The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
December 11, 2024, 08:27:51 am
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
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Ship editing and Graphics
« previous next »
Pages: 1 2 [3] Print
Author Topic: Ship editing and Graphics  (Read 13004 times)
Ivan Ivanov
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 296


Internet Piracy


View Profile
Re: Ship editing and Graphics
« Reply #30 on: June 28, 2006, 08:44:32 am »

Where do I put the .txt files? Do they go in the main UQM directory or in the content folder?

~Lt. Bridge

The content direcotry. If you extract the zip directly into your UQM directory everything will be in its place.
Logged

Your bruises are reminders of naivete and trust
AnotherW
Frungy champion
**
Offline Offline

Posts: 72



View Profile
Re: Ship editing and Graphics
« Reply #31 on: July 26, 2006, 07:42:14 pm »

errrr.... i hope im not bugging you Ivan, but is there a chance you will get a working ship editor for the 0.5.0 version or is that just wishful thinking on my part?
Logged
Ivan Ivanov
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 296


Internet Piracy


View Profile
Re: Ship editing and Graphics
« Reply #32 on: July 28, 2006, 11:11:01 am »

errrr.... i hope im not bugging you Ivan, but is there a chance you will get a working ship editor for the 0.5.0 version or is that just wishful thinking on my part?

I probably will making an editor for 0.5 but it can take while as I'm afraid I deleted the source to the old editor...
I would have done it sooner but I thought people aren't so interested.
I'll try to do it by the end of next week.
Logged

Your bruises are reminders of naivete and trust
AnotherW
Frungy champion
**
Offline Offline

Posts: 72



View Profile
Re: Ship editing and Graphics
« Reply #33 on: July 28, 2006, 11:17:19 am »

much obliged... Wink
Logged
Deus Siddis
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1387



View Profile
Re: Ship editing and Graphics
« Reply #34 on: July 30, 2006, 05:58:25 am »

Is creating a system that allows for new art to be added to UQM easily a priority for UQM 0.6, or is that not yet on the operating table, and for a later version (like 0.7 or .8, etc.?)
Logged
meep-eep
Forum Admin
Enlightened
*****
Offline Offline

Posts: 2847



View Profile
Re: Ship editing and Graphics
« Reply #35 on: July 30, 2006, 06:09:25 am »

Such a thing will require modifications to several independant aspects of the code. These improvements will be (and have been) done one at a time.

A new version of UQM is released when there have been improvements that are significant enough to warrant the work required to make a release.

In all likelyhood, the big improvement of 0.6 won't be to the content management.

Logged

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

Gender: Male
Posts: 1387



View Profile
Re: Ship editing and Graphics
« Reply #36 on: July 31, 2006, 03:20:51 am »

Quote
In all likelyhood, the big improvement of 0.6 won't be to the content management.

Oh, I thought the game was feature complete at this point and all that was left to do was the graphical moding support (and maybe a ship editor/creator as this topic's title suggests.)

So what would the big improvement of 0.6 be then, if you don't mind me asking?
Logged
meep-eep
Forum Admin
Enlightened
*****
Offline Offline

Posts: 2847



View Profile
Re: Ship editing and Graphics
« Reply #37 on: July 31, 2006, 12:04:29 pm »

Well, look at the bug list. There's still plenty to do.
Logged

“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
Darknesscyshadow
Guest


Email
Re: Ship editing and Graphics
« Reply #38 on: January 28, 2007, 09:34:36 pm »

So I'm guessing the ship editing thing has gone off since 0.6.2 then...?
Logged
meep-eep
Forum Admin
Enlightened
*****
Offline Offline

Posts: 2847



View Profile
Re: Ship editing and Graphics
« Reply #39 on: January 28, 2007, 09:54:34 pm »

Ship editing thing?
Logged

“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
Fsi-Dib
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 182


The Crimson Corporation


View Profile
Re: Ship editing and Graphics
« Reply #40 on: January 29, 2007, 09:59:51 pm »

This might not be related to the ongoing topic directly, but this has something to do with ship editing.

Back in the 90s, I recall having some sort of an editor on SC2, which gave access to some basic functions of the ships (namely the crew, battery, recharge rate, speed, rate of fire, damage per hit, etc.). I made minor changes to see whether their functionality  would be grossly greater. One was reducing the Orz Nemesis' main weapon's  power consumption to 4 (instead of 6) and increasing the speed of the Earthling Cruiser to the same level of an Ur-Quan Dreadnought. Especially with the latter modification, frankly said, the humans would have won the war. Without question. Even against the Kohr-Ah. (Also, a Chmmr Avatar with a much greater turning rate was hilarious to play with, but not against.)

However, I'm intrigued whether anyone else here has encountered this little piece of old software. Since it was so long ago, I can't remember any name given to the program (if it even had any).
Logged

The unofficial music critic.
Novus
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1938


Fot or not?


View Profile
Re: Ship editing and Graphics
« Reply #41 on: January 29, 2007, 10:15:10 pm »

Back in the 90s, I recall having some sort of an editor on SC2, which gave access to some basic functions of the ships (namely the crew, battery, recharge rate, speed, rate of fire, damage per hit, etc.).
You mean StarEd 2?
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!