menu on for it to work and it only works in the HD version of the MegaMod.
Reason being is that the Classic version already has the 3DO-style pictogram menu.

The Remix Graphix at its base is added Nebulae for UQM-HD. Taken from Matt Bentley's UQM-Remix mod.

I hope this answers your questions.



Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: GameMusic on August 25, 2017, 08:57:48 am
"C:\Games\Adventure\Ur-Quan Masters High Definition\UrQuanMasters.exe"

has pictograms on

C:\Games\Adventure\Ur-Quan Masters High Definition\content\addons

has .uqm

But have terminator/adama/etc references instead in the menus.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on August 26, 2017, 08:05:40 am
So if you have the MegaMod you'd slap all of the .uqm files you want into:
C:\Games\Adventure\Ur-Quan Masters High Definition\content\addons\


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: GameMusic on August 26, 2017, 09:29:04 pm
Yes, I did... no menu


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on August 27, 2017, 05:10:54 am
Can you screenshot just the folder area so I can see what files you have in the addons folder?


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: GameMusic on August 29, 2017, 12:37:50 pm
https://pasteboard.co/GHSFimV.png


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on August 30, 2017, 10:12:59 pm
Yeah, it should be working if you've got the MegaMod installed.

Are you sure you're running the MegaMod exe and not the original UQM-HD exe?


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: GameMusic on September 04, 2017, 10:04:06 pm
Yes and it has MegaMod 7.2 on title screen too.

Apparently I need 7.3! Duh!


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Soul Reaver on September 30, 2017, 01:39:46 am
You might be interested in my latest visual fix for UQM HD as well - head over to this thread (http://forum.uqm.stack.nl/index.php?topic=6951.0) for details.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: spinacci on October 15, 2017, 05:30:42 am
Hi,

I was playing super melee and noticed when choosing ships that there was a message that said for more ships, play P6014.  Seeing that P6014 is not continuing for the foreseeable future, would be it be possible to integrate the new ships from P6014 into UQM?  The P6014 that I am using now (0.2.1) doesn't seem to work anymore on Mac OS.

Thanks


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on October 15, 2017, 07:45:29 pm
It's certainly possible. Next time I'm doing work on the code I'll take a look and see if it's feasible without hacking away at everything.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: spinacci on October 16, 2017, 06:33:37 am
Awesome.  That would be great.

thanks for your hard work too.  I really appreciate the time and effort that you and everyone else has put into UQM.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: CelticMinstrel on October 18, 2017, 01:43:28 am
...I'd really prefer not integrating any fan-made ships into UQM proper.

There may be a chance that you can get your old P6014 working by simply substituting in the SDL version distributed with UQM-HD. I'd make a copy first, in case it doesn't work, though. (Basically this means go to "show package contents", find the SDL package in UQM-HD, and copy it to the equivalent location in P6014.)


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: spinacci on October 18, 2017, 03:37:19 am
I would probably need more of step by step on how to do what you propose with my current P6014.  The issue with the last version of P6014 is that the Yehat doesn't work in Super Melee which is why I was requesting the extra 5 ships be added to UQM Super Melee.

Maybe they can be added as an add-on?  I fear that it would take more time and hacking if it were to be an add-on.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Death 999 on October 18, 2017, 04:25:38 am
...I'd really prefer not integrating any fan-made ships into UQM proper.

Is MegaMod UQM proper, though? P6104 is a mod.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on October 18, 2017, 08:00:42 pm
...I'd really prefer not integrating any fan-made ships into UQM proper.

Is MegaMod UQM proper, though? P6104 is a mod.

Not really, but from the feedback I've received it seems to be the only version that's active currently.

I'm still hoping Ghosts of the Precursors livens up the devs to push for some development.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: CelticMinstrel on October 19, 2017, 02:07:13 am
...I'd really prefer not integrating any fan-made ships into UQM proper.

Is MegaMod UQM proper, though? P6104 is a mod.
As far as I can tell it's the closest there is to "proper" for the HD version, at least. I guess it's technically not "proper" though. I was under the impression that the official builds do still work on modern systems (not that I can check that), but they don't have HD support.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on October 23, 2017, 12:01:59 am
I can't even get 6014 to compile in Visual Studio. Something about GLIB but then I include the dev headers for GLIB then get 12 unresolved externals.

