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Author Topic: UQM Recreation  (Read 86554 times)
Halleck
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Re: UQM Recreation
« Reply #105 on: January 20, 2006, 10:36:19 am »

Hm... supox would probably be interesting to code. So would the arilou.

As for general comments... it looks pretty good, but it's hard to tell from a screenshot how well the zapsats are performing, etc. It would be cooler to see it in action.
Also, while I find that your crude ship graphics have a certain low-poly charm to them, don't expect them to inspire mountains of replies.  Smiley

(I know the feeling... I used to put up screenshots of new elite strike ships which would usually garner two to no replies a piece.)
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Arne
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Re: UQM Recreation
« Reply #106 on: January 20, 2006, 01:30:51 pm »

The ZFP stinger could be difficult to do if its ram is attached to (inside) its body. Then it might push itself away from the target or something.

Thought about using regular bitmaps for the ships? Maybe it would work to have a top projected texture and then a 3D topside of the hull to work with a lightsource and an ambient source.
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Re: UQM Recreation
« Reply #107 on: January 20, 2006, 10:22:07 pm »

The low polygon count on the “models” is because they are only there so you can see something until the 3D models are I use. They are actually only 2D. I could use a picture as a texture on the polygons but that would be work that I will ultimately throw away when I transfer to 3D models.

You could think right now what you are seeing on screen is the bounding shapes for collision. Right now my main concern is game dynamics not graphics.
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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 #108 on: January 21, 2006, 08:59:31 am »

Indeed, it's a good thing to be concentrating on the core of the game instead of "gold plating" and eye candy at this stage.

Just don't expect too much public response.  Smiley
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Re: UQM Recreation
« Reply #109 on: January 21, 2006, 09:41:21 am »

Guess what ship is working now? And not only working but fully functional? 

Ill give you a hint:
It starts with a 'O'.
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My Remake of UQM.
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Draxas
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Re: UQM Recreation
« Reply #110 on: January 21, 2006, 05:07:54 pm »

You got the Orz to work, turret and Marines and all? Nicely done!

Any chance we could see some screenies of that thing in action?

And yeah, I second the idea of not throwing in eye-candy at such an early stage, especially if it will end up being throwaway work as you said. So long as I can tell what's going on, I have no problem with the simple poly screenshots, and considering how long I've been playing the game, I can pretty much figure out what's going on in them from that.
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Re: UQM Recreation
« Reply #111 on: January 21, 2006, 10:19:58 pm »

I was planning to post this screenshot last night; in fact I already had it on my web server. But before I could make a post with plenty of words explaining it, the power went out. So in order to avoid a hard boot I shutdown my computer and went to bed.

Now here is the screen shot of the 2 newer ships:

Well the orz was pretty darn hard to get working right. Halleck found the correct logic for me on how the marines do damage inside the ship. Getting the turret to work was rather annoying as well.

And I have made a new release for ya.
The Ur-Quan ReMasters

EDIT: There is now a binary release for ya as well.
« Last Edit: January 22, 2006, 01:33:38 am by BioSlayer » Logged

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The ship of the day!
« Reply #112 on: January 22, 2006, 06:42:15 am »

I should start calling this thread the ship of the day. Since that is what it has been for the past week. The more recent ship was rather easy but still required a bit of time. It was the Melnorme Trader. But I didn’t stop their today. I put in a planet and managed to make the zooming and scale imitate UQM. I also made it so the stars appear all the time.

EDIT: I also just put in randomly generated asteroids.

With the new zooming and camera handling it’s just as fun as the original. Except for the lack of an AI opponent, and having only 9 of the 25 ships.

