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September 21, 2019, 09:45:20 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: Updated Jucce's UQM save editor on: September 20, 2019, 03:35:48 am
If I took my time with it I could probably port over UQM's compression algo to the save editor and completely crack it open for editing.

But if I were to do that I would also port over the Load/Save code to make it more complete.

Kinda outside the scope currently, but maybe some time in the future.

UPDATE:

Jucce has given me the go-ahead to make the code public so here it is: https://github.com/Serosis/UQMEdit
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The Ur-Quan Masters 0.8.0.84 MegaMod has been released on: September 16, 2019, 02:40:44 am
I've pushed out a bugfix release: https://github.com/Serosis/UQM-MegaMod/releases/tag/0.8.0.84

Changes include:

- Animated powerlines no longer draw over ship desciriptions in the Shipyard
- Only Unzervalt will be named Unzervalt
- Fixed various other planet name discrepencies
- Isolated the Android specific controls to fix gamepad controls on non-Android devices


UPDATE:

For those that use the Precursor's remixes or Volasaurus' remixes I've fixed a content error that caused black screens during the slides.
All that needs to be done is to redownload the Precursor's remix timing package and/or Volasaurus' remix package:

http://files.serosis.net/MegaMod/volasaurus-remix-pack.uqm

http://files.serosis.net/MegaMod/mm-remix-timing.uqm
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 13, 2019, 09:05:55 pm
Found the cause for the Unzervalt bug, it was an oversight on my part.

Sometimes forgetting that arrays start at 0, not 1.

That pretty much leaves the power lines bug.

UPDATE:

And the powerline bug is fixed.

I got a few more things to do but I'll draft a bugfix release some time this week.

I think I'll wait til the next full release. I'd hate to increment the version just for a few bugs.
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 09, 2019, 11:14:55 pm
All of the optional content can be downloaded on the main website for the MegaMod: http://megamod.serosis.net/Releases

As for the power lines I already have an idea of what's going on and I wonder if that bug is there in vanilla "0.8.0".

At any rate I'll be planning to put all the content on GitHub  for ease of use.

UPDATE:

I can't for the life of me repeat the Vela II bug you encountered

UPDATE 2:

I think, for now, I'm just going to leave these bugs as-is. I have an idea of what's causing them but I don't feel a full-on re-release is necessary since none of it is game breaking.
With the exception of locking up when entering a solar system. I have yet to get it to do that with the debugger on but I'll note it down in the release section on Github.
5  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released on: September 08, 2019, 07:03:20 pm
It's not supposed to be 100% lore friendly.
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.

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.

Also what seed are you using so i can see if it's that particular seed causing the double Unzervalt.

EDIT:

Also... I may have ran into that bug where entering a star system crashes the game (more like locked it up and made it unresponsive). I thought I fixed that problem but it'll have to be something I look into extensively.
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released on: September 08, 2019, 11:02:32 am
I can look into those last three when I get back from vacation.
7  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, 12:36:31 am
That is the intended effect of custom seed.
It's not supposed to be 100% lore friendly. Important planets can and will be moved around to keep players guessing.
The only planets that stick to their vanilla counterparts are those that have spoken dialog about their location.
Otherwise, they can be anything and anywhere.

Maybe later down the line I can figure out how to make the homeworlds generate into the habitable zone but for now it's the wild west and anything goes.
8  The Ur-Quan Masters Re-Release / General UQM Discussion / The Ur-Quan Masters 0.8.0.83 MegaMod has been released on: September 06, 2019, 03:56:05 pm
This one took quite awhile because my scope kept changing throughout but I decided to release it as-is.
Let us hope there aren't any bugs that warrant a bugfix release like all the past releases.

None of the graphics have been updated except for the Ur-Quan and Druuge comm screens.

Lots of additions almost too many to recount here but this release comes with a hefty changelog as well we can read an online version of the changelog
over at my website: http://megamod.serosis.net/Features

The short of it is new difficulty settings, Extended Lore which you can toggle on to enable Extended Mod's lore additions plus a few extra bits of lore, and Nomad mode which is a survival mode without the Starbase.
Game Over screens have been added specifically for the Death March, Ur-Quan surrender, losing your Flagship in battle, and suicide by Utwig bomb.

The Death March one is basic for the moment, hoping to get some full PC slide art to go along with the epilogue.