Code:
1>pkunkc.obj : error LNK2019: unresolved external symbol _prep_conversation_module referenced in function _init_pkunk_comm
1>pkunkc.obj : error LNK2019: unresolved external symbol _cm_intro referenced in function _init_pkunk_comm
1>commglue.obj : error LNK2019: unresolved external symbol _init_yehatpkunk_comm referenced in function _init_race
1>commglue.obj : error LNK2019: unresolved external symbol _init_shofixticolony_comm referenced in function _init_race
1>dummy.obj : error LNK2019: unresolved external symbol _init_foonfoon referenced in function _CodeResToInitFunc
1>dummy.obj : error LNK2019: unresolved external symbol _init_baul referenced in function _CodeResToInitFunc
1>gendef.obj : error LNK2001: unresolved external symbol _generateShofixtiColonyFunctions
1>globdata.obj : error LNK2019: unresolved external symbol _g_hash_table_insert referenced in function _InitGlobData
1>globdata.obj : error LNK2019: unresolved external symbol _g_hash_table_new referenced in function _InitGlobData
1>globdata.obj : error LNK2019: unresolved external symbol _g_str_hash referenced in function _InitGlobData
1>globdata.obj : error LNK2019: unresolved external symbol _g_str_equal referenced in function _InitGlobData
1>globdata.obj : error LNK2019: unresolved external symbol _g_hash_table_lookup referenced in function _GetGameStateByName

If anyone can help with that it would be one step towards getting ships from 6014 into the MegaMod.

On the more positive side if 0.8.0 ever gets a release I've already done the footwork of porting over my code to what's available in the git.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on October 23, 2017, 04:23:19 am
hmm,  what are the changes of getting uqm-hd on the 0.8.0 branch?  or is it far too different?


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: spinacci on October 23, 2017, 06:52:14 am
If anyone can help with that it would be one step towards getting ships from 6014 into the MegaMod.


The only person I know would know what is happening is dczanik but I'm not sure if he's active on the forums anymore.   :(


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on October 23, 2017, 05:30:15 pm
hmm,  what are the changes of getting uqm-hd on the 0.8.0 branch?  or is it far too different?

I'll be finding this out soon enough. I'm sure there will be large hurdles to getting things working but it should be a possible but lengthy as hell process.

EDIT:

I'm thinking the new save/load code will be the hardest to adjust for when porting HD over to 0.8.0

UPDATE:

While it may be doable, updating 0.8.0 to use the current HD-Mod code is a nightmare for me and my current skillset.
There are enough major and subtle changes between 0.7.0 and 0.8.0 that I would be debugging for months and I do not have that kind of patience for coding.

If anyone wants to take a crack at it I'll leave a unified diff detailing the changes from Classic to HD for 0.7.0 in the root of my git.
https://github.com/Serosis/UQM-MegaMod/blob/master/0.7.0-Classic2HD.diff


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on October 25, 2017, 05:03:09 am
Ahh, that's too bad.   It sure looks like it would be huge undertaking to say the least.  I fear my own coding skill leave much to be desired...  :-[


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on October 25, 2017, 11:20:11 am
I may be able to port the small stuff. Like moving orbits, nebulae, main menu music, and planet textures in interplanetary.

I'll find out soon enough though.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on October 27, 2017, 04:15:24 am
i agree. little by little is definitely the best way to go about it, if at all.  I noticed you already made some great progress!  :D I'll try to find time to test this weekend





Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on October 27, 2017, 06:23:01 pm
I'll have to send you the necessary content addon. I'm surprised I was able to get most of it to work.

Right now it's all kind of hacked in there doing its best to ignore width/height stuff from the resolution switcher.
It'll get cleaned up if I can do it without breaking the functionality.

Right now I have an odd bug where ships in a starsystem bounce from being the small interplanetary version and the melee sized version.

EDIT:

I made the necessary content files available so anybody can test. Right now I'm getting hard cashes upon entering some (not all) star systems with textured planets enabled.
Also fixed the IP ship icons, was a content issue not a code issue.

Everything in the bin folder is necessary to run the 0.8.0 binaries.

https://github.com/Serosis/UQM-MegaMod/tree/master/0.8.0/bin


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on October 28, 2017, 05:01:44 am
Thanks!  I would never expect too much.  Just test out the code you implemented and see if it does what you believe it does.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on October 28, 2017, 06:24:45 am
With textured planets enabled it definitely crashes upon entering the Vux and Thraddash home systems.

I tested every home system including the Arilou and those two are the odd ones out.

EDIT:

I forgot to mention the Nebulae are fully working and 0.8.0 can autoload the rmx-graphics-1x (Remix graphics 1x) package.

EDIT:

Also crashes upon entering Zeta Camelopardalis.

Is there a spreadsheet or anything detailing what type of planets/moons are in each star system?


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: spinacci on October 29, 2017, 01:43:23 am
There is a list of planets here.  Hope that helps.

http://wiki.uqm.stack.nl/List_of_planets


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on October 29, 2017, 02:26:11 am
There is a list of planets here.  Hope that helps.

http://wiki.uqm.stack.nl/List_of_planets

Cool, thanks for pointing that out. Now I can at least see if they have any similarities.

EDIT:

Update to the list of systems that cause a crash. Alpha Lalande, Delta Giclas, Zeta Ptolemae, and Beta Gorno.

