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

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31  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD: Beta 1 Released! on: October 26, 2013, 07:51:04 pm
You've never linked to a bug tracker, so I'm not even sure where it is. All I know of is a Google Code page, which seems to be inactive; I don't know if that's because it's not the right place, or if it's because UQM HD is inactive.

Yes. The google page, linked to it a lot. You've already used it, so I figured you knew. We just haven't assigned the bugs yet. Jaakko (SuperButcheX), our programmer is busy finishing up his science fiction novel for publication.

the f7 key isnt working for me it dosnt change anything only makes the text part                                                                                                                                                        space out till it makes an anoying noise why?

F7 is only when viewing the map. The constellations only currently show up when the map is zoomed out.
32  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD: Beta 1 Released! on: October 26, 2013, 06:22:15 am
I looked more closely, and yeah, the aliens don't get knocked back enough. It seems the amount they get knocked back hasn't been increased to match the resolution. Aliens that would get pushed back significantly are now only barely stopped.

Also, some things I forgot (sorry!):
- I really like that there's descriptions for the Quasispace portals, but they could be more useful at times if they had more memorable descriptions than being near some random system. Preferably, a comparison to something that actually matters in the plot; for example, "near Earth" or "near Sol", not "near Centauri"; "Druuge space", not "near Persei"; "In the middle of Ur-Quan space", not "near (whatever the star it's near is)". Of course, these types of descriptions ought to only show up once these plot icons have been discovered. But the most baffling description was the one right in the middle of Camelopardalis, which incidentally is a constellation important to the plot, being described as "near Metis"... an unimportant star much further away.
- The cursor moves painfully slow, then accelerates to a speed that's much too fast. Using the cursor to pick a star is therefore much more cumbersome than it needs to be. Incidentally, it's necessary due to the bug that prevents the right star from getting priority in selection and another bug that prevents the variable Quasispace portal from being selected without the cursor being at the exact right position, but once those problems are fixed, the cursor really ought to move faster from the start and not accelerate so fast or so fiercely.
- The realistic textures in Sol (most notably Mercury and Io) make it near impossible to see the earthquakes. I don't think just turning the earthquakes white will fix this one. Maybe you could give it a black outline for better contrast? This way the white inside will stand out against a dark texture, and the black outline will stand out against a light texture. (Or you could go with having a "radar detection" visual; that would work too. Either way, it needs to be more visible on brightly-colored worlds.)
- The rings on some gas giants in combat are visually cool, but the fact that they're a part of collision detection makes many uses of the planet unnecessarily more dangerous in a nonsensical way (real-life rings seem like they would be no more damaging than asteroids, which don't damage the ships at all in Star Control). Plus, it's weird that they show up in battle, where we don't really care what the planet looks like, but not orbit or from space, where we do care.


If you feel it warrants it, submit them as bugs.
The rings are staying in.  The gas giants in orbit view will get rings in the future. Well, at least some of them.  I'm looking at you Saturn! 

33  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD: Beta 1 Released! on: October 26, 2013, 12:02:47 am
Well, I just played UQM HD again, so I can confirm that it knocks aliens back like it's supposed to.

Also, a couple more comments:

- I love the effect on Hayes' voice! Do you think you could make that into an add-on for vanilla UQM? (It would be nice if it was an add-on that was officially supported, too; I don't know how likely that is to happen.)
- I don't mind the custom Quasispace remix, but please, it does not belong in the "3DO remixes" pack. Put it somewhere else. I happen to like the actual 3DO remix, and I think it's an unfair assumption that everyone who enables "3DO remixes" wants to hear something that is decidedly not a 3DO remix. (Though frankly, I don't understand why you have custom music in UQM HD at all when the remixes from the Precursors are perfectly good.)

1. The files are all on our site at code.google.com.  I can e-mail them to you (or you can unzip them).  I can do it, but I'm not sure of how to submit stuff like that to you.
2. Honest mistake.  We'll have to make sure that it gets all translated since gamestrings.txt wrong by a little bit can crash the game completely. Also, There is no custom music except for 2 songs?  Like, including main menu music? There may be a couple custom (optional) music packages like the Precursor's stuff.  We'd like to get individual artist packages available of art and/or music by one person.  So you could play the Zarla art pack, Kwayne art pack, MisterCat music pack, etc.
34  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor) on: October 23, 2013, 11:10:15 pm
Maybe you'd want to update it to work with UQM HD Beta 1? Cause it worked with alpha super well, but now it doesn't. Any, please update?
No promises but if I have time I will take a look at it this weekend.

