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News: Paul & Fred have reached a settlement with Stardock!

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16  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Paul and Fred discuss SC2's development on: October 27, 2018, 01:30:51 am
New video! This time P&F talk about the other contributors to SC2, including the guy who directed Minions!

https://www.youtube.com/watch?v=hw_lnnt52EY
17  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: I started Ur-Quan Masters HD! (need help) on: October 26, 2018, 06:14:18 am
First up, download UQM HD Remix - there's a lot of bugs fixed.
You can copy your save files over.

Don't step up to Urquan until you've got your ship fully upgraded, is my advice.
You'll also get some ships towards endgame that can help you.
But venturing into urquan space is designed to be dangerous for the neophyte.
18  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Stardock Litigation Discussion on: September 24, 2018, 03:04:32 am
The strangest thing about this is the claim that F&P didn't create the SC2 universe - sure, they had help. But not the main creators? Please.
I remember a patch update note from the original game (unfindable now, I searched - the sc2 patch is long gone), which stated that accolade tried to find F&P after the game was released for two months, but they'd just 'gone away'. Then, they came back and gave a patch which fixed all sorts of stuff and introduced somewhere between 5-10 new types of worlds, and a bunch of other stuff. They really did 'make' that game.
19  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Regarding 'Star Control: Origins' and Stardock on: September 24, 2018, 02:57:17 am
Just a personal message to Brad: I can understand  where you're coming from. I think fan communities can be vile and malignant sometimes, particularly when people have little skin in the game (and sometimes even where they do). But honestly, taking this line of attack (with both Fred & Paul, and the community) is no good. Only lawyers win.
The best case scenario is where Fred & Paul keep all story/character rights, you get to keep sc1/sc2/sc3 on gog (which serves as marketing for both games - I don't agree that UQM can't coexist with an official sc2 gog release), and everybody goes their separate ways. But the constant back and forth of  - let's be honest - legal dick-measuring - harms everyone except the lining of the justice system.

I hope you can resolve it, particularly with your game being in the clear now.
20  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: My take on Stardock on: June 17, 2018, 10:36:36 am
Regardless of who's in the legal "right" here, both parties lose and continue to lose.
IMO Brad shouldn't've done the whole spreading his arms out like a bear "I'M BIGGER THAN YOU" with the initial countersuing bullcrap, but then Fred and Paul probably could've reacted less to the initial sales fiasco.
21  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: HD Remix vs MegaMod on: November 21, 2017, 01:04:29 am
I *could* make the Thraddash storyline optional. It shouldn't be that difficult. I'm really good with if statements and switches.
Or completely remove it. It was more of a pet project anyways to see if it were doable.

I gave credit to you where I believe I saw your initials in the code: MB. Other than that I gave you credit from the diff'd sources of HD -> Remix.
Otherwise I handed out credit where I saw fit, if it didn't come from me then it either was JMS, MB, or Nic.

Cool, there's probably some things I forgot I fixed which're marked as MB in code but didn't write up in the changelog- but I know for a fact I didn't do these ones:

    Bugfix for the Arilou to reduce the odds of telporting into the Sa-Matra
    Vux Limpet can incapacitate the Sa-Matra
    Some code to handle the, '' and, '' umlaut characters

Even if they have MB on them most likely it's code I ported in from UQM vanilla.


By the way, in the 0.8.0 version of the MegaMod the Alternate Thraddash Story is now optional with the canon story enabled by default.

Cool, that's good.
Keep it up.
22  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: HD Remix vs MegaMod on: November 19, 2017, 12:06:00 am
MegaMod removes none of the core of anything.

Maybe you should take a look at the Features page on my website: http://uqm-mods.sourceforge.net/Features

The MegaMod, at its core, is a mash-up of all the various other mods along with the addition of the cheat mods that I've been making over the last decade.
Nothing gets removed from the core game.

Calm down -
I did look at that - and the change to the Fate of the thraddash makes the game non-canon (and spoils the joke, if you've ever played thraddash vs ilwrath).
The text on the ship pages is (mostly) from the SC1 pages of the same, except for the new ships.
All I was pointing out was that for beginners, I think Remix is a better option, as there's less to think about.

BTW, you've probably given me credit for some things that are not my responsibility (eg. Vux Limpet can incapacitate the Sa-Matra, etc)  - they're, I think, changes either made by UQM or UQM-HD team and ported into the UQM-HD codebase (https://sourceforge.net/p/urquanmastershd/git-new/ci/master/tree/).

Anything that's not included in the remix repo's changelog is someone else Smiley Not that I mind the credit Cheesy

To make it clear, I think what you're doing is good - these are just my impressions-
Peace
23  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: HD Remix vs MegaMod on: November 17, 2017, 04:05:28 am
hi new here.
i got a question...which HD version should i be using for the best overall experience?
Whats the differences between the two as far as bug fixes go or whats up to date?

