The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
May 22, 2025, 03:42:31 pm
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

  Show Posts
Pages: [1] 2 3
1  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: 'They' cannot see you now. on: February 10, 2004, 03:01:51 am
Quote

I like everything else in your post, but "mosquito mange" is not similar to ordinary mange in any way.  It's a reference to electomagnetic/gravimetric  forces that seem to defy physical law.  Seemingly supernatural.  Why it's called mosquito mange?  I have no clue.


It's from a Russian novelette called 'Roadside Picnic', where a weird anomaly creates all sorts of bizzare physical phenomena around a small mining town and the surrounding meadow/swamp. In the summer, you'd get all sorts of flies, mosquitos and gnats buzzing around... but wherever the gravitocentromes were, there'd be a giant 'bald spot' where the bugs were getting squished into the ground at 60,000G's
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Earthling Cruiser: The Ship that Could Have Be on: January 20, 2004, 02:40:12 am
No Frenzy release for awhile... I'm considering waiting until 1.0, but it all depends on how 0.4 looks.
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Earthling Cruiser: The Ship that Could Have Be on: January 19, 2004, 05:02:34 am
In my weird 'fury' mod, I wound up making the Earthling Cruiser the most feared ship in the game just by providing a blast radius to its missiles - each missile was essentially a toned-down version of the Shofixti Glory Device, that did 8 damage at core and petered out to 1 damage at the edge. Then the missiles were given a 'proximity fuse' so they would detonate at their closest point of approach, if they could do damage. Fun, fun fun.
4  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Earthling Cruiser: The Ship that Could Have Be on: January 16, 2004, 10:14:16 pm
Quote

#define MAX_CREW 18
#define MAX_ENERGY 18
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 9
#define SPECIAL_ENERGY_COST 4
#define ENERGY_WAIT 8
#define MAX_THRUST /* DISPLAY_TO_WORLD (6) */ 24
#define THRUST_INCREMENT /* DISPLAY_TO_WORLD (2) */ 3
#define TURN_WAIT 1
#define THRUST_WAIT 4
#define WEAPON_WAIT 10
#define SPECIAL_WAIT 9


For those who are curious:

MAX_THRUST is the ship's top speed.
[THRUST_INCREMENT / THRUST_WAIT] is the ship's acceleration.
THRUST_WAIT is the level of 'precision' of the ship's acceleration - a higher THRUST_WAIT means you have less fine-control over the ship's rate of acceleration [since acceleration comes less often]. In this case, a THRUST_WAIT of 4 and a THRUST_INCREMENT of 24 means the ship increases speed by 24 pixels every 4 frames, or 6 pixels per frame (on average) - although you only get a burst every 4 frames.

Similarly, ENERGY_WAIT is how long it takes for the batteries to recharge, and ENERGY_REGENERATION is how many 'dots' of battery you get when a recharge happens.

So what you probably want is to increase THRUST_INCREMENT by 1 (to 4), and drop ENERGY_WAIT by 1 (to 9).

Have fun!
5  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Lessen the damage to your ship on: January 16, 2004, 09:44:42 pm
I'm still here.

I've just been REALLY busy with work.

I'm going to pick my mod back up after 1.0, most likely.
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM fork on: September 06, 2003, 08:45:56 am
Open a command prompt and type 'uqm_frenzy.exe', and tell me what it says - usually there's some sort of error, or at least a partial load-list.
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM 'Frenzy' Fork: Melee ideas on: September 04, 2003, 04:34:57 am
Quote
Armor ratings: This may just be me, but why is the Mmrnhrm armor higher than the much larger Chenjesu? Is it due to crystalline design compared to compacted metal?


Yes, precisely. The Chenjesu will have lower armor because their hull is more brittle, but will repair faster.

Quote
Was the Yehat armor kept low due to it's natural ability to shred anything it aims at, or just because the Yehat didn't see a need for plating? (You'd think they'd want some, their ship is kinda pokey...)


