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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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Author Topic: Announcing network SuperMelee (was: Project ZOMG)  (Read 34754 times)
JHGuitarFreak
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Re: Project ZOMG
« Reply #90 on: November 21, 2006, 10:49:23 am »

Just a question to 0xDEC0DE, what do you use to compile UQM on the mac?

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Re: Project ZOMG
« Reply #91 on: November 21, 2006, 05:36:26 pm »

I use the tools provided with Xcode (gcc, et. al.), and the build scripts included with the source.  Coredev has been quite good at making sure that the build scripts work with MacOS X, so once you have all the required frameworks installed (you can dig them out of the .app file, if need be) it's pretty hands-off.
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Re: Project ZOMG
« Reply #92 on: November 21, 2006, 09:55:09 pm »

The source is distributed along with the daily win32 builds:

http://uqm.stack.nl/files/snapshots/

Thanks. I think I'll compile it tonight and give this net melee a shot.
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JHGuitarFreak
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Re: Project ZOMG
« Reply #93 on: November 22, 2006, 02:50:26 am »

I use the tools provided with Xcode (gcc, et. al.), and the build scripts included with the source.  Coredev has been quite good at making sure that the build scripts work with MacOS X, so once you have all the required frameworks installed (you can dig them out of the .app file, if need be) it's pretty hands-off.

Thats the info I was lookin for, Thanks Man
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Re: Project ZOMG
« Reply #94 on: December 07, 2006, 07:38:09 am »

Since my last message in this thread, many bugs have been fixed, and thanks to McMartin you don't have to mess with command line switches anymore; everything can be setup from within the game.

Some code has changed quite a bit, and I'm hoping people here could test whether everything works as it should.
In particularly, there are lots of (combinations of) ways to abort a game, and if there's a Netplay bug somewhere, it's probably here. As this code is shared with the main game, it's also important that this gets tested some more.
There are several ways to abort a game: by pressing (by default) F10, by closing the application, and in some places by selecting some button.
There are also several places where a game can be aborted: in the fleet setup menu, while selecting ships for the first time, during battle, and while selecting ships for subsequent times.
When a game is aborted during ship selection, there's also a difference whether the selecting player aborts the game, or whether the other player does it.
In the full game, a battle can be won, the player can flee, he can be defeated, or the game can be aborted. Also the code that is used in battle is used while in HyperSpace and QuasiSpace, and loading a game is also a form of aborting it.
In all of these places, some different code is involved, and it is possible that in some combination, a bug could exist. And if it exists, I'd rather find out about it before we release 0.6.

Anyone who wishes to help (or just play the game), snapshots are available as usual at http://uqm.stack.nl/files/snapshots/. Don't forget to upgrade the content as well.

Thanks, and blow up an Ur-Quan for me.
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Re: Project ZOMG
« Reply #95 on: December 09, 2006, 04:28:10 am »

How often are people playing Net UQM Melee games?  Thinking about dropping in sometime when I get the chance.
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Re: Project ZOMG
« Reply #96 on: December 09, 2006, 02:01:52 pm »

I play them a few times a week, whenever I have the free time.  Even though there's lag, it's still fun, because the melee is more challenging, as the opponent does his/her best to win, and strategically chooses a ship, instead of just choosing the question mark every time.

It's an awesome addition!  TFB would be pleased for adding it to their work of art.
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Cedric6014
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Re: Project ZOMG
« Reply #97 on: December 10, 2006, 08:08:24 pm »

What, we have net melee now??? how do i do this!
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Re: Announcing network SuperMelee (was: Project ZOMG)
« Reply #98 on: December 11, 2006, 12:23:42 pm »

You have to install the latest CVS from http://uqm.stack.nl/files/snapshots/.

After you do that, you go to Super Melee, and there's a new button at the top and bottom of the screen that say "net".  Press the top one, and if you want to be the server, select "wait for incoming connection", or if someone else is serving, ask them for their IP(host) address, and enter it in the host field, and click on "connect to remote host".  Then both players just press "Battle", then you can play multiplayer.
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Re: Announcing network SuperMelee (was: Project ZOMG)
« Reply #99 on: December 11, 2006, 08:25:04 pm »

<snip, already suggested with screens and all attached>
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Re: Announcing network SuperMelee (was: Project ZOMG)
« Reply #100 on: December 11, 2006, 09:10:34 pm »

I can't wait to try it out -- unfortunately, I probably won't be able to give it a shot until after Christmas.  I'd like to see how different my tactics would be based on the going against an actual person as opposed to the often predictable AI.
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AngusThermopyle
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Re: Announcing network SuperMelee (was: Project ZOMG)
« Reply #101 on: December 19, 2006, 04:07:00 pm »

Great job, guys! Can't wait to try out version 0.6...   Cheesy
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Re: Announcing network SuperMelee (was: Project ZOMG)
« Reply #102 on: December 21, 2006, 11:49:41 am »

I want to play it with someone but nobody says a thing on the irc channel.
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Re: Announcing network SuperMelee (was: Project ZOMG)
« Reply #103 on: December 21, 2006, 09:08:34 pm »

^Forget the above post i was there just at a bad time^
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Re: Announcing network SuperMelee (was: Project ZOMG)
« Reply #104 on: December 22, 2006, 06:55:26 pm »

*downloads* prepair to be owned by the wrath of my ultra low point fleet!
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