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

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1  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: September 05, 2016, 03:39:22 pm
So far everything else seems to work very well, I couldn't detect any issues besides the Thraddash still disappearing.

All in all good work, keep it up! Smiley
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: July 30, 2016, 09:51:33 am
Thanks. For some reason I've deleted my bookmark for this link. Maybe the site was down and I erroneously thought the pre-releases were removed.

I went way back to the save before I sent the Ilwrath against the Thraddash and commanded them again to attack. Regrettably it's still the same.
If I have to start a new game to take the change effect, that'll last awhile until I can give feedback.
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: July 29, 2016, 09:24:51 pm
I removed the possible offending code that was making your Thraddash die out slowly, give the new binary a try and see if they still bite it.

Either I'm blind or a little bit confused, because the UrQuanMasters.exe on GitHub (in UQM-HD.0.7.2.MegaMod.zip) is 1 day and ye on SourceForge (in uqm-0.7.2-HD-MegaMod.zip) even 2 days older than the last one I downloaded (UQM-MegaMod-master.zip, which seems to be gone now). Nevertheless I've tried it and it didn't change anything. I used the save game where the genocide of the Ilwrath is imminent by a few days.
4  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: July 25, 2016, 07:49:47 pm
So the coding seems not to be very easy. However, you did a good job overall.

I'm almost through with a new game and so far everything appears to work well but with one exception (not severe):

After the Thraddash have defeated the Ilwrath, the Thraddash's space of influence keeps shrinking at a very low rate, even while they're allied, and die out after 290 days. If the player meets remaining wings of them after the genocide, they are hostile again. But this doesn't matter anymore, because as soon as the player reaches the next system, all the rest of their ships will finally disappear. Fortunately except the Torch aboard your flagship, they will stay there.

It's only a little flaw and not so bad, if you can't find the issue. If it helps you for debugging, I could put a save on Dropbox, where the genocide of the Thraddash is imminent by only one day and the flagship is waiting in their home system. Just let me know if you can make use of the save game.
5  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: July 22, 2016, 08:27:10 pm
I do not know if Github will allow me to host all of those audio and video files.

I guess, they will. After all the audio and video files are necessary parts of the project.
Project 6014 is also hosted there, including binaries, audio and so on.
In the Terms of Service and the extensive Help of GitHub I couldn't find anything, that it would be forbidden.

Perhaps you may ask them directly per email?
support@github.com or https://github.com/contact
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: July 21, 2016, 08:37:27 pm
Yeah, I know this with my own Darkstar One Mod very well, sometimes it's rather impossible to test all possible variations of the actions. Especially when a couple of them are taking place at the same time. Very often several scripts independent from each other are active in parallel within my mod, and since everything in DSO is triggered by events, unwanted and unforeseen occurrences may happen if I don't keep track of this.

So never mind, issues may and will happen in complex programs.



EDIT - By the way, just a hint:
Don't you consider to move your project completely from SourceForge to GitHub?
See those controversies about SourceForge's deceptive business acts since 2013:

Project hijackings and bundled malware
Warning: Don’t Download Software From SourceForge If You Can Help It

I don't know if it got better after Sourceforge was sold to BizX in 2016. But as you can see in the links, their commitments cannot been trusted.
If you're really unlucky, at worst they might dispossess you with their nasty practice.
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: July 21, 2016, 07:05:11 pm
But interestingly if you are allied with the Thraddash before you send them to the Kohr-Ah then you can never send them, ...

Yes, that's also the same in the standard game without your mod, if I'm right.

... and on the flip side of that if you are not allied with them and take the Helix while they're attacking the Kohr-Ah then you can never be allied to them.

And this you already mentioned before and is okay that way.


Started your new version and loaded my last save... Yippeee, it works perfectly now. Thanks!
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: July 21, 2016, 09:05:37 am
I started a new game, federalized with the Thraddash after I had killed the necessary amount of ships, asked them to land on Zeta Draconis 1 and took the Helix.
Regrettably it doesn't work, they turned hostile immediately.