I should probably figure out how to use the CVS thing and make it so I don’t have to do so many releases, for you guys to have access to the most recent stuff.
« Last Edit: January 22, 2006, 09:54:04 am by BioSlayer » Logged

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Re: UQM Recreation
« Reply #113 on: January 22, 2006, 11:11:03 pm »

Since I didn’t feel up to figuring out the CVS yet; I have made a new release for ya.
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 #114 on: January 23, 2006, 02:15:16 am »

I reccomend the TortoiseCVS client for windows. It integrates right into windows explorer and makes CVS operations a breeze.
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« Reply #115 on: January 23, 2006, 07:55:50 am »

Sorry guys no ship of the day today.
I instead cleaned up the code and went though the physics2D and made it so I can serialize the World2D class. Then I went though the game and made sure I can serialize it. The result? A simple quick-save feature, so you can save right before you do something incredibly stupid and then load to avoid the horrendous consequences.

The hope is I can use serialization to be able to transfer the world or enough to recreate it over a the network and have multiplayer.


I just decided to do a quick count of number of lines I have put into this project in order to impress you.

The Physics2D project is now at 18,243 lines of code.

The Ur-Quan ReMasters project is now at 9,855 lines of code.

That’s 28,098 total, all written in about 6 months.


I’ve heard a vote for the supox, the arilou, and the zot-fot-pik. Any other favorites you guys want created 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#.
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Re: UQM Recreation
« Reply #116 on: January 23, 2006, 08:34:23 am »

Despite the fact that you used it in nearly all the early prototype screens, you still haven't done the Dreadnought... I'd like to see that one, complete with working fighters.

Then again, I'd also like to see the Thraddash get their representation, too.

As far as ship that might be difficult to code, I could definitely see potential problems ahead with:

Syreen - their secondary, and getting the "drift" behavior of loose crew correct
Umgah - Bizarre ship functions all around; no-energy primary, jerky retro-rockets, unusual energy regeneration, etc.
Ilwrath - Cloaking device, and that quirk that spins them in the right direction when you fire while cloaked
Arilou - Inertialess drive and ability to ignore gravity effects
Slylandro - More all-around weirdness; the lightning arm might be done already, but they have other odd traits: Unusual drive systems, unusual energy recovery, immunity to the Syreen's secondary, etc.
Supox - Lateral movement from the secondary
VUX - Close proximity warp-in
Androsynth - Bizarre "tracking" systems for the bubbles, comet manuvering

Just a random sampling, in no particular order; since I don't really know how the code works, I can't predict whether these things will be trouble or not.
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Re: UQM Recreation
« Reply #117 on: January 23, 2006, 01:09:04 pm »

Mycon would be good to try, their blasts have their own "virtual hitpoints" that are represnted by the blast's size and shape. also of coarse the blasts' tracking ability and low,velocity-affected speed.
plus the crew regeneration which I assume being somewhat easy?

also I suggest VUX, though I don't recall if you've already done it? the limpets are fun and unique.

and surely I want to see pkunk in action, besides it's shape I don't see a special difficullity, plus their primary fire behavior appears to be similar to other ships' the way I see it (like yehat, and supox- though theirs is faster).

and about your recent accomplishments- it is all very good, way to go, the project is going very well. I'm really impressed by the speed you release new ships..... just hope all the 'finished' ships really are completely finished, game-logic wise.
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Re: UQM Recreation
« Reply #118 on: January 23, 2006, 07:47:20 pm »

I really enjoyed those recent shots. I'm gonna take a quick peek at the binaries. Congratulations to your project! It seems you're on a roll, BioSlayer.

--Eino
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Ship of the Day: Kzer-Za Dreadnought
« Reply #119 on: January 24, 2006, 08:34:57 am »

Thanks for the replies guys they are actually very helpful both intellectually and emotionally.

I have now finished the Ur-Quan Kzer-Za Dreadnought

It is fully functional. The fighters return to the ship, they fire and swarm and circle the opponent (not just ram and bounce off). Also instead of just targeting the main ship they also fire at anything considered hostile. So I found if you get enough fighters you can overwhelm a chmmr, because the zap sats have the same range as a fighter!
The Main weapon works as well, but that’s to be expected.

All that’s really left is to set the numbers correctly. Costs of the fighters, and the rate at which they are launched and so on. Right now I’m trying to get a good picture of a massive fighter on fighter war, before i do that.

« Last Edit: January 24, 2006, 08:36:39 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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