The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
November 17, 2019, 08:36:04 pm
Home Help Search Login Register
News: Paul & Fred have reached a settlement with Stardock!

  Show Posts
Pages: [1] 2 3 4
1  The Ur-Quan Masters Re-Release / Technical Issues / Re: Question about TRANSLATION (italian team) on: September 14, 2012, 04:55:06 pm
I'd suggest two things :

- be careful to always load and save indexed images. If you switch to truecolor for some reason, the game won't always properly load them. OR, if you really need true color pictures, edit the corresponding .ani file, you'll find lines that look like :
Code:
chmmr-001.png -1 10 -36 -54
Look for the line that matches the file you've modified, and change whatever the first number is to -2, so in our example, I've edited chmmr-001.png, I'll write :
Code:
chmmr-001.png -2 10 -36 -54
Be careful though, the game does need some images to be indexed.
- if you think that you have left the image as an indexed picture but its colors have changed anyway, use an image manipulation program that does not screw the color map (Gimp does that sometimes for instance).
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Hey everypeoples check out the High-Res cover I just made. on: July 20, 2012, 03:11:36 pm
How is this hi-res ?
3  The Ur-Quan Masters Re-Release / Technical Issues / Re: Build on windows xp using mingw help on: May 01, 2012, 02:45:32 pm
Congratulations !

Yeah, properly installing oggvorbis was the obvious fix but I thought you wanted to avoid it.

I think you get the icons when you install the game, not when you compile it.
Building the installer is a tad complex too. If it's really important to you, install NSIS on your computer and look into build/win32_install. Those mods introduce no major change in project structure so you won't have to change anything I guess, but generating the .uqm content files can be a hassle.
4  The Ur-Quan Masters Re-Release / Technical Issues / Re: Build on windows xp using mingw help on: April 30, 2012, 04:57:49 pm
Making progress... (I've already run into that last error you corrected yourself, some mismatch in the libglib version I seem to recall)

Let's try
Code:
C_INCLUDE_PATH=/usr/include:/usr/local/include ./build.sh uqm clean
C_INCLUDE_PATH=/usr/include:/usr/local/include ./build.sh uqm config
C_INCLUDE_PATH=/usr/include:/usr/local/include ./build.sh uqm
choosing the appropriate configuration on step 2 of course.
5  The Ur-Quan Masters Re-Release / Technical Issues / Re: Build on windows xp using mingw help on: April 29, 2012, 11:03:41 pm
The guide you're quoting is imho the closest thing to a "compiling uqm for idiots" we have.
Do you have libglib-2.0-0.dll on your computer ? If not it's quite easy to find by a google search.
6  The Ur-Quan Masters Re-Release / Technical Issues / Re: Build on windows xp using mingw help on: April 28, 2012, 12:55:03 pm
Try downloading pkg-config.exe and adding it to the binaries directory of your MinGW install. You should find it here : http://www.gtk.org/download/index.php
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 Ur-Quan Masters mod on: April 27, 2012, 04:46:46 pm
I thought the Umgah joke was hilarious.  I first encountered it by the time I had exhausted all the dialogue options for the Kohr-Ah, so there was really no point in conversing...I do it out of habit, in case destroying a dozen of their ships gets them to speak differently to me.  Most players would jump straight into combat, I'd assume.

I do like the idea of changing the combat styles of those Marauders however, but I think it should be subtle...I think a decent solution would be to have those encounters be piloted by Weak Cyborgs...if that isn't done already.  Smiley

Actually :
- Slylandro Marauders look a bit different in the last version (maybe only in HD graphics).
- If you fight one, their captain appears as a Slylandro (in the status bar on the right).
- They flee combat immediately.
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: StarmapJS: an interactive Star Control 2 starmap. on: April 15, 2012, 04:53:10 pm
Say, does anyone know how I could get a Project 6014-version of the Planetary Database? I'm assuming that it's an automated process largely based off of the game code, but I'm not awesome enough with C to be able to pull it off myself without pulling my hairs out a few times. Can anyone (Elestan?) enlighten me on this subject? It could make p6014-development a lot easier.

Elestan pretty much said it all. Watch your mail too, I'm going to post something that should answer both your and Cap. Trivates' queries.
9  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The Dravatz on: March 31, 2012, 04:32:29 pm
The other thing to consider when brainstorming the "best" qualities of a Dravatz would be what the Spathi consider to be good qualities.  Clearly, courage in the face of adversity is not one of these things.  Perhaps a Dravatz is particularly good at hiding from predators, or defeating them by throwing rocks from trees.

Interesting line of reasoning, but you're forgetting the uttermost quality the Spathi would acknowledge in another species : that they pose no threat to the Spathi themselves.
10  The Ur-Quan Masters Re-Release / Technical Issues / Re: How do I actually view the UQM source code? on: December 28, 2011, 12:47:42 pm
Hi,

First of all, what's your current level in programming ? If you're quite new to it, then the UQM source code is probably not the best option. It's scattered over 600 code and header files, and I'm not even not counting the custom libraries. At best you could find some functions that are quite easy to understand as standalone routines, but you'd have to search for them in quite a haystack.
On the other hand, if you're getting into separate compilation, then it's interesting to look at and quite well organized.

