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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: Kickstarter? on: March 30, 2012, 01:17:28 am
Jumping in on the apparent trolling bandwagon here. It is just such an outlet after the day job.  Grin

@dathinvaderzim: Please allow me to illustrate why it is very hard to take your claims seriously. Having otherwise demonstrated a reasonable command of the English language, you say things like this:
... re-use some of the coding ...
... can't copy coding from it ...
... if the coding was made from scratch...
I already own the Ur-Quan masters... I can't read the files...

Now, this informs every other real programmer in the world that you are not a programmer. I will let you figure out why. It is just more fun that way.

-12 Karma for
Code:
The following post, "Re: Kickstarter?" by onpon4 has been reported by dathinvaderzim on a board you moderate:

http://forum.uqm.stack.nl/index.php?topic=5193.msg69007#msg69007

The reporter has made the following comment:
Obvious trolling

Code:
The following post, "Re: Kickstarter?" by oldlaptop has been reported by dathinvaderzim on a board you moderate:

http://forum.uqm.stack.nl/index.php?topic=5193.msg69009#msg69009

The reporter has made the following comment:
Now he's even trolling when he didn't even link me to the proper thing.
2  The Ur-Quan Masters Re-Release / Technical Issues / Re: Problem to translate starbase.txt ! on: February 19, 2012, 08:05:22 pm
Xerus, vanilla UQM 0.7 distro contains *two* versions of starbase.txt. One in content/base/comm/starbase and one in content/addons/3dovoice/starbase (or both inside the corresponding .uqm files). One is used when voices are turned off and the other when voices are on. They contains slightly different versions of dialog.
If you are replacing the base/comm/starbase/ file, then turn off voices when testing, otherwise replace the other file.
A few other comms also have dual dialog files, so watch out!
3  The Ur-Quan Masters Re-Release / Technical Issues / Re: Addons on 0.7 on: July 18, 2011, 09:44:16 pm
We plan to remove the zipped limitation on shadow content in v0.7.1. So you will not have to place zips inside zips. That should also make it easier to work on your mods, since you will be able to simply keep all of the add-on content unpacked in content/addons/spanish. We hope to release v0.7.1 with bugfixes as soon as possible (or as soon as we are able to remove the above limitation).
4  The Ur-Quan Masters Re-Release / Technical Issues / Re: Addons on 0.7 on: July 17, 2011, 06:24:30 pm
Well, the 3dovoice add-on must be loaded in order to get the voices, of course. v0.7 always attempts to load the 3dovoice add-on, so you have to have it installed to get the voices. Note that all voice ogg files have been renamed, for example coman001.ogg has become commander-001.ogg. Your translated commander.txt must reflect that. I know it's a pain, but for a long time we planned to normalize the content file naming. There should be no more significant naming changes from now on.
Other than that, you should log a test run of the game to see what's going on, or use a debug build which displays the log in a console window. To log it run the game like so:
Code:
uqm.exe --log=mylog.txt --addon spanish

And this is what a successful run looks like over here (a snippet of relevant log entries):
Code:
_GetMusicData(): loading base/comm/commander/commander.mod
    decoder: MikMod, rate 44100 format 17
'addons/spanish/starbase.txt' -- conversation phrases -- 62274 bytes
'addons/3dovoice/starbase/' -- voice clip directory
'addons/3dovoice/starbase/starbase.ts' -- timestamps
SpliceTrack(): loading addons/3dovoice/starbase/starbase-015.ogg
StreamDecoderTaskFunc(): finished playing addons/3dovoice/starbase/starbase-015.ogg
SpliceTrack(): loading addons/3dovoice/starbase/starbase-046.ogg
StreamDecoderTaskFunc(): finished playing addons/3dovoice/starbase/starbase-046.ogg

EDIT: You do not have to replicate the base/comm/etc directory structure in your add-on. You can arrange your files however you like.
5  The Ur-Quan Masters Re-Release / Technical Issues / Re: Can't get voices to play on: July 17, 2011, 06:57:12 am
If you use the Windows installer, you need to install the Voiceovers that are under 3DO Content.
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Announcing The Ur-Quan Masters 0.7.0 on: July 10, 2011, 06:20:57 pm
I putted them in pre-created addons folder, i tried to create a new addons folder in packages folder (like in the older 0.6.2 version), but either way the game does not seem to recognize them. Even if i turn on the uqm remixes and disable the 3do music in the options menu, it plays the 3do soundtrack when i start new game or load one of my saves.
There may be something wrong with your remix package downloads, which is why the Windows installer and UQM both reject them. The installer runs an MD5 checksum on the local packages before copying them to the installation dir. And if that does not match, the packages will be rejected, and it will attempt to download them.
7  The Ur-Quan Masters Re-Release / Technical Issues / Re: 31 Errors while trying to build UQM. on: July 05, 2011, 06:32:23 pm
It's barfing on prefetch opcodes. Need to know the exact version of the MSVC compiler that you are using in order to help. If this is MSVC 6, you must have Service Pack 5 and Processor Pack installed. I think VS6 Service Pack 6 also contains the processor pack, if that makes it any easier.
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM 0.7.0 release candidate 2 on: June 21, 2011, 07:12:02 pm
It might help move things along if people were to state their experiences with RC2 here. Things like "I did a full playthrough and found no problems", and not just bugs you may find, are helpful. Otherwise, we are quite happy with RC2 so far, so the release could be any day now. It's just a matter of getting some time to do it, as everyone is quite busy at the moment.
9  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM 0.7.0 release candidate 2 on: June 19, 2011, 09:25:02 pm
Why in the world was the control config file schema re-done yet again?
In order to use the same format and code that the RMP files use.

