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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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1  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Team for high resolution graphics, now hiring! on: November 12, 2005, 11:14:46 pm
Again something else got in the way, computer problems and fixes, work and a ton of other things.

So now it's back to ground zero, But I am still here and starting over.

about the questions I have recieved....

 Are you going to correct for the 320x200 format distortion?
I am taking the pngs out of the graphics pack and working over them, beyond that I am unsure what I would need to do, data would help as to the max size in pixels to use.

Coeray, I would love help, and really am dedicated, it's just I have some really CRAPPY luck.

again guys no 3d, not for me anyway, I am going for a very cell like quality, where all the dimension is hand painted

Anyone who wants to talk with me can contact me at Darkechibi* * gmal .co*m put an AT between the 2 stars and remove all of them.

R

ps I will be popping in very soon to the IRC, hope after my looooonnnnnggggg absence, I am still welcome  :%
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Team for high resolution graphics, now hiring! on: August 13, 2005, 08:08:47 am
Sorry for being gone so long folks... got very sick, I sat in a coffee house for 6 hours and drank at least 2 many lattes, then became very ill afterwards... but I am back.

I would like to thank you culture20. I will see if it helps. Deus, I am intending to start from the Basic hul design and am not allowing to much variation in width and length, but there will be heavy mods. Such as I have put a cannon on the front of my urquan, the intention is for when animation is available, the cannon will recoil. When I work on the Earthling I intend to make appear to have wires and tubes running loose, as if the ships design was hurried and incomplete. No matter what though the ships will retain their original design and feel (I hope) this is not to say that "you" may not like what I do (I hope not but...)

Finally I am back and still working though I have a bit of a backlog of work besides, I never said this would be fast, but it will be done to the best of my ability.

I intend to log into the IRC room soon and show everyone the progress far asap.

R
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Team for high resolution graphics, now hiring! on: July 31, 2005, 03:59:54 am
Well I am really intending to do a lot of, if not all, the basic sprites mself,
I need someone to help me line the original sprites in a vectoring program (illustrator or the like) give it to me so that I can do modifications, and paint it. if I can find someone who I feel can help me make minor modifications for animations( this person needs to take direction well).
I will then hand off the primary sprite to someone who can rotate it, for me and then they, or someone else will be using the "lighting effect" from paint shop pro to create the directional lighting. then 
Most of the ships I have ideas for but I would like to get a couple of people to help me flesh them out, hopefully after seeing the Urquan DN people that like and think they can mesh their ideas with mine.

this is my plan at this time, I believe that this will be the best way to run things... and I am sure that there are people who won't like the way I want to do this, I am sorry for that, But I want to make this a productive project and I think that this is the best way to handle this.
I have one person that I have talked to extensivly, (asilana) who does not seem to mind how I m handling this, so thats one for me on my team even so I am still looking for 3-5 more people

Halleck would/could you be willing to do the sprites rotation or were you talking something else?

R
4  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Team for high resolution graphics, now hiring! on: July 30, 2005, 10:46:43 pm
under no circumstances will I use anything but original, team created graphics...

in related news I finished the preliminary development of the urquan dreadnought, I have succesfully lined and I feel that if is ready to go into paint work.

I really and honestly hope you people enjoy what I am producing... when I am done I want this absolute and the original terror of SC to be the terror of space again, at least to intimidate visually.

I will be making it gleem, beautiful and shiny, the ultimate master races ship, their glory tank... something that makes it clear they are secure in their knowledge that they have found the one true path for all the universe!
5  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Team for high resolution graphics, now hiring! on: July 30, 2005, 07:32:55 am
ERRRP... sorry I wasn't thinking in that way, ooops
of course if you have software that can preform the same functions (and can output to something I can use) by all means those count!
R
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Team for high resolution graphics, now hiring! on: July 30, 2005, 01:59:37 am
I am currently looking for individuals who are interested in helping me, make new, modify, and update or completly change the graphics to  UQM

I am willing to talk to you even if you only FEEL that you can help in some way, either with ideas or concepts.

