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Author Topic: Ridiculous UQM mod  (Read 10882 times)
jaychant
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Re: Ridiculous UQM mod
« Reply #15 on: February 09, 2009, 10:45:28 pm »

I skim practically every post on here, so yes you can probably get my attention by leaving a message like that. That Torch doesn't particularly impress me. It's going to come out being too weak to be useful. The problem with the default Torch is that the one particular abusive tactic is the only right way to use the ship in PVP. If you try to do anything fun with the ship then boom, you're dead. A more extensive overhaul is needed. I'll get on it myself eventually, but not soon.

The ship tweaks listed in here are all idiotic, but you seem to be at least partially aware of that so I won't lecture you.

I understand it's an idiotic mod. I just wanted to overpower some ships, particularly the Ur-Quan. And I also thought it would be fun, which it is. Besides, I couldn't wait for your balance mod to power up the Ur-Quan. Wink

By the way, I experimented with someone else's idea, to have the shot remain in place like a horn on the ship. (I also, knowing that it would likely die on its first run, made it inflict 8 damage.) I was overall not impressed with the results. A whole armada of 14 ships could only defeat 3 Cyborg-controlled ships. I think the problem is the crew compliment is so low. I think I'll bump up the crew for my mod, maybe to max.

BTW what does DISPLAY_TO_WORLD mean in the source code?
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Re: Ridiculous UQM mod
« Reply #16 on: February 09, 2009, 10:58:35 pm »

I understand it's an idiotic mod.

Good.

I just wanted to overpower some ships, particularly the Ur-Quan.

Bad.

And I also thought it would be fun, which it is.

Wrong.

BTW what does DISPLAY_TO_WORLD mean in the source code?

If you can't find that out by yourself, you don't even deserve to look upon UQM's source code.
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Re: Ridiculous UQM mod
« Reply #17 on: February 09, 2009, 11:51:47 pm »

BTW what does DISPLAY_TO_WORLD mean in the source code?

If you can't find that out by yourself, you don't even deserve to look upon UQM's source code.

I had to ask that question, along with many other stupid ones. Then again, I make no secret of being a terrible programmer.
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jaychant
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Re: Ridiculous UQM mod
« Reply #18 on: February 10, 2009, 12:00:11 am »

I understand it's an idiotic mod.

Good.

I just wanted to overpower some ships, particularly the Ur-Quan.

Bad.

And I also thought it would be fun, which it is.

Wrong.

BTW what does DISPLAY_TO_WORLD mean in the source code?

If you can't find that out by yourself, you don't even deserve to look upon UQM's source code.

I didn't appreciate that at all. You must be retarded. BTW, I meant the mod is fun to make, not fun to play, though I think it is fun to play as well.

For those of you who aren't just here to say "This is stupid. You're stupid." (which is most of you), I've updated the mod. You can download it here. Here is a list of the changes since the previous version:

Thraddash: Crew quadrupled (was 8, is now 32)
Secondary: Max speed has been reduced, while acceleration has almost been tripled (If you're at a dead stop, it takes only 2 flames to get you to max speed). This makes Thraddash extremely useful for a "Blitzkrieg" strategy (use afterburner to charge past opponent and shoot him as you pass) and hit 'n' run.

Chenjesu:
Primary: 16 shards instead of 8 (16 is the max; any amount larger freezes up the game. This is also true for the Kohr-Ah gas clouds)

Mmrnmhrm:
Secondary: Now costs no energy (this was copied from the old version of the Transformer from EP's mod)

Slylandro: Now has more crew

Chmmr: 8 sats instead of 6.

Shiver, how do you like the new Thraddash? I've only tested it against the cyborg, but I find it quite useful now.

BTW what does DISPLAY_TO_WORLD mean in the source code?

If you can't find that out by yourself, you don't even deserve to look upon UQM's source code.

I had to ask that question, along with many other stupid ones. Then again, I make no secret of being a terrible programmer.

I don't think asking what a variable or constant or function means is a stupid question, it just means you don't really want to shuffle through the many text files and thousands of lines of code to find out yourself (especially if you don't know what you're looking for).
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Cedric6014
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Re: Ridiculous UQM mod
« Reply #19 on: February 10, 2009, 12:03:43 am »


If you can't find that out by yourself, you don't even deserve to look upon UQM's source code.

I've read a lot of dumb comments on this forum. That must just about make the top ten.

Having bravely tipped my toe into the source code with no programming experience, I can say that having someone point out the seemingly obvious can save a LOT of time and be very helpful.

Jaychant: I wish I could actually answer your question, but I suspect someone else could answer it right off the bat. It would take me a while of ferriting around.

