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Author Topic: Ur-Quan Masters HD Mod  (Read 123564 times)
Armass
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Re: Ur-Quan Masters HD Mod
« Reply #150 on: January 02, 2013, 09:55:29 am »

Oh yeah another thing, when you go to pick up the planetary objects, like the moon base or the sun device, the blue text cuts off from the right side, at least for me. Im playing in fullscreen.

Tanakas ship is not slow, and has no limpets on it. Its just a normal shofixti ship.

The scene where Zex dies is not blacked out, I imagine its similar with the spathi council intro and the intimate scene with Talana.

Was surprised to hear the utwig given another voice, who and when?
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ConsciousSoul
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Re: Ur-Quan Masters HD Mod
« Reply #151 on: January 02, 2013, 08:18:09 pm »

Oh yeah another thing, when you go to pick up the planetary objects, like the moon base or the sun device, the blue text cuts off from the right side, at least for me. Im playing in fullscreen.

Hi Armass, I am one of the UQM-HD MOD team and I worked with Damon on the quality and testing.
We are aware of the device / lander  text cut-off bug, it's been corrected but we are waiting for the next release to package it. 
Thanks for your interest in this wonderful game!
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TiLT
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Re: Ur-Quan Masters HD Mod
« Reply #152 on: January 02, 2013, 10:25:27 pm »

So, is there any chance of this becoming integrated with the main UQM release at some point in the future? It really sounds like this will be the ideal way to play the game once the bugs are gone, so combining it with our remixes and making it "official" would be a great way to breathe new life into the whole project.
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dczanik
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Re: Ur-Quan Masters HD Mod
« Reply #153 on: January 03, 2013, 12:00:24 am »

So, is there any chance of this becoming integrated with the main UQM release at some point in the future? It really sounds like this will be the ideal way to play the game once the bugs are gone, so combining it with our remixes and making it "official" would be a great way to breathe new life into the whole project.

I would love nothing more than to see this become part of the official release as an add-on. I will provide the UQM team anything they need in order to provide for that.  That is, if they are interested. 

So.... Are you guys interested?
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- Damon
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IceAge
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Re: Ur-Quan Masters HD Mod
« Reply #154 on: January 03, 2013, 12:18:36 am »

Hello

Fantastic Job! Congratulations!. Will download en test later  9 i am working now)

I will also create a topic on the Mass Effect forums.

If it was possible i would sent pizza's and 6 packs of beer to Dczanik Smiley
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Re: Ur-Quan Masters HD Mod
« Reply #155 on: January 03, 2013, 05:19:42 am »

@ TiLT

Exactly what I was thinking too.
« Last Edit: January 05, 2013, 12:20:54 am by Defender » Logged
Elestan
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Re: Ur-Quan Masters HD Mod
« Reply #156 on: January 03, 2013, 05:27:56 am »

I would love nothing more than to see this become part of the official release as an add-on. I will provide the UQM team anything they need in order to provide for that.  That is, if they are interested. 

So.... Are you guys interested?

I'm not on the core team, but I've had code reviewed and accepted by them, so I can perhaps make a few suggestions:

  • Browsing your archive, it looks like checkins r745, r746, and r747 (and probably others) change the original behavior of the game in ways unrelated to the HD graphics.  Remember that the primary mission of the core project is to maintain a faithful reproduction of the original game, so they can't take any changes that would modify the original behavior.  This means that the more non-essential changes there are outside of the content directory, the harder the job will be, because they'll probably have to rip those out.
  • Make sure you've read the instructions in the file 'Contributing', and that any changes you do make to the source code adhere to the guidelines there.
  • The easiest way I can think of to do this would be to make a separate "MERGE_TO_CORE" branch of UQM-HD that only has the source changes absolutely necessary to make the HD content work, and then to bring that branch up-to-date with the changes from the core SVN since 0.7.0.  That will produce what is hopefully a not-overwhelmingly-large diff set that could be reviewed, cleaned up to meet the contribution specs, and eventually merged and checked in to core.
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onpon4
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Re: Ur-Quan Masters HD Mod
« Reply #157 on: January 03, 2013, 06:05:35 am »

Personally, I think it would be best for the HD graphics to be merged as an option which can be activated by using an "HD" add-on. Then UQM stays faithful to the original entirely (even including the collision detection, which I'm sure makes a small difference) and yet people can still play it in HD if they want.

Quote
We've got a new programmer who is working on a prototype animation system to allow for smooth rotations.

I suppose he/she already knows this, but I just want to throw this out there: it's not enough to just make rotation smooth. With angle limitations, vanilla UQM sort of makes slower-turning ships feel tub-like in that after turning one notch, you have to wait a bit before you can turn it back. If rotation is smooth, this won't exist any more, resulting in a disproportionate benefit to slower-turning ships, so another change is needed to return this tublike feel to slow-turning ships (probably a small amount acceleration in rotation speed).
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Elestan
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Re: Ur-Quan Masters HD Mod
« Reply #158 on: January 03, 2013, 06:33:17 am »

Personally, I think it would be best for the HD graphics to be merged as an option which can be activated by using an "HD" add-on. Then UQM stays faithful to the original entirely (even including the collision detection, which I'm sure makes a small difference) and yet people can still play it in HD if they want.

The problem is that some of these changes have nothing to do with playing in HD.  For example, UQM-HD r746 adds extra ZFP colony worlds.  That might be a nice flavor addition to the game, but it's a change from the original, and it's unrelated to the HD graphics.  IMHO, changes like that belong in their own mods, like the UQM-Extended Edition, and not in the core code.

