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Author Topic: UQM Mod  (Read 11732 times)
Zeep-Eeep
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Re: UQM Mod
« Reply #30 on: February 24, 2004, 02:40:00 pm »

I think I've found a bug in the "plus" version. This only occures when the entra challenges are OFF. When I went to attack the Sa-Matra, my ship "touched" the battle platform in the solar system view. Then, when the talking pet was supposed to tell me how to fight the Sa-Matra, the game crashed. I tried this again with the same results. When I turned the challenges ON, the game played normally. Here is the terminal output:

Found timestamp file: comm/talkpet/talkpet.ts
       'comm/talkpet/talkpet.ct' -- 152 bytes
       'comm/talkpet/talkpet.mod' -- 98500 bytes
_GetMusicData(): loading comm/talkpet/talkpet.mod
   decoder: MikMod, rate 44100 format 18
SpliceTrack(): loading comm/talkpet/talkp073.ogg
SpliceTrack(): no voice ogg available so setting speech volume to zero
Switching to stream comm/talkpet/talkp073.ogg at pos 0
Switching to stream comm/talkpet/talkp073.ogg at pos 0
StreamDecoderTaskFunc(): finished playing comm/talkpet/talkp073.ogg, source 6
Segmentation fault
« Last Edit: February 24, 2004, 03:08:02 pm by Zeep-Eeep » Logged

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lightman
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Re: UQM Mod
« Reply #31 on: February 24, 2004, 03:15:26 pm »

Ok... I'll have a look.
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Re: UQM Mod
« Reply #32 on: February 25, 2004, 12:27:00 am »

Quote
New version online here...
http://www.freewebs.com/lightmanuqm/

Just a little thing.  Your website says public domain, but uqm is GPL.  There's a big difference.
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lightman
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Re: UQM Mod
« Reply #33 on: February 25, 2004, 05:29:53 pm »

Yes I suppose I ought to address that before the hordes of GNU fanatics storm my house with pitchforks and torches...
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Zeep-Eeep
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« Reply #34 on: February 25, 2004, 07:44:04 pm »

I hear you. While I'm a big fan of the GPL, I've released software (my own, from scratch code) to be met with howls of anger and buring torches by the Open Source community when they found it wasn't GPLed. I figure if I want
to give my code away sans-license, that's my business. Guess I was wrong.
I like the GPL, I release most of my code under it, but some people are
a little....fanatical.
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Michael Martin
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Re: UQM Mod
« Reply #35 on: February 26, 2004, 12:22:04 am »

It's even more entertaining when they claim the BSD license is "less free" because it grants the recipient more rights.

In similar news, the "Paranoia" game is being rewritten by the original designers...
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lightman
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Re: UQM Mod
« Reply #36 on: March 03, 2004, 04:42:03 pm »

Yikes. The BSD license "less free"? Crazy.

Anyway, after some work, I managed to add a new race to the game. Incomplete, but still a working test implementation (in this case, the "Black Spathi Squadron", built with the original spathi stuff). One of the first things I did was add new devices to the game and that was easy. The difficulty options are also good to have.

What this means is, I have all the things I need to begin adding one or more new side quests. I could really use some help in this... with ideas, graphics, conversation, story, etc. etc. Basically, everything that could go into a new side quest.

Let me know if you're interested. My e-mail is lightman AT bluemail.dk
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Re: UQM Mod
« Reply #37 on: March 03, 2004, 09:00:12 pm »

