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| | |-+  Net Melee Balance Mod: ALL ABOARD
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Author Topic: Net Melee Balance Mod: ALL ABOARD  (Read 36141 times)
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #150 on: January 13, 2013, 12:35:36 am »

thank you. that sounds nice. my interest in modified uqm has it's peaks and wains.  since the release of the hd mod it has peaked again. thats when i discovered some compiling problems with windows and mingw. i'm glad i kept my old setup that worked. as for a setup on linux, i will pop in when i get the time. i just started a new job and my energy is going to be there. but i thank you for the offer.
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oldlaptop
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #151 on: January 29, 2013, 01:46:23 am »

I've actually cobbled together a specialized Debian LiveCD which contains a Windows cross-compiler all set up for building UQM. Unfortunately Github recently discontinued their file hosting service, so there's no high-bandwidth public download at present (I don't think Gekko would like me linking all and sundry to his home server to download a ~600mb ISO image Tongue).

There is now a public download again: https://sourceforge.net/projects/oldlaptop.u/files/uqm-crossbuilder/

It's really pretty easy to build UQM with that, there's a wiki page on Github explaining it: https://github.com/oldlaptop/uqm-crossbuilder/wiki/QuickStart
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Netmelee Improvement Mod
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #152 on: January 29, 2013, 01:54:50 am »

so how do i change the source code out with another uqm project or move the exe to my hard drive?
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Gekko
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #153 on: August 06, 2013, 03:00:22 am »

Shiver's Improved Netmelee Mod 2.07 has been released.

Downloads at Ultronomicon: Click. You can also follow the modding at Github. New: Debian and Ubuntu users can now download .debs instead of compiling the source.

- Fix a bug with Pkunk causing early game ending due to a change made in the retreat mod. This also affected games which had retreat disabled.

This is a bug fix release to patch a nasty problem introduced with the retreat mod. Oldlaptop worked hard figuring this one out, and from now on the games won't end early if you have a Pkunk in your fleet and respawn a few times.
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FakeMccoy
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #154 on: August 06, 2013, 05:00:02 am »

For some reason none of the mods work for me, is there some special file moving thing I have to do?
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Gekko
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #155 on: September 06, 2013, 05:16:13 pm »

Shiver's Improved Netmelee Mod 2.08 has been released.

Oldlaptop did all the work for this update!

Download at Ultronomicon.



Bug fix:
* Fix issue 31: The rectangles used for signifying your own ship in mirror matches no longer appear in non-mirror matches after certain events have happened.

Enhancement:
* Vux limpets are now different colour to separate them from floating crew. It was at times hard to see the difference between Vux limpets and floating crew in Vux vs. Syreen matches.

New features:
* When a game ends and the winning / losing fleets are displayed, the game now tells you two values of points left: Standard point value based on simple ship worth, and a fixed value that calculates the ship value after crew loss has been accounted for. A Kohr-Ah with 1 crew left is not worth 30 points.
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