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31
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The Ur-Quan Masters Re-Release / Technical Issues / Re: has anyone written a patch for internal speed?
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on: February 01, 2003, 09:51:57 am
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All due respect, guys, but the exception does not prove the rule here.
I'm happy for you, that you've got high speed boxes that don't have clocking issues. But I do, and come v1.0 there will be dozens or hundreds of newbie idiots with my same problem.
I know it's mentioned in the TODOs, I'm just wondering if anyone's TODOne it yet. And if so, can you do me up a patch?
Sorry to be a one trick pony here, but the fact that I can't really do anything in combat limits my ability to beta later parts of the game.
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32
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The Ur-Quan Masters Re-Release / Technical Issues / Re: Newer UQM version
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on: February 01, 2003, 09:46:17 am
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Bravo, and thanks, Strykie.
I am one of the poor folk who don't know enough to compile themselves a new version.
Can you do me a favor and tell me/us what changes have been made from v.01 (or whatever the last installer version was)?
My big issues right now are clock speed (for some reason, I'm going CPU max [which is reaaaaally fast]) and the Spathi Self-BUTTing issue, both of which make combat a real bitch. I've been working around it by having tons and tons of crew and just accepting lots and lots of hits, but this won't work when I have to start slaying UQs and KAs and Sa-Matras in ernest.
Thanks for throwing this together, and for the record, why should someone be pissed that you compiled and installer-ed the same stuff that's lying around uncompiled?
Just don't call it v1.3, because that nomenclature belongs to the third build of the post-beta official release. It really should be unofficial v0.03, or v0.02S or something along those lines.
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33
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The Ur-Quan Masters Re-Release / Technical Issues / Re: has anyone written a patch for internal speed?
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on: January 30, 2003, 03:52:20 pm
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Great. Yet another XP feature?
Alright, lemme see if I can do any memory allocation or compatibility tricks.
I know UM's got it's own mini OS. Is there a minimum amount of RAM it needs assigned? Can I deny it rescources to slow it down?
I may want to deny it any kind of virtual memory either, the way it leaks. Defrag is probably in order anyway.
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34
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The Ur-Quan Masters Re-Release / Technical Issues / has anyone written a patch for internal speed?
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on: January 30, 2003, 05:10:57 am
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The way that .01 (straight from the installer) runs, there's no interal speed meterage, it's based solely on max-CPU speed. That's a problem if your box has any horsepower at all.
Every DOS-game junkie in the world knows how to declock the CPU, but I know the end result that everyone's going for is an off-the-shelf, isn't-this-game-we-love-cool idiot friendly total conversion port of SC2.
The way it stands now, UM is inaccesible to anyone who's not a DOS nerd and has only a modern (ie Me/XP, lotsa RAM lotsa ghz CPU) computer. I had the same problem running SC2 on a 486/100 back in the day.
Has someone worked out the code for an interal clocking mechanism yet?
Can I have it/test it?
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36
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The Ur-Quan Masters Re-Release / Technical Issues / Re: is there a way to "declock" melee?
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on: January 28, 2003, 04:30:15 am
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I suppose I should clarify.
I read a post from a few months back adressing this issue, and the response was "game speed is CPU max, this will be fixed later".
My real question: is there a build of UM with some sort of internal speed metering?
I'd love to do some medium-core beta testage, but I can already tell you I'm not going to be able to get very far in the game. To wit, CAPTAIN TANAKA KILLED MY MOTHERSHIP!!!!!!!!!!
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37
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The Ur-Quan Masters Re-Release / Technical Issues / is there a way to "declock" melee?
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on: January 27, 2003, 11:31:59 am
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I've played SC1/SC2 both on Genesis/3DO and DOS (486 66hz), and currently in UM (XP, 2ghz) the melee game speed seems roughly doubled.
Basically, my hypermelee is hyperactive. Full game (hyperspace etc.) seems about right.
Is there a command line switch or any other way to influence the combat game speed?
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