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Author Topic: Project 6014 – Ur-Quan Masters mod  (Read 138922 times)
danzibr
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #555 on: July 15, 2012, 06:10:25 pm »

To throw my two cents in...

So I finished the demo yesterday, and I loved it!  It was much more than I could have hoped for (well, given it's a demo, of course).  I mean, it's quite an incredible undertaking, as I'm sure everyone is aware.  I was expecting more of the same, but the new graphics for the planets, having them rotate and spin, etc. etc. is amazing.  I'm still stunned thinking about it.

Also, I'm not sure if I should talk about two bugs I ran into.  I know there's the place on the Project 6014 site for bugs, but I don't know if these are known.  When I landed on Mars it was just a big sheet of blank brown with minerals, and when I talked to the Syreen base the screen was totally blank.  When I talked it seemed like the Syreen person should be talking back, and when I hit shift I could see his/her text.

Lastly, about the Lurg... man, they have just the right feel.  More bad-donkey than either Ur-Quan subspecies, creepily have been watching humans for a long time, biological ships, extremely ugly, nasty voice (totally no offense to the voice actor, you did a great job).  But, as has been mentioned, they seem really weak for how bad-donkey they're supposed to be.  I have no idea if this would be any good, but I would suggest any or all of the following:

1) Increase regen rate (I didn't even notice it, only read about it);
2) Have their bubbles either stun for a fraction of a second more, or do .5 or .34 damage per bubble, or maybe both (if it's possible to code that);
3) Beef up their frontal attack.

Lastly lastly, I'd like to contribute to this somehow, but I don't know what I could do.  I have no programming experience, no art experience, minimal voice acting experience.  I do a lot of writing fiction and teach math at a university, but I doubt either of those are helpful.  Still, if there's something I could do, please let me know.
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Harbinger
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #556 on: July 19, 2012, 11:49:02 pm »

I hope we get to see the completed project sometime soon.  I just finished the demo and really enjoyed what it offered.  I'm dying to know what's going on with that hole in Alpha Vulpeculae although with the Orz and disappearance of the Androsynth, this makes sense.  This needs lots of love as it deserves.
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DrillDaddy01
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #557 on: July 20, 2012, 08:26:57 pm »

Well from what I've seen these guys, (the dev team of project 6014) will give it nothing less than an amazing experience. They too are die-hard fans of UQM and wouldn't do anything less. the problem is the total hugeness of what they are taking on. I understand it's hard to be patient, but I also know that these great guys (and girls?) are doing this all on their oun time, and it's not like they're getting payed to do it. It's a labor of love, and a strong desire to make right what was called SC not 3. What a bad way to treat a game we all loved. These folks at project 6014 are truly a great bunch, and I too eagerly await the completed game. To the dev team, hope all is well, and all the best.
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danzibr
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #558 on: July 21, 2012, 12:17:42 am »

Indeed, and a good point. I was thinking about the sheer magnitude of it, the full game. And I don't even know all that will be in it, though I did read a good few spoilers on the wiki. I mean, making the graphics for all the devices, putting the devices on the right planets, striving for the game to be nonlinear yet giving players enough leads to not have to consult a guide (incredible balance between the two I think), making several new races and everything that goes into that (graphics, voices, ship balance), voices of the preexisting races, new flagship, technology for the new flagship (speaking of which, I hope it's a double wide)... The list goes on and on. Oh and beyond the joy of programming those, you have to handle bugs that pop up.  Mind blowing.

Oh right, and then they had to make (though this was probably the first thing done) an engaging plot. That alone is impressive. And in case you haven't read the spoilers on the wiki, don't! You'll regret it. But rest assured the plot is awesome.

I am curious as to when a beta version will come out though.
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #559 on: August 26, 2012, 03:11:29 pm »

It's been well over a year since I was here. Firstly, I feel I should apologize. I volunteered to help but life kept me so busy, I really didn't have any time for side projects. Things are a bit more stable for me now, so once again if you need artwork/design/voice acting, I'll do my best to help out any way I can.
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JudgeYohance
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #560 on: September 07, 2012, 02:08:13 am »

So because it has been awhile, it's time to poke our loving devs with a stick to hear how things are going.

*Gets giant tree and rams it into Cedric's door*

So the important questions of the moment are,

So how are things going?
Any trouble spots we can help with?
Will there be a Black Spathi Squadron with me in command of it?
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Death 999
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #561 on: September 07, 2012, 05:12:59 pm »

If a programmer can help me decipher the data format of the STRING_TABLE data structure as it's used in conversations, and track down how it's disposed of, that would help.

I have some notes already, but it's slow going.
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CF
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #562 on: September 09, 2012, 02:00:33 pm »

Tried downloading this on Windows 7. Running the desktop link opens a tiny SC2-window and then immediately it says the program has stopped working and it's closed. Pity, I was very curious to try it out Smiley
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DrillDaddy01
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #563 on: September 10, 2012, 02:36:48 pm »

Tried downloading this on Windows 7. Running the desktop link opens a tiny SC2-window and then immediately it says the program has stopped working and it's closed. Pity, I was very curious to try it out Smiley

Try right clicking on the game icon, then open the propertys in the drop down menu. Click on compatibility and run it as if from an older OS. Windows XP has this capability, and I'm sure Windows 7 does too. Give it a shot. It has worked for me with older games that I still like to play.
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Alvarin
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #564 on: September 12, 2012, 01:48:09 pm »

Hi, guys! Moved to a new laptop and encountered a bug I thought was fixed - I was flying Chenjesu against AI Yehat. When targeting straight the shields went up as expected, but when the AI needed to raise shields against shards, it froze up on several occasions. It was latest build. I'm running it on Win7.
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JudgeYohance
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #565 on: September 17, 2012, 04:42:14 am »

Quote
If a programmer can help me decipher the data format of the STRING_TABLE data structure as it's used in conversations, and track down how it's disposed of, that would help.

Whats the programing language? I am surprised it is not a simple "If yes/ If no" string structure.
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Death 999
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #566 on: September 17, 2012, 05:07:00 pm »

C. It's a struct containing an int for flags, an int for the number of entries, and a char** for the data.
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Century
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #567 on: September 18, 2012, 10:37:54 am »

Congrat for this amazing project ! If you wanna help with C++ for project 6014 just PM me ! I can help !
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FakeMccoy
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #568 on: September 23, 2012, 06:54:52 am »

anyone need help with sound for anything?
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JudgeYohance
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #569 on: September 24, 2012, 04:42:26 am »

My coding background is C++ so I don't think i can help much. Do they use a solid set of lines in the codes or are they linking off to sub folders when it looks for the text to display?
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