The Yehat armor was kept low out of the idea that it's a fast, maneuverable ship, and weighing it down with tons of diamond-impregnated alloy would slow it down, a LOT.

Quote
Also, would the Mycon GET an armor rating? Their ship is organic, which would yield some odd benefits and disadvantages...


Indeed. And I feel they would get armor, since their genetic engineering allows them to create egg pods that can survive reentry and impact forces of over 6,000 G's.

Quote
for the Syreen:  
Front -Weapons, Spec.  
Side- Crew, LSS, Turn control  
Back- Engines, Turn control, although less-so as side shots.


I think that turn control should be managed primarily by the back fins, which are more back than side. The side should be primarily crew, LSS, and special ability; the front should be almost entirely weapon and battery.

Quote
 I also noted that not all ships have LSS. Obviously, races like the Chmrr, Chenjesu, Mmrnhrm and Slylandro dont have it (vaccuum supported races, Slylandro doesn't technically HAVE crew) but shouldn't all other living races have such a chance at catastrophy? Looks like those poor ugly VUX are the only noted ones.


Pretty much all of them will have potential LSS hits, except for the non-organics. Some will just have more LSS than others [the Mycon, for example, will have LSS crits as a high probability from ANY angle].

Quote
Probably ease up on the Shofixti and the Arilou, though, as they die easy as is.


Perhaps. I'm thinking that 'special' crits to the Shofixti will prematurely detonate their 'glory device', whereas 'special' hits to the Arilou will disable their warp device, but also instantly activate it one last time (getting them out of any further damage from this impact).

Quote
Easy idea for the increased turning vectors: Take the pictures of the ships at their 16 different angles, put 'em in Adobe Workshop or the like, then rotate it each time by 5.625 degrees to get 64 different facings, save and name. Simple.

As it is, I'm just using the current 16 facings, but having 256 actual turning angles. It's very difficult adjusting EVERYTHING that needs rework moving from 16 facing directions (projectiles, explosions, etc.), and it doesn't look TOO bad to just 'approximate' the actual angle when rendering.

Quote
Deep_jiffa: The Slylandro ship works correctly: It depends on which direction you're going. If you press thrust, you know it reverses direction: a full 360. This means that the entire ship is going backwards. Ever steered a car going in reverse? Same concept, which is why no one likes to play the Slylandro.


I THOUGHT that was the case, but I wasn't quite sure. I now have equal weight and both sides. Would a third party care to verify?

Quote
Weapons/Spec: Is the Kzer-Za fusion blast going to have a radius as well? Something of that power and being unhindered by a shell like a missle, should, I think.


I think the fusion blasts should be point-hits, and not have a blast radius. The whole reason they do so much damage is that all the energy burns straight INTO the hull instead of dissipating in an explosion.

Quote
Another idea; possibly weapons such as the Mycon plasmoid, the Androsynth Fireball, and even Kohr-Ah FRIED should have 'tracer' damage. They're all potentially high damage, high energy weapons. The Mycon plasmoid decays as it flies: does the plasma just disappear? I think it would be left behind in space as the different layers expand out and break the outer shell of the plasmoid. The Blazer is like a comet, and comets have trails. Kinda like engine wash on steroids. FRIED...well, I guess it's powerful enough, but that stuff must practically burn a hole in space. The tracer damage wouldn't deal TOO terrible damage, but it would make ships like the Pkunk, Shofixti, Arilou, and all the other chaser ships a little more wary of following these tugs.


A neat idea, but somewhat difficult to implement without totally bogging down the system. There's potential approximations that can be made, however - but it might overpower these ships a touch.

Quote
Another thing about the Androsynth Guardian (I love this ship, but it's more of a downside) and the X-Form too, I guess. There should be a delay inbetween Guardian/Blazer and Xform/Yform. Watch the Blazer collapse into a ball, watch the Transformer's wings move.