Idea: When you enter quasispace with an Orz ship on board there should be some sort of event announcement... I spose the best would be if the color of quasispace changed... say to yellow... but if thats not possible one could have a text announcement about "spatial instability". Then in quasispace worm holes would kinda start blinking in and out of exestence... or if that's not possible with the game engine one could have the game display slow moving ships following you... just with worm hole ish gfx to em instead. 9 in 10 chance that when one encounters one of the worm hole thingys one would get a random encounter with some kinda space monster... But 1 in 10 chance one would get transported into a sorta quasispace looking place just with a blue or perhaps black background. There would be 2 objects in this place: a worm hole where one enters that leads back to quasispace... and a little way from the hole a drifting derelict Androsynth ship. You can at any time exit this place via the worm hole... but if you do the disturbance in quasispace stops and you can never get back to the place with the Synth ship again. One can also go over and touch the Androsynth ship... in which case a lander report comes up (like when you touch the starbase orbiting the Chmer world) and says something about having explored the ship, there being some spots of servier damage, there being no bodies, about having found a heavily damaged copy of the captains log, the log saying something about odd ghostly occurrences, the crew going nuts, and a final inchorent phrase about "having to kill myself (or leave, or kill everyone else, or something) before the *things* get me". The lander party should then say something about some parts of the computer system still being intact and it being possible that if one could get it back to earth starbase one might be able to unravel some of the secrets of Androsynth technology and then there should be some comment about it being "real creepy over here" and "I'm getting a disturbing feeling I'm being watched". Then there should be a dialog choice of either "take the ship on board for salvage" or "get the hell out of here before something happens to us". Either way immediately after that you should get a message from sensors about there being something huge coming towards us as near as sensors can tell from all sides. The radar should then show a ring of hyperspace signatures closing on one with an ETA of around 20 seconds, more than enough time to get back to the worm hole which leads back to quasispace. If you stay till the hyperspace signatures get to you the screen should go blank and back to main menu... or if someone feels like rendering it it could display a picture of the Vindicator broken and burning in the background with a human body floating in space in the foreground in a small cloud of frozen blood and the slightest suggestion of a manta shape hovering against the blackness near the Vindicator... then back to main menu Grin If you go back to quasispace without the Synth ship everything should go back to the normal game story... But if you bring the ship with you several "interesting" things should happen: (1) The Ariloo should refuse to have anything to do with you as long as you have the ship... saying something about you being contaminated (2) Every 5 or 10 days or so you spend getting to earth there should be a high chance of one of the following things happening: (1) 1-20 of your crew vanish into thin air. (2) One of your ships (not the Orz or Androsynth ships) mutenys and has a 50/50 chance of either just leaving with a message of something like "My God! Their coming! We must get away!" or of fighting you in which case they say something about having to destroy *them* before they kill us all. Once you get back to the starbase there should be a report from the science team that they have managed to retrieve the design specifications for the Androsynth Guardian and can now build them but that the one you retrieved has vanished in some sort of spatial anomly/explosion. At this point the game goes back to normal with the exception that you can build the Androsynth Guardian Cheesy


I would like to note that the designers of the game originally intended for there to be unusual occurrences if you took an Orz ship into quasispace with you, but never had the time to put it in. Of course I doubt they intended to give one the ability to build the Synth ship  Wink But then I seriously doubt anyone will object to that  Grin Also this leaves the Orz/Androsynth mystery intact and in my opinion makes it even creeper. I do hope you can use this and if I can do anything to help please let me know.
« Last Edit: March 03, 2004, 09:02:42 pm by Orz_Brain » Logged

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Re: UQM Mod
« Reply #38 on: March 04, 2004, 12:00:25 am »

Orz Brain didn't I see something similar to this earlier?
Something about finding lost Ansrosynth?
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Re: UQM Mod
« Reply #39 on: March 04, 2004, 03:22:03 am »

Someone else segested that one might find live Androsynth in the Orz's dimension. I personaly dislike that idea and prefer the derlict ship idea.
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Re: UQM Mod
« Reply #40 on: March 04, 2004, 07:55:10 pm »

Agreed. Fred said there are no Androsynth, only Orz. He didn't say there are no Guardians, only Nemeses.

I do dislike however the idea that a human could captain a Guardian. We don't have the cranial wiring for it. And I mean that more literally than usual. If we can't reverse-engineer the more conventionally constructed StarRunner, we sure can't reverse-engineer a reconfiguring ship like a Guardian.

Maybe we could build them but not get the special to work. That would be useful for some things... maybe.
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Michael Martin
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Re: UQM Mod
« Reply #41 on: March 05, 2004, 04:13:31 am »

Quote
I do dislike however the idea that a human could captain a Guardian. We don't have the cranial wiring for it. And I mean that more literally than usual. If we can't reverse-engineer the more conventionally constructed StarRunner, we sure can't reverse-engineer a reconfiguring ship like a Guardian.


Two nitpicks:

1. Androsynth are humans.
2. It's not that we can't reverse engineer it -- it's that only native captains can fly it in combat.  So we wouldn't be effective with Guardians because our Naval schools didn't teach us how to effectively command them at those timescales.
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Re: UQM Mod
« Reply #42 on: March 05, 2004, 11:52:25 am »

As he said... They were built by humans... And while the Synth are sposed to be more intelligent I never saw ANYTHING about psi abilities. So what do you mean cranial wiring? Also it seems to me one could revamp the control parts of the ship for normal humans. The Eluder would only have been reverse engineered but in my story the computer would at least partial blue prints for the ship. Much easier to tinker with than something that has been reverse engineered.
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Re: UQM Mod
« Reply #43 on: March 05, 2004, 07:58:49 pm »

I am talking about the integrated implants androsynth all had. It seems reasonable that these would be intimately involved in the process of information exchange with the ship. You can see that they pull levers, but there are no visible screens. So any human reverse-engineer could have to do all of his work with the reverse-engineered device having no feedback aside from a wireless broadcast which could easily be lost due to the probable high entropy of the signal.
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Re: UQM Mod
« Reply #44 on: March 05, 2004, 10:15:27 pm »

Integrated implants?  I just assumed that they were flesh & blood, but built from a better genetic stock.
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