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

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46  The Ur-Quan Masters Re-Release / Technical Issues / Re: Problems on: October 10, 2010, 01:27:32 pm
Post a copy of the file stderr.txt which should be in your main UQM directory (same as the executable). That could help identifying the issue.
I suppose music is working fine for you ? What about sound effects (menu beeps, lander...) ?
47  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM Tools on: October 08, 2010, 02:57:38 pm
I don't know if that third tool you're talking about is really useful : if you do have to create functions and statements, you might as well do it in C directly.
What I'm thinking is that : for 90% of the dialogs, all you really need are the basic structures :
- which player phrase triggers which answer from the alien
- which alien answer opens which phrases options for the player
- when the alien should just answer the question and then give the same options, minus the one just answered (typical of Hayes' statements about races)
- which phrases trigger combat or good-bye

That would allow to code the basic structure of most dialogs ; then, for fancy stuff like trade, one can always fiddle with the code your tool produces.
48  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 Ur-Quan Masters mod on: September 30, 2010, 05:46:42 pm
We've aimed for midnight CST, but we've closed source updates already and it's down to compiling and packaging.
So if nothing goes amok, and it shouldn't, you guys may be spoiled a little earlier Smiley
49  The Ur-Quan Masters Re-Release / Technical Issues / Re: Compiling UQM with MinGW on: September 28, 2010, 12:33:05 am
I'm at loss here. I've tried to follow those instructions too, I've tried Gekko's fix, I've copied the headers and dlls nearly everywhere, to no avail : "vorbisfile not found" again and again.

For some reason, the config script seems to superbly ignore vorbisfile, and skip directly to vorbisidec ; buildlog always ends with :
Quote
gcc -L/usr/lib -lmingw32 -lSDLmain -lSDL -mwindows -L/usr/lib -lmingw32 -lSDLmain -lSDL -mwindows -lSDL_image -lvorbisidec /tmp/build.1292.tmp.c.o -o /tmp/build.1292.tmp.out
c:\Progra~1\MinGW\bin\..\lib\gcc\mingw32\3.4.5\..\..\..\..\mingw32\bin\ld.exe: cannot find -lvorbisidec

collect2: ld returned 1 exit status

Failed program was:
+++ START /tmp/build.1292.tmp.c
int main(void) {
    return 0;
}
+++ END /tmp/build.1292.tmp.c
and never mentions vorbis nor vorbisfile.

I'm using mingw32 under Vista, everything else is working perfectly, and I even get sounds when I play, but I guess libmikmod is the one producing them, and I got no music at all.

EDIT : nevermind. pkgconfig was abusively called (and not found), when there was a perfectly functional vorbis.
The cleanest workaround I found was to edit config_proginfo_host and change:
Quote
case "$HOST_SYSTEM" in
    ARMV5|WINSCW|GCCE)
        LIB_vorbisfile_DETECT="false"
        ;;
    *)
        LIB_vorbisfile_DETECT="try_pkgconfig_lib vorbisfile vorbisfile"
        LIB_vorbisfile_DEPEND_DETECT_BIN="pkgconfig"
        ;;
esac

for :

Quote
case "$HOST_SYSTEM" in
    ARMV5|WINSCW|GCCE)
        LIB_vorbisfile_DETECT="false"
        ;;
    MINGW32*)
        LIB_vorbisfile_DETECT="true"
        ;;
    *)
        LIB_vorbisfile_DETECT="try_pkgconfig_lib vorbisfile vorbisfile"
        LIB_vorbisfile_DEPEND_DETECT_BIN="pkgconfig"
        ;;
esac

... which of course won't work if you don't have a proper vorbis install.
50  The Ur-Quan Masters Re-Release / Technical Issues / Re: Size limit to uqm.rmp ? on: September 24, 2010, 04:24:17 pm
Yup but I use emacs, among other reasons to avoid line endings issues.

I'll post a bug report, but a test case could prove harder to build, since it requires resources files to match the resource map.
51  The Ur-Quan Masters Re-Release / Technical Issues / Size limit to uqm.rmp ? on: September 23, 2010, 04:06:09 pm
Hi,

I stumbled across that strange bug, that we had added a lot of resources to the game, up to the point that it won't take more.
Precisely, when uqm.rmp crosses the 64 ko barrier, the game won't load any resource at startup, and soon crash. I'm sure it's not an issue with the resources I add, adding them and removing an equal number of any other solved the issue (temporarily).

I tried to find a more stable way of solving this, but I can't find where the limitation is. My guess was somewhere in libs/resource there's a limitation to how the rmp file is parsed, but for instance changing integers to long int in propfile.c did not solve my issue.
52  The Ur-Quan Masters Re-Release / Technical Issues / Re: Crash when selecting certain ships on: August 20, 2010, 12:38:39 am
Hi,

I'm getting the same kind of message but with nearly any image, including the menu files (newgame.*.png).
What I can't begin to understand is that the images are there alright, and the .ani files are in mint condition too ; and I'm pretty sure I've managed to run my compiled copy on this computer before !
Some images are loaded without problem, for instance title.png.