UPDATE:

And I may have fixed the hard crashes by actually including the content needed for the game.
Happened upon it by accident because I mistakenly left out the Pluto colortable, then the game hard crashes with the same debug error when orbiting Pluto.

So I included all[/b] of the colortables from the HD mod everything suddenly works.

Content and debug build is updated to reflect this recent change.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: spinacci on October 30, 2017, 07:48:19 pm
If anyone can help with that it would be one step towards getting ships from 6014 into the MegaMod.


The only person I know would know what is happening is dczanik but I'm not sure if he's active on the forums anymore.   :(

Hey Serosis,

Were you able to get help on the 6014 stuff?  Or maybe try again after the switch to 0.8.0?

Thanks


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on October 30, 2017, 09:49:16 pm
Nah, no help as of yet.

When I get finished making 0.8.0 what I'd like it to be I'll take a good hard look at the 6014 ships.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: spinacci on October 31, 2017, 12:29:33 am
Nah, no help as of yet.

When I get finished making 0.8.0 what I'd like it to be I'll take a good hard look at the 6014 ships.

Okie dokie.  No worries.  Just a FYI, I check the regular forums: http://star-control.com/community/viewforum.php?f=13&sid=68d87f285ca44f19b07d7d8dcd831b7b and the guy that was in charge with 6014 is still active there: dczanilk.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on October 31, 2017, 07:46:56 am
Unfortunately dczanik hasn't been active since June of 2016.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Krulle on October 31, 2017, 09:33:38 am
That's true for this forum : http://forum.uqm.stack.nl/index.php?action=profile;u=3414
Last Active:    November 03, 2015, 07:31:10 pm

But: http://star-control.com/community/memberlist.php?mode=viewprofile&u=176
Last visited:    Sun Aug 27, 2017 5:19 am  (on the star-control forum)


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on October 31, 2017, 09:45:22 am
His last post on PoNaF was in June of 2016. http://star-control.com/community/viewtopic.php?p=24700#p24700

I suspect he's not responding to much lately.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Krulle on October 31, 2017, 10:36:31 am
Adn he may have missed the FF and PR3 "Ghosts of the Precursors" announcement so far....


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on November 01, 2017, 07:04:18 am
For those interested there is a functional alpha ready to play for 0.8.0.

I'm not going to make an official MegaMod release until I'm sure there are no game breaking bugs with the textured and rotating planets code.
So to be able to download I have to use a third party service to give you guys a link to the 0.8.0 bin folder called DownGit.
This link begins downloading immediately as soon as you visit it:
https://minhaskamal.github.io/DownGit/#/home?url=https:%2F%2Fgithub.com%2FSerosis%2FUQM-MegaMod%2Ftree%2Fmaster%2F0.8.0%2Fbin


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: metamorphosis on November 04, 2017, 04:46:03 am
https://sourceforge.net/u/userid-865615/urquanmastershd/ci/master/tree/ is his repo.  Some of it sounds like it's in the data files themselves.

And some of it, like the work on the hd slides for precursor music, might not be needed anymore, as it looks like it works fine in your version.

Almost all of the Remix changes were backported into HD. If you build from HD, you're building with the bulk of the Remix changes, including the updated slide timings.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on November 05, 2017, 03:08:35 am
Not all of it.

I diff'ed the sources (https://github.com/Serosis/UQM-MegaMod/blob/master/HD/Remix.diff) and there's quite a bit that wasn't backported.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on November 13, 2017, 06:16:45 am
For anybody out there watching, I've also started porting over some small things from UQM Extended.

Everything implemented thus far from all the ported code:

  • Partial mineral pickup
  • Textured planets and moons in interplanetary
  • Orbiting planets and moons in interplanetary, for textured and non-textured
  • Display life form name and amount on pickup of canned biodata
  • Enter name of captain and ship on selection of New Game
  • Page Up / Page Down controls for Shipyard and Roster
  • Ship icons displayed on the gravity wells in Hyperspace
  • Syreen have SOI after retrieving their ships
  • Their SOI also tracks to Organa for the ambush
  • Chmmr gain a SOI after finishing "The Process"
  • Shielded worlds have a more radiant glow while in IP with textures enabled
  • Optional Sol system textures can be dropped into the addons folder
  • Added SC3 Bubblewarp sound to the Bubblewarp cheat
  • Optional nebulae for interplanetary
  • Main menu music by Saibuster

Plus a few behind the scenes stuff and bug fixes.

Oh, and new Title and Start Menu graphics.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Death 999 on November 13, 2017, 11:58:44 pm
I actually don't like the textured planets and moons in interplanetary view. It sometimes makes them hard to see.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on November 14, 2017, 03:33:20 pm
Yeah, for some of the more darker, smaller planets it's a task. But it's a neat feature for those that do like it.

