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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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1  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: May 17, 2014, 11:09:17 pm
The game engine develops very slowly - I remember the UQM devs could not merge the patch for 64-bit OSes for over a year., so UQM-HD has forked the codebase to keep things moving, but still the development is very slow.
The network part of game worked some time ago, but it direly needs some love - the 'enter server IP address here' dialog is the ugliest way possible to do network  connection, it should at least auto-detect all games in local network, and ideally have a master server to list all internet games. It's not likely someone will implement masterserver, and LAN games will probably be fixed no earlier than in 6 months.
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: October 17, 2013, 09:48:51 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
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: August 10, 2013, 11:29:58 pm
Thanks, I'll fix that before release.
BTW the mod development seems to be stalled, the last thing to do was Russian translation.
4  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: July 15, 2013, 09:27:40 pm
Sorry, but you sound like you're just trying to cheat.
According to the plot, you've got just two Precursors ships in the entire galaxy - Vindicator and Sa-Matra, both were destroyed, and of course any flagship allied races can build will be worse than Vindicator.
Your flagship is still better than any other ship in the game.
It's up to dczanic to decide about additional upgrades of course, but that's unlikely to happen.
Additional GFX effects would be nice, but the game engine is too limited for them.
5  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: July 14, 2013, 08:39:22 pm
If you're using your main ship for every battle, instead of escort ships, where's the fun in that? When that happens in SC2, this usually means you've screwed and lost your last Spathi ship.
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: June 03, 2013, 05:59:05 pm
I think the best implementation is to look at the way the pocket edition of minecraft does it with a virtual directional pad.   You see, the joystick doesn't really work because the controls themselves aren't really analog.  You are in fact simulating keyboard commands so it would be better to have digital controls.  Ergo, a directional pad would be more natural.

Please try this build with "classic" dpad  (no need to uninstall previous build this time). If you think it's playable with dpad-style joystick, I'll make an option to switch between two, like in my UQM port (in fact, people keep asking "how to make joystick like dpad", and I keep telling them there's an option in game settings).

And I'm too lazy right now to fix other bugs, sorry  Roll Eyes
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: June 02, 2013, 09:22:45 pm
The controls take some getting use too. I keep having trouble moving forward after turning.  With the virtual joystick you almost have to tap the direction to travel twice.

Do you have any ideas how to make them better? My previous Android UQM port was even worse - you could rotate the ship if you only used the tiny central part of joystick, otherwise it would turn on thrust, this worked only on 7' or larger devices.

Aside from that, my only complaint is that there isn't a good way to skip through long intro sequence yet.

Well, I've got complaints about on-screen buttons during intro sequence, so I've hidden them. You can try pressing Menu key, if you have it on your device.
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: June 02, 2013, 03:23:37 pm
interesting! would it work with a kindle fire?  I get a "Failed connecting to data.zip" after its done downloading
Yes it would, and thanks for bugreport, I've forgot to add that file. Please try to install updated package.
9  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: June 02, 2013, 03:18:32 pm
Hi. So, I was thinking of also porting this project to Android, and tried to play the latest svn from  http://project6014.googlecode.com, but when I'm trying to talk to Queen on Yehat homeworld, the game crashes, because it fails to load file pkunk.txt with conversation text. Is this project finished, or at least stable?
10  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: June 01, 2013, 07:49:10 pm
With help from superbutcherx, I was able to move UI elements that got obscured by on-screen controls (radar in hyperspace, lander info while on planet, ship/module info in starbase). 640x480 mode is now the default, with 160Mb download, and there is optional 1920x960 package, which is 360Mb.
I think it's almost ready for release. The regular UQM app will now show a dialog to download UQM HD on first start, so they will be released simultaneously.
The only thing that may cause bugs are translation packages, I've used my old UQM 0.7.0 packages, and some fonts might be missing (please re-install app if you're updating, because my old content packages are missing translated fonts).
New .apk file, source archive, my Git repository, also I did few changes in uqm.key and menu.key, here's my repackaged content package.


11  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: May 31, 2013, 06:49:24 am
I've tried to change lander info position in the code, and failed Sad so I won't touch it for now. UQM UI code is way too complicated.
12  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: If you were to make a star control 2 remake what improvements would you make? on: May 31, 2013, 02:10:17 am
- 360° rotation !!! this is the most important

That'll require a big rebalance to help fast ships, which can now no longer slip in between firing angles. You will also want to tone down the Druuge, since they get the biggest benefit (fast-moving, long-ranged, non-tracking, non-mining, narrow shot)

When I've played Timewarp, which has 64 different angles, I could not play with Druuge. With SC2 12 angles, I just know the line which the projectile would fly, and can place precise long-distance shots while flying at high speed. When there are more angles, you need to constantly look at your Druuge ship, not at target, because there are no more 12 straight lines.
That being said, smooth rotation would definitely break game balance.

- more than 2 ships in the same fight

They tried that. It wasn't as fun. Having messed around with Timewarp a bit, I can kind of corroborate. These ships aren't really made for team battles.

The idea was great though, if starting the game would be as simple as in Quake 3 for example, I'm sure multiple-player battles would gain popularity (but in reality, it just crashed). I would love something like "3-player fleet takes on Sa-Matra" game mode.
13  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: May 31, 2013, 01:55:34 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.

Edit: I moved 4x graphics into separate package, please re-download the file, uninstall it first for best results.
14  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: May 30, 2013, 09:57:29 pm
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?
15  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Difficulty setting on: January 21, 2013, 03:24:57 pm
This is the worst advice you can give to the newbie player. Melnorme credits are much more valuable than RUbles, because you need them to upgrade your ship. And don't tell me about rainbow worlds - I've found only two of them when I was a kid, used to upgrade ship of course.
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