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| | |-+  Are developpers still taking suggestions?
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Author Topic: Are developpers still taking suggestions?  (Read 1083 times)
RiTz21
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Are developpers still taking suggestions?
« on: August 01, 2010, 07:21:07 pm »

Is this game still taking suggestions and ideas for improvement? (there is no 'suggestion' section on this board Sad )

While playing, a couple of things popped in my head... things to improve play.
For instance, it would be cool if there was a sound that would be played when the cargo hold of the planet lander is full (for minerals)
That would have saved me some Crew on dangerous planets, where my eyes were on the dangers as opposed to checking the mineral levels Cheesy

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storyyeller
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Re: Are developpers still taking suggestions?
« Reply #1 on: August 01, 2010, 08:57:39 pm »

I imagine that the goal of the UQM project is to stay reasonably close to the original. Most likely, they're only doing bug fixes and cleaning up the source code.

You're always free to make a mod though. I'm planning on making one myself once I get the time.

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Draxas
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Re: Are developpers still taking suggestions?
« Reply #2 on: August 02, 2010, 04:17:55 pm »

For instance, it would be cool if there was a sound that would be played when the cargo hold of the planet lander is full (for minerals)
That would have saved me some Crew on dangerous planets, where my eyes were on the dangers as opposed to checking the mineral levels Cheesy

You didn't notice that horrible metallic scraping sound? That's the "cargo bay full" noise, and I'm not sure how you could miss it.
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Angelfish
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Re: Are developpers still taking suggestions?
« Reply #3 on: August 02, 2010, 04:30:59 pm »

For instance, it would be cool if there was a sound that would be played when the cargo hold of the planet lander is full (for minerals)
That would have saved me some Crew on dangerous planets, where my eyes were on the dangers as opposed to checking the mineral levels Cheesy

You didn't notice that horrible metallic scraping sound? That's the "cargo bay full" noise, and I'm not sure how you could miss it.

that's only when you try to pick up a mineral when it's already full. there's no sound when it is indeed filled to the max Wink
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Death 999
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Re: Are developpers still taking suggestions?
« Reply #4 on: August 02, 2010, 08:03:24 pm »

Chat log excerpt:
Quote
Nic
For the guy on the forums who's asking about the different sound when the lander fills up...
I'll just leave this here:
Code:
--- sc2/src/uqm/planets/lander.c.orig    2010-08-02 10:55:45.000000000 -0700
+++ sc2/src/uqm/planets/lander.c    2010-08-02 10:55:01.000000000 -0700
@@ -477,13 +477,13 @@
 }
 
 static void
-FillLanderHold (PLANETSIDE_DESC *pPSD, COUNT scan, COUNT NumRetrieved)
+FillLanderHold (PLANETSIDE_DESC *pPSD, COUNT scan, COUNT NumRetrieved, COUNT sound_index)
 {
     COUNT start_count;
     STAMP s;
     CONTEXT OldContext;
 
-    PlaySound (SetAbsSoundIndex (LanderSounds, LANDER_PICKUP),
+    PlaySound (SetAbsSoundIndex (LanderSounds, sound_index),
             NotPositional (), NULL, GAME_SOUND_PRIORITY);
 
     if (scan == BIOLOGICAL_SCAN)
@@ -534,6 +534,7 @@
     BYTE EType;
     UNICODE ch;
     UNICODE *pStr;
+    COUNT lander_idx = LANDER_PICKUP;
 
     if (pPSD->ElementLevel >= pPSD->MaxElementLevel)
     {
@@ -547,9 +548,10 @@
     {
         // Deposit could only be picked up partially.
         NumRetrieved = (COUNT)(pPSD->MaxElementLevel - pPSD->ElementLevel);
+        lander_idx = LANDER_FULL;
     }
 
-    FillLanderHold (pPSD, MINERAL_SCAN, NumRetrieved);
+    FillLanderHold (pPSD, MINERAL_SCAN, NumRetrieved, lander_idx);
 
     EType = ElementPtr->turn_wait;
     pPSD->ElementAmounts[ElementCategory (EType)] += NumRetrieved;
@@ -588,6 +590,8 @@
 static bool
 pickupBioNode (PLANETSIDE_DESC *pPSD, COUNT NumRetrieved)
 {
+    COUNT lander_idx = LANDER_PICKUP;
+
     if (pPSD->BiologicalLevel >= MAX_SCROUNGED)
     {
         // Lander is full.
@@ -600,9 +604,10 @@
     {
         // Node could only be picked up partially.
         NumRetrieved = (COUNT)(MAX_SCROUNGED - pPSD->BiologicalLevel);
+        lander_idx = LANDER_FULL;
     }
 
-    FillLanderHold (pPSD, BIOLOGICAL_SCAN, NumRetrieved);
+    FillLanderHold (pPSD, BIOLOGICAL_SCAN, NumRetrieved, lander_idx);
 
     return true;
 }
...
Nic
That patch only works against trunk, though.  The code has moved since the 0.6.x vintage
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