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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: Key requests, time slowing on: June 02, 2004, 10:17:25 am
Even in the PC version it was 100 minerals before upgrade and 200 after.

The PC version was 64 before and 128 after.
2  The Ur-Quan Masters Re-Release / Technical Issues / Re: Windows Install on CD available? on: April 28, 2004, 12:17:31 pm
I think the only thing UQM related in the registry is the Uninstall info, but I'm not positive.  I'd be willing to bet just copying over the folder should work.  (To test this out I renamed the UQM dir and ran it, and it ran just fine.)
3  The Ur-Quan Masters Re-Release / Technical Issues / Re: Intro Movie? on: April 25, 2004, 11:48:32 pm
There is 2 intros out there, the 3do intro movie, which the software plays now, but Toys for Bob didn't own the rights to, so can't be distributed. Then the slides from the PC version which are waiting on the new resource system.
4  The Ur-Quan Masters Re-Release / Technical Issues / Re: Installing from Hard Drive on: April 24, 2004, 01:53:26 pm
You could just put the content zips in the packages dir and tell it not to download the ones you already have.
5  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Looking for the original dos & UQM Music on: April 20, 2004, 11:13:57 pm
They are in the lbm folder in the content zip.  They are currently playing fine for me with 5.03.
6  The Ur-Quan Masters Re-Release / Technical Issues / Re: Open GL Help on: April 20, 2004, 08:46:11 am
You have to tell it to use a filter if you want to see the smoother graphics.
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The new "planet" Sedna, and UQM on: March 22, 2004, 12:15:17 pm
I serioulsy doubt it will be classified as a planet.  It is too small, there is a minimum mass for something to be a planet.

Anything orbiting a star is not a planet, there are millions of rocks orbiting the planet (asteroid belt).  Halley's comet orbits the sun, doesn't mean it is a planet.

Who says it would be impossible to blow up a planet?  It would be difficult, but quite doable.  When a star goes super-nova, it vaporizes most of a solar system.
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Current UQM CVS, for non-CVS people. on: March 09, 2004, 03:21:35 pm

Ahh boredom... Makes you do silly things...

Here you go. ¬ Updated as of 3/9/04 (4am GMT -7).

Just extract the zip to your uqm folder. ¬ AFIK there havn't been any content or other changes that wouldn't let you just run it right off.

-- Changes since 0.3 --

Changes towards version 0.4:
- Restructuring of the unix build scripts.
¬ Also, interrupted dependency builds are now detected. - SvdB
- Unix build: Make it possible to use another directory than the current
¬ one for putting the build data in (such as build.vars, config.state,
¬ the obj/ dir, and the final binary). - SvdB
- Fixed various odd behaviors when loading from HyperSpace (bug #587),
¬ from Nic and Michael
- Added new 'triscan' scaler; derived from scale2x[] -Alex
- Space marines die in a self-destructing Scout (Bug #445), from Nic
- Added the -l option to produce logfiles (bug #560), from Nic
- Zoq-Fot-Pik speech properly vertically centered (bug #579), from Nic
- Input code refactoring, phase 2: All player input is brokered by
 DoInput -Michael
- Updated .cvsignore commands, from Nic
- Fixed a keyrepeatbug from when the player cancels out of the
 Starmap in IP -Michael
- IP_taskfunc now uses PulsedInputState instead of handling its
 own debounce delays -Michael
- Input code refactoring, phase 1: Replaced messy structs with an
 array indexed by an enum. -Michael
- Thread code refactoring: only the main thread will actually spawn
 threads, and thread IDs are properly recycled with SDL_WaitThead ()
 once they're done.  (With luck, this will fix bug #561) -Michael
- Sound code refactoring: core api is now virtualized,
 MixSDL is divided to generic mixer and driver entities - Mika
- Optimized MixSDL mixing and resampling routines
 (hopefully fixes bug #435) - Mika
- MOD music should now play properly on big endian machines if using
 high quality mode (workaround for bug #166) - Mika
- Better-looking slave shield (bug #32), from Nic
- Bay door animations don't stall before aborting (bug #500), from
- Reports SDL version on startup (bug #520) - Mika,Nic
- Fuel usage on planet landing is now reported correctly on all situations
 (bug #556), from Nic
- Fine-grained control of menu sounds, "MenuSounds" global now
 guaranteed to always be non-null  -Michael
- Added support for stdio file access through temporary files to uio.
 added uio_copyFile to uio - SvdB
- Added uio_getFileLocation() and uio_getMountFileSystemType() to uio.
 Also some small improvements. - SvdB
- Fixed fuel usage estimate to selected destination on the starmap.
 (original bug, not reported) - SvdB
- Sound decoders refactoring: decoders are now virtualized,
 the high-level decoding code is unified and any format is
 theoretically streamable -Alex
- Patches to enforce the invariant that the GraphicsLock is held when
 SetFlashRect is called (bug #504) -Michael
- Major refactoring of threadlib; see doc/devel/threads -Michael
- Downgraded the GraphicsLock to an ordinary Mutex -Michael
- Added movie player; only movies defined are intro and ending;
 only .duk decoder present (.duk audio decoder mostly derived
 from decoder by SvdB) -Alex
- Extra fallback for the unlikely situation that $HOME isn't set on a
 unix system. (#493) - SvdB
- Accept spaces in --contentdir argument (#492) - SvdB
- Separated and abstracted sound buffer-tagging and trackplayer
 clip/subtitle chaining -Alex
- Abstracted the recursive mutexes in MixSDL and DCQ code -Michael
- Introduced a new synchronization construct (CrossThreadMutex) and
 migrated the GraphicsSem and clock_sem over to it (#359) -Michael
- Replaced thread-local Semaphores with Mutexes (#359) -Michael
- Load/save icons don't flash anymore when in savegame menu
 (part of bug #291), from Paxtez
- Savegame slot now defaults to the last one used during one execution
 of uqm (bug #477), from chmmravatar
- Fixed one-pixel glitch in shipyard when scrapping (bug #461),
 from Paxtez
- Adjusted subtitle timings when there are no oggs (part of bug #362),
 from chmmravatar
- Fixed crash in conversation summary and ffw/frew problem when
 selling data to Melnorme (bug #476), from chmmravatar
- Flush input after selecting "Navigate" (bug #475) - Michael
- Fixed ships in solar system getting displaced after having
 visited a planet (bug #365) -Alex
- Fixed collisions/encounters with "invisible" fleeing ships
 (bug #319) -Alex
- Quit confirmation fixes: lander reports, conversation summaries,
 outtakes, end credits; font effect properly set/saved/restored;
 (bugs #454, #465, #466); from chmmravatar
- Obsolete "register" keywords removed -Michael

