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Author Topic: UQM Recreation  (Read 80575 times)
JonoPorter
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Re: UQM Recreation
« Reply #75 on: January 13, 2006, 04:23:24 am »

Freaking AWESOME!

The only problem? TortoiseSVN can't seem to access your SVN server for an update. Very annoying. I just attempted to repair the install, to no avail-then again, it may have something to do with Service Pack 2 and a generally screwed-up Windows XP(damn OEM Compaq discs not working with "sfc /scannow"!).
Yea the server is down. But the server is only for the physics engine, though this game uses the physics engine it is not part of it. So even if it was up you could not get access to the source code for the game. Also I don’t plan to release the source for the game for a while.
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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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Re: UQM Recreation
« Reply #76 on: January 13, 2006, 04:48:20 am »

Freaking AWESOME!

The only problem? TortoiseSVN can't seem to access your SVN server for an update. Very annoying. I just attempted to repair the install, to no avail-then again, it may have something to do with Service Pack 2 and a generally screwed-up Windows XP(damn OEM Compaq discs not working with "sfc /scannow"!).
Yea the server is down. But the server is only for the physics engine, though this game uses the physics engine it is not part of it. So even if it was up you could not get access to the source code for the game. Also I don’t plan to release the source for the game for a while.
Oh, so that demo that you took the Druuge ship screenshot from is considered part of the UQRM project, and not Physics2D itself?

I still would like to mess around with the new demo, but it's your project, after all.
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Deus Siddis
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« Reply #77 on: January 13, 2006, 05:45:16 am »

"I started with druuge because they are one of the simpler ships in terms of game logic. I don’t know what ship I should code next… any Suggestions?"

The Sa-Matra, hehe.
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Draxas
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Re: UQM Recreation
« Reply #78 on: January 13, 2006, 08:04:20 am »

I imagine Shofixti, Yehat, and (perhaps) Thraddash would also be fairly simple, since their main weapon in every case is a simple direct-fire dealie, and their secondaries don't seem terribly complex either.
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Re: UQM Recreation
« Reply #79 on: January 13, 2006, 09:54:14 am »

A scout?
Here is the scout. I've also added something I call a status box, under the ships.


I need some kind of video capture device, because I just can’t get very good screenshots, using ctrl-alt-prtscn.
if i could have captured a third screen shot you would have seen the druuge go boom.

EDIT:
ok heres one of many
« Last Edit: January 13, 2006, 10:00:58 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 #80 on: January 13, 2006, 10:36:05 am »

I've been tiring to decide what license to release this under and then I found the license I wrote as a joke when I sent it to a friend. Remember this was a joke and I don’t plan to release it under this.

Quote
The Ur-Quan ReMasters is a 2 Dimensional Space Game Written in C#.
Copyright (C) 2005-2006  Jonathan Mark Porter

This program is NOT free software; you CANNOT redistribute it and/or
modify it. You CANNOT even look at it without my explicit
permission. If you do not agree with this license delete all hard
copies and soft copies of any material relating to this program
and acquire a sudden case of amnesia, so you forget ever having this
in your possession.

This is distributed in the hope that it will make you envious,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
All rights reserved.

This License will self destruct in ∞ seconds.
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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#.
Draxas
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Re: UQM Recreation
« Reply #81 on: January 13, 2006, 05:54:57 pm »

Hmm... Either that Scout is really tiny, or you made the Mauler really long, because they look to be a little out of scale at a glance. That Glory Device pics are awesome, though. How does it work? Judging from the status bars in the first series, it seems to do gradual damage the longer a ship stays inside the blast radius. Am I right, or does the static shot not really capture what's going on?
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JonoPorter
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Re: UQM Recreation
« Reply #82 on: January 13, 2006, 10:19:36 pm »

Hmm... Either that Scout is really tiny, or you made the Mauler really long, because they look to be a little out of scale at a glance. That Glory Device pics are awesome, though. How does it work? Judging from the status bars in the first series, it seems to do gradual damage the longer a ship stays inside the blast radius. Am I right, or does the static shot not really capture what's going on?
It’s hard to get things right because how I do things is very different from UQM and Time Warp. Since I use geometry and they use sprites there is no easy conversion (that I know of.) Now if I had access to some 3D models I could write code that would get the polygons from that.

