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Author Topic: Ur-Quan Masters HD Mod  (Read 132338 times)
Xcel
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Re: Ur-Quan Masters HD Mod
« Reply #195 on: January 19, 2013, 09:55:29 am »

The download page https://sourceforge.net/projects/urquanmastershd/ does not work, is there a mirror?
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Re: Ur-Quan Masters HD Mod
« Reply #196 on: January 19, 2013, 12:00:09 pm »

2) I am getting very proficient in tweaking the UQM code. However, I am not at all proficient in pulling code from a different tree, say vanilla UQM, and trying to match it with ours without breaking anything.
So it saddens me to see that there are a lot of people even in these forums who most probably would be by far more capable than me in managing a source code project - merging and branching changes between two source code trees... and yet very few of those people are willing to put in even an hour or two into something that would take me weeks to accomplish, and probably only hours for them to do. Talk is cheap, labor is priceless.
So until someone actually steps up to actually offer us some help, a fork this is.

I've been meaning to try and do some of this kind of thing sooner or later, in particular creating a branch of uqm-hd without all the extra added features which make merging with vanilla UQM problematic. One problem is that uqm-hd code is in SVN, which I'm not really all that familiar with (and is fairly bad at handling branching/merging in the first place). Sourceforge should make it quite easy to set up a DVCS mirror though.

Thanks, oldlaptop. I would really appreciate it. The problem seems to be that none of the active UQM-HD programmers (read: more or less the two of us) are SVN wizards :-p

If moving to Sourceforge will make the merging easier, I'm all for moving into it!
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Re: Ur-Quan Masters HD Mod
« Reply #197 on: January 19, 2013, 12:10:33 pm »

To be frank, relying on volunteers to come along is not very reliable. It's perfectly normal for projects to mostly be one-man shows; even entire operating systems remain like this in some cases. If you take the attitude that someone will need to volunteer for the UQM HD code to get merged with mainline UQM, either you'll get lucky, or it will never get done. The only way to be sure it will happen is to take it into your own hands somehow; either go past your comfort zone and do it yourself, or raise some funds to pay someone to do it.

Well, you could also look at it this way: Both Damon and I came aboard Cedric's P6014 as volunteers. As did Benjamin, Themistercat, Kwayne, Ariel and Chris to name a few. The whole UQM-HD project was spawned by P6014 in turn.

Cedric could have taken the attitude that he and his brother take the whole project into their own hands, doing everything on their own. Or then, they could have asked for talented people to come aboard to lend them a hand. I am fairly confident that by doing it on their own, we wouldn't have P6014 at all. Nor UQM-HD for that matter.
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Re: Ur-Quan Masters HD Mod
« Reply #198 on: January 19, 2013, 04:14:32 pm »

Well, when I talk about taking it into your own hands, I don't mean to not accept volunteers. I mean to not expect volunteers, so that even if it takes longer, you'll still manage in that scenario. If you decide that you personally can't do it and it will never get done unless someone else volunteers, time might be wasted if you ever find yourself with time to take a stab at it.

Maybe I'm worrying too much. It's just that I've heard "we need more volunteers" so much from both UQM HD and P6014 that I wonder how sustainable the development model is. I suppose on the flipside, someone is more likely to volunteer for an important task if no one's set to do it eventually.
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Re: Ur-Quan Masters HD Mod
« Reply #199 on: January 19, 2013, 09:47:18 pm »

src/uqm/misc.c: In function `do_damage':
src/uqm/misc.c:211: error: `invincibility' undeclared (first use in this function)
src/uqm/misc.c:211: error: (Each undeclared identifier is reported only once
src/uqm/misc.c:211: error: for each function it appears in.)
make: *** [obj/release/src/uqm/misc.c.o] Error 1

doing it myself...not doing it well.

edit of frustration....
F@#%! Can I get a windows build of the latest code.
« Last Edit: January 19, 2013, 09:59:42 pm by Defender » Logged
Yognaught_Joe
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Re: Ur-Quan Masters HD Mod
« Reply #200 on: January 20, 2013, 05:17:57 am »

