The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
December 07, 2024, 01:52:48 pm
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  Technical Issues (Moderator: Death 999)
| | |-+  Ship Editing Help
« previous next »
Pages: 1 2 [3] Print
Author Topic: Ship Editing Help  (Read 14431 times)
wojtx
Zebranky food
*
Offline Offline

Posts: 7



View Profile
Re: Ship Editing Help
« Reply #30 on: July 23, 2005, 06:23:15 pm »

From context, I assume you downloaded the SDL 1.2.8 source code instead of the precompiled development libraries. In this case, the installation procedure should be as the instructions say: "./configure; make; make install". "./configure" runs a configuration script included with the source code that detects system settings and creates makefiles for SDL. make then uses the makefiles to work out the commands to run to compile SDL. Finally "make install" tells make to install SDL. The semicolons separate commands on the same line; you can run each command separately if you like.

If you just ran "./configure" (which tests a lot of stuff and then generates a large amount of makefiles), you won't have a compiled copy of SDL, and it certainly won't be installed.

I got the dev libraries, but there is a folder 'test' , so is this the folder with the stuff to install sdl?? Sorry for bringing the topic back to life but I would like to know this
Logged
Novus
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1938


Fot or not?


View Profile
Re: Ship Editing Help
« Reply #31 on: July 23, 2005, 09:25:48 pm »

I got the dev libraries, but there is a folder 'test' , so is this the folder with the stuff to install sdl?? Sorry for bringing the topic back to life but I would like to know this
No, the test folder contains test software for SDL. Examples, if you want to look at it differently.

Just follow the installation instructions in the SDL-devel package. They should be in a file named "INSTALL". If you are using MinGW, the installation should simply be a matter of running "make native" in the SDL directory.
Logged

RTFM = Read the fine manual.
RTTFAQ = Read the Ur-Quan Masters Technical FAQ.
wojtx
Zebranky food
*
Offline Offline

Posts: 7



View Profile
Re: Ship Editing Help
« Reply #32 on: July 23, 2005, 10:29:03 pm »

Ok, thanks. It worked but I have something different I want to install cscope ( version 15.5 - which was on their homepage ) and this is what I get

checking regex.h usability... no
checking regex.h presence... no
checking for regex.h... no
configure: error: necessary header <regex.h> not found


I tried to copy another regex.h file from sc2 but it failed. What am I suppose to do??
Logged
Novus
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1938


Fot or not?


View Profile
Re: Ship Editing Help
« Reply #33 on: July 24, 2005, 10:25:03 am »

I don't think cscope compiles or runs under MinGW/MSYS. Use Cygwin or a proper Unix-like system or forget about cscope.
Logged

RTFM = Read the fine manual.
RTTFAQ = Read the Ur-Quan Masters Technical FAQ.
wojtx
Zebranky food
*
Offline Offline

Posts: 7



View Profile
Re: Ship Editing Help
« Reply #34 on: July 24, 2005, 04:12:13 pm »

I see. I have a stupid little question. I should place sc2 in a different folder if I want to edit it ( ships mainly ), right? But what about the content and source, Should they be in the packages folder, and should they be unpacked??
Logged
Novus
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1938


Fot or not?


View Profile
Re: Ship Editing Help
« Reply #35 on: July 24, 2005, 06:21:45 pm »

Where you put the source really doesn't matter, and you can use command-line options to specify where the content is, so it really doesn't matter where you put that either. You don't need to unpack the content unless you want to edit it.
Logged

RTFM = Read the fine manual.
RTTFAQ = Read the Ur-Quan Masters Technical FAQ.
Jormasteri
Zebranky food
*
Offline Offline

Posts: 10



View Profile
Re: Ship Editing Help
« Reply #36 on: January 27, 2007, 11:38:05 pm »

Sorry for bringing up such an old thread, versions have changed and so forth...but...
I followed instructions and got everything working somewhat till this:

 CC       obj/debug/src/sc2code/libs/network/wspiapiwrap.c.o
src/sc2code/libs/network/wspiapiwrap.c:32:28: wspiapi.h: No such file or directory
make: *** [obj/debug/src/sc2code/libs/network/wspiapiwrap.c.o] Error 1

I doublechecked and both files are there, for some reason it just doesn't want to compile?
Logged
meep-eep
Forum Admin
Enlightened
*****
Offline Offline

Posts: 2847



View Profile
Re: Ship Editing Help
« Reply #37 on: January 27, 2007, 11:43:12 pm »

See this thread.
Logged

“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
Jormasteri
Zebranky food
*
Offline Offline

Posts: 10



View Profile
Re: Ship Editing Help
« Reply #38 on: January 28, 2007, 12:01:43 am »

Thanks! However, now I get this:

