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Author Topic: Project 6014 – Ur-Quan Masters mod  (Read 136434 times)
FakeMccoy
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #585 on: December 07, 2012, 02:03:38 am »

Ok that's fine I wasn't trying to rush if you would have told me at the start that it will take some time before my textures could hope to be usable that would be fine, in the mean time I guess I'll work on melee planets and music/sound.
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mohammad2011
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #586 on: December 09, 2012, 06:29:58 pm »

Can you make 10 ships battle in melee for P6014? So I can ally with 5 AI ships battle against 5 enemies like in SC Timewarp Light.
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Death 999
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #587 on: December 10, 2012, 03:32:40 pm »

No. The codebase would need to be entirely redesigned.
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daedalus
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #588 on: December 12, 2012, 09:38:24 pm »

Can you make 10 ships battle in melee for P6014? So I can ally with 5 AI ships battle against 5 enemies like in SC Timewarp Light.

Hmm... I wouldn't like a project with "too many things" in... I'd leave P6014 as successor of SC2, so with a great single-player campaign and a (improved?) supermelee on the SC2 style.
Instead, I'd leave TW-light for the massive supermelee, with canon and non-canon ships, in a everything vs everything fashion (have you ever tried to put 100 mycons and 100 syreens in the battlefield, 10 per side at time? Or to take the Sa-Matra and to fight everyone else?).

To be a little OT, it's a pity TW-light development is halted, in an unstable status... apart the massive supermelee, it represents a great idea to be the basis for a MMORPG.
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PakoPako
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #589 on: December 31, 2012, 06:45:07 pm »

Quick question if anyone's still checking, but how do I cleanly remove Project6014 from Linux?
During install into my OS (Ubuntu 11.04), a few errors popped up. I've left some issues descriptions around, and I just wanted to make sure these are all the locations I should "sudo rm"
Quote
./usr/lib/games/p6014
./usr/lib/games/p6014/p6014
./usr/games/p6014
./usr/share/menu/p6014
./usr/share/games/p6014
./usr/share/games/p6014.xpm
./share/doc/p6014
./share/applications/p6014.desktop
./home/user/.uqmmod
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daddyo
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #590 on: January 08, 2013, 04:42:44 pm »

Really nice job on this, the graphics are great and internet melee seems pretty stable.  Too bad graphics settings have to match each player.  FYI it's crashed twice just me playing against AI on Windows.

Are the graphics themselves licensed the same as the game? Could they be used in alternate versions of the game?
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dczanik
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #591 on: January 08, 2013, 04:55:20 pm »

Really nice job on this, the graphics are great and internet melee seems pretty stable.  Too bad graphics settings have to match each player.  FYI it's crashed twice just me playing against AI on Windows.

Are the graphics themselves licensed the same as the game? Could they be used in alternate versions of the game?

There are subtle differences in the graphic sizes that prevent it from being an equal playing field with different resolutions. If you can replicate any melee bugs please submit them as bugs. We do have one bug where if both players die,  it crashes. I'm not aware of any other game crashing bugs in melee.

Graphics are open source. If you'd like to use them in another game, or mod that's fine. If you can just give us credit for the work done, and let us know where we can see the other game so we can play it too Smiley We feel that the more Star Control there is, the better. :-) We'll also share anything we have to help you out.
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- Damon
Ur-Quan Masters HD Project leader/artist. Project 6014 Artist.  Like my art? Please check out some of my other artwork
Xcel
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #592 on: January 18, 2013, 06:02:24 pm »

Hey there, long time SC2 fan here, I was playing the game back in 1995 and several times since the release of UQM. I haven't read through this entire topic so don't flame me too much if this has been discussed a lot before...

I just tested this new mod and I must say it looks awesome, maybe the dialogue could use some tweaks but otherwise it looks great.

I have one major concern though and that is the lurg ship itself. The ur-quan ships were a  formidable enemy in the original game capable of dealing a lot of damage in a short time but in this sequel the lurg ships are just boring and don't do anything. I could just breeze thorugh them with an Avatar without taking any damage at all. I hope the lurg won't be the main enemy with their poor ships or the ships will get a considerable buff if they're supposed to be the main enemy.
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dczanik
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #593 on: January 18, 2013, 06:46:47 pm »

Hey there, long time SC2 fan here, I was playing the game back in 1995 and several times since the release of UQM. I haven't read through this entire topic so don't flame me too much if this has been discussed a lot before...

