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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 / Technical Issues / Re: Development switched to Git on: February 09, 2014, 11:03:00 pm
This is a very good thing.  I switched to Git a long time ago, and I've never looked back.

I should attempt to rebase my fork onto the official Git repo, for teh lulz.

I don't see much on sourceforge in the way of managing patches/reviews/etc.  Are you planning on moving to something like Gerrit to handle change sets, or something like Github's pull-request workflow?  I'm more partial to the former for projects of even moderate complexity, but given that the thing to do with UQM these days is fork it, the latter might be more useful for sharing features between projects.
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The Ur-Quan Masters-Extended Edition-Voices Included on: March 10, 2013, 04:46:49 am
What in the actual fuck.  I literally fixed this problem YEARS ago, but it's nowhere in the repo, not the changelogs.

Sorry about that.  I've pushed the fix to my fork on Github:

git clone

...and build that.  I just built/ran it on Ubuntu 12.04, so it ought work for you if you got as far as you seem to from your output.
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Official Remix Pack 4: The New Alliance of Free Stars on: January 05, 2013, 07:13:44 pm
The Medieval Future website seems to be blocked by some ISPs in the world (I can't get to it from home) so I've set up a proxy which might work better for some folks:

This will muck up your web logs a bit, guys.  Sorry.  But at least it'll work.
4  The Ur-Quan Masters Re-Release / General UQM Discussion / Ur-Quan Masters Live Wallpaper for Android 2.x on: April 28, 2011, 07:15:50 pm
If you have an Android phone, and it runs 2.2 or higher, you might be interested in a silly little live wallpaper app I cooked up; it turns the background on your phone into the comms screens from The Ur-Quan Masters:

It uses the content packs from the game, which must be downloaded separately due to copyright restrictions.  The from UQM/Android has also been observed working in the wild, so you can use that if you have it.  The Settings page walks you through downloading the content, though, if you're worried.

I am also actively soliciting translations for the (small) amount of user-facing text in the app.  Android almost makes it harder to not do i18n, so there's little reason for English-speakers to have all the fun.  Wink

If you'd like to help, contact info is at the page above.

Some screenshots, courtesy of Lukipela:

5  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Requiem on: August 07, 2010, 11:51:02 pm
Ooh, bug reports!

The most pressing one (the "game exits abruptly" bug), I tracked down in a fit of nostalgia, and documented here:

This will likely go unfixed in the Extended Edition, except maybe in the git repo, as I don't think I have any of the files I used to package up a Windows release anymore.


EDIT: The Setup Menu crash bug in the Windows version, and the abrupt exit bug in all versions have been fixed, new versions posted.  And with that, I'm done.
6  The Ur-Quan Masters Re-Release / Technical Issues / Re: UQM Extended bug -booting me every time i fight a probe on: August 07, 2010, 11:45:00 pm
See here for an explanation of this:
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Requiem on: June 30, 2009, 05:10:40 pm
That's on purpose.  Starbases == Homeworlds, for the most part.  I figured moving the ship would make that a little clearer.  I guess not.
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Requiem on: June 30, 2009, 05:05:19 am
Let me Google that for you...
9  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Requiem on: June 29, 2009, 06:06:36 pm
*nix users:

Sorry, I never updated the Makeinfo files to include the extra source files that come with this version.  Something to do with only ever building it in Xcode.  Apply this patch to your source tree, run uqm depend, and it should then build/link just fine:

--- uqm-0.6.4-ee/src/sc2code/planets/Makeinfo.orig      2008-11-18 00:21:14.000000000 -0800
+++ uqm-0.6.4-ee/src/sc2code/planets/Makeinfo   2009-06-29 10:58:48.000000000 -0700
@@ -4,4 +4,5 @@
                gensyr.c genthrad.c gentopo.c genutw.c genvault.c genvux.c
                genwreck.c genyeh.c genzoq.c lander.c orbits.c oval.c pl_stuff.c
                planets.c plangen.c pstarmap.c report.c
+               genmothark.c gennegl.c genprecrsr.c genurq.c
                roster.c scan.c solarsys.c surface.c"

The sources available for download have also been updated.