I will personally handle most of the actual painting

what I am looking for for my team is this
2 or 3 people whose ideas are similar to my own and can help me expand on my own ideas
at least 1 person who some experiance, even if not extensive knoledge with adobe illustrator and have it
2 to 3 people who have paint shop pro 7-9 and are competent in using its effect features
someone who is capable of doing MINOR modifications to graphics for the purpose of animations
if you feel you can contribute but I have not mentioned something, feel free to contact me with your thoughts
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ideas? on: July 30, 2005, 01:33:33 am
what about animation on currently static graphics, as in I wish to take the dogi and make it tumble and glitter, or animated stars on the map. or make the ion drives on the urquan spin, need to know wso I can ignore or implement, I will go ahead and work on it if it could be implemented in the future.
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ideas? on: July 29, 2005, 12:32:49 am
Please forgive my lack of forsight in not reading the FAQ first (chalk it up to poor forsight and insight)

No I am not a programmer, I am on the other hand an artist and have a somewhat skill at graphics design for gaming. I have and am trying my hand at 3D rendering, but am far from being competent. I am more than willing to begin working on ANY of the graphics if someone could perhaps give me a starting point (IE. suggesting something). what I would like is people who would like to help but are perhaps unable for whatever reason to be able to, send me a pm and I will begin considering using them.

 Would higher resolution ships, or anything else be welcome/needed. could I perhaps add a 5 frame starmap, so the stars twinkle. thought s and Ideas are welcome from all, but I will begin working on the the urquan dreadnought tonignt to show perhaps some work in progress in a few days. I will for now assume that a high res graphic would be of use, since I can always shrink it back down.

 I would love to help out in some other way. Honestly I would love to learn  to program, and implement the ideas I suggested, if someone could suggest a resource or a starting gate I could use... perhaps what I should study for best effect and where I may find resources to start. I do not work on a regular basis, but am constantly busy but again could find time for this.

I agree that balance to a game is important, and I do feel that SC2 was very balanced... but I was not suggesting the ideas be ON by default, options yes... something you may choose to use. again please forgive me in being over zealous for ideas I loved, I failed to realize (as was said) everybody has their own, and they love theirs. I agree a hellbore is going to always beat a ORZ go-go, but it would probably be cheaper and easier to implement than a hellbore, esp. early on.

But I would like to be clear I did not expect anyone to make them, if someone saw something they like and was willing/able to make it. KICK ASS, if not, ok, bad idea?... oops, too hard?, later then - unless it was also a bad idea, then oops again.

as to TW I use the GEOMAN WIP TW patched version regularly... (BTW GEO... THANKS), yes it does crash, but I love it. I can and do finish many 1 player games. I don't care for TWL... and I don't have a reason, but TW I love.

As ideas are to be elsewhere and not here I request this thread now be locked, please. if you do have suggestions on the issues earlier, have graphics ideas, or are one of the programmers and are capable of telling me if higher res graphics could be used, animations where there are none now, or just need a graphic made, PM me and I will begin as soon as I can.

R
9  The Ur-Quan Masters Re-Release / General UQM Discussion / Ideas? on: July 24, 2005, 11:04:14 pm
One question guys... are Ideas or suggestions fo "options" or future additions welcome. Me and my husband actually sit around sometimes (this may be sad... but we like it) and just come up with ideas about SC2 mods. We have a small list we are compiling and I will be putting it up on my own... but I wondered if

A. it was welcome here.
B. if anybody (person/group) would like to help implement these ideas.

Now for clarities sake I will describe one or two.