My impression is that megamod removes some core game stuff - pop culture references - but is useful if you're on Mac or if you're an experienced player and you want additional things like cheats, helpers, etc.
However out-of-the-box, and if you're on windows, HD remix is a better HD experience of the game, at least in terms of cohesiveness and ease-of-use. That's just the current state of things however, time may change things.
24  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The UQM MegaMod - Now on MacOS X! 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.
25  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQMHD Remix - an update on: December 23, 2015, 02:11:53 am
I got the app working I'd be happy to bundle it.  Great work!  I have one minor question.  As you approach earth I get a couple of random orbit paths that look like arrows?  It looks like someone had fun with the paint tool.  Why is that?  




[EDIT: okay, I read your initial post and get where you're coming from now]

You could try building the original UQMHD and see whether you get the same issues.
None of these issues occur on the Windows version that I've released.

I don't work with build scripts, I manually compile things.

Switching intro script files is possible but also a further hack for something that is broken in the UQMHD code that I can't isolate, and I'm done with programming at the moment. Sorry.

PM me if you get it working under OSX, but I haven't altered the planet lander code, and that brown nebulae background you've got there doesn't exist in the UQMHD Remix release, so I'm not sure what you've done wrong.

My guess is that you've downloaded the wrong repo, the one I used to update UQMHD.
The correct repo for uqmhdremix is noted earlier in the thread.

Thanks for the appreciation though-
m
26  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQMHD Remix - an update on: December 20, 2015, 01:20:58 am
The creator of these images and ships - Zenzmurfy. Damon Czanik used it in UQM HD. This can be seen - here. Some of these ships can be seen in 3D - here. Especially - here

Thanks for that correction - I remember him from doing the covers for the remix pack 4.

   
I'm not sure that the UQMHD Remix will work correctly with other languages addons, but in any case, thank you for this good work.

Well there's no basis for that idea, as both remix and hd share the same code for language support and addons. No alterations on my end. And no worries Smiley


27  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQMHD Remix - an update on: December 18, 2015, 11:35:36 am
No worries-
final update:

1.12:
* Corrections to Talking Pet subtitles based on 3DO voiceovers
* Further reduced galaxy map snap so that it was less annoying for dealing with stars which're very close to one another eg. Vela
* Fixed syreen dialogue and edited syreen voiceover to remove annoying narrator voice
* Fixed credits speed
* Corrections to intro and end sequence timing
* Correction to ending slides (explosion)
* 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)


1.10:
* Corrections to mycon subtitles based on 3DO voiceovers
* Added the hi-res ship pics to supermelee ('alt' at ship-choice on main menu) - work by Dczanik, Schizoid, Brytag and myself
* Fixed the dumb bug where the planet textures and sun corona would 'pop' onto the screen half-a-second or so -after- seeing the solar system pre-draw.
* Subtitle formatting consistency updates to thraddash, slylandro, talking pet, utwig, safe ones

28  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQMHD Remix - an update on: December 13, 2015, 02:32:56 am
It's possible. I don't know How possible though. For starters it'd need a couple of people to playtest from beginning to end, preferably one of them a newb, so as to check that  it doesn't break the game difficulty, particularly for newcomers. I'm not willing to do it, I've just played through the whole thing to test it.

Secondly, at some point someone may update the UQMHD codebase to the current UQM vanilla core code, at which point, the balance mod would need reworking in order to fit. However, that's the future, in the present situation that's not a concern.

I've just done a diff between the netmelee code and the UQM/UQMHD v0.70 code - I think it's something where, if the original balance author wanted to do it, it could be done, but if I or someone else tried to do it, it would either muck up UQMHD in a variety of subtle and unsubtle ways, or it would break the netmelee code or both.
It's a big job, and there's a ton of differences in the code. I won't do it personally, though happy to help.
29  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM-HD - New Images for use in game on: December 11, 2015, 03:48:04 am
Thanks for getting in touch Schizoid,
the updated images are going into the game, as placeholders just for the moment (I don't have any authority to really "sign off" on them...).

My updated versions look like the below (combo of Schizoid and the original text, but with changes):


30  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQMHD Remix - an update on: December 10, 2015, 05:11:54 am
Update to build:

1.09:
* General code comment updating
* Correction to UQMHD code on display of past Orz conversation summary
* Corrections to Vux, Slylandro, Utwig, Starbase, Pkunk dialogue based on 3DO voiceovers
* Minor correction to UQMHD options code
* Update to credits
* Updated menu delay values so it no longer takes an age to (a) fill up your fuel tanks (b) fill up your crew (c) search through your saved games.
* Changed main menu so that game restarts if music type is changed (otherwise music will not change), as it does with a resolution change
* Updated previously-unusable acceleration value on the starmap and fixed autopilot cursor snap so that trying to autopilot to Sol no longer selects Sirius all the damn time when not zoomed in.
* Corrections to various new Utwig voiceovers based on original script
* Resampled all utwig dialog down to 11khz to match tone of all other original voiceovers
* Correction to fluctuating volume levels between voiceover lines for shofixti
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