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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 / SC2 Development costs. on: July 01, 2007, 08:59:29 pm
Having recently noticed that Half-Life 2 cost 40 million dollars to develop, and that Gears of War cost 10 million (And I'm really doubting the original Unreal was anywhere near that) I started wondering about the development costs of old games (mostly because I can't imagine them being in the millions). So, yeah. any info on what SC2 and maybe the 3DO port with the voice work cost to develop?
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The Orz voice on: June 21, 2007, 07:32:12 am
I don't like the Slylandro much. It's just... dull.

The completely broken intonation for the Orz makes them awesome. As does that weird echo effect.
3  The Ur-Quan Masters Re-Release / Technical Issues / Re: Compilation Troubles, involving netcode? on: June 20, 2007, 09:49:47 pm
that error message was recieved after doing the clean build. I just changed to included mikmod as an experiment. Given that I also have it installed on a system level, it didn't really make any difference.

anyway, I got the SVN, and I've been trying to compilethe, er, trunk, I guess? Is that what I should be using? Anyway, I get parse errors with globdata.h, which I have midifed, but the line numbers it gives me for the parse errors are 939-1013 or therabouts, and the line I modified is nowehere near those. Also, I doubt modifying a single number in a single line can cause parse errors elsewhere.

In file included from src/sc2code/planets/genburv.c:19:
globdata.h:939: parse error before "PPRIMITIVE"
globdata.h:939: warning: no semicolon at end of struct or union
globdata.h:959: parse error before '}' token
globdata.h:959: warning: data definition has no type or storage class
globdata.h:960: parse error before '*' token
globdata.h:960: warning: data definition has no type or storage class
globdata.h:965: parse error before "GAME_STATE"
globdata.h:965: warning: no semicolon at end of struct or union
globdata.h:966: warning: data definition has no type or storage class
globdata.h:967: parse error before '*' token
globdata.h:967: warning: data definition has no type or storage class
globdata.h:969: parse error before "GlobData"
globdata.h:969: warning: data definition has no type or storage class
globdata.h:1013: parse error before "CodeRef"
make: *** [obj/release/src/sc2code/planets/genburv.c.o] Error 1
4  The Ur-Quan Masters Re-Release / Technical Issues / Re: Compilation Troubles, involving netcode? on: June 20, 2007, 07:33:15 pm
Okay, new errors.

[codeobj/debug/src/sc2code/libs/sound/decoders/modaud.c.o(.text+0x37): In function `moda_mmout_Init':
c:/starcon2source/src/sc2code/libs/sound/decoders/modaud.c:109: undefined reference to `md_mode'
obj/debug/src/sc2code/libs/sound/decoders/modaud.c.o(.text+0x3d):c:/starcon2source/src/sc2code/libs/sound/decoders/modaud.c:110: undefined reference to `VC_Init'
obj/debug/src/sc2code/libs/sound/decoders/modaud.c.o(.text+0x4a): In function `moda_mmout_Exit':
c:/starcon2source/src/sc2code/libs/sound/decoders/modaud.c:116: undefined reference to `VC_Exit'
obj/debug/src/sc2code/libs/sound/decoders/modaud.c.o(.text+0x84): In function `moda_mmout_Update':
c:/starcon2source/src/sc2code/libs/sound/decoders/modaud.c:126: undefined reference to `VC_WriteBytes'
obj/debug/src/sc2code/libs/sound/decoders/modaud.c.o(.text+0x1fe): In function `moda_InitModule':
c:/starcon2source/src/sc2code/libs/sound/decoders/modaud.c:251: undefined reference to `MikMod_RegisterDriver'

I have it set to use the included mikmod thing.

Also, I'm not using the SVN, only .6.2
5  The Ur-Quan Masters Re-Release / Technical Issues / Compilation Troubles, involving netcode? on: June 20, 2007, 07:49:22 am
Okay, having read other topics, I figured out that I need joystick support disabled and net play enabled to not get the MeleeDrawSupport error or whatever that was. However, when trying to build everything, I eventually get some errors like:

