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Author Topic: UQM Recreation  (Read 82501 times)
Halleck
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Re: UQM Recreation
« Reply #90 on: January 15, 2006, 11:39:13 pm »

Now does anyone want to work on the web site for this game? It doesn’t need anything extravagant , basically a about page stating what its about with a few cool images, or some such.

As I've said in your other thread, I'm more than willing to help with the website, but I need more specifics on what you want it to look like.

You say you want it to "conform with source forge's look and feel" but I'm not sure what you mean by that, exactly.

Do you want it to integrate seamlessly into your SF.net project page? Do you simply want it to share attributes such as general layout and color scheme?

The more specific you can be, the better.
« Last Edit: January 15, 2006, 11:48:43 pm by Halleck » Logged


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Re: UQM Recreation
« Reply #91 on: January 16, 2006, 03:15:12 am »

You say you want it to "conform with source forge's look and feel" but I'm not sure what you mean by that, exactly.

Do you want it to integrate seamlessly into your SF.net project page? Do you simply want it to share attributes such as general layout and color scheme?

The more specific you can be, the better.

Basically  general layout and color scheme.

I would like a about page.
A feature list with an image to display current state of each feature.
A forum where people can post without an account.
And maybe some kind of online documentation thing.

The ultimate goal is a website that gives a good impression and one I don’t have to worry too much about maintaining.
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My Remake of UQM.
My 2D physics engine
Both are written in C#.
Halleck
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Re: UQM Recreation
« Reply #92 on: January 16, 2006, 03:46:07 am »

Gotcha. I'll see if I can cook up a quick template for you.
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Re: UQM Recreation
« Reply #93 on: January 16, 2006, 03:54:49 am »

Gotcha. I'll see if I can cook up a quick template for you.
Would you rather become a member of the project? then you could edit the website yourself.


Does anyone know or know where i can get the meaning of the values in the .ini files for the ships in timewarp? If i had those then i could easily convert them to the values i need, and make my game playable.

EDIT:
By the meaning of I mean:
For ship rotation is it in degrees a second or radians a second?
For acceleration and max velocity what units are those in?
For rates like recharge rates is it in milliseconds or what?

I’ve look all over the time warp documentation and could not find the description.

My way of doing things is.
I use floating point values instead of integers to store my values.
For rotation it is in radians a second.
For Rates it’s in units a second.
« Last Edit: January 16, 2006, 08:03:26 am by BioSlayer » Logged

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Re: UQM Recreation
« Reply #94 on: January 16, 2006, 08:42:13 am »

I just got the Utwig Jugger fully functional. Just need some way to convert this info in Timewarps .INI files, to make it true to the game.

I’m thinking about doing the Chmmr Avatar or the Mmrnmhrm X-Form next because those are the ones that would be hardest for my current to design to handle. Chmmr because it has those butterflies and the X-Form because it changes shape.

Now what would you prefer? To have the Chmmr’s butterflies to act like some fighters that swarm the ship like fighters patrolling around it or like how UQM currently does it?
« Last Edit: January 16, 2006, 08:55:55 am by BioSlayer » Logged

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Re: UQM Recreation
« Reply #95 on: January 16, 2006, 09:01:33 am »

Would you rather become a member of the project? then you could edit the website yourself.
That's not strictly neccessary for the moment. I always prototype my websites locally, but if you want me to post it to your project's webspace when I'm done with the first draft, feel free.

My username on sourceforge.net is fadookie.
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Re: UQM Recreation
« Reply #96 on: January 16, 2006, 09:22:17 am »

Would you rather become a member of the project? then you could edit the website yourself.
That's not strictly neccessary for the moment. I always prototype my websites locally, but if you want me to post it to your project's webspace when I'm done with the first draft, feel free.

My username on sourceforge.net is fadookie.
You are now a member.
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Re: UQM Recreation
« Reply #97 on: January 16, 2006, 09:40:56 am »

Cool!

I'll post the site as soon as I'm done with the first draft.
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Re: UQM Recreation
« Reply #98 on: January 16, 2006, 09:25:00 pm »

Just so you guys can criticize it here is a screenshot of the Utwig Jugger.
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My 2D physics engine
Both are written in C#.
Draxas
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Re: UQM Recreation
« Reply #99 on: January 17, 2006, 02:41:49 am »

Seems reasonable. I trust you wouldn't call it finished unless the shield worked correctly, right?

I have to say, this certainly looks like it's coming along nicely, and you didn't try starting off with all the easy stuff, either. I can definitely see this being pretty darn cool when everything is in place, considering how good it's looking now.
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Re: UQM Recreation
« Reply #100 on: January 17, 2006, 06:10:58 am »

Seems reasonable. I trust you wouldn't call it finished unless the shield worked correctly, right?
Correct; the game logic works but there is no visual queue whether it’s running or not. Except that the energy is going down.

I have to say, this certainly looks like it's coming along nicely, and you didn't try starting off with all the easy stuff, either. I can definitely see this being pretty darn cool when everything is in place, considering how good it's looking now.
thanks.

Just got the transforming part of the X-form working correctly. I had to make it a little more constrained then i wanted to. Right now its a Druuge cannon that turns into a Earthling cruiser and back. Even though I knew it was coming it still made me laugh allot.   Grin

I also wrote a ship selection screen so when a ship dies I can replace it with one of my choosing. It has images representing each of the ships.
Here is a screenshot of that:

As you can see it has the xform looking like a druuge ship!  Cheesy

I'm still very desperate for an explanation of the Ship's .INI files in TimeWarp. I don’t want to spend hours looking for it when I can be programming.


« Last Edit: January 17, 2006, 10:17:52 am by BioSlayer » Logged

There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
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Re: UQM Recreation
« Reply #101 on: January 17, 2006, 10:14:23 am »

The X-Form is fully functional now.

And I have made a new release with it.
The Ur-Quan ReMasters

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There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
Halleck
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Re: UQM Recreation
« Reply #102 on: January 18, 2006, 08:26:50 am »

Cool. I'll try to get that template done this weekend, I'm pretty busy this week with the first release of Elite Strike and RL stuff.
« Last Edit: January 18, 2006, 10:12:08 am by Halleck » Logged


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Re: UQM Recreation
« Reply #103 on: January 19, 2006, 07:32:16 am »

If anyone cares the Chmmr is now fully functional. Yes and that includes the tractor beam and the butterflies. Here is a screen shot for you to make fun of or just ignore:



I won’t post a new release with it unless some one asks and if I feel in an accommodating mood.

Basically the butterflies are held in place by joints. I could not get the swarming logic to work to my satisfaction but the logic will work well with the Ur-Quan Fighters. I'm thinking about doing the orz next since it has that turret that rotates, and logic with the marines.
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There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
JonoPorter
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Re: UQM Recreation
« Reply #104 on: January 20, 2006, 07:43:41 am »

I was sure the completion of the chmmr would have inspired some sort of comment, by some one, oh well…

I decided to do something easy before I did the orz.

So I did the Spathi Eluder
Getting the logic and everything behind it done took only 6 minuets. Getting so it looks close to the original (creating the polygons that represent the shape) took: 12 minutes.
This goes to show that I am trying and succeeding in making the code easy to modify.

The main reason why I am trying not to do all the easy stuff first is because if I run into a problem on one of the harder ships that will require a major redesign, I will have to apply that redesign to all the existing code and that is a pain.

After the orz I am thinking of doing one of the ships that has a weapon that while holding down the fire key does something special. Like the Chenjesu Broodhome, the Melnorme Trader or the Kohr-Ah Marauder.
Any Favorites? Anybody willing to voice a suggestion? Anyone?
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There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
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