Oh, in case you're not aware in C++ you should be able to right click on a variable or constant and select "go to definition".
« Last Edit: February 10, 2009, 12:13:47 am by Cedric6014 » Logged

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Re: Ridiculous UQM mod
« Reply #20 on: February 10, 2009, 12:13:39 am »

Thraddash: Crew quadrupled (was 8, is now 32)
Secondary: Max speed has been reduced, while acceleration has almost been tripled (If you're at a dead stop, it takes only 2 flames to get you to max speed). This makes Thraddash extremely useful for a "Blitzkrieg" strategy (use afterburner to charge past opponent and shoot him as you pass) and hit 'n' run.

Shiver, how do you like the new Thraddash? I've only tested it against the cyborg, but I find it quite useful now.

I don't. My advice to you is to stop trying to conjure up a Thraddash that's good enough for the balance mod.
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Re: Ridiculous UQM mod
« Reply #21 on: February 10, 2009, 12:34:55 am »

Thraddash: Crew quadrupled (was 8, is now 32)
Secondary: Max speed has been reduced, while acceleration has almost been tripled (If you're at a dead stop, it takes only 2 flames to get you to max speed). This makes Thraddash extremely useful for a "Blitzkrieg" strategy (use afterburner to charge past opponent and shoot him as you pass) and hit 'n' run.

Shiver, how do you like the new Thraddash? I've only tested it against the cyborg, but I find it quite useful now.

I don't. My advice to you is to stop trying to conjure up a Thraddash that's good enough for the balance mod.

Oh well...

Anyways, I forgot to mention something about the VUX that was there since I first put up a download: it now spawns even closer.

I also forgot one more change in the newer one: the Kohr-Ah clouds have returned to normal (I found that the Ur-Quan was too much more powerful than the Kohr-Ah).

Has anyone tried using the Ur-Quan against a particularly fast ship? How about fighting the Kohr-Ah? Both of these are really interesting. Against Kohr-Ah, the whole arena is filled with shurikens.
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Re: Ridiculous UQM mod
« Reply #22 on: February 10, 2009, 07:15:16 am »

Hey, sorry for that comment; I tend to lash out when I'm in a bad mood.
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Re: Ridiculous UQM mod
« Reply #23 on: February 10, 2009, 10:02:19 am »

For those of you who aren't just here to say "This is stupid. You're stupid." (which is most of you), I've updated the mod.

Just chiming in to say that I think your mod is pretty pointless, but I think it's great that you'rte poking around in the source. The more people who know how it actually works, the better the cahnces for Cedric and potential other modders to get help. Knowledge is always a good thing.
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AngusThermopyle
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Re: Ridiculous UQM mod
« Reply #24 on: February 10, 2009, 03:43:07 pm »

Personally, I think this is great. Not the mod it self per se, but the fact that jaychant is actually doing something.

Most people who saunter into the forums looking to make a mod/sequel want someone else to program it for them. At least here, jaychant is taking the time to poke around the code and learn something. Perchance it may lead something great down the road -- for UQM or elsewhere.

Good job, I say!
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Re: Ridiculous UQM mod
« Reply #25 on: February 10, 2009, 05:33:44 pm »

DISPLAY_TO_WORLD is a macro that converts from Display units to World units.

While I figured that out fairly quickly upon examination of the source, it wasn't entirely obvious what all of the various unit systems are. I knew, once, but forgot about five hours after I stopped using it.
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Re: Ridiculous UQM mod
« Reply #26 on: February 10, 2009, 06:30:09 pm »

Just out of interest:  What IDEs (if any) does everyone use? 

Jaychant, a good IDE can make life much easier particularly if it has some sort of jump to definition functionality.  I'm not sure if you're using one (or can easily use one with the UQM codebase) but I'd suggest Code::Blocks or Visual Studio.  Both have very good navigation and both can handle - sort of - custom make files.
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Re: Ridiculous UQM mod
« Reply #27 on: February 10, 2009, 06:45:28 pm »

DISPLAY_TO_WORLD is a macro that converts from Display units to World units.

This is the sort of stuff that makes me happy I'm not a programmer.
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Re: Ridiculous UQM mod
« Reply #28 on: February 10, 2009, 07:33:29 pm »

Just out of interest:  What IDEs (if any) does everyone use? 

Jaychant, a good IDE can make life much easier particularly if it has some sort of jump to definition functionality.  I'm not sure if you're using one (or can easily use one with the UQM codebase) but I'd suggest Code::Blocks or Visual Studio.  Both have very good navigation and both can handle - sort of - custom make files.

I "try" to use MinGW for most anything that has to do with programming.
It challenges me better than a GUI operated compiler, i prefer to do things the hard way  Wink
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Re: Ridiculous UQM mod
« Reply #29 on: February 10, 2009, 08:20:31 pm »

DISPLAY_TO_WORLD is a macro that converts from Display units to World units.

So I guess the next silly question would be: "what is a world unit and what is a display unit"
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