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Author Topic: Project 6014 – Ur-Quan Masters mod  (Read 221029 times)
Cedric6014
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #60 on: November 28, 2009, 10:27:35 am »

Okay, time for an official update.

Not much in the way of pretty pictures to show you, except this:



So if you look carefully there is a Chmmr Explorer flying around a star system rather than a Precursor Flagship.  Yes, yes I know that sprite graphics aren’t of the highest quality – but they’ll do for the meantime. That is about all I can show you visually that’s new.

But at least I can tell you that work is continuing. The immediate aim is to squeeze out a downloadable demo so you can all fly around the universe I’ve created and even talk to a few aliens.

These are the things that need to be done to achieve this:

•   Navigation in truespace and hyperspace with Chmmr explorer (partly done)
•   Chmmr explorer outfit starship graphics (done)
•   Chmmr explorer ship yard graphics (not done)
•   Introductory dialogue with Yehat (done)
•   Introductory dialogue with Syreen (mostly done)
•   Introductory dialogue with Shofixti (done)
•   Introductory dialogue with Chmmr (done)
•   Introductory dialogue with Earthlings (partly done)
•   Introductory dialogue with Melnorme (done)
•   Introductory dialogue with Orz (not done)
•   New Comm screen for earthling cruiser (not done)

Other nice-to-haves:
•   Graphics and intro dialogue for one new alien race
•   New Comm screen for Syreen Penetrator
•   New Comm screen for Syreen starbase
•   Melee capability with Chmmr Explorer

So as you can see it’s the graphics side that I get stuck at. If anyone out there has the inclination and ability - sing out!

« Last Edit: November 28, 2009, 10:49:19 am by Cedric6014 » Logged

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Alvarin
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #61 on: November 28, 2009, 01:13:15 pm »

If you'll send me the outfit screen , I could try to draw the shipyard in same style .
I've begun working on the earthling comm screen already .
Timeframe for both - unknown , I'm somewhat busy lately ...
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CelticMinstrel
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #62 on: November 28, 2009, 05:11:23 pm »

Could you explain why the direction of the core means there are no stars south west of pkunk space?

There is a much greater density of stars in the south-west corner of the original starmpap. The stars are very sparsely scattered along the north and east

I've extended what seems to be a high density cluster of stars into the new starmap. Why would the clusters stop at the edge of the new starmap

Also, the galaxy is 100,000 light years wide.  while over this scale star distribution may become denser, over the relatively minute section of space in the SC universe (maybe 1,000 light years wide) its is quite plausible for there to be dense clusters further out from the core.

Remember  - the galaxy has spiral arms. it is not an even distribution of stars getting denser and denser
I'm pretty sure Earth is fairly close to the edge of the galaxy, relatively speaking, but there would definitely be stars further out. I personally would expect the stars to be a little less dense along the left and bottom of your map, because it's the edge of the galaxy. But it's your mod, so don't worry too much about it.
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Cronos
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #63 on: November 28, 2009, 05:40:03 pm »

Assuming the image Here on wikipedia is representative, then there are plenty of stars between our happy little Sol and the edge of the galaxy as a whole. We're not right on the edge and neither are we basking in the middle.

And that's good too apparently, the sun is sitting in the galactic goldilocks zone between the areas where too far in would be too unstable for our happy little planet and too far out would render us metal poor.

The image is definitely worth saving by the way, it's a 5 Mb hi res image of our galaxy... worth noting down when thinking about the galaxy as a whole Wink
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Zeep-Eeep
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #64 on: November 28, 2009, 05:47:19 pm »

When do we get to download and test drive this thing?
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Cedric6014
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #65 on: November 28, 2009, 07:33:42 pm »

When do we get to download and test drive this thing?

When all the mostly dones and not dones turned into dones (refer above) Smiley
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ziper1221
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #66 on: November 29, 2009, 02:37:30 am »

I'm wondering what fraction of the distance from the galactic center to the rim does the SC2 starmap cover.

Edit: Also I found this from Valaggar on the Ultronomicon: The galaxy has a diameter of at least 27646 standard HyperSpace distance units and a circumference of at least 86808 distance units.
Edit 2: if it takes 100 fuel to go from the top of the starmap to the bottom of the starmap, and if there is ten distance units in each unit of fuel, then the starmap is 1000 distance units wide. That makes it that the starmap is 1/27 the distance from rim to rim, or 1/14 the distance from the galactic center to the rim.
« Last Edit: November 29, 2009, 05:57:59 pm by ziper1221 » Logged

Dabir
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #67 on: November 29, 2009, 07:23:38 pm »

Ah, but corewards is NE, so you want the diagonal distance. Fortunately pythagorus steps in here.

distance (corner to corner) = sqrt(h^2 + w^2) = sqrt(1000000 + 1000000) = sqrt(2000000) = 1 414.21356

27646/1.414 = 19.5516266

So more like a 20th of the diameter.
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Resh Aleph
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #68 on: November 29, 2009, 10:16:22 pm »

So more like a 20th of the diameter.

