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News: Paul & Fred have reached a settlement with Stardock!

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31  The Ur-Quan Masters Re-Release / Technical Issues / Re: Need a save game. on: May 26, 2011, 09:57:44 am
What do you need exactly ?
Are you compiling your mod or just changing resources ? If the former, you could use the debug key for speed testing ; if the latter, I can provide you with a debug build.
32  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM 0.7.0 release candidate on: April 19, 2011, 10:23:09 pm
That's not a sufficient reason to discard the voices altogether, onpon4.
Worst case scenario, it's not difficult to add the subtitles without the corresponding spoken dialog. Sure it will seem strange, but it will be much quicker forgotten by the average player than the total lack of voices or the impossibility to complete the game.
33  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Mod idea: Unspecified gender for Captain on: March 22, 2011, 10:43:26 pm
So add a choice, where you pick gender first. Then have he/his or she/hers as appropriate. For Brownie points, also allow for picking the gender of love interest. For straight women or gay men, replace Talana with Talan. Find someone to redo the graphics, and presto.

That thought occurred to me reading this discussion, but it's not feasible if one of the constraints is to leave the code untouched.

Although I enjoy the technical brainstorming and the story adjustment ideas around this gender idea, I can't help thinking : why ? Does a book author writes his story with unspecified gender narrator so that both male and female readers can identify to him/her ? Isn't one of the greatest perks of video games the fact that you can incarnate somebody radically different from you ?
34  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Who "invented" them? on: March 17, 2011, 11:11:09 pm
That's about it, yeah.
There's one knowledgeable individual in the SC universe who might give you the piece you've missed.
35  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: What can i use to modify ship sprites? on: March 06, 2011, 09:19:10 pm
From the experience we had in modding, my advice is to save in true color (32 bit RGBA), this is well accepted and will prevent any palette issue.
However you may get transparency issues, so you'll have to change the .ani files too, so that the first number in each row is -2 (instead of -1 or 0).
For instance :
avenger-big-000.png 0 1 18 22
avenger-big-000.png -2 1 18 22
36  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 Ur-Quan Masters mod on: February 27, 2011, 01:01:46 pm
Would you be kind enough to post the coordinates of both Parmenideses (Parmenides's ? Parmenidesses ? Goddamn english plurals !)
37  The Ur-Quan Masters Re-Release / General UQM Discussion / They're alive ! on: February 15, 2011, 10:38:14 pm
      The Ur-Quan Masters

      meep-eep committed revision 3564 to the The Ur-Quan Masters SVN repository, changing 1 files.

      2011-02-15 20:30:05 UTC by meep-eep
      The Ur-Quan Masters

      avolkov committed revision 3563 to the The Ur-Quan Masters SVN repository, changing 1 files.

      2011-02-15 18:06:42 UTC by avolkov
      The Ur-Quan Masters

      mcmartin committed revision 3557 to the The Ur-Quan Masters SVN repository, changing 2 files.

      2011-02-14 08:00:27 UTC by mcmartin

Wow, 12 updates in 3 days, by three distinct committers, and with an indication that v0.7 is on the way. Your kidnapper has finally decided to unlock you from his basement ?

I'd like to seize the opportunity to congratulate you guys for your long-term dedication to this project !
38  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Make a UQM steam port on: February 14, 2011, 01:37:23 pm
It's not even sure Steam would accept to distribute UQM or Star Control. I don't even know if they have the legal framework to distribute free (in both acceptions) games.
39  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project6014 demo release on: January 31, 2011, 11:25:14 am
7Zip does a better compression job, that's why.

Did you use 7Zip to extract your file ? If not, try it.
40  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Star Control is Eeeevil! on: January 25, 2011, 08:54:58 pm
Does it qualify for this thread if I frequently ponder about UQM code under my shower ?
41  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project6014 demo release on: January 17, 2011, 02:18:23 pm
Hi wizzardx,

Thanks for your feedback. As you said yourself, this is a demo, and some of your concerns will be addressed in the full game, though I can't be more specific without spoiling. I'm mainly coding so I won't be able to address all of the remaining, but here we go.

I couldn't reproduce your "infinite bio" bug, but maybe that's because we've already changed the code a bit since the demo. What do you mean by "towards north east" ? Does it happen with one precise creature, all of one type, all of those on that planet ? Should I zap the other creatures or just one ? Should I collect the hamburger before taking off or should I collect it only upon my second landing ?

About the game taking you by the hand, I was under the exact opposite impression wrt yours : I thought we had given too many pointers to that crash site, and that we didn't leave the player enough space to investigate. I'm curious to hear what other players' impression was.

About Hayes, the game doesn't really tell you to go to him, but I guess everyone did the same as you, and went to him if only by habit or nostalgia. That was probably intentional, even if I don't recall a precise discussion among the team about that.

And you should definitely take a second look at Vela Smiley

42  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Remix Pack 4: An Unofficial Release on: December 06, 2010, 01:39:59 pm
If it's all you need to finish the outro remix, I can compile for you an executable that plays the ending in place of the introduction.

Edit : actually I don't think you need a new executable at all, just redefine the resource map for cinematics like you would redefine it for music :
slides.intro = STRTAB:base/cutscene/ending/ending.txt

It should work if you're running one of the most recent versions of UQM.

And I concur with Novus' previous statement : slide timing is not hard to change, and it's obviously timing which should comply to music, not the other way around.
That can be achieved the same way I guess, with something along the lines of :
slides.ending = STRTAB:addons/remix/cutscene/ending/ending.txt
slides.intro = STRTAB:addons/remix/cutscene/intro/intro.txt

Most of the cutscene directory has to be copied from the original ones into the proper directories and modified since it defines not only music synchronization but also which track is played.

You'll also have to change
#(Play music)
MUSIC base/cutscene/intro/introx.mod

#(Play music)
MUSIC addons/remix/cutscene/intro/introx.mod
and so on.
43  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 Ur-Quan Masters mod on: November 24, 2010, 02:26:23 pm
Now that's a contribution offer you don't see every day !
It would be foolish to turn it down...

I've got a question for you though, but don't take it as a rebuttal. Many people have stated that what made Star Control so fun was that it didn't bother much with realism when it comes to physics, combat or astronomy. Would you say the same about its alien races, or do most of them fit into plausible evolutionary schemes ?
44  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project6014 demo release on: October 21, 2010, 06:57:17 pm
45  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM Tools on: October 11, 2010, 09:57:24 pm
Awesome, especially if you make it possible to edit hotspots on the fly.
And sorry for not understanding what you had in mind with the conversation tool.

I remember when I discovered the mouth on that Spathi and thought "Why weren't we told that before ?"

Also, to answer your notes, project6014 uses duplicate lines just to make some frames appear longer than other ; your way of handling it is perfect, you'd want to eliminate duplicates when tweaking hotspots but not when replaying the animation.

You might want to say somewhere what the unit is for the rate (which is actually not a rate but a frame duration).
Another suggestion which would help the animation artists (but may not be straightforwardly done just playing with the z axis) : give the option to test the animation only on a (continuous) selection of frames.
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