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Author Topic: New crazy mod  (Read 55529 times)
Elvish Pillager
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Re: New crazy mod
« Reply #60 on: May 19, 2007, 03:09:32 pm »

New release, 1.3.5! Both OOS fixed, along with some other bugs and problems.

Source: http://eli.cedarswampstudios.org/1.3.5-src.tar.gz

Changes:

- in previous versions of the mod, if you went to load teams, and you had any 14-ship teams saved, it would delete them. It no longer does. (Running normal UQM still deletes any 30-ship teams you have.)
- when a ship wins a melee fight, the display now focuses faster on that ship, to keep some ships from getting offscreen at that time.
- the teams "Old alliance ships" and "Old hierarchy ships" now have four times as many ships.

- the Flagship (in the RPG mode) now moves up to four times as fast in hyperspace and melee.
- in the RPG mode, you now start with 1000000 RU.

- the Syreen secondary now works in a more sensible way, and effectively costs less than half as much energy.
- the Druuge primary weapon now lasts forever, and the shot can now hit the Druuge ship itself.
- the Melnorme now turn and regenerate a little faster.
- the OOS with the Arilou is almost CERTAIN to be solved this time.
- the OOS with the Pkunk is fixed (at the expense of going back to doubled net delay.)
- the Thraddash cost has been raised from 30 to 40
- the Shofixti cost has been raised from 25 to 34
« Last Edit: May 19, 2007, 07:05:35 pm by Elvish Pillager » Logged

My team of four Androsynth and three Chmmr is the most unfair team ever!
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Elvish Pillager
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Re: New crazy mod
« Reply #61 on: May 20, 2007, 01:07:35 am »

Where is Valaggar when I need him? Lol.
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My team of four Androsynth and three Chmmr is the most unfair team ever!
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Valaggar
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Re: New crazy mod
« Reply #62 on: May 20, 2007, 08:49:56 am »

Sorry, I couldn't publish it yesterday. Doing it now.
Done! : Elvish Pillager's Crazy Mod 1.3.5 Windows Binary

PS: Did you know that Edmund was another of my sockpuppets?
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Gaeamil
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Re: New crazy mod
« Reply #63 on: May 20, 2007, 05:46:26 pm »

I'm still trying to get this new version to work, and neither the source code nor that new binary are working.

The error from the binary, by the way:
Quote
The Ur-Quan Masters v0.6.2 + Elvish Pillager's Crazy Mod v1.3.5 (compiled May 19 2007 17:27:53)
This software comes with ABSOLUTELY NO WARRANTY;
for details see the included 'COPYING' file.

Netplay protocol version 0.3. Requiring remote UQM version 0.5.4.
Initializing base SDL functionality.
Using SDL version 1.2.11 (compiled with 1.2.11)
Using config dir 'C:/Documents and Settings/Daniel/Application Data/uqm/'
Fatal error: Could not find content.
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Elvish Pillager
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Re: New crazy mod
« Reply #64 on: August 01, 2007, 02:22:54 am »

At long last, version 1.4.0 is released! The changes in this version were major enough that I think it deserves a more major version number increase.

The source code can be found at http://eli.cedarswampstudios.org/1.4.0-src.tar.gz. I hope someone's around who can make a Windows binary...

Changes since 1.3.5:

- The screen is now more zoomed out, especially during the victory ditty.
- Asteroids, like ships, no longer stop moving for their death animation.
- The part of planet damage that is proportional to the ship's crew is now capped at 5. (This change doesn't affect anything with less than 49 crew...)
- The Weak Cyborg no longer makes Orz invincible (was an egregious bug!) but now can use ship specials.

- The Arilou have been completely redesigned.

Primary: Confusion ray (as previously)
Secondary: Invisibility (no longer slows energy regaining, but you can no longer see the ship while invisible)
Other effects:
Makes nasty lasers come out of all the asteroids. Anything too near an asteroid may take major damage.
Makes planets randomly blow up, potentially causing damage to anyone who gets hit by the debris.
Randomly accelerates everything in the arena by a little, including planets.
When it dies, all planets are destroyed.

- The Shofixti have been somewhat redesigned.

Primary: sextuple mendokusai energy dart. It fires in all the directions the flagship can be set to fire.
Secondary: send a shofixti scout. Now, as long as you hold the special key, your movement keys control the scout and you can't control your main ship. Releasing the key blows up the scout.
Also, the ship no longer regenerates, but it starts with 144 crew.

- The Supox have been modified in several ways.

Primary: Same as before, but now, if the shots collide with enemy shots, they keep colliding until the enemy shot loses - they don't simply disappear once their time runs out. Also, they don't collide with other Supox shot.
Secondary: puts the ship into a temporary mode with double turn speed, triple max speed, triple acceleration, and immunity to planet damage. It costs 1 energy every 2 frames and continues until you run out of energy.
Also, the ship now has 18 crew instead of 12.

