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The Ur-Quan Masters Re-Release / Technical Issues / Re: keys.cfg ineffective ?
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on: May 09, 2004, 04:40:35 pm
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The bug between the keys.cfg and starcon.key file is rather old, it was fixed in the CVS a long time ago (and the l0.3 version doesn't have the bug). Anyways, for future notes, in the manual: These controls are configurable by editing the keys.cfg file which will be automatically generated in your personal directory for uqm data the first time you start the game. The location of this directory varies per system. On Microsoft Windows systems this is a folder named 'uqm' in the application data folder for the current user. This is usually in one of the following locations: - "C:\Windows\Application Data\" (Windows 95, 98, SE without separate users) - "C:\Windows\Profiles\YourName\Application Data\" (Windows 95/98/SE with separate users) - "C:\Documents and Settings\YourName\Application Data\" (Windows NT/2k/XP) On Unix systems this personal uqm data is stored in "~/.uqm".
Later versions of The Ur-Quan Masters will include a key configuration tool. In the meantime, the keys.cfg has a bunch of comments in it that should help you set up your joystick and remap key controls to your satisfaction.
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: ATTN Fred: Star Control on the GBA
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on: December 13, 2003, 01:41:47 am
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But seriously, what can we, in the "peanut gallery", do to help you fine folk? The current ad-hoc methodology of "pick a bug in Bugzilla, fix it, post the patch, and wait for the benevolent dictators to include it into their tree" works great when you gentlemen have unlimited free time, but when your time is short, things tend to get a little backed up, as evidenced by this list of open bugs with patches submitted waiting for approval/rejection; this, of course, only compounds the problem by frittering away your scarce free time on "clerical work". Well, to be fair some of those bugs have had patches committed to fix part of the issue, but other issues still remain. Others are enhancements that are questionable if they will be added (like the progress bar for load). But the question does still remain, I suppose. None of these bugs are really of any major significance, though...there's only one crash, and even that is in a very specific situation. I guess my thoughts on the matter is not many people get the CVS version, and 0.4 isn't coming out until the resource system is completed, so...there's not really a hurry on any of those patches. The one thing I would like, though, is the ability to mark bugs as duplicates...it's a minor annoyance, but sometimes bugs sit around for a few day that have already been addressed...it would be nice to be able to clean up the database if necessary. Anyways, I'll stop hijacking the thread
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: ATTN Fred: Star Control on the GBA
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on: December 11, 2003, 03:40:52 pm
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Listen, how long has it taken to develop UQM for the PC? And we don't even have a stable 1.0 yet that the developers are satisfied with! Do you really think that there's any chance this'll be ported to GBA in time?
Well, I'll go ahead and point out the obvious that we're all doing this on our free time, and lately there hasn't been much of that to go around. Now if TFB was actually working on the GBA port, I'm sure they'd be paying people, and that always makes stuff go more quickly
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The road goes ever on: The Road to 0.4, #1
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on: October 03, 2003, 02:13:05 pm
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One would assume that any letter sent to Atari about Star Control 2 would result with the response "Star Control what?" and they would throw it away, or deny the rights. I honestly doubt anyone in their legal departmen has ever heard of, let alone played SC2.
ps. Atari didn't buy Infogrames, Infogrames bought the right to call their company Atari, and gobbled up whatever parts of an actual Atari existed, or at least that's how I read it.
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ships from best to worst
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on: October 01, 2003, 01:30:11 am
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Oh you could have done it alot faster!!! When you are about to attack the sa-matra change to cyborg mode! Then after your juggers(hopefully you have at least 2!!!) will humiliate the guard and then the evil frog tells you the sa-matra is defenceless and tells you to explode it, without a fight. Haha, it's not a frog! But yeah, this would've worked, too...but wouldn't have been as fun .
