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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: Project 6014--is this still a thing? on: February 12, 2017, 06:18:09 am
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Hard-coded into C isn't so bad IF it's set up right. After all, C is a pretty decent language.

The problem with this is that from what I've seen from looking at the code base, it seems like every feature required C/C++ development, and there was a shortage of C/C++ devs but an abundance of people with other skills putting in requests for work to be done by C/C++ devs.  Ideally a C/C++ dev could to a small amount of work so that unlimited features could be added easily by modders.

Anyways just to update I looked at this a few months back.  If I remember right it seemed like there were three forks of UQM:
1.  The pristine original
2.  Hi definition, a fork of the pristine original
3.  Project 6014, a fork of hi definition

I ended up looking at at least a few of these (I think it was hi-def, and a diff with project 6014) and came to the conclusion that it would be totally feasible to work on this, but haven't actually taken the time to do it.

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But you need a good organizational system to know where to put things, and a good set of functions for keeping everything organized.

It's certainly a lot easier to do that than to generate another abstraction layer.

Probably what I would be tempted to do is define an xml format where scripts could be added, along with references to datafiles and art, making it easy to define new things.  From what I saw it seemed that the way things were organized closely related things were spread out all over, making changing things arduous.

If I remember, for example, there were datafiles that contained mappings from symbols to strings used in dialogues, but the actual dialog logic was in a totally different part of the code.  This just seemed hard to work with.
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Best Uqm HD version/relationship to Project 6014 on: October 12, 2016, 12:45:17 pm
Haha thanks Cheesy
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Best Uqm HD version/relationship to Project 6014 on: October 07, 2016, 02:25:11 am
So I tried pulling from this git:
https://sourceforge.net/p/urquanmastershd/git-new/ci/master/tree/
It's not clear to me that there's an option for running it in the original mode, and when I diff'd the code with the vanilla, it did not seem like this was an option.  Is HD "irreconciliably" forked from the main project at this point?

Thanks Cheesy
4  The Ur-Quan Masters Re-Release / General UQM Discussion / Best Uqm HD version/relationship to Project 6014 on: October 06, 2016, 07:11:59 pm
Hi,

I was wondering, what is currently the best/cannonical version of UQM HD?  Also, I found somewhere in a description of UQM HD that it was possible to play the original/non-hd version as well with this, is this the case?

The reason I'm asking is that I'm considering taking a shot at reviving the sc2 sequel project.  After looking at some code I feel like the best way would be to start with the version that has both the original and hd (if it exists), and add an additional "sequel" mode.  Then I would start importing assets from Project 6014 and refactoring so that the sequel is more data file driven, maybe by an XML format.  That way people can add story and art without having to work with C/C++ code.

Anyways, any information on the best/most general HD version is appreciated, also if anyone has feedback on this plan or thinks it's a bad idea for some reason please feel free to respond.

Thanks Cheesy
5  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014--is this still a thing? on: October 06, 2016, 06:54:57 am
Oh, okay, I finally found it:
https://github.com/trinaryouroboros/project6014

From looking at it, I agree in part with what Kwayne said about needing a modable engine.  It looks like story elements are hard-coded into C data structures, probably what I would be tempted to do would be to go back to the original UQM, fork it, then try to factor the story elements out into data files so they could be modded easily.  I could also see some room for randomness that might allow the adventure to be different for different playthroughs.
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014--is this still a thing? on: October 01, 2016, 03:45:37 am
The project died about 3-4 years ago with some early phantom limb movement, but this was predictable when the whole thing became Project 6014 Plus where community was valued over competence.

Given that Star Control is a quarter century old, this is the time everyone should forget the idea of a mod sequel anyway. There should be a Star Control adventure generator by now or at least an engine that would let anyone make their own SC sequel, because I grew to believe that large crews like ours was can not make a game like UQM.

Mkay, I mean I imagined that it would be some combination of data files and adding legitimately new things to the game, depending on the story ideas.

Anyways, is the code/resources in a repository somewhere where I could pull and build if I wanted to take a look at it?

Thanks Cheesy
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Project 6014--is this still a thing? on: September 06, 2016, 05:35:33 am
Hi,

I was curious, are there still people associated with/working on this project?  Also, is there a creative roadmap?

I'm a dev, might have time coming up, not sure, anyways I was just curious if this was still a thing.

Thanks Cheesy
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: P6014 on: September 06, 2016, 05:32:43 am
Just curious, what's the status of this project?  Is there a creative roadmap currently?

I'm a dev who really liked uqm, *might* have time in the future, not sure, was just curious what was going on, if there was still anyone associated with this etc.

Thanks Cheesy
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