Heh. I have a fun idea for the Transformer, actually - I was hoping on adjusting the graphics for the X-wing mode, so that instead of just shifting the wings back and forth, it actually transformed into a stylish 80's cartoon robot, with the laser cannon on the sides of its arms. Slap a modified 'autobot' symbol on the side and camp it up.

Quote
Also for the Guardian, coming out of the Blazer mode would probably leave the ship going at it's last speed (top, I'd wager) and would leave the ship's hull VERY hot, so it'd do damage if touched as well, but the metal would be more flexible, either temporarily weakening the armor or simply making damage scored in systems rather than armor easier. Just seems realistic.


I DO like this idea, but I don't know how difficult this will make them to play.

Quote
Chenjesu: Do the Crystal Shards travel until they reach the edge of the map, or do they go indefinitely? I'd wager edge-of-map, as that'd get a little laggy and would be too easy for a Chenjesu to score a win.

The little chunks die out after 0.5 seconds; the actual main 'bullet' keeps going until you let go of the button.

Quote
Druuge: Someone mentioned that the ship would repair quicker when it used it's special ability. Why? You're torching a crewmember, that would make it LESS useful, not more (unless the slaves are thinking "not me next!").


I mostly figured that the sudden boost of power would let the crew manage repairs more effectively.

Quote
Projectiles, if they already aren't, should be pulled by the force of gravity, except powered ones like Nukes, which could fight it off. As for laser weapons, they'd bend in the atmosphere, but gravity wouldn't have any effect.


Yes, I'm working on this, but in some cases having gravity work on them creates a few odd secondary effects.
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM 'Frenzy' Fork: Melee ideas on: September 04, 2003, 12:53:47 am
Well...

Quote
-- The thraddash afterburner hotspots should move, since they should be at rest compared to the ship the moment they were released. Since the ship is probably moving at that moment, the hotspots should be moving. Note that this is consistent with the behavior of other weapons.


The thraddash puffballs DO attain a velocity relative to the ship's velocity. In fact, they're shot BACKWARDS at the same speed (relative to the ship) that the bullets are shot FORWARD; the rationale being that anything that imparts THAT much forward momentum to the ship must be moving quite quickly the other way. Because of the huge accelerations on both sides, though, it might be somewhat hard to tell.

Quote
-- As far as Nuke proximity fuses -- the nuke could go off if the dot product between its orientation vector and the displacement to the target has become zero or negative (i.e. it has just passed the target). This will get it as close as possible, while still making it hit the target directly if it can.


That's more-or-less what I've tried to accomplish - you may notice, they already DO detonate on proximity, but it seems to only work about 30% of the time. I'm still debugging this.

Quote
-- The gigantic planet idea would again be a huge change... However! Making the planet huge is a necessary counterbalance to giving the planet strong gravity. Otherwise it's like playing near a neutron star instead... which would be different and fun, but not balanced in the same way.


The planet's already been scaled up by a factor of 8; anything bigger REALLY thrashes the rendering engine. Gravity has been scaled up by a factor of 3, sort of - it's been changed from linear to an inverse square (which makes Keppler orbits possible]. I'm currently working on an 'atmosphere' band, which will slow any objects down that pass through it.

9  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM 'Frenzy' Fork: Melee ideas on: September 01, 2003, 10:15:09 am
Hrm. One odd thing I noticed: The new Shofixti Glory Device graphic is NOT working, and it was before I posted the link. I have NO idea what could be causing this, but I'll look into it.
10  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM 'Frenzy' Fork: Melee ideas on: September 01, 2003, 04:20:20 am
http://www.wherethesundontshine.net/uqm_frenzy5.zip

New version - all the ships should be playable now.

Still no critical damage, but all the velocities and controls are where I want them. (I might have missed some of the 'minor' ships, but I don't think so)
11  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM 'Frenzy' Fork: Melee ideas on: August 31, 2003, 02:20:02 am
Quote
I have one suggestion, probably not very useful in combat, but a nice touch of realism: when missiles run out of fuel, they don't disappear but continue along their last vector until they reach the edge of battlefield.