Fantastic job Nic, it's great to see an actual mod for the game. Filling out the universe is a good idea, it makes it seem even vaster than before. Maybe this will inspire more people to tamper with the source.
Thanks.  Spread the word!
10  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Requiem on: June 29, 2009, 12:29:09 am
Finally, I'm just interested: is there a canon base for this:
"dead" slave-shielded world and starbase @ Beta Ophiuchi I
Yes there is, both the idea itself and the in-game location.  For the idea, it can be explained as follows: in the game, you encounter the Earth Starbase, which has been suffering due to neglect, and is about to run out of fuel / die when the Player shows up and saves the day, winning their allegiance and eventually toppling the Ur-Quan Slave Empire.  This naturally raises the question, "what if the Captain hadn't shown up in time?"  So I imagined that the reactor would shut down, the crew would huddle into into the life pods bradcasting distress signals, and eventually the Slylandro Probes would detect the signals, show up to investigate, and end up eating everything.  From there, it was just a matter of inventing a new "fallow" slave race somewhere in the galaxy that endured that particular fate.  Kind of dark, but I think also completely consistent with the game fiction.

As for the location, the Starbase commander explains things quite nicely:
Earth got involved late in the game, in 2112, when the Chenjesu arrived in our solar system for the first time
so let's back up a few years to 2098
when the Chenjesu's super-sensitive receivers detected a strange signal from the Ophiuchi constellation.
Though even the Chenjesu didn't know it, it was the first sign of the Ur-Quan's arrival.
The Ur-Quan, having detected the presence of many sentient species, were beaming out an exulting hunting cry.

Ooh, that looks nice. The only change I don't think I like is the Fwiffo change...

Why do you hate Fwiffo?  SEND HIM HOME!  Wink

This is very good, save for one thing: Your wording is very different from the rest of the game. I can tell a clear distinction between the way you word things and the way the rest of the game words things. This makes it a bit inconsistant.
Oh, I know.  The art assets were by far the most difficult part of doing this.  I'm not a writer, so matching the game's "voice" was something I knew I had to do, but had zero ability to do it.  I did my best, knew I missed the mark, and shipped it anyways in the hopes that it would be "close enough".

I wish you didn't end your post with a "kthxbye" notion. I'd really love to see this mod maintained, even extended further
But that's just it -- this release encompasses everything I ever wanted to do with this project.  It's fully playable, feature-complete with respect to anything I care about, and there's just not anything left to do with it anymore that I find particularly interesting.  It's time for me to move on, and by putting this out there, I can do so without any measure of disappointment.  I did it.  It's done.  Others can build upon it if they do choose, but my heart just isn't in it anymore.
11  The Ur-Quan Masters Re-Release / General UQM Discussion / Requiem on: June 28, 2009, 12:35:26 am
Many, many years ago now, Toys For Bob gave us Star Control.  This was a very good thing, and created many fans, myself included.  They then gave us Star Control II, which created even more fans.  Some years later, Toys For Bob did right by their fans and gave them Star Control II, completely, in the form of this project.  This was also a very good thing, and has continued to create fans well after such things should be gone and forgotten.

I showed up a little late to the game, after the first public release of a playable alpha version (0.1).  There was much excitement, activity, and discussion around what could be done to make the game better.  Remixed music, re-factored code, heaven and earth would be moved such that a program optimized to run on an Intel 80286 with MS-DOS would be able to survive well beyond its years on modern platforms, and be enjoyed by modern audiences.  A small, dedicated group of caretakers took on the task of seeing that the code enjoyed proper, responsible, and competent stewardship, so that the project had a chance of surviving until it was ready to be truly "set free".

