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Topic: Link for Windows .2 EXE Here (Read 13193 times)
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sun
Zebranky food
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Posts: 16
technique ja nai
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The old patch thread is rather crowded and off the front page besides, so I figured a repost was in order. Here is a link to the updated version of the compiled windows exe (305KB zip): http://attila.stevens-tech.edu/~lnanek/uqm_121202.zip Thanks again to serendipity for the compile. Copying this over your alpha version exe will fix collision detection (including spathi, mycon, Sa-Matra, etc) and a few other things. The melee pause button is buggy in this version, however, so avoid that button. Here are some additional 'save as' content links that are recommend for this drop in (although if your not firewalled like me getting a full content update via CVS is better): New content for "The Ur-Quan Masters\content" directory (fixes Yehat missing dialogue): http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/*checkout*/sc2/sc2/content/yehat.con?rev=HEAD New content for "The Ur-Quan Masters\content\ipanims" directory (allows you to stop at planet Earth using this patch): http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/*checkout*/sc2/sc2/content/ipanims/eartmask.ani?rev=HEAD http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/*checkout*/sc2/sc2/content/ipanims/eartmask.png?rev=HEAD
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« Last Edit: December 22, 2002, 09:23:28 pm by sun »
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Parker
*Many bubbles*
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Posts: 122
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Thanks!
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sun
Zebranky food
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Posts: 16
technique ja nai
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In the original patch thread, regarding an official 0.2 release, Mika (Forum Admin, Core Team) said:
We are NOT ready to release 0.2 yet. Mind you, the 0.1 came out only two weeks ago, there's no point to do official releases every day, the hassle it takes is just too big and there's often much experimental code around (though you can always compile directly from CVS if you want). We'll discuss this more inside core team when all of us are online. I'd suspect if we exceptionally release 0.2 this early, it's for transition to new bug reporting system (bugzilla) which is much better than forums for that. This was about a week ago. So, as you said, this exe is completely unofficial and should probably not be widely distributed. It's great to have good people working on SC2 and obviously they should be the ones calling the shots. This drop in does, however, let people who have no idea how to compile such complex programs, like myself, use spathi and mycon ships and complete the game. ^^
Edit: Replied before seeing Mika's new post, I have to refresh more often. *cries*
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« Last Edit: December 19, 2002, 10:20:05 pm by sun »
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Nic.
Guest
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I tried and failed to get it to build with VC++ 5.0; got a bunch of errors regarding symbol table mismatches and whatnot -- I'm guessing that something somewhat "big" happened between 5.0 and 6.0 that makes 5.0 mostly obsolete.
But it's no matter, you can build UQM with MinGW, the win32-native version of GCC. See the "INSTALL.mingw" file in the main directory (of CVS, anyways) for details.
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sun
Zebranky food
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Posts: 16
technique ja nai
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Just bumping my own thread. ^^
Some new info: 1) F10 apparently works as a pause as well (with option to quit as well as unpause) and isn't buggy.
2) I have no clue what the version number for this compile should be. It doesn't matter IMHO since its unofficial anyway. ;p ^^
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Jimmy C
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Thanks, the planet surfaces look beautiful!
I have a few questions.
First where are the savegames located now? I can save and load games but they do not seem to be the savegames I previously had.
Second, just curious but what was modified in the mods?
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PhracturedBlue
Frungy champion
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Posts: 88
Me developer. Here me roar!
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Look at the first line in the console window. That will tell you where load/save games go. (or reread my message above)
Glad you like the planet-surface Dunno what changed in the mods, but you can always check the Changelog: http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/*checkout*/sc2/sc2/ChangeLog?rev=HEAD
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Jimmy C
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Thanks for the location. Missed it the last time.
I'm puzzled by why the scan is slower now. It takes 3 secs to complete a scan and 9 secs to do the full scan. It used to be faster, why the slowdown?
And what's this about the intro/end sequences listed in the change log if I may ask?
- Added PC version intro/ending font, from VileRancour - Added files for intro and ending sequence, from fOSSiL; extracted using Mudrony's scripts plus his own work.
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Jimmy C
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One thing I forgot to add, there are some grphical glitches in the game. One is in the first starbase sequence. When the starbase is still on emergency power. There is a flash of white specks at one point of the animation loop. It is gone when the base is operating normally. Another is when the savegame menu is dismissed, there is a flash of white specks again. In each of these cases, the specks always appear in the same locations.
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PhracturedBlue
Frungy champion
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Posts: 88
Me developer. Here me roar!
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Scan was slowed down to be the same as 3do. We may decide that it is too slow, but for now it matches 3do. just hit space to bypass the scans if you want them to be faster.
As for the intro/ending, the graphics are there, but fOSSiL is still working on getting the code to read them working I believe. So they should be ready soon.
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Scott
*Many bubbles*
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Posts: 179
does whatever a spider can
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I can't seem to even play the game in this version. On the start up menu thing, the arrow keys won't move the choice down to Super Melee or anything.
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