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Author Topic: UQM fork  (Read 14496 times)
Brent Dill
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Re: UQM fork
« Reply #45 on: August 21, 2003, 11:59:02 pm »

Aha! That error is due to a configuration file change from 0.2 to the latest version (They did it, not me). Find where your savedgames are kept, and delete keys.cfg - it will re-create it and you'll be in business (although strangely, it will re-map your fire button from the 'space' key to 'shift' key).

It should be somewhere in 'documents and settings', but it may change based on your OS.
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Deep-Jiffa
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Re: dRe: UQM fork
« Reply #46 on: August 22, 2003, 12:03:57 am »

Quote


Hey! you haven't updated your keys.cfg to use the new system, have you?
Delete keys.cfg and try again. ( Well I DID and nothing happened)


Read again please.
« Last Edit: August 22, 2003, 12:05:17 am by Deep_Jiffa » Logged

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Re: UQM fork
« Reply #47 on: August 22, 2003, 12:05:17 am »

Then you didn't delete the right one. Do a global search on your hard drive, then look at each one to see if it's in a 'uqm' directory, and if it is, delete it. Please make sure not to delete anything you don't want to Wink
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Deep-Jiffa
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Re: UQM fork
« Reply #48 on: August 22, 2003, 12:07:50 am »

What you think I am a moron or something? I have deleted BOTH file, the one in the uqm dic and the other one in the documents and setting dic.
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UPDATE: Current status
« Reply #49 on: August 22, 2003, 12:12:31 am »

Well, the Melee modifications are almost finished. The current specification is as follows:

Melee modifications:
1. Updated physics  
- Inertia-based ships use true inertia and have no maximum velocity (100% done)
note: This still isn't technically TRUE inertia; what I've actually done is added 128 to all ships' maximum speed - since ship speeds were originally spread out between 16 and 64, this means that ships' maximum velocities are now spread between 144 and 192.
- All projectiles spawn with velocities relative to the firing ship's (100% done)
note: With speeds so much higher, tracking projectiles had to have their entire physics revamped. I've currently adjusted the human and spathi missiles to be inertial, with the same parameters as above - this has resulted in much less accurate projectiles, which I'm working on solving.
- Ship-to-ship collisions can cause slight damage at high speeds (50% done)
2. Ship Damage  
- Tech-based ships measure damage in armor instead of crew (15% done)
- Ships can take 'critical hits' which destroy components or kill crew (0% done)
- Crew can repair armor and critical damage; the more crew, the faster the repair (0% done)
3. Gameplay  
- Multiple ships on-screen at once (0% done)
- Larger arena (2 more zoom-outs) (100% done)
Note: because ranges and speeds are so much higher now, I've doubled-to-tripled all weapon ranges. This has resulted in some interesting game-balance artifacts, which I'm attempting to address.
- manual control of zoom-out (0% done)
- no wrap-around; leave the battle if you fly far enough away from enemy ships (0% done)
Note: I may be abandoning this idea.
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Re: UQM fork
« Reply #50 on: August 22, 2003, 12:16:30 am »

Thanx that sounds really good but It worth to **** if I can't load the game!!! Help me please.
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Re: UQM fork
« Reply #51 on: August 22, 2003, 12:45:07 am »

Several people have already explained what you need to do; we can't help you any further.
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Deep-Jiffa
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Re: UQM fork
« Reply #52 on: August 22, 2003, 01:49:18 am »

Several=you only. You told me what to do and I told you that it is already done! So since YOU created this mod YOU should solve problem like this one. Don't help if you don't want to. But then again, for who you are doing this?
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Re: UQM fork
« Reply #53 on: August 22, 2003, 01:57:48 am »

My desire to help you is inversely proportional to your abrasiveness. I have explained what you need to do politely, and you continue to show far more audacity than brains.

When I first read, I thought Death_999 was also explaining a solution, but I see he was talking about how to get your original UQM.EXE back. Incidentally, why did you delete it? Both of my files were renamed to something OTHER than UQM.EXE, precisely to avoid this sort of silliness.
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Re: UQM fork
« Reply #54 on: August 22, 2003, 04:03:29 am »

Uqm.exe and Uqm2.exe aren't that much diffrent.
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Re: UQM fork
« Reply #55 on: August 22, 2003, 06:16:18 am »

Yes, but the point is, they are far apart enough that no operating system in the universe will confuse them.

As I was saying, if you want your original uqm.exe back, download one from striker!

Now, back on subject:

The idea of providing a (much higher) maximum velocity seems like a good idea just for stability's sake. Also, you might want to make sure that collision detection at very high speeds is maintained.
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Re: UQM fork
« Reply #56 on: August 22, 2003, 02:36:17 pm »

Is it so hard to send me 1 file? Instead of downloading the game again?
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Re: UQM fork
« Reply #57 on: August 23, 2003, 12:57:40 am »

You don't have to download the entire game. Just download the install file (2mb), uncheck everything you can in the install screen, tell it to install to a different folder than where you have UQM and walah! It will install just the exe file to that folder. Copy the new uqm.exe file over to your UQM folder and your set!
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Re: UQM fork
« Reply #58 on: August 26, 2003, 03:00:10 am »

Ok, I know what is the problem but I need some help. Where can I download the patch for 0.24v?
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Re: UQM fork
« Reply #59 on: August 26, 2003, 10:41:13 am »

Jiffa: Do you know what FAQ means? You'd be surprised what wonderful and useful information you can find in one. I suggest you read the Technical Issues FAQ before you ask another question which requires the answer "RTFM" (or RTFFAQ if you want to be technical about it).
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