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News: Paul & Fred have reached a settlement with Stardock!

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1  The Ur-Quan Masters Re-Release / Technical Issues / Re: [UQMHD] Converting HD Saves to UQM 0.7? on: September 09, 2016, 01:33:53 am
It's not an AvatarIt's a Dagger.  ;3
Bad joke.  Couldn't resist.  Hee hee.

In any case, don't worry about it.  I was just kinda hoping I could bounce back-and-forth between the two releases for comparison reasons.... and I mean, I can... just so long as I'm parked in a solar system or planet first and as long as I'm going from base game to HD.  Ah well!
2  The Ur-Quan Masters Re-Release / Technical Issues / [UQMHD] Converting HD Saves to UQM 0.7? on: September 03, 2016, 07:34:13 pm
It's me again.

So, I was wondering is there's a program, or some documentation, which could help me convert some Ur-Quan Masters HD Mod save game files ("savegame.##") into standard Ur-Quan Masters saves.  See, the HD version uses a somewhat different save game format than the base game.  It not only adds an extra 47-character header ("superbutcherX ! [save name]"), but apparently, it messes with the actual save data in some way.  If you try to load a headered HD save into the base game, it shows garbage data and refuses to even try and read it.  If you load a modified, headerless HD save into the base game, it can read the stardate, status of your ship, inventory, and everything along those lines, but attempting to actually load it crashes the game immediately.

I'd love to be able to toss my saves between versions, so if anyone has any information converting the saves between versions, I'd be much oblidged!

(Incidentally, Ur-Quan Masters HD can correctly read save files from the base game... if you're within a solar system.  If you're in HyperSpace or QuasiSpace, you may end up far, far "north-by-northwest" of where you actually were.  It also displays the name as "Unnamed save from a UQMHD Alpha?", which is kind of amusing.)
3  The Ur-Quan Masters Re-Release / Technical Issues / Re: [UQM] Disabling Gamepad OR Editing Menu Controls? **SOLVED** on: August 31, 2016, 02:17:22 am
Feel free to merge this post with the above, whomever's in-charge.

So, I kinda stumbled upon the solution myself while looking for something entirely unrelated.

As of The Ur-Quan Masters v0.7.0, controls are separated into different files.  "flight.cfg" is, as you might have guessed, the flight controls.  At a glance, there is no option or file to change the menu controls like there was in v0.6.x and earlier.  However, there is still a way, as pointed-out by Novus five years ago:
I can't find any documentation, so I'll give a brief explanation.

Basically, override.cfg is an extension to menu.key and uses the same syntax. Basically, the format is:

<function name>.<definition number> = STRING:key <key name>

  • <function name> is what you want the key to do; look for the corresponding function in menu.key.
  • <definition number> is the number of the binding you want to change; you can bind several keys to the same function by giving them consecutive numbers. So, to add a binding like in the example, you use a definition number larger than the highest one used so far (in both menu.key and override.cfg). To change a previously defined key, use the same number.
  • <key name> is the name of the key you want to assign; for a list, see src/libs/input/sdl/keynames.c.

Sooo... undocumented in this version, but still there.  I am A-OK with that.

Thanks, Novus from August 28th, 2011!

Edit: For the curious, I basically just wanted to swap Button 0 and Button 1 (so 1 = Confirm and 0 = Cancel/Menu), since that's how I have JoyToKey set for the MS-DOS version.
4  The Ur-Quan Masters Re-Release / Technical Issues / [UQM] Disabling Gamepad OR Editing Menu Controls? **SOLVED** on: August 26, 2016, 04:28:48 pm
Wow.  It's been some time since I've been here.  Kind of surprised my account still works...  But anyway, let's get to the point of the topic.

I like to play The Ur-Quan Masters using a controller.  Specifically, a PlayStation 2 Dual Shock controller.  Now, the way I do this is by using a third-party adapter that maps the buttons to DirectInput (I think?).  It works perfectly, but there's just one problem...  The buttons are mapped in a very specific order from 0 to 11:
/\, O, X, [¯], L2, R2, L1, R1, Start, Select, L3, R3

Bearing that in mind, The Ur-Quan Masters tends to automatically detect your controllers and, like all programs that acknowledge your game controller, maps buttons automatically without your input.  With the case of The Ur-Quan Masters, it automatically maps Confirm to Button 0 and Cancel to Button 1.  As you may have guessed, that means I need to press /\ or O to navigate the menus... and I've always found that kind of inconvenient, not to mention mildly baffling, considering you can change your flight controls to suit your tastes, or even remove flight controls altogether! (Not sure why you'd ever want to do this, though...)

So, with all that being said, I was wondering if there was a way to either disable the game from using detecting and controllers so I can just use JoyToKey and the like... or much more preferably, a way to set the menu navigation buttons exactly how I want them.

Thanks in advance!
5  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Who's that Biomon? on: September 24, 2013, 04:08:07 am
I'm too used to blog sites.  I keep looking for the "Like" or "praise" button for these posts.  XD
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Minimalist run on: September 24, 2013, 04:06:27 am
This was quite a lot of fun to watch.  Some of the things that happened were surprising and his time and resource management is commendable!  Watching this run made me rethink how I play the game normally, but it can also be useful for other minimalist challenger in the future.

And of course, it was just a blast to watch.
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: My addons updated for 0.7 on: September 23, 2013, 05:53:45 am
I really hate to necro-bump, especially since this is my first post on this account (my old account was either purged, or I've completely forgotten what it was), but this is kind of what I came here for...

How much trouble would it be for someone to upload the "Yellow FRIED for 0.7" mod?  I ask because I couldn't figure out how to make the old version work, despite following the the "shadow file" instructions on the wiki fairly closely.  Filedropper has dropped the file. (Ba-dum tish.)  I'd be extremely grateful if someone could do that.  As cool as the blue flame bursts of the F.R.I.E.D. are, the yellow ones are definitely more authentic.

Thanks in advance.

Well, I feel dumb now.  The reason my version wasn't working?  I forgot to add "addons/" to the directory structure in the RMP file...  Don'cha hate it when that happens?

In any case, it's working now.  If anyone wants it, you can grab it from here.  I doubt my version is much, if any different than Defender's. (Though I did rename some files from the original original version.)
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