Things to note:

1) This has my silly setup option, it doesn't work for the graphics/sound drivers/flags well enough yet, so I removed them.  But it works for all the PC/3DO options, and a few of the others (this is newer than the version in Bugzilla I think).
2) The only changed file (restart.c) is included in the zip.
3) I think there is still the bug about using some flags when you start up, so if you have any problems about options not being seen or something, it's not my fault. =)
9  The Ur-Quan Masters Re-Release / Technical Issues / Re: UQM 0.3 Ur-Quan Drone problem on: November 26, 2003, 03:58:11 am
What OS are you running?  What did you compile it with?  Any odd warnings?

And if you are going to be compiling it yourself, you might as while compile the cvs instead of the .3... for the updated source and you don't wanna mess around with cvs.
10  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: why TFB doesn't make a new star control? on: November 05, 2003, 01:27:30 pm
Well first of all, they can't just make any game they want (well they COULD but, I think 3rd party companys are usally hired to make a certain game) just because you make a game, doesn't mean it will get published.  Secondly, they don't own the rights to the name 'Star Control', Accloade (now Atari?) does.  Thirdly, the Star Control name isn't very big, so you can't just make a #4, because noone would buy it because they never played 1-3.
11  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: PC port of Genesis SC1, maybe? on: November 02, 2003, 06:45:05 am
I don't think any of the values should be changed.  Thats what they are in supermelee, see no reason to change it.  You are NEVER going to find a set of point values that everyone agrees on, so why not just use the ones set by fred and paul?

Also, seems a little silly to be arguing this so much.  Its a bit far off, its like designing and building a car from scratch and fighting about what color the paint will be, before there is anything on the drawing board.
12  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Downloading Star Control 3 for free? on: November 01, 2003, 02:42:48 pm
Snipped from random abandonware page....
According to U.S. Law and International Treaties, a copyright belongs to the author of a software product for 70 years beyond the life of the author or 95 years after the copyright date if the work is done by a corporation or anonymous source.  Before that time expires, nobody (except the author) has the right to copy that piece of software.

Again, I'm not anti-piracy/anti-abandonware/anti-whatever.  Heck, I can't remember the last piece of software I bought (To any FBI reading this: Just kidding!  Smiley ).  I just think it would be better to look around in other places instead of just asking in a forum for the fans of a series of games, its just lazy.  Espically after you know the magic 'abandonware' word, all you need is google. *shrug*

Fan-Sites: Talk about games.
Pirate&Abandonware Sites: Talk about where to get games.

(I find it odd that this bothers me so, considering my software purchasing habits.)
13  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Downloading Star Control 3 for free? on: October 31, 2003, 11:00:02 am
There is no such thing as 'abondonware', it is not legal to download it from anywhere.  Geez people...

If you are going to pirate software, don't lie to yourself or others thinking its ok (not saying it isn't).  Asking in a forum for the fans of the games where to pirate it, will not earn you any points.  Think about it, most of us here bought the game.  You don't go into a metallica forum and ask where you can download thier songs for free.  You don't go to and ask where you can download the starwars games/movies.  Use a little common sense.

(Don't get me wrong, I'm not anti-piracy. But I am anti-stupid people.)
14  The Ur-Quan Masters Re-Release / Technical Issues / Re: Strange events with compilation under windows on: September 27, 2003, 06:23:29 pm
Ok I see. So how can I compile for "release" mode? I've used the .dsw in src\msvc++

Build -> Set Active Configuration -> 'UrQuanMasters - Win32 Release' -> Ok
15  The Ur-Quan Masters Re-Release / Technical Issues / Re: Can you save? on: September 26, 2003, 04:01:23 pm
It is in the game menu options, under 'games' -> 'save'.

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