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

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31  The Ur-Quan Masters Re-Release / Technical Issues / Re: Linker problem on: May 09, 2003, 05:06:08 am
Well, I still don't think it's a good idea to rename any of the files. But anyhow, the problem is probably either that you aren't compiling all of the .c files, or your makefile is not correct.

TFB_InitGraphics is declared in src/sc2code/libs/graphics/gfx_common.h, but actually implemented in src/sc2code/libs/graphics/sdl/sdl_common.c. If your makefile doesn't take this into account, you're going to get the linker error. (Short answer: starcon2.o depends on sdl_common.o). There's many other instances of dependencies such as this.
32  The Ur-Quan Masters Re-Release / Technical Issues / Re: Linker problem on: May 09, 2003, 01:19:32 am
Wait, so you did change the file names? Or you didn't? That could be what's breaking it.
33  The Ur-Quan Masters Re-Release / Technical Issues / Re: Linker problem on: May 08, 2003, 05:26:24 am
Sternkontrolle.c? There's no Sternkontrolle.c, I don't think. Did you rename files? Anyhow, I don't think uqm compiles on devc++ at this point. Though honestly I haven't tried it myself. I believe only visual c++ 6 and 7 are officially supported at this point (but don't quote me on that).
34  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: No ending!? *cries* on: May 03, 2003, 03:11:31 pm
It's on the TODO list; working code for the intro/ending actually exists, it's just waiting on the new resource system.
35  The Ur-Quan Masters Re-Release / Technical Issues / Re: Exploring the Moon on: May 02, 2003, 10:04:35 am
Yeah, this was a bug, which should now be resolved in CVS.
36  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Issue with 3do release, and consequently UQM on: May 02, 2003, 04:58:57 am
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but is it possible that the next beta is coming?

Well, I'm only a lowly contributor, so I in no way speak for the project as a whole or the core team when I say that my best guess is that there's still a couple of months before the release of 0.3. It may be more, it may be less, who knows.

In the mean time, if you don't have access to the CVS or a compiler, I would suggest downloading one of striker's unofficial builds. He seems to update them weekly, so it will give you a good snapshot of the current state of the game (and you can mess around with some nifty new additions, such as the PC-style conversation summaries, courtesy of yours truly Wink).
37  The Ur-Quan Masters Re-Release / Technical Issues / Re: Where is ending pictures? on: May 02, 2003, 04:50:12 am
Working code for the intro and ending sequences does exist; they will hopefully make their appearance in 0.3.
38  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Issue with 3do release, and consequently UQM on: May 02, 2003, 12:19:50 am
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Is there a toggle to keep the music volume from lowering while the speech goes on at "speech volume 0"?  It's kind of odd to hear the music drift in and out when it's the only sound.

This was actually a bug, it's been fixed in CVS. Now when you set the speech volume to 0, the music's volume won't be adjusted during conversation.
39  The Ur-Quan Masters Re-Release / Technical Issues / Re: 3DO Sources and Programming on: May 01, 2003, 08:47:50 am
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Was that what the original PC version was written in?  I was under the impression that with consoles you often did not have the luxury of writing in C or C++ because you needed assembly or something else to eek as much power out of the thing as you could.


I believe in both cases, *most* parts of the code were written in C, but some of the low level stuff almost definitely had to have been done in assembly. Regarding the consoles, that definitely was the case for say, a NES, but I guess the 3DO dev kit had a compiler that optimized everything well. But I honestly know close to nothing about the 3DO.
40  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM for 3DO? on: May 01, 2003, 08:43:14 am
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The 3DO devkit is a real issue, but backporting is not. If someone had a 3DO devkit they could simply recompile the original with the new media. The new media packs might have to be converted to an appropriate format for 3DO.

The Toys for Bob website says that the source to starcon was released "to the fan community" but as far as I can tell, it was only released to the people who did UQM. Releasing it to the fan community would mean that the original source was made available for download, which does not appear to be the case.

Is it possible for people to get the original source?


Well, if you want to just compile the original 3DO version, probably all you need is the dev kit. But if you want any of the changes/additions that have been made, then it won't be possible to do so.

And it is possible to get the original source, but you'll have to ask meep-eep.
41  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: General questions on: April 30, 2003, 09:26:23 am
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It can be observed that when you try to fly your ship in a direction outside of the starmap (beyond the square area of 0:0 / 1000:1000) your ship just stops and can't proceed any further.

Ah, yes, but there is a secret way you can teleport off the map. You may think I'm joking but I'm actually not. How, you ask? Well, I'll show you how far the rabbit hole goes...

1.) Enter quasi-space
2.) Move your ship near the naturally occuring portal. When it becomes the 19th, get ready, and move really close. RIGHT as the 20th is hit and the portal starts to close, go through it (you can make it).
3.) Fly, unobstructed, to another star system (I usually like to fly to Alpha Pavonis)
4.) You will teleport somewhere, often a place that's far, far off the map. (Or conversely UQM will crash).

If you don't believe me, check out the undoctored screenshot listed under bug 108 (this is from the original PC version):

http://uqm.stack.nl/cgi-bin/bugs/show_bug.cgi?id=108

Unfortunately, as soon as my patch gets committed, you'll no longer be able to teleport Wink.
42  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM for 3DO? on: April 30, 2003, 09:17:34 am
Maybe if they make an SDL port for the 3DO, UQM can be ported to it. But that's essentially never going to happen...
43  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Talking Pets on: April 28, 2003, 01:21:51 pm
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And they are just way too dangerous to keep around. To soothe the ethics comission we could keep a maximum of 4 TP's alive, in solitary confinment cells on different planets, guarded by token fleets of alliance vechiles.


I was under the impression that only the talking pet that you take from the Umgah has psychic powers. It seemed to me that the Umgah had modified that talking pet with their bio-technology, and these modifications caused it to have psychic "flowers." So even though the other talking pets are sentient, does that necessarily mean that they are all psychic?
44  The Ur-Quan Masters Re-Release / Technical Issues / Re: why the heck is V0.1 doing this to me :(? on: April 26, 2003, 11:43:51 am
If you're going to play a really old version, don't bitch about the game being broken. Of course it's broken, that's why there's a version 0.2 and a CVS!!

Sorry if that sounds harsh, but it's the truth.
45  The Ur-Quan Masters Re-Release / Technical Issues / Re: 3DO Sources and Programming on: April 26, 2003, 07:09:01 am
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does the UQM run on a 3DO emulator or did you actually rewrite the code for the seperate platforms?  Also, what programming language was the original 3DO version written in?


Well, the original source code for the 3DO version was mostly (if not all, I don't know exactly) in C. They took the code and ported it to be cross-platform and run on modern systems; it doesn't run on a 3DO emulator.
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