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Author Topic: UQM Mod  (Read 11937 times)
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Re: UQM Mod
« Reply #15 on: February 19, 2004, 05:05:29 pm »

Lightman - I've created you an FTP account on the website, and e-mailed you the details.  Let me know if you don't receive anything, given our communication issues in the past.

And don't touch Sage's stuff, or he'll crush your testicles into oblivion, apparently.
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Zeep-Eeep
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Source?
« Reply #16 on: February 19, 2004, 05:22:38 pm »

I was wondering if you'd post the source code along with the Win32 binary? I'm running Linux and would like to compile the code for testing. Also, is UQM+ based off the 0.3 or 0.31 UQM code?

Thanks.
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Michael Martin
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Re: UQM Mod
« Reply #17 on: February 20, 2004, 08:53:31 am »

To get a patch, install CVS, do a CVS checkout of the sc2/src directory, put your changes into that, then run "cvs diff -u" in the top of the src directory.  The output of this command will give us something we can actually study and work with.

Paxtez had a patch that put things in the setup menu -- this is present in our bugzilla repository.
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lightman
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Re: UQM Mod
« Reply #18 on: February 20, 2004, 09:29:55 pm »

Ok. I'd never used CVS before, but I just tried it out and I think I've got the hang of it. It might be optimal to try doing a merge from the current source (without replacing my changes) and then make a patch. I will also want to clean things up a bit... __int32 won't do, you know. Wink

Zeep-Eeep, I used the 20040208 CVS (v0.31)
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Re: UQM Mod
« Reply #19 on: February 21, 2004, 03:25:23 am »

Goodie. Now, is there an FTP account somewhere so I can get your UQM+ source?
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Michael Martin
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Re: UQM Mod
« Reply #20 on: February 21, 2004, 02:34:33 pm »

Quote
Ok. I'd never used CVS before, but I just tried it out and I think I've got the hang of it. It might be optimal to try doing a merge from the current source (without replacing my changes) and then make a patch. I will also want to clean things up a bit... __int32 won't do, you know. Wink

32-bit integers are DWORDs if unsigned, SDWORDs if signed.
The full information there is in src/sc2code/libs/compiler.h.
If you run into difficulties making the code work right, join our IRC channel on irc.freenode.net (channel #sc2).  There's often a developer or two hanging about there, and there's always someone idling who will *eventually* answer. Smiley
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Re: UQM Mod
« Reply #21 on: February 22, 2004, 02:14:54 pm »

I have a problem with it, it won't run I get this error message only readable from a dos-prompt, at least it doesn't continually loop the reads as follows.
---------------------------------------------------------------------------------------------------------
SDL driver used: windib
SDL initialized.
Intializing Screen.
Set the resolution to: 640x480x16
1 joysticks were found
The names of the joysticks are:
     Microsoft PC-joystick driver
Coping default key config file to user config dir.

The Control scheme for UQM has changed since you last updated key.cfg.
(I'm using control scheme version 1, while your config file appears to be
for version 0.)

Renaming keys.cfg to keys.old and retrying.
Copying default key config file to user config dir.

The Control scheme for UQM has changed since you last updated key.cfg.
(I'm using control scheme version 1, while your config file appears to be
for version 0.)

Renaming keys.cfg to keys.old and retrying.
Error: Something went wrong and we were looping again and again so aborting.
Possible cause is your content dir is not up to date.

C:\Program Files\The Ur-Quan Masters\
---------------------------------------------------------------------------------------------------------
I also can't find keys.cfg or keys.old and I have disabled windows tendency to make hidden files dissappear.
NOTE: I'm reintalling from scratch from the serversif that works I'll leave this here as note to people with the same problem.
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Re: UQM Mod
« Reply #22 on: February 22, 2004, 02:52:20 pm »

I got it working keys was missing got the cvs here if anyone needs it
http://www.4u-servers.co.uk/~striker/
weird.

There is one immediately noticable thing after you meet the security drone it doesn't reveal the Ur-Quan's Sphere of Influence or was that intentional?

If u want to make a hard mode allow ships chasing u to follow u into starsytems and q-space portals half the game ur running from people anyway.
« Last Edit: February 23, 2004, 01:48:31 am by Terminator » Logged

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Re: UQM Mod
« Reply #23 on: February 23, 2004, 04:10:41 am »


Hyperspace travel doesn't use any fuel is this intentional or is this a result of one of the mods settibgs are as follows:
yrs 2 koarah vic 4

Probe multiplier 2

charity ships half

rainbow world guards 1

Sa-Mata guards 4

Double Cost on

Illwrath earth patrol on

Spathi reluctance on

Ur-Quan\Koar-Ah agression on

Hope this helps
« Last Edit: February 23, 2004, 04:40:54 am by Terminator » Logged

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lightman
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Re: UQM Mod
« Reply #24 on: February 24, 2004, 03:44:09 am »

Thanks for the feedback...

That first error you got is probably the result of not having the most recent content dir. I am running a 0.3 install without problems

The Ur-Quan's Sphere of Influence isn't supposed to show up after meeting the probe.

The fuel thing is a bug. It's fixed.

I also added Rainbow World Guards. New version online here...
http://www.freewebs.com/lightmanuqm/
« Last Edit: February 24, 2004, 03:45:16 am by lightman » Logged

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Re: UQM Mod
« Reply #25 on: February 24, 2004, 07:28:25 am »

*Pokes around, looking for the source code.*

Oh well, maybe later. I usually wouldn't mention this, but since UQM is
GPLed, isn't it manditory for you to post your modified source code?
I'm sorry. I don't want to come across as an arse, but I do want to see the changes.
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Michael Martin
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Re: UQM Mod
« Reply #26 on: February 24, 2004, 10:45:20 am »

He's provided us with a patch against current CVS, but wants to clean up the code a little before it's done.  If you *really* want to see it *immediately*, come on #sc2 and I can DCC it to you.
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Michael Martin
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Re: UQM Mod
« Reply #27 on: February 24, 2004, 11:48:40 am »

I tested out the patch a little, and cleaned it up a great deal.  Linux users may acquire the patch and additions at http://www.stanford.edu/~mcmartin/uqm/uqmplus_032.tgz
Decompress it in your top level directory (above src), build.sh uqm depend, then build.sh uqm.

This patch is against current CVS, but as it is a unified diff it should still work for awhile.

lightman -- your C environment completely hoses the MSVC project files, so later patches should only be against src/sc2code if possible.
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Re: UQM Mod
« Reply #28 on: February 24, 2004, 12:21:45 pm »

Michael: Thanks for the help in making the patch.

Zeep-Eeep: As Michael mentioned, I wanted to get the source cleaned up a bit. I hadn't posted it before because the source is likely to fluctuate and also because I wanted to reach a stage where I felt comfortable with a real release. I just put the .exe up in case anyone wanted to try it out as I was working on it.
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Re: UQM Mod
« Reply #29 on: February 24, 2004, 01:40:49 pm »

Thanks very much to Lightman and MM. I'll take a look at it tonight.
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