  LINK     uqm-debug
obj/debug/src/starcon2.c.o(.text+0xf76): In function `SDL_main':
c:/starcon2source/src/starcon2.c:441: undefined reference to `Network_init'
obj/debug/src/starcon2.c.o(.text+0xf85):c:/starcon2source/src/starcon2.c:444: undefined reference to `NetManager_init'
obj/debug/src/starcon2.c.o(.text+0x1e85): In function `parseOptions':
c:/starcon2source/src/starcon2.c:826: undefined reference to `netplayOptions'
obj/debug/src/starcon2.c.o(.text+0x1e93):c:/starcon2source/src/starcon2.c:827: undefined reference to `netplayOptions'
obj/debug/src/starcon2.c.o(.text+0x1ea2):c:/starcon2source/src/starcon2.c:830: undefined reference to `netplayOptions'
obj/debug/src/starcon2.c.o(.text+0x1ead):c:/starcon2source/src/starcon2.c:833: undefined reference to `netplayOptions'
obj/debug/src/starcon2.c.o(.text+0x1ebb):c:/starcon2source/src/starcon2.c:834: undefined reference to `netplayOptions'
obj/debug/src/starcon2.c.o(.text+0x1eca):c:/starcon2source/src/starcon2.c:837: more undefined references to `netplayOptions' follow
obj/debug/src/sc2code/battle.c.o(.text+0x1fc): In function `ProcessInput':
c:/starcon2source/src/sc2code/battle.c:138: undefined reference to `netInput'
obj/debug/src/sc2code/battle.c.o(.text+0x2bb):c:/starcon2source/src/sc2code/battle.c:170: undefined reference to `getBattleInputBuffer'
obj/debug/src/sc2code/battle.c.o(.text+0x2d2):c:/starcon2source/src/sc2code/battle.c:171: undefined reference to `sendBattleInputConnections'
obj/debug/src/sc2code/battle.c.o(.text+0x2da):c:/starcon2source/src/sc2code/battle.c:172: undefined reference to `flushPacketQueues'
obj/debug/src/sc2code/battle.c.o(.text+0x2ee):c:/starcon2source/src/sc2code/battle.c:174: undefined reference to `BattleInputBuffer_push'
obj/debug/src/sc2code/battle.c.o(.text+0x300):c:/starcon2source/src/sc2code/battle.c:176: undefined reference to `BattleInputBuffer_pop'
obj/debug/src/sc2code/battle.c.o(.text+0x3f9):c:/starcon2source/src/sc2code/battle.c:207: undefined reference to `flushPacketQueues'

Both netplay options that enable it give me the same errors. I'm not really sure what I need here.
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Help with time mod!! on: April 28, 2007, 07:15:55 pm
Well, seeing as I'm in the "The time limit was a bizarre contrivance and more annoying than immersive" camp.

Anyway, contrary to whate everyone is saying, it's quite possible to hit the time limit. While it's true that you have way more time than you need if you know what you're doing, you're not going to have any idea what you're doing ;]

Basically, you have to manually edit the source code to alter it. You can't actually turn it off, but you can either slow down time or just set the end point to some really distant time in the future.

I can't do this at the moment, but uh, I'm updated to .62 soon so I'll be making said change to the source. I know this is an older topic, but if you still want it...
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: A bit confused as to where the mod files are stored. on: January 05, 2006, 09:34:48 pm
Oh, thanks. Yeah, I was checking in the 3DO music one. I guess I misread that post -_-
8  The Ur-Quan Masters Re-Release / General UQM Discussion / A bit confused as to where the mod files are stored. on: January 05, 2006, 02:30:34 am
I checked in the .uqm archives (checked in earlier post that said they were in the content zip. If they're there, I can't find them, unless 7zip just isn't registering mods as audio files, which is very possible( *and* in the /application data/uqm directory. Couldn't find them. Where exactly *are* they? I mean, I know they're there because they play in game if I move away all the oggs, but I'm having a hard time finding these things :/
9  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The makers of this game are sick. on: January 03, 2006, 10:02:05 pm
I wouldn't mind someone redoing the blue ZoqFotPik. Their voice... bugs me. I think a lot of the VAing is perfect, though. Especially the Spathi,

The clipped sound of the umgah is weird. How was that achieved? I mean, not all of this sounds heabily vocoded.

By  the by, Kohr-Ah Death -- what does the ship spin patch do, exactly?
10  The Ur-Quan Masters Re-Release / Technical Issues / Re: star control 3.... on: January 02, 2006, 07:41:44 am
You know, I think that puppets for the aliens was actually a good idea. The problem is, the puppets just looked really bad. If they'd put some EFFORT into them, they could've had this wonderful Jim Henson/original Star Wars thing going on. Perfectly charming. As it stands, half the puppets look like really, really odd genitals. Notably the mycon. I mean, god :/ LOOK at it. And I honestly LIKED the floppy, gooey, puppety look of the X-Com: apocalypse aliens, for comparison. Then again, those were supposed to look sort of disgusting. A lot of the SC2 aliens were pretty cute, though. I mean, I can befriend a fluffy racoon person, or a technicolor clam-lobster. I don't want to befriend slimy looking meaticules Sad
11  The Ur-Quan Masters Re-Release / Technical Issues / Re: Modding the source code/time limit? on: January 02, 2006, 07:34:13 am
Hey, thanks. Everything worked perfectly. I also set the clock FPS thing to 80. Hope that didn't break anything. It makes time progress a little over 3x as slowly, though, which is pretty much the exact effect I wanted.

Granted, this also makes it the first time I've ever used MSYS, or compiled a complex project. God, education rocks XD


Okay, I realized I don't have that dosbox in the background listing... stuff. Was that essential? Is this because I compiled without debug information?
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