The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
July 07, 2022, 01:00:31 pm
Home Help Search Login Register
News: Paul & Fred have reached a settlement with Stardock!

  Show Posts
Pages: [1] 2 3 ... 26
1  The Ur-Quan Masters Re-Release / General UQM Discussion / Official IRC channel has moved on: June 16, 2021, 07:52:45 am
In light of recent events, the UQM IRC server has moved from #sc2 on Freenode to #uqm at

There is a great deal of Internet Drama going on regarding Freenode at the moment, but for our purposes, all that it's really necessray to note is that they changed management and then that new management completely wiped their channel and nickname databases, and this did not impress us.

We don't have a lot of IRC regulars from this forum, but I do know a number of you folks swing by occasionally, so be sure to update your clients. Smiley
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Call For Testers: UQM 0.8 Release Candidate, Windows/Mac on: January 18, 2021, 11:16:12 pm
This doesn't sound like a blocker and I'm not in a tearing hurry to start work on a 0.8.1 or anything, so this is definitely just a matter of "take the opportunity if it comes up"... especially since I suspect this problem is upstream somehow.
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Call For Testers: UQM 0.8 Release Candidate, Windows/Mac on: January 16, 2021, 02:54:06 am
When running fullscreen, you'll actually be getting 1920x1200 -- one of SDL2's features is that its "fullscreen mode" is actually an undecorated window that covers the entire screen and that the GPU upscales as needed. So if you're playing fullscreen, you're getting the thing you asked for. You're right that there's room for a 1600x1200 windowed mode, though.

The gamma correction slider is bugged and tbh should just be removed. It might sort of do something if built with SDL1 options but SDL2 doesn't interoperate with gamma ramps the way SDL1 does and it's not really sensible to mess with it with a slider like that.

0.8 is indeed RC2.

The crash on exit is interesting and I don't get it on my Win10  machine, nor do all Win7 machines do it. If you can collect a MiniDump from it at that point I might be able to do something with it; other than that this might be some quirk with SDL2 itself or some interaction between SDL2 and your graphics drivers. (One fun thing that came up pre-RC1 was that some Intel chips' DX9 drivers made the game crash instantly deep inside the graphics driver).
4  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Call For Testers: UQM 0.8 Release Candidate, Windows/Mac on: January 04, 2021, 02:19:06 am
The menu and the flight controls use the same control logic, so if only one is breaking, this implies that the config file has been corrupted somehow. If you edit your flight controls in the configure menu you should be able to get somewhere, and deleting the uqm.cfg file should also reset all settings.
5  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Call For Testers: UQM 0.8 Release Candidate, Windows/Mac on: December 28, 2020, 03:15:01 am
I have now uploaded Release Candidate 2 to based on the feedback here and elsewhere. It may take a little while for SourceForge to get it out to all its mirrors.

  • When telling SDL2 about entering/leaving text mode, make sure that this only happens on the same thread responsible for drawing OS windows. (This is expected to address a crash seen on some Mac OS machines.)
  • Attempting to enter text from beyond the Basic Multilingual Plane will now insert the Unicode Replacement Character instead of nothing or hanging
  • The first time you edit the Captain or Flagship name while in orbit around a planet, the flashing rectangle will no longer be in the wrong place.
  • Win32 uninstaller will now correctly uninstall Remix Pack 4
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Call For Testers: UQM 0.8 Release Candidate, Windows/Mac on: December 19, 2020, 10:27:47 pm
Hi! I tested 0.8 on macOS Big Sur 11.0.1, and unfortunately the game crashes every time I try to save. It doesn't matter if I enter a save name or not, it's a 100% crash.

The crash report can be downloaded at
It seems to die on "BUG IN CLIENT OF LIBDISPATCH: Assertion failed: Block was expected to execute on queue []".

I can't repro this on my own Big Sur machine, but my current theory on this is on certain kinds of input configurations at the OS level, SDL2 requires you to be on the graphics/UI thread when you toggle into and out of text entry mode. If that's true, you should *also* crash on any other free-text entry mode, such as renaming the captain, the ship, or any Super Melee team.

I'm not sure whether this was prior behavior, but there doesn't seem to be any way to interrupt the victory credits and get back to the main menu.

This does indeed appear to be prior behavior, at least to 2005 and possibly all the way back to 3DO; the end credits may at the very least be accelerated by repeatedly pressing MENU-DOWN.
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Call For Testers: UQM 0.8 Release Candidate, Windows/Mac on: December 13, 2020, 10:08:37 pm
Stuck keys could be two things, one of which is definitely OS-based and another of which was an SDL2-sepecific bug that was supposed to be squashed.

The one that's OS-based is that if something takes control or focus away from the main window -- a popup, or Alt-Tab, or something like that -- UQM doesn't always get told about the key-up event. This can usually be repaired by pushing and releasing the button again after focus is regained. Recent Macs may be subject to this if you do not grant UQM the new permission to "receive keystrokes from any application", but I haven't experimented thoroughly with this.

The one unique to SDL2 is that SDL2 simulates keyrepeat on its own and this interferes with UQM's own keyrepeat and keychord detection systems. This should have been disabled in the code at this point, but it could be reliably triggered just by, say, thrusting continuously for ten seconds.
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Call For Testers: UQM 0.8 Release Candidate, Windows/Mac on: December 07, 2020, 10:16:54 pm
Offline installation is possible in the same way as before: predownloading the content packs and putting them in the same directory as the net installer will prefer the local versions if they pass a size and MD5-sum check.

