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408
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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?
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on: May 17, 2012, 04:13:02 pm
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Well, there's Alpha Vulpeculae (not reasonable to expect a new player to always ally with the Orz), Alpha Apodis () which are in the territory of potential enemies (although not necessarily scary in the case of the Thraddash), and several others which are very far flung (I sure hope nothing good is stuck off in Alpha Aquilae, for instance). It would be good to have some sort of option (preprocessor #define maybe?) to disable potentially controversial features somehow. It's worth noting that this is my personal mod, not the base game. If you prefer the way the base game does it, then by all means, play the base game. :-)
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409
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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?
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on: May 12, 2012, 11:19:04 pm
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What I did was give each Melnorme a different selection of technologies and information (with a dozen or so new techs added); you need to visit them all to get everything.
Eh, dunno if I like that approach... It's worked out well in testing. The differences meant that instead every Melnorme being cookie-cutter identical, the players began looking forward to reaching each new Supergiant system, to see what new goodies they might find there. I also made it so each Melnorme only had the information on the Races and Current Events in their vicinity. This actually helped some players, because it meant that they were more likely to get information at a time and place where they could act on it.
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412
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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?
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on: May 02, 2012, 06:11:32 am
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Ooh, sounds interesting! What kind of mod is it?
It's a source mod on the current Subversion head. Adding 17 new techs and making each Melnorme different are probably the biggest changes in it. Some of the new techs include: - Hyperspace Sensors
- Stealth Drives
- Ion Shotguns
- Minelayers
- Cargo Transporters
- ...and a couple of secret techs that are obtained by means other than the Melnorme.
There's about 50 little tweaks as well, either to fix annoyances in the original, or to adjust balance a bit. A few examples: - Minerals don't get picked up if it will cause you to lose some of them.
- Biodata quantity is displayed when it's picked up.
- Planet impact damage is capped at about 12.
- When exiting a system on autopilot, automatically exit facing in the correct direction, regardless of your facing when you left the in-system screen.
- Planetary hazard readouts are color-coded so that dangerous levels are more obvious.
- Planet temperature displays the equivalent hazard number next to the actual temperature.
- In the shipyard, sale prices are parenthesized, and unaffordable items are priced in red instead of green.
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413
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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?
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on: May 02, 2012, 02:46:05 am
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There are two changes I'd be interested in seeing with the Melnorme, though. One is a different way of purchasing technology, rather than forcing a specific order on you; the simplest would be allowing you to choose whether you get the next lander upgrade or the next module. There is something like this in my (unreleased, in testing) mod. What I did was give each Melnorme a different selection of technologies and information (with a dozen or so new techs added); you need to visit them all to get everything.
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415
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: StarmapJS: an interactive Star Control 2 starmap.
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on: April 14, 2012, 05:57:10 am
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Say, does anyone know how I could get a Project 6014-version of the Planetary Database? I'm assuming that it's an automated process largely based off of the game code, but I'm not awesome enough with C to be able to pull it off myself without pulling my hairs out a few times. Can anyone (Elestan?) enlighten me on this subject? It could make p6014-development a lot easier.
I can point you in the right direction, but I've got a bit too much going on right now to take it on myself. Take a look at the file uqmdebug.c. It's already got code in it to output a lot of the planetary data; I generated the database on the wiki by modding those routines to output CSV, and adding code to do a few more calculations. To trigger the data dump, you need to run a debug version of UQM, enable the magic debug key, and configure uqmdebug.c to do the dump when the debug key is pressed.
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417
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: this game
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on: March 29, 2012, 07:42:06 am
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(Star Control III) was made by totally different dudes and lacked the spirit, style, and buglessness of Star Control. To be fair, SC2 had its share of bugs, including one that let you sell back non-existent landers to get infinite RU. But it was unquestionably a far better game.
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419
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM Tools
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on: December 27, 2011, 05:56:12 pm
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That's what I was thinking about when writing bulletpoint #1, but I think it'll still be a nightmare to do. Not only is it probably just a pain in general (the timing stuff needs to be integrated witch each other, as will the graphics/sound/resource stuff), but Ambulant is written in C++ whereas UQM is written in C. I don't know how hard it is to combine C and C++ (my knowledge and experience with both C and C++ is rather limited), but I wouldn't be surprised if it turns out that it's not easy at all.
Heh...funny you should mention that. For the last six months, I've been submitting patches to the core to make it possible to link C++ code to UQM. It's getting pretty close at this point. Combining C and C++ is actually not that hard; it's kind of like mixing American English and British English. Mostly things are the same; you just have to be careful not to ask to bum a fag. That still doesn't mean it'll be easy to integrate the two, of course, but when the other option is writing your own SMIL engine (or other animation player) from scratch, I think it may be the easier choice.
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420
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM Tools
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on: December 25, 2011, 06:50:45 am
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I think we have several options here: 1) Implement SMIL in p6014, either the entire thing or a small subset of it. UQMAnimationTool is dropped in favor of Limsee, but it'll be used to convert most data once to a format understandable by Limsee. 2) Use a SMIL-like file specification to define animations, but don't implement a full SMIL-player. We could use the current rendering/timing code but make it load the configuration from disk rather than having all that embedded in code. UQMAnimationTool is used for most/all animation work. 3) Use our own custom specification to define animation-files. UQMAnimationTool is used for most/all animation work.
There's another option: Ambulant is LGPL licensed, so we could take the relevant library components of it, link them into p6014, and use them to do the animations, fixing bugs where necessary. That'll still be a chunk of work, but it might be less than the other options.
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