And much more important, why in god's name did you guys remove the configurable menu controls?
The menu controls were never configurable online. To change them see the post above. The menu controls are not part of online config so that you could not get your controls to an unusable state. Granted, some menu controls should be made configurable, like the search, next, zoom-in and zoom-out keys, and maybe others. We'll get right on that  Tongue

I had ESDF/Space/Shift set to menu movement/select/cancel and now I can't do that.
Yes, you can. See post above.

Also, you did notice "0" being the first digit in the version number, right?
10  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM 0.7.0 release candidate 2 on: June 17, 2011, 07:08:44 pm
Any hopes of getting the special key to empty the ship slot in the Super Melee ship menu? This was in 0.6.2, and it was faster than using the delete key.
Umm, how is pressing two keys faster than pressing one key? Using the delete key even moves the selection to the next slot automatically! Besides, there are certain conventions when designing an interface, i.e. a Cancel key should not delete stuff, it should cancel the action.

Now the only (?) way to remove a ship from a slot is by pressing delete on the slot. I don't know if all keyboards have a delete button, or is it insert that they have removed from some?
AFAIK, all full-size keyboards have a Delete key, even Apple ones (known as Forward Delete?) If you want to or have to use a different key, you can remap it to any key in the ~/.uqm/override.cfg file (or Application Data/uqm/override.cfg on Windows) like so:
Code:
delete.1 = STRING:key F2
11  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM 0.7.0 release candidate 2 on: June 03, 2011, 06:59:09 pm
So do the texts in question reflect the original PC version now?
Yes, they do, but only the missing bits. Other unrelated lines still match the 3DO voices.

I've posted my "reconstructions" of the missing Mycon audio elsewhere on this forum, a couple of years ago I think.  Perhaps now they could be considered for inclusion?
Not yet; there is something else going on right now. I will not go into details until we are sure. One of the problems with the reconstructions is that there is more Mycon dialog which is not covered.

Also, what about the Melnorme "MetaChron" dialogue?
We have not discussed that in detail among the team, but it would not be a technical problem to add that to the no-voice script.
12  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM 0.7.0 release candidate 2 on: May 30, 2011, 11:30:28 pm
Now I'm wondering what the lander report was like before this change. Was there even any text?
It was the standard "EVERYONE AND EVERYTHING ON THIS PLANET HAS BEEN DESTROYED, CAPTAIN."  It had no mention of the Ultron, even though you would pick it up.
 
By the way, the Windows installer is trying to grab "/sourceforge/sc2/UQM/0.6.0/uqm-0.7.0-content.uqm" from downloads.sourceforge.net. Shouldn't that be /sc2/UQM/0.7.0 for the final release?
And it will be, I think. But since there are no 0.7 packages up on SF, it's moot at the moment.
13  The Ur-Quan Masters Re-Release / General UQM Discussion / UQM 0.7.0 release candidate 2 on: May 30, 2011, 04:56:26 pm
0.7.0-rc1 was so close, but not good enough. So here is release candidate 2. It mostly fixes the bugs found in rc1, but there are also a couple additions to the game as you can see below.

As with rc1, please post your experiences in this thread. Bugs should go to our bug tracker as usual. The Windows installer still needs all the content packages to be in the directory from which it is started.

If you have previously downloaded rc1, you will need to redownload the following two packages as they have changed: uqm-0.7.0-content.uqm and uqm-0.7.0-voice.uqm. The 3DO music and remix packages are unchanged.

Changes from 0.7.0-rc1:
- Added spoken Slylandro probe coordinates
- Added the missing bits to the no-voice versions of Mycon, Syreen and Utwig dialogue
- New lander reports for Supox ruins and Ultron. The reports text is new content from TFB.
- Various documentation files brought up to date
- Cannot talk to Ilwrath with a 'caster anymore after they die off
- Syreen dialog tree no longer resets after visiting the Syreen Vault for the very first time
- Fixed minor lander report inconsistency at the Syreen Vault
- Fixed Syreen Vault lander report infinite loop (this involved changing a lot of code; the more you can test picking up all the various devices from planets, the better)
- Fixed an SDL bug on Windows which caused the mouse pointer to stop moving while UQM was on fullscreen in background
- Windows installer has all the OpenAL pieces needed
- Windows installer does not create an extra addons/ directory in packages/
A list of changes since 0.6.2 is here.

Have fun!
-- The Ur-Quan Masters core team.
14  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM 0.7.0 release candidate on: May 25, 2011, 09:10:29 am
The link to the Microsoft Visual C++ 2005 Express Edition is dead in the INSTALL.msvc.

Yes, thank you. That's covered in Bug 1125
15  The Ur-Quan Masters Re-Release / Technical Issues / Re: How to get custom resource packs and 3DO videos working (0.7.0 specific) on: May 23, 2011, 08:11:22 pm
The subversion repository contains a 3dovideo addon in content/addons/. This addon has the 3dovideo.rmp file which you need to get the videos working. The videos themselves are not in SVN for various reasons. The RMP file is just a text file that maps the resource identifiers used inside the game to actual files. Open it up and take a look. It tells you the directory structure of the addon and what video files should go where. Simply place the video files where they should go within the content/addons/3dovideo/ dir, zip up the entire 3dovideo directory with paths using the store method, and place the zip file into content/addons/ on your UQM installation. It is important not to compress the .duk files because uio cannot handle concurrent accesses to compressed data from different threads.
Set the cutscenes setup menu option to movies in v0.7.0, and you should be good to go.
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