Could there be an issue with my SDL build ? I've tried running uqm -o and uqm -x but the result is the same.

EDIT : nevermind, I found this thread and downgrading SDL image did the trick.
53  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 Ur-Quan Masters mod on: June 19, 2010, 12:10:16 pm
That would be really great, but from what I know about the way comms are implemented, it would require some serious modding.

And how do you explain that all the other aliens all look the same ? I could easily imagine distinguishable features on the "faces" of nearly every other race.

Back on topic : someone has already done pretty advanced work on the Human captain, but as far as I know, both Syreen (a generic captain and a commander for the base) are still needed.
54  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 Ur-Quan Masters mod on: December 09, 2009, 05:54:36 pm
Hi,

I'd like some feedback on the shipyard screen. So far I've built a vector model of what I think the explorer would look like, seen from the side :
http://benjamin.wack.free.fr/shipyard.svg
(you should be able to see this with Firefox)

Here's the result exported to a bitmap for the shipyard :


So my questions are :
Do you agree with the side aspect ? I've had to work from the above view by VileRancour, so all the "altitudes" are guesswork... and it seems he's not around anymore...
Should we stick with the wire-style view since there is no modding of that ship, or would you prefer if I textured it ?
How much fuel and crew is the explorer supposed to hold ? I can work on the graphical aspects of that too if you already know it.
55  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 Ur-Quan Masters mod on: December 07, 2009, 12:03:09 am
For the future ships, I'd suggest to choose very carefully the center of the rotation in your image editor when you generate the rotated ships from the original one. I'll work out the maths and write a bit of code that generates the new centers, shouldn't bee too hard if the rotation is well done in the beginning.

Well that was a presomptuous statement, I hadn't taken into account that rotation of ships involved a complex resizing routine.
I can downgrade that to creating the .big, .med and .sml files from the height, width and coordinates of hotspot for the three first images, which is already some time saved.
56  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 Ur-Quan Masters mod on: December 04, 2009, 05:45:31 pm
Pimping... yes, that's useful !

Try this :
Code:
explorer_ip.0.png 0 55 5 7
explorer_ip.1.png 0 55 5 7
explorer_ip.2.png 0 55 5 6
explorer_ip.3.png 0 55 4 4
explorer_ip.4.png 0 55 3 5
explorer_ip.5.png 0 55 4 5
explorer_ip.6.png 0 55 5 5
explorer_ip.7.png 0 55 6 4
explorer_ip.8.png 0 55 5 3
explorer_ip.9.png 0 55 5 4
explorer_ip.10.png 0 55 6 5
explorer_ip.11.png 0 55 6 6
explorer_ip.12.png 0 55 7 5
explorer_ip.13.png 0 55 7 5
explorer_ip.14.png 0 55 6 6
explorer_ip.15.png 0 55 5 6
(It's sis_ip.ani that needs to be modified by the way.)

Do I need some kind of authentication or login to commit ?

It's still done by hand though : I chose to focus on that big violet crystal and make it the center of rotation, so I simply took the coordinates of its center pixel in each image.
For the future ships, I'd suggest to choose very carefully the center of the rotation in your image editor when you generate the rotated ships from the original one. I'll work out the maths and write a bit of code that generates the new centers, shouldn't bee too hard if the rotation is well done in the beginning.
57  The Ur-Quan Masters Re-Release / Technical Issues / Re: Creating star system without planets on: December 04, 2009, 12:43:52 am
My mistake, I must admit I'm not familiar with the various repositories here and there.
58  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 Ur-Quan Masters mod on: December 04, 2009, 12:41:50 am
It seems to be good news on every side after all !
I've managed to compile the project, RVB images indeed work fine with the game (I'm on windows, have you tested it on a unix architecture ?), and I can tinker with the pics AND the ani files without having to recompile anything.

I think well-managed palettes will prove useful if you plan to use special effects like the one at the very beginning of UQM, when the Starbase has a radioactives shortage. Other than that, I have no idea.
59  The Ur-Quan Masters Re-Release / Technical Issues / Re: Creating star system without planets on: December 03, 2009, 12:11:24 pm
It seems one such tool has been written for Project6014 :

http://code.google.com/p/project6014/source/browse/#svn/trunk/tools/ctconv

It converts from CT to RGB. I don't know if the reverse tool is available but that should at least ease your work a bit.
60  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 Ur-Quan Masters mod on: December 03, 2009, 12:00:17 pm
If you'll send me the outfit screen , I could try to draw the shipyard in same style .
I've begun working on the earthling comm screen already .
Timeframe for both - unknown , I'm somewhat busy lately ...

Hi,
As I said to Cedric on PNF, I want to give a hand too. For the sake of not doing the same thing twice : have you begun something with the shipyard ? If not, please focus on the comm screen and I'll try to take care of the shipyard.
I had some ideas on the comm too, so another way we could do this is to share sketches and drafts...

A more technical question : where are we standing with color maps ? All the original images from UQM use indexed png, but I see that the new images in the repository (commander with unshielded earth, outfit) are full RVB. Will the game compile and display correctly with those ? (I know I could try compiling myself, I just don't have the time right now to setup the needed libraries)
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