If you need any help, let me know.  Also, we can see about including it as an additional download option in UQM-HD. I've used the older version a few times to minimize grinding (since the DOS bug is fixed). Great program.
35  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD: Beta 1 Released! on: October 23, 2013, 11:07:00 pm
Haven't had a chance to test the Beta, but I know in the Alpha the Lander's blaster wouldn't knock back enemies the way it did in vanilla UQM. Assuming it was knocking them back 1/4 as far as it should? This made early harvesting from hostile, bio-rich words very difficult.

Also, the lights would fail to dim during certain Spathi/Syreen dialogue.

Were those already addressed already in the Beta?



Lights dim now. So you can get your freak on with the Syreen, Vux, and/or Spathi.
Colors also change for the Melnorme.

Lander. That might still be an issue. Nobody ever reported it as a bug (as far as I know). Maybe somebody can test it out and submit a bug if there's still a problem?
https://code.google.com/p/uqm-hd/issues/list?can=2&q=&sort=&groupby=owner&colspec=ID+Type+Status+Priority+Milestone+Summary
36  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: October 21, 2013, 11:54:28 pm
UQM HD Beta 1 available for download, or so it seems. I wonder why there was no announcement here.
I'm going to update my Android port with new data packs, fix few bugs along, and finally publish it to Google Play and maybe to Ouya store (they require several lame changes, such as not showing PC button names anywhere, so I'll have to disable part of options menu).

Edit: I've published it: Google Play, .apk download

.....And, I found a reason to get an Ouya.   Smiley
37  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD: Beta 1 Released! on: October 19, 2013, 01:56:17 am
Now that I've played through the whole game, here is what I thought about the game as a whole:

The new graphics are beautiful. I particularly liked how the Druuge were redrawn; it emphasizes the Druuge's ugliness a lot better than the original graphics. There were only two parts I didn't like: first was the Melnorme, as I've mentioned before. The new Melnorme looks awful, to be honest. I think the biggest cause of this problem is the extremely thick black border on the top edge, which made it look like a cheap image manipulation to me, so this might be fixed by just rendering it better (or otherwise cleaning up those black edges).

The other part I didn't like was the nebulae. Don't get me wrong; they look beautiful, but it's extremely weird to see a nebula in every single system. Most of the galaxy isn't like this, as far as I'm aware; nebulae are sparse. I think the nebula effect would be a lot better if nebulae were seen only in a few choice planetary systems rather than all of them. Of course, this is only a minor problem, since nebulae can be turned off.

With regard to the new recordings used, the new Mycon recordings are almost perfect. They ought to be included in vanilla UQM's voices package, I think, and whoever did them deserves a huge thumbs-up!

The new Utwig voices, on the other hand, I think sound terrible. I think I get what it's supposed to do: it's supposed to get rid of the Utwig's whininess, which a lot of people don't like. But to be honest, and maybe this is just baby duck syndrome, I like the Utwig's whininess. The way the talk is supposed to be funny, as far as I can tell. The new voice instead makes the Utwig sound angry, for some reason, and at the same time it sounds really fake, like it's trying to sound serious or something. Other than that, I found the new voice to be really annoying-sounding in its own way. I also found it very weird that a voice was added to the Utwig's credits thing, not only because I dislike the voice, but also because only the Utwig gets this treatment.

With regard to the A.I., I don't see any changes in the Kohr-Ah, so if somebody tried to improve that, whatever changes there are are negligible. The only area I noticed a difference that couldn't be chalked up to my imagination was the behavior of the Ur-Quan and Orz when going against an Earthling: the Ur-Quan launches fighters against the Earthling, which is stupid (any point-defense laser can beat Ur-Quan fighters easily), and the Orz launches marines against the Earthling, which is mostly good. In all honesty, I think it would be best if this mod didn't meddle with the A.I. unless whoever's doing it is committed to making the A.I. actually good (i.e. make the ships use proper tactics: no more having the Kohr-Ah blindly charge in, having the A.I. actually use the planet, etc). Be careful, though; vanilla UQM's A.I. already has a few cases where it will use tactics that do more to stall the fight than to actually help the A.I. win (the Umgah chasing faster ships with its cone, Yehat defending from a VUX laser when it's already lost the fight, etc), and it would not be good to introduce even more of these.

Like I mentioned before, I found certain HD graphics to be hard to see: earthquakes (I suggest either changing them back to white or adding a "radar" effect) and Syreen-ejected crew (ought to be a proper sprite rather than just a pixel).

