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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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Author Topic: Ur-Quan Masters HD Mod  (Read 123544 times)
JHGuitarFreak
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Re: Ur-Quan Masters HD Mod
« Reply #45 on: November 04, 2010, 06:10:07 am »

 Shocked That podship is just... amazing.
Like a cross between a beaten planet and the Death Star.

Can't wait to see what the texture will look like when it's finished.
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Admiral Zeratul
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Re: Ur-Quan Masters HD Mod
« Reply #46 on: November 06, 2010, 03:23:41 am »

Regarding the Mycon Podship, "Amazing!" and "Excellent work!" are all I can currently think of to say. They will suffice for the moment, I'm sure...
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Re: Ur-Quan Masters HD Mod
« Reply #47 on: July 10, 2011, 09:05:09 pm »

Wow. Lack of updates from me on the HD project. For that I'm sorry. But I haven't stopped working.

Comm Screens status:
24 Comm pics.
10 "Finished" and Released, 6 "Finished" (not yet released), 4 Almost finished, and 4 not started yet.

Released comm pics:

1. Arilou (Coming Soon).

2. CHMMR:


3. Commander Hayes (Soon).

4. Dynarri Talking Pet (Soon).

5. Druuge (not yet, Possibly a modified version of this pic).


6. Ilwrath:


7. Kohr-Ah:


8. Melnorme (soon).

9. Mycon:


10. Orz (soon).

11. Pkunk (Not Yet).

12. Spathi - Fwiffo.


13. Spathi - Safe Ones (not yet).

14. Shofixiti (soon)

15. Slylandro Probe (soon).

16. Slylandro Aliens (soon).

17. Syreen (soon).

18. Thraddash (soon).

19. Umgah (not yet).

20. Utwig:


21. Ur-Quan (Kzer-Za):


22. Yehat:
 

23. Vux:


24. Zot-Fot-Pik:
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- Damon
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Re: Ur-Quan Masters HD Mod
« Reply #48 on: July 10, 2011, 10:55:21 pm »

Ur-Quan is amazing! I mean, they all look good, but Ur-Quan stands out in particular.
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dczanik
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Re: Ur-Quan Masters HD Mod
« Reply #49 on: July 11, 2011, 12:49:32 am »

Thanks. It's one of my personal favorites. I have a wallpaper sized of the Ur-Quan pic available here too.  It looks really neat animated, and in-game too.

In case anybody is wondering, as far as release dates are concerned I'd like to have the game available by the end of the year.  I could release something everybody could play with sooner but that's going to require some help. We've got the game running at 4 times the original resolution.  But now there's a bunch of small (and easy?) bugs with melee.  For example, weapons shoot 1/4th their distance, ships 1/4th their speed, etc. But I've got a ton of work just doing the art assets. So if any programmers would like to help, let me know.
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Re: Ur-Quan Masters HD Mod
« Reply #50 on: July 11, 2011, 08:04:56 pm »

Thanks. It's one of my personal favorites. I have a wallpaper sized of the Ur-Quan pic available here too.  It looks really neat animated, and in-game too.

In case anybody is wondering, as far as release dates are concerned I'd like to have the game available by the end of the year.  I could release something everybody could play with sooner but that's going to require some help. We've got the game running at 4 times the original resolution.  But now there's a bunch of small (and easy?) bugs with melee.  For example, weapons shoot 1/4th their distance, ships 1/4th their speed, etc. But I've got a ton of work just doing the art assets. So if any programmers would like to help, let me know.

