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

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61  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: June 02, 2013, 08:10:05 pm
Sure. Send me an email: dczanik (at)
with any suggestions.
62  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: May 31, 2013, 05:01:29 am
So, should I make 640x480 the default? That will also reduce downloaded data size from 500Mb to 150Mb, and I can make 4x graphics an optional download, like voice and music remixes.
Could you please give more detail about graphics anomaly, preferably a screenshot? (it's Power+Volume Down buttons on Galaxy phones). I've moved game menu higher, so it would not collide with on-screen buttons, and also made horizontal crew/energy panels in melee, so that second player can see them. Two-player melee is still experimental, and I would like to hear some opinions about it.

Just tried it on the Samsung Galaxy Note 10.1 tablet. I'll upload pictures later.
4x Performance was probably in the 15-20 fps range. Slightly faster. Though I did not remove background programs on my phone.
The running the video in a seperate thread produced graphic errors.

2x (640x480) is probably the right choice until hardware acceleration can be implemented.  4x should be a separate download. I have the latest (or close to the latest) android phone and tablet you can get.  Unless you want a lot of low ratings, I think 640x480 is the best option for now.

Landing on a planet produced the lander graphic, but it wasn't wiped away after exit.  There's an issue with bringing up the lander menu higher. The HD game has an option to show you mineral values that takes that extra space.  You can probably replace that with the 1x, or 2x version of that file so everything can fit better.  The starmap also produces a help section where it shows you the keys you can use on the map.

Two player is awesome.  Haven't tried it with another player, I'll do this tomorrow. Looks fantastic.

I got to get back to work on the last touches on Beta 1 Cheesy
63  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: May 31, 2013, 12:34:38 am
I've created a preliminary Android port of UQM HD mod, could you please test it and report bugs? I'm planning to put it to Google Play when HD mod will release Beta 1.
1280x920 gives 7 FPS on my Galaxy Note, and sometimes 2 FPS during battle, 640x480 runs smoothly though. UQM uses internal SW video surface for rendering, and the code is way too complicated to switch to proper HW-accelerated rendering, so it will be slow on most devices. I'm sure there are devices that can handle 1280x920 (Nexus 10 should be fine).
Also, what about new on-screen controls? Are they easy to learn and use?

I have a Galaxy Note 2 phone.
Performance: 4x, was about 12-15 fps.  2x: Seemed perfectly fine. Should this be the default?
Graphics: Slightly stretched out. Little graphic anamoly being moved up higher. Probably due to the on-screen controls.

I'll test out with a Galaxy Note 10.2 tablet tonight.  I'd test here, but work would kill me for using the bandwidth Smiley

64  The Ur-Quan Masters Re-Release / Technical Issues / Windows Installer on: May 22, 2013, 12:12:59 am
Hey guys!

We're getting really close to releasing the Beta of UQM-HD, which should hopefully fix a few of the problems posted in here.  Sorry about that.  Roll Eyes

I feel like I'm in over my head when it comes to the Windows installer.   Undecided 
I was just curious if anybody here could help us out.  We've got a Mac programmer, a Linux programmer, but no Windows guy anymore.

65  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: May 18, 2013, 06:55:13 am
hey guys! I played the original Star Control but didn't care for it too much. SC2 was by FAR my favorite, and still play it to this day   Grin

I am certified in Maya 3D and computer modelling/textures/animation, if you need anything of the sort. I know everything is hand drawn so far, but in the off-chance you want some 3D stuff done please let me know! I love this HD Star Control, its awesome!   I'd love to help out in any way I can (I have also been told I'm a fairly decent writer lol)

Cool! Sent you a message.
66  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: May 02, 2013, 08:17:32 am
Hi, i run a Mac Book Pro and i tried to run your game. Im a huge starcontrol 2 fan. But when i load the game, all i get is a blank screen. then if i click on the screen the game crashes.
ive followed the readme document and performed the steps twice.
can you guys help me

From the Alpha? Strange.
I forwarded the problem to our Mac guy. I have noticed some people had problems when the problem was a corrupted download file. Have you tried downloading it again off sourceforge?
67  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: May 01, 2013, 07:49:49 pm
I think that there's an expression that goes something like "better to release something with a few bugs now than to never release anything at all". Wink

...Said by the guy who never has to support the game.  Wink
We released something.  It's the Alpha.  It has a "few" bugs.

68  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: May 01, 2013, 05:59:29 am
Star Control 2 is one of those games that is so good that sometimes I cannot believe that someone actually coded it. I am really glad to see you guys putting your hearts into this fan project. I haven't played that demo yet because I can't get it to display correctly on my system. When I launch the demo I get a windowed screen that is too big for my monitor. I can't full-screen it either and the bottom portion is too far down off the screen to read. I can't shrink the window either to bring everything into view. Any help?

The demo also runs in 640x480, and 320x240. Right now, that's about the only help I can give.  Undecided
We may release a minor demo update that we've made in the UQM-HD project that pretty much allows it to run in any resolution. We really haven't talked about it, so no promises.
69  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: May 01, 2013, 05:56:13 am
Hey I was just wondering if the following URL has the most up to date version:

I'm beginning to tinker with modding and I'd rather work with the newest version so it's relevant longer.  Also, I know people are working on bugs and the like, so any ETA for the next update?

Latest version of the code is located here:

The GIT stuff is usually about a week or two behind.
If you want to join us, we could always use the help.

We're looking to release when our bug list, drops down to zero :

We're hoping to get this as bug free as possible. So, ETA?
Since I have the most to do, probably...3-4 weeks?