But my opinion doesn't matter.  From the rules for submitting changes (http://sc2.svn.sourceforge.net/viewvc/sc2/trunk/sc2/Contributing):

Quote
Don't bother on adding "great ideas" you have for the game; Our current goal is a straight port. The code is GPL, so feel free to start your own modified version, but don't bother sending them in for the official version.

I think that's pretty clear.
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dczanik
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Re: Ur-Quan Masters HD Mod
« Reply #159 on: January 03, 2013, 06:44:29 am »

I'm not on the core team, but I've had code reviewed and accepted by them, so I can perhaps make a few suggestions:

  • Browsing your archive, it looks like checkins r745, r746, and r747 (and probably others) change the original behavior of the game in ways unrelated to the HD graphics.  Remember that the primary mission of the core project is to maintain a faithful reproduction of the original game, so they can't take any changes that would modify the original behavior.  This means that the more non-essential changes there are outside of the content directory, the harder the job will be, because they'll probably have to rip those out.

And this is the main issue. As a contributor to just the UQM codebase, we are severely limiting ourselves to what we can do.  I agree with UQM's mission.
The UQM team can take our code and pick what they want. They can take the art, and use what they want. I just don't know if there's even a desire for a high resolution version of the game. Despite some of our best efforts, it's always going to look different.  But the offer is there if they're interested.

And there's about 7 minor changes, (like exploding lunar rovers) just thrown in a week. Easy to take out.

But my opinion doesn't matter.  From the rules for submitting changes (http://sc2.svn.sourceforge.net/viewvc/sc2/trunk/sc2/Contributing):

Quote
Don't bother on adding "great ideas" you have for the game; Our current goal is a straight port. The code is GPL, so feel free to start your own modified version, but don't bother sending them in for the official version.

I think that's pretty clear.

And we've done that. It's there though  if they want it.

I suppose he/she already knows this, but I just want to throw this out there: it's not enough to just make rotation smooth. With angle limitations, vanilla UQM sort of makes slower-turning ships feel tub-like in that after turning one notch, you have to wait a bit before you can turn it back. If rotation is smooth, this won't exist any more, resulting in a disproportionate benefit to slower-turning ships, so another change is needed to return this tublike feel to slow-turning ships (probably a small amount acceleration in rotation speed).

Yes. We've discussed this, and quite a few other technical details. It's why our lead programmer didn't even want to touch it. It's a giant can of worms.  Nothing is even set in stone at this point.

[/list]
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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
Elestan
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Re: Ur-Quan Masters HD Mod
« Reply #160 on: January 03, 2013, 07:15:11 am »

The UQM team can take our code and pick what they want. They can take the art, and use what they want. I just don't know if there's even a desire for a high resolution version of the game.
Well, I for one really hope that the HD graphics can be brought in to the core, and it would greatly surprise me if the core team wasn't interested in doing something like what they did with the soundtrack remixes.  The reason I'm raising these points is that I think the odds of it actually happening will be maximized if the contribution guidelines are followed.
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drewtwo99
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Re: Ur-Quan Masters HD Mod
« Reply #161 on: January 03, 2013, 08:18:10 am »

I still haven't had a chance to try the mod yet, but I just wanted to weigh in on the issue of including the HD Mod as an official "Ad-on" pack of Ur-Quan Masters.

I think it would be nice to have it as an ad-on pack, but I don't think the team making the HD Mod should be responsible for making it suitable for that purpose. Let the core team take their source and "cleanse" it so that it meets their criteria, and then put it as an optional download on the installer.

That way the HD Mod team can keep working on whatever adjustments and fun extra stuff they want, and there won't be any arguments over what is or isn't necessary to include in the "official HD Mod" and no one will get their feelings hurt.

Plus, it's a little brazen for anyone to be saying, "Hey you guys should take out all this stuff you did so it can become an official download option."
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Elestan
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Re: Ur-Quan Masters HD Mod
« Reply #162 on: January 03, 2013, 09:21:41 am »

Well, historically, it's been far more common for the core team to wait for people to submit patches than it has been for them to pro-actively pull code from other mods.  

dczanik said:
Quote
I would love nothing more than to see this become part of the official release as an add-on. I will provide the UQM team anything they need in order to provide for that.

I'm just offering suggestions on what he could provide to boost the odds of this happening sooner rather than later.
« Last Edit: January 03, 2013, 09:26:22 am by Elestan » Logged
meep-eep
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Re: Ur-Quan Masters HD Mod
« Reply #163 on: January 03, 2013, 12:42:48 pm »

I would like to see the HD mod as an add-on which can be installed through the official installer, and to have the required changes to the code integated in the vanilla tree.
However, there is not much activity in the core team at the moment, and I don't think that this will change in the near future. Brief bursts of activity is the most which can be expected for now, and there are various things which we have waiting to be done.
So regardless of on whom it should fall to prepare the patches to be included in the vanilla tree, unless we are provided with ready-made patches which could be applied (independently) it's unlikely that the HD code will be included in vanilla UQM any time soon.

I personally think that it would be good to have some new blood in the UQM vanilla team who have more time on their hands, but before we would be prepared to give someone SVN write access, we would want to see that they deliver code of sufficient quality, and that they fit in philosophically (i.e. share the same goals for the project).
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Re: Ur-Quan Masters HD Mod
« Reply #164 on: January 04, 2013, 08:29:28 pm »

I've talked to the lead programmer, and right now he's just not interested in doing all the porting work. We'd need another programmer.

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- Damon
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