That sounds like a simple adjustment of some constants, or multiplying some of the constants by 4 before using them. Unfortunately, my experience with C is minimal and I recall Star Control II's code to be a bit difficult to navigate, so while I could do the former solution easily, I have no idea how to do the latter solution. Out of curiosity, is the HD mod based on 0.6.2 or the SVN? I seem to remember reading that 0.7 has cleaner code than 0.6. I guess that must also apply to this mod if it was based on the SVN.
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Re: Ur-Quan Masters HD Mod
« Reply #51 on: July 11, 2011, 11:39:48 pm »

Right. Nothing terribly difficult. It's currently based on the 6.9 code base. I haven't had a chance to see the differences yet between 6.9 and 7.0.
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Re: Ur-Quan Masters HD Mod
« Reply #52 on: July 11, 2011, 11:43:15 pm »

That sounds like a simple adjustment of some constants, or multiplying some of the constants by 4 before using them. Unfortunately, my experience with C is minimal and I recall Star Control II's code to be a bit difficult to navigate, so while I could do the former solution easily, I have no idea how to do the latter solution. Out of curiosity, is the HD mod based on 0.6.2 or the SVN? I seem to remember reading that 0.7 has cleaner code than 0.6. I guess that must also apply to this mod if it was based on the SVN.

That probably would mess up some AIs though, they don't react well to having weapon range changed.
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Re: Ur-Quan Masters HD Mod
« Reply #53 on: July 12, 2011, 04:56:13 am »

Right. Nothing terribly difficult. It's currently based on the 6.9 code base. I haven't had a chance to see the differences yet between 6.9 and 7.0.

"6.9"? "7.0"? Those are different from 0.6.9 and 0.7.0! XD
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Re: Ur-Quan Masters HD Mod
« Reply #54 on: July 12, 2011, 05:10:35 am »

"6.9"? "7.0"? Those are different from 0.6.9 and 0.7.0! XD

 Oops.  Roll Eyes   Heh. Serves me right for sending messages through my phone while at the Gym. Yes. v0.6.9   I tried to get version 7.0  but my Flux capacitor is on the fritz.  Wink
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Re: Ur-Quan Masters HD Mod
« Reply #55 on: July 13, 2011, 12:15:12 am »

I thought the HD Syreen was finished a long time ago?

This is some killer stuff, can't wait to see the rest.

Now are you upgrading only the races or is the entire game getting this kind of makeover?
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Re: Ur-Quan Masters HD Mod
« Reply #56 on: July 13, 2011, 03:39:51 am »

I thought the HD Syreen was finished a long time ago?

This is some killer stuff, can't wait to see the rest.

Now are you upgrading only the races or is the entire game getting this kind of makeover?

No, I'm still working on the Syreen. You may be thinking one of my 6014 Syreen?

The whole game is getting the same graphic  makeover. Comm screens, UI, lander aliens, ships, etc. The Comm screens are just some of the most time consuming parts, so it's the part I'm concentrating on first.

Zenzmurfy is helping me out and  working on some of the ships.  Here's his Yehat Terminator:





But he's a pretty busy guy. So we're always looking for more people. If anybody is good at 3D, send me a message.


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Re: Ur-Quan Masters HD Mod
« Reply #57 on: July 14, 2011, 05:12:25 am »

Just another update (am I able to edit existing posts?), this time... the Pkunk:

First the original:



And Kwayne's HD remake:


And for the largest in-game pic of the Pkunk Fury:


And Zenzmurfy's Pkunk Fury ship:


1st one is an enlarged view, second one is closer to in-game size.
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Re: Ur-Quan Masters HD Mod
« Reply #58 on: July 14, 2011, 05:54:44 am »

Quote
No, I'm still working on the Syreen. You may be thinking one of my 6014 Syreen?

That's it! Okay makes sense now. The art is simply amazing, I can't wait to see what these look like animated (Definitely going to take one once they are and make it into a screen saver)

A New game, a Upgrade to the Old game and all being done independently.....why do we even need the big companies? Smiley
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Re: Ur-Quan Masters HD Mod
« Reply #59 on: July 15, 2011, 07:20:25 pm »

Well. I'm still waiting for a TFB sequel Smiley

Anyways.  New pic. The original Hypnotoad! To spruce up the original (which just had a gray background), I added a light source from the bottom too. I could imagine the light pedestal being something to keep him warm.

Dynarri Talking Pet


You can download a high-res version by clicking the link and clicking the 'download image' link.
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