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September 21, 2019, 03:34:52 pm
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News: Paul & Fred have reached a settlement with Stardock!

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1  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released on: September 11, 2019, 10:17:21 am
I can't for the life of me repeat the Vela II bug you encountered

In my game, it says "Planet II" in the interplanetary screen, but "Unzervalt" in orbit.

And what about Commander Hayes complaining about the mineral loads being too light no matter how much you bring him? Did you perhaps raise the thresholds for the loads being deemed "medium" or "heavy" so that you need to fill your ship's entire spine with storage bays and fill them to the brim in order for your load to be deemed worthwhile?

UPDATE:
Looks like Hayes reacts to the minerals normally now.
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released on: September 09, 2019, 12:13:46 pm
Quick question, did you replace all the content files and EXE because none of this is happening on a fresh installation for me except for the shipyard power lines.
Which is definitely annoying and it only does it in HD mode for me. So should be easy to find and squash when I get back.

I used the "clone and download" option in the MegaMod's GitHub directory to download the new version. I just checked and no, the archive I downloaded did not include the content directory. Is there any way to download the new content files except by using the installer to uninstall and reinstall the whole game?

And as for the, well, power lines in the shipyard screen, I played with the classic low-res graphics (I don't like the style of the HD graphics personally), and the problem was still there for me.
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released on: September 07, 2019, 10:04:01 am
It's not supposed to be 100% lore friendly.

That's exactly the problem I'm having. I'm fine with a homeworld changing from planet I to, say, planet IV. I'm not fine with Unzervalt changing from a Water World to a completely uninhabitable Primordial World. That's, well, a world of difference. Wink And it's really immersion-breaking. So, yes, homeworlds need to be in the habitable zone and have the correct planet type.

Also, Vela I and Vela II are both called Unzervalt now.

And also, Commander Hayes now says that all my mineral loads are "light" no matter how much I bring him. I just brought two storage bays' worth of precious and radioactive minerals, and Hayes still said it was too little.

And finally, apparently I can now view ships' ComSim databank entries from the shipyard, but when I do so, those glowing... pathways... corridors... wire-like things from the flagship to the escort ships remain on the screen, and they are superimposed over the ship's image in the databank entry.
4  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released on: September 06, 2019, 09:41:15 pm
When I started playing with a custom random seed, many planets important to the story were affected by this too (at least in the save file I kept from the 0.8.0.82 version).

Spathiwa's moon is no longer a Pellucid World.
The Pkunk homeworld is in the "gray" zone, meaning its surface temperature is well below zero.
Unzervalt became a Primordial World with class 8 weather and tectonics, and a surface temperature of 117║C.

Looks like the locations of the homeworlds in the original game were based on what was generated with the default random seed, and that all locations important to the story need to be generated manually, because otherwise many things no longer make any sense.
5  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Stardock Litigation Discussion on: August 29, 2019, 07:07:04 pm
For us to feel certain of this, we have to put a lot of faith in either the pay-to-play/win american "justice" system or Stardock's self control not to launch ridiculous lawsuits in the future.  Anywhere there is a grey area inside or outside of the agreement, a new lawsuit could be formed.  If you give money to Stardock, you are risking them using these funds against Paul and Fred and/or this community project in the future.

Let's be reasonable here. I don't know what your perception of the American justice system is, but I personally think that Stardock can't just come to the court and bribe it into altering the records of this lawsuit and reinstating Stardock's original complaint (this is an extreme example that you didn't imply in your post, but we do have to define the boundaries here). I think that that amount of "faith" in the American justice system is perfectly reasonable. Otherwise all kinds of wild conspiracy theories can be made up, but since these can be neither proven nor disproven, we'll never come to any kind of consensus here.