I just tested this new mod and I must say it looks awesome, maybe the dialogue could use some tweaks but otherwise it looks great.

I have one major concern though and that is the lurg ship itself. The ur-quan ships were a  formidable enemy in the original game capable of dealing a lot of damage in a short time but in this sequel the lurg ships are just boring and don't do anything. I could just breeze thorugh them with an Avatar without taking any damage at all. I hope the lurg won't be the main enemy with their poor ships or the ships will get a considerable buff if they're supposed to be the main enemy.

Lurg will change. Dialog will change. Lurg will not be the main enemy. :-)
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- Damon
Ur-Quan Masters HD Project leader/artist. Project 6014 Artist.  Like my art? Please check out some of my other artwork
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #594 on: January 18, 2013, 07:12:34 pm »

Cool, I'm looking forward to the game for sure. Good work you guys! It's nice to see you're keeping true to the original. You get that familiar warm and fuzzy SC2 vibe all the way while playing Cheesy I have to admit, my hair was standing a bit on edge during the intro. Been a while since I saw it last and brings back a lot of memories.

Incredible you're doing this for free and encouraging charity donations instead. I would have backed this game for sure had it been a Kickstarter project!
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danzibr
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #595 on: January 20, 2013, 02:29:58 am »

Waaaait a minute.  I saw some Mmrnmhrm in the youtube video for Project 6014.  I mean, in the captain's fleet.  Did I miss that while playing the demo or did something change? (I don't have it installed atm)
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dczanik
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #596 on: January 20, 2013, 02:44:33 am »

Waaaait a minute.  I saw some Mmrnmhrm in the youtube video for Project 6014.  I mean, in the captain's fleet.  Did I miss that while playing the demo or did something change? (I don't have it installed atm)

Probably just me using the debug key to give myself a better ship and fleet..
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- Damon
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Cedric6014
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #597 on: January 25, 2013, 01:00:28 pm »

Lurg will change. Dialog will change. Lurg will not be the main enemy. :-)


Ssshhhh...
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #598 on: February 06, 2013, 01:21:00 am »

Might as well bump this thread a bit. I really like this project and look forward to the full release, but I would like to give some criticism, though I'll try not to be harsh. To compound this, I'll state what I like first off, then some minor complaints. I would like to get to the negative aspects and suggestion, but I think it's too much for now.

The *Squishy*

It's a shot at a SC sequel, what do you expect? Though it is fanfiction, it will try to be as good as the original.

The *Itch*

Some of the dialogue for the alien communications and whatnot seemed to be out of place or grammatically incorrect. This doesn't apply to all of them, but the biggest problem to me in this regard is the Orz. While the poor grammar and the overall mood is on par, the new best-fits kinda... fell in an awkward position. Allow me to explain.

In SC2, the Orz have best-fits that seem to match with what they're saying, and it worked in context. In the sequel however, they were written out of context so it's hard to understand what they're saying. With the original game, you can kinda interpret on what each best-fit means hence the word usage around it, but with the sequel, I can't fully tell the meaning of each one because the writing is out of place. One other thing I noticed is that the dialogue is catchy, which I think it will work but due to the mis-use of the best-fits, it didn't mesh well.

As for the dialogue, I'll compare so you can get what I'm saying and what the problem is. (These might be spoilers to their character and plot, even though these are mentioned earlier when you meet them. New fans of SC2/UQM beware!)

SC2:
(click to show/hide)

6014:
(click to show/hide)

I'm not saying this is a bad attempt at the dialogue, the new best-fits are really clever (I actually understand what they are getting at by themselves) and I like the overall responses (though it bugs me the Orz didn't respond to your questions at times), it's just the dialogue needs some polish as well as the best-fits around it. It still trumps over SC3's dialogue, that's for sure.

I understand that the Orz dialogue is really hard to write, but maybe I could be in charge of that since I can speak *Orzish*, but I'm not sure who took the role already. I could also do Hiroku's dialogue and do some general tweaks and extend some bits on what the demo provided so far, if you guys won't mind. It's not like I want to rewrite everything! Actually, I don't think I'll suffice because I'm new to the forum and all...

I'll go over on what I disliked and the suggestions some other time, I don't want to make the page any bigger.
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #599 on: February 16, 2013, 11:49:42 pm »

Out of curiosity... how did you make all the planets?  I did some galaxy exploring (looking for rainbow planets mostly, then went way over to the bottom left) and, well, there are a butt ton of planets.  Did you make them by hand or do some sort of generator?
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