- The Slylandro now have a special. It accelerates the ship backwards, dropping asteroids in front of it.
- When the Umgah cone hits a planet, it now does 18 damage instead of 7.
- The bug where the Orz marine would appear before the ship is fixed for sure.
- Slylandro no longer change facing when they collide with things. This was a bug.
- The bug with the Mmrnmhrm that exists in normal UQM is now completely fixed in the mod.
- The Kohr-Ah secondary now always appears exactly centered on the ship, instead of a little off. This bug also exists in normal UQM.
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My team of four Androsynth and three Chmmr is the most unfair team ever!
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Re: New crazy mod
« Reply #65 on: August 01, 2007, 09:19:47 am »

Yep. Looking good EP, great work. I still think that with all this coding you should be able to create a prompt before game start that will allow the user to decide how many planets there are. It’s my feeling that the mod’s fun potential is hampered by the f-ing pinball aspect.    Wink
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I keep my old Amiga on a flash-drive. Tongue

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Re: New crazy mod
« Reply #66 on: August 02, 2007, 05:32:18 pm »

Windose build here.
« Last Edit: August 02, 2007, 05:36:40 pm by Valaggar the Wackrazy One » Logged
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Re: New crazy mod
« Reply #67 on: August 03, 2007, 12:56:31 am »

A bug: when ships collide, crash to desktop ensues.
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Where is the planet when you need it? Straight in front of you. *Crash*

Also, I hate asteroids.
Elvish Pillager
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Re: New crazy mod
« Reply #68 on: August 03, 2007, 01:03:19 am »

That doesn't happen on MY copy of the game, for sure...

Valaggar, are you sure you didn't seriously screw up the binary? Undecided
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My team of four Androsynth and three Chmmr is the most unfair team ever!
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Re: New crazy mod
« Reply #69 on: August 03, 2007, 10:31:42 am »

I have got more detail of it. It occurs when they get stuck (at high velocities?.) In the normal UQM, this would lead to both ships flying around with laughable speeds. However, now it just crashes. Maybe it's an issue with speed?
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Where is the planet when you need it? Straight in front of you. *Crash*

Also, I hate asteroids.
Valaggar
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Re: New crazy mod
« Reply #70 on: August 03, 2007, 01:23:45 pm »

I'm sure that the build is correctly built. It may be MinGW-compiled UQM screwing up again. When a MinGW-compiled UQM tries to play a sound at a sample rate greater than 11025 Hz, the game crashes (maybe I ought to report that to Bugzilla).
This may be a similar MinGW-only bug.
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Elvish Pillager
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Re: New crazy mod
« Reply #71 on: August 03, 2007, 02:11:32 pm »

Okay... here's 1.4.1. It's not a bugfix release, since I had already coded a bunch of new stuff when I started fixing bugs. Roll Eyes

The source code is available at: http://eli.cedarswampstudios.org/1.4.1-src.tar.gz

Changes since 1.4.0:

- Ships' shots can now stick around after the ship itself dies. This has been applied to most kinds of shots that would last long enough to be affected anyway.
- A ridiculous mistake in the code, which probably caused the ship collision crash, has been fixed, along with the code being cleaned up a little overall and possibly other bugs being fixed.

- The Mmrnmhrm ship has been redesigned, since the previous version was a boring all-round upgrade of the original Mmrnmhrm that I didn't even like much.
The X-Form has quite low acceleration, quite low turning speed, attracts asteroids strongly, and has 64 separate facings instead of the usual 16.
Primary: Launch any asteroid touching the ship as a 6 damage shot that bounces the opponent when it hits. Has a bit of recoil. Costs no energy.
Secondary: Transform to Y-Form. Costs all energy.
The Y-Form has quite high acceleration and quite high turning speed.
Primary: Nothing!
Secondary: Transform to X-Form. Costs all energy.

- The length of the VUX laser has been increased.
- The Yehat now turn half again as fast.
- When the Syreen ship dies, the mace now flies off into space instead of staying tied to the debris.
- The Kohr-Ah no longer are limited to 24 disks (as if anyone ever reached that limit anyway...)
« Last Edit: August 03, 2007, 02:57:51 pm by Elvish Pillager » Logged

My team of four Androsynth and three Chmmr is the most unfair team ever!
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Valaggar
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Re: New crazy mod
« Reply #72 on: August 03, 2007, 02:53:34 pm »

...And only 42 minutes later, Valaggar posted this link to the Windose build of EP-Mod 1.4.1 and warned Elvish Pillager that the link he provided directed to the source of 1.4.0; the correct link was http://eli.cedarswampstudios.org/1.4.1-src.tar.gz.
Then he congratulated Elvish for his good work and set off for the mod's page on the Ultronomicon.
« Last Edit: August 03, 2007, 03:24:01 pm by Valaggar the Wackrazy One » Logged
Elvish Pillager
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Re: New crazy mod
« Reply #73 on: August 03, 2007, 02:58:44 pm »

*Elvish Pillager corrects his link and notifies Valaggar that his "corrected" link was no better than the first one, lol.*

Also, the wiki page needs screenshots. Tongue
« Last Edit: August 03, 2007, 03:00:30 pm by Elvish Pillager » Logged

My team of four Androsynth and three Chmmr is the most unfair team ever!
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Re: New crazy mod
« Reply #74 on: October 14, 2007, 10:52:53 pm »

I cant seem to figure out how to download the windows file. help?
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