Well, here it is: https://github.com/Serosis/UQM-MegaMod/releases/tag/0.8.0.83

For the moment I can't put together a Debian package so I'm looking at other options like Flatpak but I won't be able to do anything with that until late next week.
9  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: MegaMod: Hard/Easy/Nomad Mode balancing on: August 31, 2019, 03:30:51 am
Hoping to do a full release before the end of next week.
10  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: MegaMod: Hard/Easy/Nomad Mode balancing on: August 26, 2019, 09:45:09 pm
Yep.

Having to comb through the differences between my code and Vanilla to figure out what's going on.

UPDATE:

So I fixed the Spathi on my end.

PRH, Am i correct in assuming you were you using the latest MegaMod binary for testing?
If so then what happened was that I added a dialog option for the Spathi in Nomad mode called (join_us_nomad) that reuses Fwiffo's dialog so Spathi ships can join your fleet when allied.
And I was simply ignorant of the fact that I had to put that in the timestamp file. But now that I know what needs to be done I can test the rest of the dialog files that I've heard were out of sync to see if that's the case.

Standard UQM protocol is that when a single thing goes wrong in a file to just yeet the entire thing out of the system.

EDIT:
Oh, and to fix it on your end just add this:
#(join_us_nomad)

To the last line of spathi.ts inside the 3DO voices content file.
11  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: MegaMod: Hard/Easy/Nomad Mode balancing on: August 26, 2019, 03:33:12 am
Decided to try something out and it seems MegaMod is ignoring the .ts files.

I set all the timings to 1 which should mean the subtitles instantly cycle but they proceed at the same rate as if the audio weren't there.

So this is an in-code bug I'll have to work out.

EDIT:

Though that doesn't explain why other subtitles are aligned with the voices perfectly.

EDIT AGAIN:

So the code is loading the .ts files for some but not all the voices and I double checked to make sure all the directories were correctly spelled out.

This is a fascinating one.
12  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: MegaMod: Hard/Easy/Nomad Mode balancing on: August 25, 2019, 01:42:46 am
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.

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.

If I were to write some alternate AIs or ship variants, would you use them? I doubt I have the time for yet another Star Control project, but you never know.

If I could get the changes to only show up in the story mode, for sure.
13  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: MegaMod: Hard/Easy/Nomad Mode balancing on: August 22, 2019, 06:49:05 pm
That wasn't a bug per se, for some reason that followed from the HD-Mod and I haven't bothered to correct it.

Perhaps the HD devs were planning on adding another outtake specifically for the Umgah or they felt the Umgah needed a presence in the outtakes.
But I can remove it.

EDIT:

Well I thought it was from the HD-mod but the .diff patch I have for it doesn't show it in there so now I don't know where it came from.
In any case I removed it.
14  The Ur-Quan Masters Re-Release / General UQM Discussion / MegaMod: Hard/Easy/Nomad Mode balancing on: August 22, 2019, 04:03:42 pm
So I've been in the process of making several modes for the MegaMod and have come up with a few interesting things.

Hard Mode: Which adds a degree of difficulty to various aspects of the gameplay
Easy Mode: Which removes removes degrees of difficulty
Nomad Mode: Starbase is inaccessible with a few creature comforts added in to make survival mode more tolerable
Extended Lore: This mode is where I decided to plunk down all the extraneous Lore from 0xDEC0DE's Extended Mod plus my old Thraddash survival mod

Here's the changelog with the additions for all the modes: https://github.com/Serosis/UQM-MegaMod/blob/master/MegaMod%20Changelog.txt

What I'm hoping is that we can decide what things are unnecessary or too unbalanced for the different modes.
Possibly come up with even more ideas that we can jam in there to make things more interesting.
15  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mmrnmhrm theme extrapolated from their ditty on: July 05, 2019, 12:57:51 am
I believe I've heard TheMisterCat version but not Neonlare's. Even the Wayback Machine doesn't have that one archived, that's unfortunate.

As for the Chenjesu theme I'm now working on I'm using the Chmmr's melody as a sort of jumping off point, not as obviously as I did the intro of the Hrm's theme but it's going to be the partner piece to the Hrm's theme.
If all goes well it should sound at least somewhat logical that the two combined would make out the Chmmr theme.
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