Also energy recharge is how much is gained per second (floating point), while UQM does something I don’t quite understand.

And yes you are right about how damage is done by the glory device.
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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 #83 on: January 14, 2006, 11:37:53 am »

Hm... perhaps you can borrow the meshes from aftermath? Those are probably around the poly range you should be shooting for. I think "thatsteveguy" modelled some those ships, so maybe ask him.

There is some discussion about model sources in the Vega Control thread (culture20's WIP mod for Vega Strike)

Specificially, the models used to make the TW sprites (not meant for in-game use because of high polycount, but useful just the same- although I don't know if I would trust the scale of these as absolute, better to use in-game sprites as visual references):
http://www.geocities.com/bunchamodels5000/
http://www.geocities.com/bunchamodels5001/

See SC3D for additional high-poly models.

BTW: Try FRAPS for the screenshots. It's designed specifically to take screenshots/video of OpenGL and DirectX apps.
« Last Edit: January 14, 2006, 11:40:42 am by Halleck » Logged


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Game projects: Vega Strike / Elite Strike
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Re: UQM Recreation
« Reply #84 on: January 14, 2006, 12:43:29 pm »

I was playing my game for a while and it eventually got to the point were it became unplayable, especially with bullets bouncing back at me.



Thanks for the links Halleck.
« Last Edit: January 14, 2006, 12:45:03 pm by BioSlayer » Logged

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My Remake of UQM.
My 2D physics engine
Both are written in C#.
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Re: UQM Recreation
« Reply #85 on: January 14, 2006, 05:05:34 pm »

Vega Control thread (culture20's WIP mod for Vega Strike)
It's probably better referenced as a WNIP mod.  I keep restarting and dropping it for more important things...

There's someone else that made some low poly models for a SC mod for freespace.  Unforunately, they only released a binary, not anything usefull like source & models:  http://starcontrol.classicgaming.gamespy.com/forum/index.php?topic=1062.0  Maybe if you send them an email they'll share resources?
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Re: UQM Recreation
« Reply #86 on: January 14, 2006, 09:03:57 pm »

Heh... as a matter of fact, I just asked them about it in their thread on the PONAF board.

About Vega Control... would you mind doing, say, a small "data dump" or patch release? Or at least posting your current data as a WIP somewhere. You never know who might pick it up *hint hint*  Wink
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Currently working on: Going outside more

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Re: UQM Recreation
« Reply #87 on: January 15, 2006, 09:35:33 am »

I've just got the earthling cruiser fully functional (sorry no screen shot). To do this I also wrote a fully functioning auto-targeting system.  To do that I wrote a Faction system where a faction is a side and it knows who is hostile with whom. Right now you could have more then two sides battling it out. My first computer graphics course starts on Tuesday so I’ll start learning how to use all those models out there.

The IDE I’m using is eating all my memory and makes the game run slow even with zero processor use.  Anyone have a few sticks of Rambus memory they want to donate to the project?

Ill probably release the source code for the game and release a newer version of the physics engine tomorrow er… today, but I need to sleep first.


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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 #88 on: January 15, 2006, 10:54:53 pm »

As promised the source has been released.
You can get them at the following links.


The Ur-Quan ReMasters
Physics2D

The Ur-Quan ReMasters download has a compiled version of Physics 2D already in it so no need to download physics 2D (unless you want to help the project stats).

The only thing correct in terms of game play is health and weapons damage the rest is... screwed up.

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.
« Last Edit: January 15, 2006, 11:19:19 pm 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#.
NamelessPlayer
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Re: UQM Recreation
« Reply #89 on: January 15, 2006, 11:34:09 pm »

As promised the source has been released.
You can get them at the following links.


The Ur-Quan ReMasters
Physics2D

The Ur-Quan ReMasters download has a compiled version of Physics 2D already in it so no need to download physics 2D (unless you want to help the project stats).

The only thing correct in terms of game play is health and weapons damage the rest is... screwed up.

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.

Not too shabby, for an early project. I really hope that we get dynamic zoom ala 3DO SC2 soon, as well as having the status bars moved somewhere else(so that it won't be as easy to pinpoint, say, a cloaked Avenger).

As for creating a Web page...I could probably craft a rudimentary one, but I wouldn't be able to create any fancy images or whatnot. Just a simple page with a navigation bar on the left.
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