1. Precurser artifacts, as in SC1... perhaps on planets precurser items could be discovered. such as the turning jets or batteries. these could be located by going to a planets surface... it would not show up on a scan... that way it would be more like SC1 where you never knew.  these would be randomly placed. perhaps for simplicity each time you went to planets it would randomly determine when the ship orbits. make them small so that they are harder to find quickly.

the ability to get different schematics for modules (1 for button 1, and 1 for button 2) that allowed you, assuming you had been able to get the schematics of the ships or had perhaps destroyed a certain # of enemies, you could actually get those abilities for your ship. now to clarify... the abilitiy to use missiles (the ones from an earthling) in a module bay, it could be used as a main or aux. weapon, it would be non upgradable and would use the exact same amount of power as an earthling. the limitations on the modules would be that if could only be put in certain slots and would overide the "bigger guns" such as hellbore cannons. if you team up with orz you could get go-gos, not all ships sould have something useful, ie I really don't see how the tounge from zot would help.

if these ideas are of value great if not, please by all means say so and ignore them, i believe that fans, the people that play should have a say... but it's the programmers who decide. if my ideas are welcome let me know... as the old comedian said "I got a million of 'em"

R
10  The Ur-Quan Masters Re-Release / Technical Issues / Re: un-cdrom is missing from the faq page, help re on: July 05, 2005, 05:49:05 am
Thanks for all the help guys!

I have some vids now and they work GREAT!
I know a bit more about cd imaging than most, thats why I was going nuts, the file had to be a 2048 I knew, and there was no reason for it to be otherwise. I have been working with cd images since 2 speed burners were the hot new thing, and frankly I could notr see a reason why this did not work. luckily some one very nice I happend to meet while hunting around ended up helping me. I am absolutly positive that you are allowed 1 backup (in usa) but that it HAS to be mad by you from your copy... no if ands or buts. as for converting, the converters I have (and I have about a half dozen) all say the same thing that the cd image isn't in 9660...but of course it's not, the original cd isn't... but luckily I have it working. and I have tried reripping (since the format was wrong and just about everything autodetects) it always comes out wrong. I actually would have looked into a torrent if I could not have gotten help, but that was a last resort since I am on Dialup!

ultimatly I just want to thank all of you again for your good help and kindness.

THANK YOU!!!!!!!
11  The Ur-Quan Masters Re-Release / Technical Issues / Re: un-cdrom is missing from the faq page, help re on: July 03, 2005, 01:24:57 pm
I did all of that but no luck (that was the tut I was refering to that I tried) whenever I do it makes a mode1/2048, and uncd just scans all the sectors in the cd, fails to find a 3do header and stops. I noticed that it is not supposed to go past sector 0, but I have let it complete on every occasion. nothing.
12  The Ur-Quan Masters Re-Release / Technical Issues / Re: un-cdrom is missing from the faq page, help re on: July 03, 2005, 11:18:01 am
HELP... I thought I needed 1.4, but I gather this is the one at least you use... now my disc is in pretty bad shap, as it is an original from when it was brand new but sector 0 is fine. I noticed that the disc is supposed to be dumped as a mode1/2048, mine is coming out as a mode 1/2352. I have tried the turorial in the faq's and have used cdrwin4a and clonecd since the one sent to me was expecting a IMG, neither works. I have made a copy (long ago) that I play off of and it is doing the same. I used it first and used the copies of uncd that I found laying about the net after I googled. but they are all 2352 and the program just scans and doesn't find the header. any help as to why this is happaning or what I should do would be great!
13  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: cheat codes on: July 03, 2005, 09:35:59 am
I guess you would say that the game is over too fast... what would be neat is the ability to slow the passage of the days but the games speed (ie the movement of ships in combat and in hyperspace) wouldn't change.. so the kohr ah would start their march on the same date but it would take longer for that date to arrive. so in other words the game time passes more slowely in real time.
14  The Ur-Quan Masters Re-Release / Technical Issues / Re: un-cdrom is missing from the faq page, help re on: July 03, 2005, 09:25:46 am
Forbidden
Remote Host: ---ip deleted---

You do not have permission to access http://miserableasshole.50megs.com/exe/uncd-rom.zip

Data files must be stored on the same site they are linked from.

Thank you for using 50megs

this is what I got, I deleted the ip for security. could put it on your page and set up a link? I really appreciate your help!
15  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ship editing and Graphics on: July 02, 2005, 09:04:26 am
I cannot seem to get these files, could I ask for a repost.

(you know what my luck seems worse than usual today... and thats saying something) sorry if I seem to be a pain.

I click the d link and it jumps to a new page says contacting server and the times out. is it me or are they missing?
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