And many years ago now, fans like me signed up, contributed code, time and energy, in the hopes of helping bring about the day when all the core work was finally done, and the game was finally blessed with a "1.0" designation.  It was a lot of fun, and surprisingly educational.  And some of us, like me, thought of what we wanted to do after that highly-anticipated day; to further improve on what we already saw as a "near-perfect" game.  Tuning gameplay, adding plot points, little things to make "perfection" even better.  Nothing major, just a few odds and ends to flesh it out.

At this point, it has been seven years.  Version 1.0 still has not shipped.  It's been over a year since the last point release, with no new releases in sight.  There's 30-or-so open bugs in their bug tracker with patches submitted, ready to go, that are not being addressed.  The remixes still aren't done.  Some in the open-source world would call this a "failed project", but for the fact that the game is fully playable, stable and accessible for modifications.

The years have taken their toll on the community, many have come and gone, and at this point, I must add myself to the list of people who departed the project, and complete the "slow fade" that has been in progress for the last (for me) four years.  But with so much left that I wanted to do with this project, just "walking away" would be a regrettable course of action for me, so I decided to take a stable version (0.6.4, as version 0.6.5 started to act a little wonky) and make all the subtle improvements I had been dreaming of for the past 7 years.

So without further adieu, I present to you:

The Ur-Quan Masters - Extended Edition

It's primarily geared towards improving the single-player experience for new players, much in the same vein that Shiver's Balance Mods were geared towards improving the multi-player experience for experienced players.  But  new players will likely pass this version over for the "official" release, because it's, you know, "official".

For experienced players, this is somewhat of a non-event, because it's the exact same game that has been freely available for seven years, with some extra doodads glued onto it.  Five years ago, people might have been mildly impressed by this.  Now, not so much.  I suspect that everyone who would be in a position to pick this up and try it out has already played the game to death, knows the plot inside and out, and would see a bunch of extra "atmospherics" as "a waste of time".  But I've now done everything that I've been waiting to do with this project, and now it's out there, and I can point to it and say I did it.  Closure is awesome.  Feel free to download it and try it out, I'll probably not be doing much in the way of bugfixes and whatnot though.  I'm not even sure I'll merge it with 1.0 when that day finally comes.  It is what it is.  I hope you enjoy it.

Addendum: As I was finishing this project up, I saw a bunch of movement in the source repository that would indicate that development is ramping up again.  Best wishes for a speedy and bug-free release, guys!
12  The Ur-Quan Masters Re-Release / Starbase CafĂ© / Re: The most embarassing moment on: May 12, 2009, 02:04:40 am
So what if you finally ask her out, and she says yes, and you go on a date, and it sucks?  e.g., it turns out you have nothing in common, or she thinks Frungy is stupid, etc.

Wouldn't you feel like a complete chump for building something up for so long when the outcome is, in the end, completely indeterminate?

Man up and just ask her.  Like, right now.  If it works, it works, and if it doesn't, you can get on with your life.
13  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Net Melee Balance Mod: ALL ABOARD on: April 06, 2009, 06:24:47 pm
Error-ridden?  Don't be so dramatic.

The lone crash bug reported so far has been found and corrected.  The game should be fully playable now.
14  The Ur-Quan Masters Re-Release / Technical Issues / Re: Compiling on a Mac on: February 09, 2009, 10:11:10 pm
Strange, you should be able to build Universal apps; If I had to guess, I'd venture that one or more of your frameworks (SDL, SDL_image, etc.) is PPC-only, so you can't link.

But that doesn't matter much, since you have a PPC machine.  Not a lot of point in buildin for target platforms you don't have if you're not planning on distributing your results to others.

I think the error with the key config is an older one.  Delete and/or move your ~/.uqm directory aside, it should fix itself.
15  The Ur-Quan Masters Re-Release / Technical Issues / Re: Compiling on a Mac on: February 05, 2009, 04:29:45 am
The project is missing a file.  Add src/sc2code/libs/video/vresins.c to the project and rebuild.
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