Anyway, to open a .gz file, use for instance 7zip (assuming you're using windows). MSVC is known to be usable to compile UQM, I don't know about Dev C++.
11  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project6014's new ships on: December 22, 2011, 12:36:21 am
Everything indicates Yurand is back in business (as a one-man crew apparently).
12  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM Tools on: December 11, 2011, 06:40:14 pm
The game doesn't do anything with Z-index of frames. Every comm image is just wiped out by the previous image.

More precisely, the animation frames are displayed in a fixed order, which is (last time I checked) the reverse of the one you define them in the LOCDATA structure.
Every animation has a "neutral" frame (i.e. a copy of a portion of the base comm picture) which is displayed when the animation is inactive.
13  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 Ur-Quan Masters mod on: December 03, 2011, 05:57:16 pm
Thanks, I may have overlooked the low-res version a bit when upgrading hyperspace.
We haven't touched pulsating shields nor the oscilloscope so I don't understand where that behavior comes from, but we'll look into it.

Quote
Can we have hi-res versions of the old Star Control fonts instead of those Star Trek fonts in the hi-res version?

What do you mean exactly ? We've struggled to find fonts that suited the aliens best, or that looked like the original ones ; when none existed we picked something we liked. If you happen to know what fonts were originally chosen, please indicate them and we'll be glad to use them in a bigger size.
14  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 Ur-Quan Masters mod on: December 02, 2011, 04:51:37 pm
Yup, the game is defaulted to high resolution, which can't run with the -o parameter. We want to show what we've done Smiley

Just what I suspected, Megagun. I'm building and uploading an installer that points towards your mirror, and then I have to learn how to configure nsis to use multiple mirrors.
15  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM Tools on: December 02, 2011, 04:45:54 pm
Yeah, I know. It's not the most usable tool yet.

UQMConversationTool v0.03 alpha released:
-Conversation Simulator added.
-Internal changes to Conversation nodes and options; these now use all the internal statement types.
-Changes to the XML format. A lot cleaner now. Smiley
-Allowing multiple alien phrase responses in the ConversationOption editor.
-Bugfixes, small tweaks, ...
-Note: help dialogs are NOT updated. Yeah, I am lazy.

Production-ready-ability: average. Things should work nicely, but it's probably a bit clunky to use right now. Furthermore, there are a few features lacking, and a lot of the more core-game stuff (gamestates, if/then/else statements) aren't implemented and thus need to be done by hand using a CustomCode statement.

Binary (Java/zlib): http://mooses.nl/uqm/tools/uqmconversation.zip
Sources (zlib): http://mooses.nl/uqm/tools/uqmconversation_src.zip


Screenshot of simulator:

XML file for this conversation:
http://mooses.nl/uqm/tools/conved_examples/picard.xml


Todo: a few things...
-Rework 'Statement editor' GUI. It's ugly and uses interface elements wrong (tabbedpane where a radiobutton group should be used)..
-Allow deletion of statements, conversation options, functions and conversation nodes.
-Allow moving of statements. Move up/move down, that sort of thing.
-Allow adding statements to conversation options (Conversation Option Editor dialog)
-Add statements: Set Gamestate, IF (+ IF GAMESTATE), ELSE
-other stuff..

Maybe we'll have some time to elaborate on this baby now... I've got to admit I've never tested it, simply because I had never coded a dialog before.
After a quick test :
- I have a .txt where the first line is a #(...), this identifier and the corresponding entry are ignored. Most probably because I've played too much with changing the ANSI/UTF-8/CR/LF encoding of this particular file, but I thought I'd let know anyway.
- The "disable-afterwards" button should probably be checked by default
- Are the "functions used in node XXX" really necessary ? It seems to me you could (and should) replace something like
Code:
static void
main_node (RESPONSE_REF R)
{
//START BODY GENERATE
if (PHRASE_ENABLED (did_we_speak))
{
Response (did_we_speak, genF_523217fe_5a4e_4065_a938_6956cbfd275d);
} //END BODY GENERATE
}
//Functions used in main_node
static void
genF_523217fe_5a4e_4065_a938_6956cbfd275d (RESPONSE_REF R)
{
//START BODY GENERATE
DISABLE_PHRASE (did_we_speak);
NPCPhrase (HOWDY);
toto (R);
//END BODY GENERATE
}
static void
toto (RESPONSE_REF R)
{
//START BODY GENERATE
//END BODY GENERATE
}

with something like

Code:
static void
main_node (RESPONSE_REF R)
{
//START BODY GENERATE
if (PHRASE_ENABLED (did_we_speak))
{
Response (did_we_speak, toto);
} //END BODY GENERATE
}
static void
toto (RESPONSE_REF R)
{
//START BODY GENERATE
if (PLAYER_SAID(did_we_speak))
{
DISABLE_PHRASE (did_we_speak);
NPCPhrase (HOWDY);
}
//END BODY GENERATE
}
Pages: [1] 2 3 4


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!