Note though that Remix Pack 4 received an update in 0.8 thanks in part to some new material from remixers, so a 0.7 install won't keep that pack.

Speaking of which:
  • The uninstaller, if told to entirely clean house, doesn't clean up the updated Remix Pack 4, treating it like a user file.
9  The Ur-Quan Masters Re-Release / Technical Issues / Re: Issue with macOS 11 (Big Sur) on: December 07, 2020, 02:58:44 am
And now that I've gotten a build that worked on my Big Sur machine:

The longer-term solution for this is an entirely new graphics backend that includes Metal support, which should future-proof things for a good while. Links to the UQM 0.8 release candidate have been posted in that thread.
10  The Ur-Quan Masters Re-Release / General UQM Discussion / Call For Testers: UQM 0.8 Release Candidate, Windows/Mac on: December 07, 2020, 02:50:10 am
It's been nine years, but the stars have aligned and in some cases our hands have been forced:

On and off over the past year or two I've been working on modernizing bits of the UQM build process and infrastructure. It's almost ready to release, but I'd like to see some more testing on it before I actually pull the trigger. So:

UQM 0.8 Release Candidate 1 is available for download from the project page:

This is not yet a fully announced release -- there isn't an official source package, for instance. (Linux testers have been using the v0.8.0 branch on the Git repository).

I'd love to hear some reports from the field about how these work for you.

What's New Here?

The installations include WHATSNEW documents, but the highlights are:

  • Namable savegames
  • As part of that, a new uncompressed, chunk-based save format that should make it easier for mods to coexist and should make it much easier to edit save files
  • A new graphics, sound, and input backend based on SDL2, which means Metal and DX support on Mac and Windows, or VC4 support on a properly configured Raspberry Pi -- fullscreen mode should work much more cleanly on modern computers with this change. Also, Mac builds should stop self-destructing.
  • Nine years of sporadic bugfixes from the community post-0.7
  • The Windows installer now supports TLS and is thus capable of performing proper net installs again
Overall, it's part "years of deferred maintenance" and part "actually release the unpublished work that still fits in with the popular mods".

What's Missing?

  • The "master" branch of the Git repository still has some work that isn't merged with 0.8, but that work changed the code structure drastically enough that we decided to hold off on this.
  • There isn't a traditional source release yet -- the source code lives in the v0.8.0 branch on Git and won't be exported until we advance from "release candidate" to "proper release".
  • We do not support Apple Silicon yet. SDL2 still has some sharp corners there.
  • Binary support for the oldest operating systems has been dropped. The net installer doesn't work on XP (no OS-level support for TLS!) and SDL2 doesn't officially support 10.5 or 10.6 anymore either. Vista and 10.6 might work -- we've already heard reports of success on Win7 and macOS 10.7.
Most of this work has already been integrated into the MegaMod, since they were following Vanilla development.
11  The Ur-Quan Masters Re-Release / Technical Issues / Re: Issue with macOS 11 (Big Sur) on: November 19, 2020, 09:11:41 am
Oddly, I can't replicate this, but it doesn't surprise me that this is happening under some circumstances. Mojave broke every single SDL1-based application I tried except UQM, and it worked under Catalina as well.

I've been working on a longer-term solution for this for awhile; when I get a test release built and running on Big Sur myself I'll post about it here.

In the meantime; open up ~/.uqm/uqm.cfg in TextEdit or any other text editor and there should be a line in it that looks something like "alwaysgl=BOOLEAN:false". Change the "false" to "true" on that line and see if you have any better luck.
12  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Official Remix Pack 4: The New Alliance of Free Stars on: December 18, 2012, 10:06:49 am
Hey, great!

If nobody beats me to it, I'll have time to produce an official .UQM file for this sometime between Christmas and New Year's.
13  The Ur-Quan Masters Re-Release / Technical Issues / Re: remix packages for OSX help? on: July 28, 2008, 06:32:07 am
That looks like it's not finding the content at all. I think you're going to need to run it from inside the .app directory, not from your home directory. The -n directory is thus looking for Resources/ from wherever you happen to be at the time.  Try doing

 /Applications/The\ Ur-Quan\\ Ur-Quan\ Masters -n /Applications/The\ Ur-Quan\ --addon uqmremix

And see if that does you any better.
14  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Yehat remix is on precursors website! on: June 24, 2008, 01:47:12 am
My fault. I just forgot to upload it to the Precursors site at the time, and I didn't remember it until this weekend. Better late than never, eh? Wink

I don't suppose you've got the OGG version handy, too, so people can plug it into their games? I poked around but didn't find a link.
15  The Ur-Quan Masters Re-Release / Technical Issues / Re: 2 errors on MSVC 05 compile on: May 19, 2008, 11:03:41 pm
We've only ever done our own Windows-native builds on MSVC6 or recent versions of Visual Studio Express.  That said, if that's the *only* place you're getting the error, it sounds like some header is out of date.  This is particularly suspicious since a failure to find the "map" field in ResourceIndex should break *everyone*.

Does VS05 do precompiled headers? If so, does a Clean All/Rebuild All make it go away?

After a more thorough check by the rest of coredev, this is due to some C99-isms creeping in, and should be fixed in the next snapshot.
Pages: [1] 2 3 ... 26

Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!