Makes you wonder why it took the Ur-Quan thousands of years to get here.
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #69 on: November 29, 2009, 11:23:30 pm »

They were taking the circular route. Now for that, we want the circumference. We're about in the middle, so let's assume that the diameter of our 'circle' is 13823, exactly half of the galaxy's 'real' diameter. So for the circular route, C=pi x d, so C=13823pi. Feed that into google and we get...
43 426.2353

Now 43426/27646 is about 1.6, so there's your answer. They took thousands and thousands of years to get here because they were going possibly1 and a half times the galaxy's diameter, stopping every few years for a quick war.
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #70 on: December 03, 2009, 12:00:17 pm »

If you'll send me the outfit screen , I could try to draw the shipyard in same style .
I've begun working on the earthling comm screen already .
Timeframe for both - unknown , I'm somewhat busy lately ...

Hi,
As I said to Cedric on PNF, I want to give a hand too. For the sake of not doing the same thing twice : have you begun something with the shipyard ? If not, please focus on the comm screen and I'll try to take care of the shipyard.
I had some ideas on the comm too, so another way we could do this is to share sketches and drafts...

A more technical question : where are we standing with color maps ? All the original images from UQM use indexed png, but I see that the new images in the repository (commander with unshielded earth, outfit) are full RVB. Will the game compile and display correctly with those ? (I know I could try compiling myself, I just don't have the time right now to setup the needed libraries)
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Alvarin
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #71 on: December 03, 2009, 06:16:35 pm »

If you'll send me the outfit screen , I could try to draw the shipyard in same style .
I've begun working on the earthling comm screen already .
Timeframe for both - unknown , I'm somewhat busy lately ...

Hi,
As I said to Cedric on PNF, I want to give a hand too. For the sake of not doing the same thing twice : have you begun something with the shipyard ? If not, please focus on the comm screen and I'll try to take care of the shipyard.
I had some ideas on the comm too, so another way we could do this is to share sketches and drafts...

A more technical question : where are we standing with color maps ? All the original images from UQM use indexed png, but I see that the new images in the repository (commander with unshielded earth, outfit) are full RVB. Will the game compile and display correctly with those ? (I know I could try compiling myself, I just don't have the time right now to setup the needed libraries)

I have not done anything with the shipyard .
About the pallette - probably very good question ... I have no idea ...
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Cedric6014
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #72 on: December 03, 2009, 07:17:22 pm »

If you'll send me the outfit screen , I could try to draw the shipyard in same style .
I've begun working on the earthling comm screen already .
Timeframe for both - unknown , I'm somewhat busy lately ...

Hi,
As I said to Cedric on PNF, I want to give a hand too. For the sake of not doing the same thing twice : have you begun something with the shipyard ? If not, please focus on the comm screen and I'll try to take care of the shipyard.
I had some ideas on the comm too, so another way we could do this is to share sketches and drafts...

A more technical question : where are we standing with color maps ? All the original images from UQM use indexed png, but I see that the new images in the repository (commander with unshielded earth, outfit) are full RVB. Will the game compile and display correctly with those ? (I know I could try compiling myself, I just don't have the time right now to setup the needed libraries)

I've been a little worried about the palette side of things, but so far everything I've done graphicswise has worked fine. I compile it, and the new graphic just pops right in. I dont know if ths will cause problems down the track but I dont think so.

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Quinarbre
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #73 on: December 04, 2009, 12:41:50 am »

It seems to be good news on every side after all !
I've managed to compile the project, RVB images indeed work fine with the game (I'm on windows, have you tested it on a unix architecture ?), and I can tinker with the pics AND the ani files without having to recompile anything.

I think well-managed palettes will prove useful if you plan to use special effects like the one at the very beginning of UQM, when the Starbase has a radioactives shortage. Other than that, I have no idea.
« Last Edit: December 04, 2009, 12:46:34 am by Quinarbre » Logged
Cedric6014
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #74 on: December 04, 2009, 01:07:11 am »

It seems to be good news on every side after all !
I've managed to compile the project, RVB images indeed work fine with the game (I'm on windows, have you tested it on a unix architecture ?), and I can tinker with the pics AND the ani files without having to recompile anything.

I think well-managed palettes will prove useful if you plan to use special effects like the one at the very beginning of UQM, when the Starbase has a radioactives shortage. Other than that, I have no idea.

I guess we’ll see. While you’re poking around you might be able to improve on base\content\nav\explorer_ip.ani. The last two numbers in each line represent where the sprite is centred. Right now, everything is a bit wonky when you twirl the ship around. I’ve been fixing this in a very labour intensive way. Must be a better way.

Also, if you’re not aware you can hit F5 and it will pimp out your ship. Very useful for debugging.
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