EDIT:
It crossed my mind, as soon as you get the permission to land, the planet IS unguarded then, even if you land at once. Maybe there the issue can be found.
9  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: July 19, 2016, 02:31:18 am
Good, then I'll try again with a new game.

And yes, I took the Helix being very friendly (after I killed many of them to win their respect and got allied). Grin
But after I asked the Thraddash for exploring the planet and landed, I didn't take it at that time, rather much later, when it was unguarded.
Do I have to take the Helix immediately after the landing was granted?

Also, I fixed a game breaking bug I introduced a long time ago that finally caught up with me while I was doing debug builds.
It was introduced right when I made it so you could take the Helix, the bug being the game would crash if you talked to the Thraddash
after killing the requisite amount of ships that is required to ally with them.

Yes, I noticed this too.
But as a workaround, when I left the system without to speak with them, I could contact the Thraddash in the next star system without having a crash.
10  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: July 18, 2016, 11:49:18 pm
Do you have to start a new game to enable the non-genocide of the Thaddash, when they're allied?
Maybe I took an older save, when I tested the new changes, but I'm not sure.

When the Ilwrath were defeated by the Thraddash and vanished, firstly it seemed to work well, because the Thraddash didn't disappear. Only the space of influence had grown smaller, as intended. But later, a few weeks or months after I took the Helix, the space of influence got smaller and smaller and they changed hostile (thus no Torch ships at the shipyard anymore) , until they finally disappeared.

Well, I'll start a new game and test it again.
11  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Kraang -> Umgah? on: July 18, 2016, 11:16:50 pm
Also very similar are the Spemin from the old game Starflight, released in 1986 (1) and 1989 (2).



I wish, there would be a remake for this too with better graphics, it was a great sci-fi adventure game.
By the way, Star Control was inspired by this game and has a lot of marked similarities to Starflight.
12  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: July 07, 2016, 06:22:49 pm
I simply can not replicate this on my end. I took a Skiff to Vela and fought the Kzer-Za sitting there and did not lose any crew. HD 4x even.

Never mind, I'll use the god mode only sometimes for testing something anyway, where it can be very useful.
I only thought about possible complaints from beginners and casual gamers (e.g. like this crybaby Grin).


Test it with the fresh binaries I made on Github.

Thanks, I'll test it soon.
13  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: July 07, 2016, 07:34:37 am
By the way, I forgot to mention that God Mode only works when player one is fighting a computer controlled opponent.
So you can't cheat in Super Melee. This mod is safe to use for network melee.

And I forgot to mention that I noticed the Skiff thing in the story and not in Super Melee.
I don't like melee very much (only for training against computer controlled ships) and didn't test it there.

With the ships I've had aboard, it happend only with the Skiffs, yes.
Furies, Eluders, Terminators and Juggers didn't lose any crew in god mode and hadn't been destroyed so far.
I'm using HD 4x only, but I think that doesn't matter in this case.
Could there be a difference between the normal gameplay (storyline) and melee?

By the way, suddenly it comes to my mind that in god mode the "Syreen Call" of the Penetrators also could have the same effect at the crews as the marines and fighters. Just a hint.
14  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: July 06, 2016, 06:55:43 am
When the Spathi build their slave shield and disappear, their ships won't only vanish from the shipyard, but from the flagship too, sadly. That's bad, very bad. I like Fwiffo and don't want to lose him! Could you please reset this to the original state, so that the Eluders on board won't abscond?

When I tested the god mode I noticed another little issue, but not severe:
There the Arilou Skiffs can be destroyed by Ur-Quan fighters. Perhaps by the Orz space marines too, but I didn' test that.

And again a new request, also concerning the god mode:
IMHO the Pkunk Fury may die in the fight, but will resurrect with a probability of 100% in this case. Then you can see the interesting-looking rebirth in god mode too.
15  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: July 04, 2016, 09:59:39 pm
1 + 2: Good, I didn't know that concerning the flagship's storage bay capacity, because you don't mention it in the CheatList.txt.

The graphical glitch isn't severe and doesn't have any negative effects to the gameplay, so take your time, it's not urgent to fix that.
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