 LINK     uqm-debug
obj/debug/src/sc2code/melee.c.o(.text+0x3adb): In function `StartMeleeButtonPressed':
c:/uqmedit/uqm-0.6.2/sc2/src/sc2code/melee.c:2180: undefined reference to `DrawMeleeStatusMessage'
obj/debug/src/sc2code/melee.c.o(.text+0x3b3a):c:/uqmedit/uqm-0.6.2/sc2/src/sc2code/melee.c:2190: undefined reference to `DrawMeleeStatusMessage'
obj/debug/src/sc2code/libs/uio/match.c.o(.text+0x770): In function `match_prepareRegex':
c:/uqmedit/uqm-0.6.2/sc2/src/sc2code/libs/uio/match.c:469: undefined reference to `regcomp'
obj/debug/src/sc2code/libs/uio/match.c.o(.text+0x7f9): In function `match_matchRegex':
c:/uqmedit/uqm-0.6.2/sc2/src/sc2code/libs/uio/match.c:490: undefined reference to `regexec'
obj/debug/src/sc2code/libs/uio/match.c.o(.text+0x86d): In function `match_errorStringRegex':
c:/uqmedit/uqm-0.6.2/sc2/src/sc2code/libs/uio/match.c:509: undefined reference to `regerror'
obj/debug/src/sc2code/libs/uio/match.c.o(.text+0x89e):c:/uqmedit/uqm-0.6.2/sc2/src/sc2code/libs/uio/match.c:512: undefined reference to `regerror'
obj/debug/src/sc2code/libs/uio/match.c.o(.text+0x8bd): In function `match_freeRegex':
c:/uqmedit/uqm-0.6.2/sc2/src/sc2code/libs/uio/match.c:521: undefined reference to `regfree'
make: *** [uqm-debug] Error 1
Logged
meep-eep
Forum Admin
Enlightened
*****
Offline Offline

Posts: 2847



View Profile
Re: Ship Editing Help
« Reply #39 on: January 28, 2007, 02:19:53 pm »

Hmm... the first line I thought we fixed, but apparently, it was put in in the CVS repository after we moved to SVN. It's fixed in SVN now. So you'll have to use the SVN version (snapshots here).

As for the regex errors, it seems to think you have regex, while you haven't really. (You have the headers, but not the code itself). Have you been moving regex headers around, like wojtx in this thread? You shouldn't. If you get rid of that header, and rerun "./build.sh uqm config", it will see that you don't have regex, and use the included one.
Logged

“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
Jormasteri
Zebranky food
*
Offline Offline

Posts: 10



View Profile
Re: Ship Editing Help
« Reply #40 on: January 28, 2007, 07:02:58 pm »

Thank you a lot, again Smiley
Though it gave me some warnings I did get it compiled, now to change the effectiviness of
'point-defence system'... Is it in sis.c?
Logged
meep-eep
Forum Admin
Enlightened
*****
Offline Offline

Posts: 2847



View Profile
Re: Ship Editing Help
« Reply #41 on: January 28, 2007, 08:31:26 pm »

No, you'll want src/sc2code/ships/sis_ship/sis_ship.c
Logged

“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
Razorback
Frungy champion
**
Offline Offline

Gender: Male
Posts: 99


We are all *happy campers*


View Profile
Re: Ship Editing Help
« Reply #42 on: February 16, 2007, 10:40:01 am »

This is a very interesting conversation.  I've always been curious about the nuts and bolts of how the various starship values were determined.  Maye I'll do some digging myself and see if I can figure out some things like just what each VUX limpet does in terms of ship effects.  I do have a question about all this editing, though.  What would happen if an unedited install and an edited install fought in melee? 
Logged

Novus
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1938


Fot or not?


View Profile
Re: Ship Editing Help
« Reply #43 on: February 16, 2007, 11:07:06 am »

I do have a question about all this editing, though.  What would happen if an unedited install and an edited install fought in melee? 
The net melee code transmits a checksum of the game state to detect problems in keeping the game states in sync. As soon as the game starts behaving different on the two machines involved, the game will abort with an error message. It is almost impossible for two UQM installations to disagree on what's happening even if one has different gameplay.

If you disable this checksum, you can end up with two different games being played out on the different machines but with the player input being the same (because that, together with the initial fleet setup, is really the only information that's being used to implement netplay).

As an additional check, UQM transmits a "netplay version" which is essentially the number of the earliest version of UQM with exactly the same melee gameplay and network protocol. This prevents people with incompatible UQM versions from even starting a game by accident. If you implement and distribute an UQM version with modified gameplay, I strongly suggest you change the netplay version to avoid confusion with official UQM, which would manifest itself as unexpected errors during the game.
Logged

RTFM = Read the fine manual.
RTTFAQ = Read the Ur-Quan Masters Technical FAQ.
Pages: 1 2 [3] Print 
« previous next »
Jump to:  


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!