Already implemented in the newest version [I hope to release tonight].
12  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM 'Frenzy' Fork: Melee ideas on: August 30, 2003, 03:46:53 am
It has to be a bug; my damage system isn't implemented yet.
13  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM 'Frenzy' Fork: Melee ideas on: August 30, 2003, 12:56:21 am
Quote
Ok, I have finally tested it and I must say: Great Idea!!!!!!!

But... few things need to be repaired first...


Well, it is a work-in-progress

Quote
1.Mmrhrmn laser is too short


Agreed. Should probably about 4x its current range

Quote
2. Chmmr laser is too long!!!!


Possibly, but I think it's about balanced, compared to say the human or the ur-quan.

Quote
3. Earthing are almost unbeatable


Yes. I'm going to adjust the damage rating to be much less further out, but still incredibly high for point-blank explosions.

Quote
4.Menu graphics are damamged


Yeah, I'll figure that out as soon as I fix the melee play; it's because I changed from 320x240 internal to 640x480 straight through.

Quote
5.Koar-ah F.R.I.E.D got more power than usall, every ship that will touch it will be destroyed.


Yeah, I doubled the number of puffs in the ring; perhaps I should halve the damage to compensate.

Quote
6. The planet has too much gravity....


This IS annoying. I should probably diffuse it somewhat.

Quote
7. Hard to control, too fast and hard to menuver. Even the computer has a hard time controling the ship...


This is true for some of the faster ships, like the Pkunk, but you DO get used to it. I've since made turning a more gradual process; I'll re-release this weekend.

Quote
8. Orz has endless range...(not sure)


Their main cannon, or their marines?

Quote
9.Ur-quan fighters die too fast.


This has been a source of difficulty all week. I hope to have this fixed by the next release.

Quote
10.Auto tracking isn't worth much...


Every few changes either makes it too powerful or too weak. I still haven't found 'just right' yet, but since I'm currently just testing in Melee, I'm not too worried just yet.

Quote
11.The game(not the melee) is a little bit fucked up.


Yes, EXTREMELY. I'm pretty sure I mentioned when I released it to ONLY play in Melee until I get the hyperspace bugs fixed.

Quote
12. Slyndro is backwarded. You press left he move to the right...


Oddly enough, I thought it was ALWAYS like that. Can I get confirmation from someone else?

Quote
13. umgah ship is much weaker. Same range and the special ability speed didn't increase.


Yeah, I should really at least increase their backwards acceleration.

Quote
14. the shofixi glory device has the same range...


Agreed. It should do about 4x its current range.

Quote
15. The stinger ship weapons has the same range.


Yep. Of course, I never play these guys anyways, so I missed it. I'll have to extend their weapon range, but I'm not sure if it's even possible to extend their special ability range.

Quote
Well thats all for now.


Thanks! This was EXTREMELY useful.
14  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM 'Frenzy' Fork: Melee ideas on: August 29, 2003, 03:18:37 am
Well, all critical hits ar per point of damage. So an 8-point hit [like the Ur-Quan's main cannon] could conceivably shave of 8 points of armor, or 8 crew, or 3 crew, 2 armor and 3 'absorbed' damage.

The idea is that each point of damage hits *something*, with that something being either armor (no effect), armor:critical (lose 1 armor), weapon (weapon fires slower), weapon:critical (weapon loses damage or range), battery (battery charges slower), battery:critical (battery loses 1 row of max charge), crew (lose 1 crew), crew: critical (LSS hit, lose 1 crew per 30 seconds), etc. etc.

'Armor' is always the first thing checked; if it penetrates, then it checks each of the other systems based on their probability.
15  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM fork on: August 28, 2003, 02:08:13 am
*nods* and I DO hope to help the official game as much as possible; I'm just experimenting with the codebase right now to get a better understanding of it all.
Pages: [1] 2 3


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!