The original SC1 content can be extracted using the unpkg tool which can be found in the UQM svn repository. The file format for the scenario's hasn't been completely reverse engineered though. It is probably quicker to copy the maps by hand from within the game than to RE the file format. The files may still prove useful though for the scenario descriptions. What we know of the scenarios (and several other SC1 files) can be found in doc/devel/sc1 in the UQM source, but don't expect too much of it.
This looks really cool. Great find Guesst. I wonder if, as an added bonus, this will become moddable in some way as well? I'd love to make scenarios for it.
Just a quick update. All the modeling is done now so it's mostly the coding that remains.
Too answer a few questions: It's scriptable at a fairly low level but it's nasty. I'm still thinking about including something like the original scenario editor. Net play should make an appearance after the competition as I've got another project which needs it. I couldn't spot what's wrong with the Spathi; did you mean the Shofixti? The Shofixti didn't turn out how I wanted..
I couldn't spot what's wrong with the Spathi; did you mean the Shofixti? The Shofixti didn't turn out how I wanted..
The tube length on the ship is too long, especially those two diagonals near the aft of the ship. Every sphere other than the central one should be a little bigger as well. I'm looking at SC2 as a reference because I don't remember what the SC1 Spathi Eluder looks like off the top of my head. Disregard if you want to.
The tube length on the ship is too long, especially those two diagonals near the aft of the ship. Every sphere other than the central one should be a little bigger as well.
Fixed . I've shortened all the tubes except the rocket launcher and sized the whole ship up a bit.
What an exciting project! Can't wait to play this.
A little quibble about the demo: being the science geek that I am, I didn't really care for those turning twists, as such movements only make sense within an atmosphere, where the wings (or rotor blades) push against the air horizontally. Not that turning in the original was very true to physics -- accelarating, rotating 90 degrees and accelerating again will gradually negate your speed at the original direction -- but that makes piloting much easier and more fun. Besides, I was much less skeptic when I first played the original.
Then again, I suppose most people will prefer it this way. Science isn't that popular.
'fraid I'm going to keep the rolling on the ships. It's the only way to show-off that they're actually in 3D . It probably needs toning down a bit although guesst's had an idea which could make the rolling useful (the ability to flip your wings out of the way of a bullet).