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: A question and Suggestions
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on: September 30, 2003, 02:26:33 am
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Read again:
I hate timewarp. It was hate from first sight. Well, that's great and all, but which part of my post don't you understand? The UQM source is not a game engine...creating a new campaign would require major rewrites to large parts of the code. Rather than complaining about how everything *should* be why not put your money where your mouth is and start a fork yourself. I guarantee you'll instantly see how the code is not sane, and greatly appreciate the system rewrites "on the road to 0.4" that you complain about that will be there to make game modification easier.
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: A question and Suggestions
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on: September 29, 2003, 05:10:14 pm
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A couple of notes...
First of all, SC2 is by no means a game "engine." Almost everything related to the gamplay is hacked into the source code one way or another. Even with all modifications that are planned to go in to future versions, I really don't see it getting to the point where it's really that easily modified. If you want to create an entirely new storyline, with new ships, and new planets and all that, it definitely would be easier in some ways to just start a whole new project from scratch (or join up timewarp).
Second, network play would require major reworking of the core melee elements...the problem here is that there's a great risk of making it not *feel* right after reworking.
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The Ur-Quan Masters Re-Release / Technical Issues / Re: Which openGL libraries to use?
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on: September 29, 2003, 04:43:41 pm
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There is actually an NVidia driver installer now? Cool. Last I checked it was just a "compile this kernel module, edit your xfree86 config file." So a little bit of research and this is what they say: Problems will arise if applications use the wrong version of a library. This can be the case if there are either old libGL libraries or stale symlinks left lying around. If you think there may be something awry in your installation, check that the following files are in place (these are all the files of the NVIDIA Accelerated Linux Driver Set, plus their symlinks):
/usr/X11R6/lib/modules/drivers/nvidia_drv.o
/usr/X11R6/lib/modules/extensions/libglx.so.x.y.z /usr/X11R6/lib/modules/extensions/libglx.so -> libglx.so.x.y.z
/usr/lib/libGL.so.x.y.z /usr/lib/libGL.so.x -> libGL.so.x.y.z /usr/lib/libGL.so -> libGL.so.x
/usr/lib/libGLcore.so.x.y.z /usr/lib/libGLcore.so.x -> libGLcore.so.x.y.z
/lib/modules/`uname -r`/video/nvidia.o, or /lib/modules/`uname -r`/kernel/drivers/video/nvidia.o
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ships from best to worst
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on: September 29, 2003, 04:27:10 pm
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Clearly, the greatest ship is the Pkunk "Ultimate Fury." Why is it the greatest, you ask? Well, it does 50x the dmg of a regular pkunk ship, and it always reincarnates...what do you say? Your pkunk isn't like that? Hmm, well, I did modify the pkunk ship code slightly . Seriously, though, I think as many other posters have pointed out, it's really hard to make a list of the ships from best to worst...it all just depends on the skill and preferences of a user. All of the ships have advantages and disadvantages, and I think this is really the beauty of the gameplay balancing. ps. If you're wondering, yes I really did modify my pkunk ship as such. The reason was I needed to test the post-sa-matra end sequences and such many times, so modifying the ship made it go by extremely quickly . If anyone is actually interested I can show you how it can be done!
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Are there any cheats in this GPL'd version?
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on: September 29, 2003, 04:12:44 pm
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Hmm...so it sounds like the problem is not really lack of RU, but your need to practice melee combat! Your best bet here probably would be Spathi...just fly in circles around the enemy and use the missile special attack. Or you can also lead the mycon's own fire into itself. It's really not that bad if you practice this matchup a bit in Super-melee before fighting in-game.
Alternatively, if you really, really, just can't get a hang of the ship-to-ship combat, instead of cheating use the game mechanic that was specifically designed for those who found the combat too difficult....cyborg mode! Go to the game settings and change it from Human-controlled to cyborg. The first cyborg setting will make it so you still select your ship and then the computer will fight it for you on screen, at a quicker pace. The second one will make it so the computer will simulate the entire battle, and you won't see anything (other than the victory screen, hopefully!)
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