And as far as I could see, there aren't many "grey areas" in the outcome of this lawsuit, if we assume that everything that was posted in F&P's blog and the court documents for both the lawsuit and the trademark applications was true. Stardock cannot ever reapply for the UQM trademark or dispute F&P's ownership of the UQM copyright again. The worst thing I can imagine happening is that when F&P start releasing promotional material for the UQM sequel, Stardock would start issuing DMCA takedowns against it and sue F&P for copyright infringement. If that does happen, well... I guess we'll just have to watch as Stardock gets crushed. And I'm sure we'll have plenty of ways to support F&P if that ever happens.
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Stardock Litigation Discussion on: August 29, 2019, 08:30:35 am
Seriously, I hope people would just stop waging a war against Stardock already. The litigation is OVER. F&P and Stardock are no longer enemies. And I personally don't give a flying F about what Brad Wardell feels about this whole incident. I don't need to see him in tears over what he had done, or otherwise humiliated or wracked with remorse. The only thing I want is a guarantee that nothing like this ever happens again, and the settlement agreement and the court order to dismiss all complaints and counterclaims with prejudice seem like a pretty solid guarantee to me. F&P's copyrights and the UQM trademark are safe in their hands, and there's nothing Stardock can do to change that anymore, even if they wanted to. So personally I hope you people would just move on. I haven't seen any lingering hostility on Stardock's side of the fence.
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: MegaMod: Hard/Easy/Nomad Mode balancing on: August 27, 2019, 12:33:37 pm
PRH, Am i correct in assuming you were you using the latest MegaMod binary for testing?

Yep, that's correct.

I've tried your fix and it worked. Thanks.
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: MegaMod: Hard/Easy/Nomad Mode balancing on: August 26, 2019, 03:47:18 pm
And with "fascinating" you mean: hard to track, should be impossible, don't really know what could even cause it,....

Good luck finding something!

Well, since he called it "fascinating", I assume he enjoys tracking down particularly elusive bugs. Smiley
9  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: MegaMod: Hard/Easy/Nomad Mode balancing on: August 25, 2019, 10:10:52 am
If there were a tool out there that would help me adjust the timings while playing back the audio I would do it. Otherwise I'm not touching those .ts files.

Both the .ts files and the .ogg files in the MegaMod are exactly the same as in other UQM versions. So they are not the problem here. But if not, I'm completely at a loss what might be the problem.
10  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: MegaMod: Hard/Easy/Nomad Mode balancing on: August 24, 2019, 04:30:13 pm
And here's the first bug I've encountered in the new version of the MegaMod. The subtitles in Fwiffo's conversation are mistimed - some of them last too long, others change too quickly. Most of them lag behind the speech. I assume this has something to do with the Nomad mode? Just a wild guess, I have no idea why it all changed all of a sudden.

Also, there is another minor problem. The speech sometimes stutters when it starts or ends.
11  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: MegaMod: Hard/Easy/Nomad Mode balancing on: August 22, 2019, 05:25:52 pm
There was a bug in the MegaMod that I didn't report back when I played through it. The Umgah showed up in the outtakes after the game, even though their dialogue has no lines for the outtakes. They played the HWLD_PRE_ZOMBIE_HELLO_1 line.

I really want to try this hard mode along with the extended lore mod. I already saw how hard the game becomes after the Spathi ships leave your fleet as they slave-shield themselves.
12  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: SCII balancing "cracked" on: August 15, 2019, 05:05:47 am
He says the AI's defects won't have a big impactů but it definitely flies some ships well and some very, very poorly (Kohr-Ah, Earthling). I haven't watched the whole video to see if he notes this. I'll get to itů

Not to mention that the AI's defects are exactly what makes some ships (like Spathi) so crazily effective against the AI.
13  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mmrnmhrm theme extrapolated from their ditty on: July 04, 2019, 11:16:34 am
Sounds like Doom music to me. Smiley
14  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Fan Art! on: June 26, 2019, 10:48:54 pm
Technically I think it's plausible but I admit it still looks a bit advanced for a supposedly 1992 game.

That depends on how you define "advanced". The resolution of the Mowling's picture appears about right, although it's hard to tell. In terms of artistic quality, I think that George Barr's SC2 art is absolutely gorgeous, even when rendered in SC2's original low resolution (although, now that I've seen the original artwork, the artifacts of that artwork being translated into 320x200 become very obvious - the VUX's communication device became a complete mess in-game, for example). But then again, SC2 was cutting-edge for its day.

Of course, I have no idea what limitations SC2 had on its graphics other than the resolution and the color palette. For example, I don't know if there were any limitations on the animation, how many frames there could be, and so on. So I don't know if it was possible to show those Mowlings in the background bowing up and down constantly as they did in SCO. Although SC2 comm screens generally have a lot of movement going on - the Spathi has both claws constantly clacking, that weird liquid in the eye is constantly sloshing, and the eye blinks from time to time...

By the way, what is that third ship in the Vindicator's fleet supposed to be? A Mu'Kay Grasper?
15  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Stardock Litigation Discussion on: June 24, 2019, 12:19:23 pm
did they remove the easter egg encounter names from the game then? when they added the arilou with the latest patch?

Just checked, everything is still exactly the same as before.
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