Now, this isn't a problem with UQM-HD; it's inherited from vanilla UQM, but the fact that there is no lip-sync in this game is amplified in this mod, I think. It would be very nice if lip-sync support was added and implemented, especially for Hayes and the talking pets, since they are canonically speaking English (the rest of their lips being out of sync can be justified by "they're speaking in their original language and the sound comes from the translator, not them", though lip-sync would be a really nice thing for them as well). I don't think that lip-sync (or rather, lip movement data) support should be added exclusively to UQM-HD, mind you; I think vanilla UQM ought to have that support too, but I think UQM-HD would most tremendously benefit from it.

Overall, bugs aside, I was impressed.

Yeah, lip syncing bugs me too. I even tried this abomination:
http://www.youtube.com/watch?v=EqDVPHN3rJA

Clearly not the way to go either, but I'm looking into lip syncing alternatives.  We need somebody to program the engine to read the XML files.

Also, the 16 angle ship animation limit looks really bad in higher resolutions.  Jut compare it to something like Starscape, SPAZ, or Epic space battles and you can really see the difference.

Nebula. I personally like the nebulas, but they could use more variation. At least you can turn them off if you don't like them.

Melnorme. Yes, we already discussed this. I agree.

Yeah, I veered off with the Druuge and did my own thing.  I'm glad somebody noticed it.  Our original Druuge:


was closer to the original. I wasn't sure how people would take my take on them:


I just felt, this was one character, where bright colors weren't the best fit. I personally like the higher contrast, but everybody has their own opinions.

I prefer the Utwig voice too. Difference of opinions I guess. I'd like to see the two merge. All the voice credits are there, they're just further down the list. We'll look into keeping the original voices as an option.

I think SuperButcherX was really referring to the Kohr-Ah AI in the alpha vs the AI in the beta.  I think some numbers forgot to get changed over,  so at 4x resolution, it would have to get 4 times closer before it attacked. That's a better question for him. 

Glad you like it! 
38  The Ur-Quan Masters Re-Release / General UQM Discussion / Happy 20th Stardock! (Steam Sale on Stardock games) on: October 17, 2013, 08:20:53 pm
Hey guys,

Now, that Stardock owns the Star Control license, I thought you'd be interested in the Stardock 20 year sale on Steam:

http://store.steampowered.com/sale/stardock20yr

Titles are 50-75% off.
If you've never played these games, check out who is in charge of our beloved franchise.
I recommend Sins of the Solar Empire series, not because it's a fun game, but there's also a Star Control mod called 7 Deadly Sins:
http://forums.sinsofasolarempire.com/306277/page/1/#1674083


39  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 Ur-Quan Masters mod on: October 12, 2013, 08:21:16 pm
Is the project still alive? And if you can, PLEASE tell me the new site.


Project isn't dead. We've got a professional game writer on the team who also happens to be a huge Star Control fan. We have joined forces with the SC3D group to share assets, story items, with a bonus possibility of also having the SC3D guys create a 3D version of the game.

Story is the #1 problem, and the #1 priority.  Once that is close to done, expect lots of updates. Until then, expect it to be quiet for a while.
40  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD: Beta 1 Released! on: October 09, 2013, 07:07:15 pm
If you look closer you will see that that is indeed the HD slides but for some reason being displayed in 320x240 in the top left corner, and is a problem in both HD 2x and 4x modes.

Uh... no, those are the original slides that I'm seeing. With the original font, and the original title graphic.

The only work around was to wipe any UQMHD prefrence file on the OS and try to start  from a clean state

That isn't going to help me, because this happened right from the start. I'll humor you for a second and try running UQM HD with an empty config dir.

EDIT: Starting with a new config dir helped, so it does seem to be some of the settings. The question now is which one.

EDIT2: It's the remixes. When UQM remixes are disabled, I see the HD slides. With the remixes on, I see the original slides squashed in the top-left corner. Maybe the remix addon is conflicting with the HD addon? (But then, why only at the intro?)

Damn! Well, that narrows it down a lot. Thanks so much for the help! You probably saved us hours of work.
41  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD: Beta 1 Released! on: October 08, 2013, 08:25:28 pm
I was unable to launch the program at first. I was just greeted with a black screen, unable to alt tab back into Windows. EVerything else was working fine in the background. Then I started to suspect it was the firewall which was blocking the access, I turned off the firewall and it worked.

The problem is you're unable to alt tab while the game is loading and being blocked by the firewall, this wouldn't be a problem if the game started in windowed mode. I don't think I'll be the only one encountering this problem.