We've fixed about 220 bugs from the alpha.  Our testers might find additional bugs. 

If it seems like the release should have been out sooner, it should have been! Of course we do this in our free time, and a couple of important things just completely decimated my free time (Bioshock: Infinite & watching Game of Thrones)   Roll Eyes   
70  The Ur-Quan Masters Re-Release / General UQM Discussion / Emscripten & HTML5 on: March 21, 2013, 08:06:38 pm
Hi guys,

I was just reading about Emscripten:

after reading this article:

Easily Port C++ To HTML5/JavaScript With Emscripten
If only porting code between other platforms was this easy

I was just curious, if anybody has done any research into porting UQM? I know UQM was ported using Google's Native Client, but an HTML5 based UQM would really be something. I've always been amazed at the number of devices UQM gets ported too.
71  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: February 27, 2013, 11:16:29 pm
OK, I'll continue where I left off.

The *Itch* - Some of the story bits that I saw in the wiki is kinda mixed; some ideas I liked, but some of them rubbed me the wrong way in terms of continuity and the new ideas. I could discuss it, but it's going to be spoilers to those who want to keep it a surprise. Then again, I got a note that I could make suggestions to the storyline, so no big deal. However, I liked the story bits that the demo is providing so far, but I think the execution as the plot goes along kinda violated continuity, but I won’t get into that.

- The overworld doesn't seem to give you that much room to explore. So far in the demo, all the aliens SoI are set up, they give you hints on what they found, and from the wiki, events are supposed to happen overtime. I kinda don’t like the way this is set up, and this is the same problem that SC3 had. The game gives you hints on what to do (if you refer to HAL-, I mean, ICOM) and things happen overtime though you never initiated anything. As a result, you have to wait for things to happen or make sure you do everything the game wants for progressing, and it kills all the fun you could of have with the game. Needless to say for SC3, there is virtually no point in exploring, a lot of thing happen so frequently you don’t have time to do whatever you want to do. Besides, there is nothing inserting to find anyway, aside from artifacts and alien colonies.

However, most games have areas and events you can't have access to until a certain time, but there it's done right because you need to get a weapon, item or get to a certain part of game in order for that to happen. SC2 did have events that goes on a timer (the events and the deadline), but it only starts when you meet the alien race or did something, like giving the Maidens to the Shofixti. With events like this, it's optional and you mostly have to deal what is needed in order to solve the game, and that is good game deisgn. Remember, the most appealing thing about SC2 is the smooth exploration, and P6014 kinda hinders with the set-up so far. Now, don't think this flaw is game-breaking, it isn't, but it kinda creates a dis-heartening experience for some people due to too much creativity. I should talk about that some other time, it's a really interesting thing to note, and I'll give examples on what games had this.

Agreed. You do realize you played a demo, right? Tongue  If you have input  or ideas on the full game, post it in our story-creation wiki section.  At least there, I can guarantee the right people will see it.
72  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: February 17, 2013, 12:13:46 am
Out of curiosity... how did you make all the planets?  I did some galaxy exploring (looking for rainbow planets mostly, then went way over to the bottom left) and, well, there are a butt ton of planets.  Did you make them by hand or do some sort of generator?

They are generated.
73  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: January 30, 2013, 09:50:00 pm
We need your help!

We're looking into adding a commentary mode for the HD game.  Sort of like a game or DVD commentary some games have.  Something that offers trivia, quotes, & interesting information for those that haven't been reading this forum for 10+ years.  Wink

There's been over 20 years of information that has been out since Star Control.  We don't have the time to scour the forums and wiki pages to find all this information.  It may be possible to get this into the game for the Beta, but we need a lot of info - quickly.

I'm trying to collect all the information here:

74  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: January 30, 2013, 01:06:07 am
Is it worth doing the scaling down of the graphics or should I wait for the smaller version?

Not sure. Try it and give me a report of your results Smiley
You can see screenshots here:
75  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: January 29, 2013, 02:23:05 am
I finished the game yesterday, it was fun to play the HD version for sure Smiley Found a few bugs but figured they'd probably been reported already so I didn't write anything down. From memory though the flagship animation was bugged at the end and didn't eneter the endgame cutscene at the correct location and there was some voiceovers missing. Is there a link to the posted bugs and I'll check to see if I found something else new? Oh yea the auto pilot is a bit bugged also and doesn't go to the correct location to enter true space from time to time, I believe the last time I played UQM there was a 'snap to' on the starmap to the stars so you didn't have to aim pixel perfect with the croshair on starts which you pretty much have to do in the HD version. That could also have been the original dos version I don't know but I do remember you didn't have to aim so carefully with the crosshair.

I did find the Dreadnought AI a bit weird, I just felt they weren't nearly as aggressive against Avatars as I remember them to be. I was just breezing through them in an Avatar which I find strange. I remember them putting up more of a fight before. Now they were just trying to get away from me most of the time. Not sure if there was any in game AI setting I was missing?

One point about the HD graphics they still look sweet scaled to 2560x1920 on my screen, good job with the artwork! The rotating planets did throw me off a bit though, I couldn't remember all the item locations from memory haha. With the old non rotatating I had memorized where the stuff was Cheesy

Our bugs list:

I believe users's most encountered bugs are already  fixed for the upcoming beta.
Kohr-Ah & Ur-Quan AI was a bit dumbed down due to changes in the code. We've fixed that.
The ending is something I really need to work on. That was rushed.  The captain in the bed looks retarded.  Roll Eyes

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