Which is why I separated the orbiting planet and textured planet code. Couldn't have one without the other before.

EDIT:

Found a way to fix an interesting bug with the nebulae. Well not a bug in the code but something that bugged me, heh.
Which is that the starfield draws itself on top of the nebulae leaving you with stars that simply exist on top of the nebulae.

By shifting the drawing of the nebulae frame after the starfield the nebulae can be drawn on top.
Then by tweaking the opacity down and making black transparent in the nebulae png files we get a nice nebula that looks like this:

(https://i.imgur.com/dmVOLBnb.png) (https://i.imgur.com/dmVOLBn.png)

And for comparison here is the same nebula with the stars drawn on top:

(https://i.imgur.com/L7vDQHAb.png) (https://i.imgur.com/L7vDQHA.png)

EDIT:

On top of that I've created an entirely new set of nebulae to replace the current set and doubled the amount of nebulae as well.

Here is what they all look like: https://imgur.com/a/bzfOn

I will be tweaking as I go because some of them may be too "bright" and will obscure planets.

MICRO EDIT:

I forgot to mention I used this online procedural nebula generator to create the new nebulae: http://wwwtyro.github.io/procedural.js/space/
For the first half of the nebula I used the filename as the seed so 'nebula-000' through 'nebula-021', for the second half I did variations of my username.

I stuffed all of the files onto Photoshop, used the select by color tool to get rid of the black, then saved with an opacity between 40-75% depending on how bright the nebulae were beforehand.
Every once in awhile a nebula was too bright for even the select by color tool so I adjusted the brightness and contrast to suit my needs.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on November 17, 2017, 05:24:36 am
Awesome!  Keep up the great work!    :)


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on November 17, 2017, 12:11:14 pm
Another neat addition is a date format option for those that prefer their days come before their months.

Code fitted from Nic's patch posted on bug# 869.

EDIT:

Also in the process of nerfing Bubble Warp so that it actually takes fuel


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: lostsoul on November 18, 2017, 01:36:09 am
Great job...thank you for your time in keeping this updated and alive.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on November 18, 2017, 08:22:00 pm
Another update:

I ported over the SC1-era starmap and constellations from UQM-HD.

I think it's getting to the point where I'm going to port everything over but the HD content itself.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: darklord42 on November 19, 2017, 07:27:20 am
Excellent!

I assume the HD content itself is extremely difficult and a lot to it.

Sounds like that would be a large project for someone else (or preferably several people) at another time.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on November 19, 2017, 02:28:08 pm
Yeah. That and the changes between 0.7.1 and 0.8.0 are great enough that a simple patch job won't work.

Though as I'm going through and re-adapting old mods to it I'm getting a greater understanding of what's going on.
The HD mod is so massive in scope though that I wouldn't be able to tell if I got it right until after I got all the code in.

There's no in-between testing with it like most of the other mods. At least no way that I can see.
Maybe get the definitions in first, force it to a scale of 0, and make sure the original graphics work before I overhaul.

Unfortunately the HD mod brings with it a ton of menial, repetitive changes. And having to copy/paste that manually through a diff
or finding it in the HD code is a huge pain.

UPDATE:

Okay. So the current plan for the MegaMod is to get everything fixed up and stable for 0.8.0.
Everything is nearly there except for a few nagging things. Ship icons in hyperspace gravity wells aren't displaying properly for some
of the races so I have to decide whether to fix it or disable it for now.

I also wanted to find a way to save the option for the Alt Thraddash Storyline into the actual save file.
So that if one saved with it enabled they could be rest assured that it would always stay enabled even if the option magically disabled.

But needless to say that this would most likely break saved games at some point so I leave the due diligence up to the end-user.

Once I get a release rolling I'll split 0.8.0 into two projects and name one the HD project.
Basically something I will pick at over a long period of time to try and update the HD mod over to 0.8.0.


Title: Re: The UQM MegaMod - Now on MacOS X!
Post by: Death 999 on November 22, 2017, 05:07:03 pm
Why would it break the savefile? If you have a list of event flags, it'll have one length for one version, or another length for another version - or if the shorter one is padded, there are free bits available to disambiguate.

Well. I can see a few ways that could go wrong, but only if the format makes more assumptions than a modern save file format normally would.


Title: CLOSED: The UQM MegaMod - Now on MacOS X!
Post by: Serosis on November 22, 2017, 05:13:35 pm
Really its all down to my understanding of the save file system. Which is no understanding.
I barely get how the resource system works and how it loads. But I know how to make it happy.

Anyways I'm preparing for release of 0.8.0 MegaMod Beta. Which will be all vanilla at the outset.
So one could download it and not have to change any settings to get the base experience.

Content and websites are being updated to reflect the new release.