I'm using Windows 7 64 bit running at 2560x1600 and Comdo firewall.

Thanks. That clears up a lot of things for me.  I'll see what I can do to fix that.
So, it works now?
If not, you can run the uqmdebug.exe.

Some problems that I've seen so far:


Keep in mind, this is not the finished product. It's is (and always will be) a work in progress, as its stated goal is to make it feel like a modern game.  As technology improves, (hopefully) so will UQM-HD.  Look at Ur-Quan Master's first beta, and compare it to the current version. And they're not even bothering making new artwork.

Starmap: Never experienced this myself. okay. You can use the / key to search for stars, +/- to zoom, and F7 for the star charts.

Earthquakes: Okay. Earthquakes look fine to me.  Maybe I'm using a better monitor.  It's a piece of cake for me.

Melnorme: I think he looks more like a lemon.

No that's fine. I'm not satisfied with the Melnorme either.  I think it did look better than before. It's one of those cases, that increasing the resolution just makes him look like crap. The texture may change, but he's going to have some sort of texture.

- Engines: Keep in mind, things like the pixels are programmed in, so they have to be converted to sprites.

- Crew: See Engines.

- There was only improvements in the Kohr-Ah AI (as far as I know), you're still stuck with the original's AI for everything else.  There's some converting of numbers to allow for the higher resolutions, but that's it. It's the same dumb AI as in UQM.

If these are your biggest issues, then I think we're doing alright.




42  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Star control 3 plot on: October 08, 2013, 06:43:12 pm
The Precursors can't really be the seeders of all galactic life, because all the galactic life we see in the game is drastically different. It's not like Star Trek with humanoids everywhere.

This is not how time travel works. If an action you take would create a paradox, you can't take that action, because a paradox is by definition something that cannot happen. In a single-timeline universe, you wouldn't be able to change the progression of events by going back in time.

The Precursors aren't going to be seeders of all galactic life.

Things like the  "grandfather paradox" could probably only occur if there multiple timelines.  I say this with no certainty because nobody has gone backwards in time (as far as I know).  I like to think that  it would be the equivalent of the universe dividing by 0, the only solution would be to make another big bang Wink
43  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD: Beta 1 Released! on: October 06, 2013, 11:40:54 pm
What to I use for voices for this? The regular UQM voices addon seems to work, but it doesn't synchronize properly with the subtitles (maybe just a software bug, I don't know), and what about those added voices mentioned?

There's no voices package in the files section, just the base "content" and high-res packages.

As an aside, shouldn't there be a source snapshot corresponding with the Beta 1 binaries? It's easier to download a tarball than find that version of the source in the repository.

Source files, and voices are included in the windows install. Not sure about other builds. Oldlaptop, do you think you could possibly help with the tarball stuff?
44  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD: Beta 1 Released! on: October 06, 2013, 08:17:22 pm
Wow, this is great! Thanks so much for your efforts!

I hope 6014 is completed soon, I've been waiting for it for 10 years!!!

Did you fix/change any of the plot or dialogue besides the Mycon? Or add any new material or easter eggs?

Regarding dialog, not much. Only if we felt it was broken. Most of the SC story is fine.

There's easter eggs all over. Both in 6014, and UQM-HD. Some things you can't see because the resolution is too small. In 6014 the human ship captains have a monitor that lists my favorite DOS games. The intro in UQM-HD has a crane that says "Fred Ford Motors", lifting a box labeled "Ark of the Covenant". That's the kind of stuff you need to download the full size pics.

Other things like during the static transmission of Hayes, one frame has  about 50 percent image of the DOS version of Hayes. There's a lot little things to discover.



45  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Star Control II Japanese Voices - need abx2wav on: October 03, 2013, 11:18:11 pm
Great! Another reason to play UQM through again for japanophiles like me. Smiley

Is there a list of the japanese dub cast out there? Some of them sound familiar to me?

Heh. You were the first person I thought of when I saw this was available.
"I bet Kwayne would love it!"

If you care to test it, I renamed some files, so it matches UQM 0.7, and added some .TS files. Not done, but now it's easier to run it as an addon. No need to overwrite the 3D0 voices. Just copy it to the content/addons folder.

Just run it with the addon extension
uqm.exe --addon=jap_audio

The .TS files are based on the English version. They'll have to change.

https://code.google.com/p/uqm-hd/source/browse/trunk/content/addons/jap_audio.zip

Ur-Quan and Hayes should at least work. So if it doesn't, let me know. I may have messed up somewhere.
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