I don't know if I'm doing this completely wrong, but it doesn't work. If it means anything, I have Windows 7 64-bit. I saw the "how to install" comment on the YouTube video, and unzipped the .zip file with 7-Zip, like you said. (However that took a while. First of all, the file on sourceforge was corrupted, so I had to repair that. But  3dovoice.zip was corrupted, and it wouldn't repair that.  I managed to repair it using WinRAR. I then replaced the old  3dovoice.zip with the repaired one, so it would finally unzip.) Then I went in the folder that was created, and there was no uqm.exe! I had previously installed the normal version, so I uninstalled that and unzipped it again, but the same thing! Any advice?
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Re: Ur-Quan Masters HD Mod
« Reply #201 on: January 20, 2013, 07:40:11 am »

I don't know if I'm doing this completely wrong, but it doesn't work. If it means anything, I have Windows 7 64-bit. I saw the "how to install" comment on the YouTube video, and unzipped the .zip file with 7-Zip, like you said. (However that took a while. First of all, the file on sourceforge was corrupted, so I had to repair that. But  3dovoice.zip was corrupted, and it wouldn't repair that.  I managed to repair it using WinRAR. I then replaced the old  3dovoice.zip with the repaired one, so it would finally unzip.) Then I went in the folder that was created, and there was no uqm.exe! I had previously installed the normal version, so I uninstalled that and unzipped it again, but the same thing! Any advice?

Greetings Yognaught_Joe! If you've gotten a zip error something probably got corrupted when you were downloading.  Re-downloading doesn't always help because browsers like to cache files.  There are plenty of download mirrors:
Just go here:
https://sourceforge.net/projects/urquanmastershd/files/alpha-01/Ur-Quan_Masters_HD-Windows-Alpha1.zip/download?_test=updater&utm_expid=65835818-0

You can try choosing the alternate mirror download.
Other mirrors:
http://www.g4g.it/2013/01/12/star-control-2-the-ur-quan-masters-v0-7-0-and-hd/#more-18890
http://www.moddb.com/mods/ur-quan-masters-hd/downloads/ur-quan-masters-hd-alpha-1

Hope that works for you.


Defender, that's always a problem when downloading the latest development version. Bugs happen. I'll try to post a later .exe for you. But, right now, it's not working for me either.
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Re: Ur-Quan Masters HD Mod
« Reply #202 on: January 20, 2013, 01:10:23 pm »

src/uqm/misc.c: In function `do_damage':
src/uqm/misc.c:211: error: `invincibility' undeclared (first use in this function)
src/uqm/misc.c:211: error: (Each undeclared identifier is reported only once
src/uqm/misc.c:211: error: for each function it appears in.)
make: *** [obj/release/src/uqm/misc.c.o] Error 1

doing it myself...not doing it well.

edit of frustration....
F@#%! Can I get a windows build of the latest code.

Dang! We added an "invincibility button" for debug builds to make it easier to playtest.

It seems I forgot to make the build work also when doing a release build, not just for debug builds. I made a fix for that just now (in SVN r969). See if it works now!
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Re: Ur-Quan Masters HD Mod
« Reply #203 on: January 20, 2013, 05:48:59 pm »

http://pastebin.com/embed_js.php?i=inNg6QXT
NO GO.

and with network disabled:

In file included from src/uqm/restart.c:44:
src/svnversion.h:1:30: warning: no newline at end of file
src/uqm/restart.c: In function `DrawRestartMenuGraphic':
src/uqm/restart.c:85: error: `resFactorWasChanged' undeclared (first use in this function)
src/uqm/restart.c:85: error: (Each undeclared identifier is reported only once
src/uqm/restart.c:85: error: for each function it appears in.)
src/uqm/restart.c: In function `DoRestart':
src/uqm/restart.c:231: error: `resFactorWasChanged' undeclared (first use in this function)
make: *** [obj/release/src/uqm/restart.c.o] Error 1

i can build .7 and .8 source and figured out the balance mod. this however is becoming a pain. when you guys do bug fixes, do you not test the update by building against the updated source? just curious.
« Last Edit: January 20, 2013, 07:51:02 pm by Defender » Logged
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Re: Ur-Quan Masters HD Mod
« Reply #204 on: January 20, 2013, 07:47:18 pm »

http://pastebin.com/embed_js.php?i=inNg6QXT
NO GO.

and with network disabled:

In file included from src/uqm/restart.c:44:
src/svnversion.h:1:30: warning: no newline at end of file
src/uqm/restart.c: In function `DrawRestartMenuGraphic':
src/uqm/restart.c:85: error: `resFactorWasChanged' undeclared (first use in this function)
src/uqm/restart.c:85: error: (Each undeclared identifier is reported only once
src/uqm/restart.c:85: error: for each function it appears in.)
src/uqm/restart.c: In function `DoRestart':
src/uqm/restart.c:231: error: `resFactorWasChanged' undeclared (first use in this function)
make: *** [obj/release/src/uqm/restart.c.o] Error 1


Just want to confirm, you are compiling an exe. I haven't had a chance to compile and upload an exe myself.
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Re: Ur-Quan Masters HD Mod
« Reply #205 on: January 20, 2013, 07:51:30 pm »

yes, or trying to at least. not doing so hot and losing hair in the process.
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superbutcherx
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Re: Ur-Quan Masters HD Mod
« Reply #206 on: January 20, 2013, 10:12:22 pm »

when you guys do bug fixes, do you not test the update by building against the updated source? just curious.

Of course we do.
The problem is that I'm working on OSX and don't have a Windows computer handy at all, so I am unable to test my fixes against Windows-specific problems... the looks of which at least that pastebin output of yours seems to be. I recall that someone had similar problems when compiling on a certain version of MSVC, but I don't remember which version was the one that was giving problems.

What I don't do though, is test compiling the fixes against every possible config option every time (e.g. network on/off, joystick/on/off, opengl on/off, zip support on/off etc.), so sometimes bugs like the  'resFactorWasChanged' not being recognized slip through the cracks. Good catch, by the way.

That particular variable should have nothing to do with network support, but with the network support disabled, the library 'options.h' didn't make its way into restart.c, which causes this error. I've now added the library into restart.c in revision 972. Try again, but be warned - the supermelee stars look pretty darn ugly now - work in progress Smiley
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Re: Ur-Quan Masters HD Mod
« Reply #207 on: January 20, 2013, 11:04:26 pm »

Got it downloaded a bit later after I posted. I was checking out some stats on downloads seems like there was quite a huge influx of downloads on the 16th an onwards both for the HD and normal edition. Maybe it's thanks to the Yogscast which are doing a let's play of it on youtube. Their first video of the series aired on the 16th. They have a nice subscriber base of over 3 million people Smiley Good coverage
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Re: Ur-Quan Masters HD Mod
« Reply #208 on: January 21, 2013, 04:28:13 am »

Regarding nameable saves: I'm pretty sure that's something vanilla UQM is supposed to have in the future.

It is; it was a feature in the original PC game.  If you're planning to implement nameable savegames, I'd encourage you to work with the core team to implement it there, instead of in UQM-HD.

Quote
To be frank, relying on volunteers to come along is not very reliable. It's perfectly normal for projects to mostly be one-man shows; even entire operating systems remain like this in some cases. If you take the attitude that someone will need to volunteer for the UQM HD code to get merged with mainline UQM, either you'll get lucky, or it will never get done. The only way to be sure it will happen is to take it into your own hands somehow.

Precisely.  This is much like what happened when Google took Linux to create Android.  Google added a bunch of new stuff, but while they did open-source it as the license required, they didn't coordinate enough with the core Linux development team to make sure that the "vanilla" parts of their changes could be integrated cleanly into the core distribution.  As a result, they created a split between Android and the rest of the Linux distributions.  Eventually, they realized that such a split wasn't good for either community, and the Android Mainlining Project (http://elinux.org/Android_Mainlining_Project) was created to try to get things merged back together again.
« Last Edit: January 21, 2013, 08:59:57 am by Elestan » Logged
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Re: Ur-Quan Masters HD Mod
« Reply #209 on: January 21, 2013, 04:28:56 am »

showing the value of biologicals when picking them up. Or partially scavenged minerals' remainders staying on the planet surface. Or the monochrome white lightnings and earthquakes now having a proper fading to grey. Or nameable savegames. Or logging the QS-HS hole coordinates into the QS starmap. Or when exiting a system on autopilot, automatically exit facing in the correct direction in HS. Or asking the player's name when starting the game.
And I see nothing wrong in throwing in some extras like SC1-style ship info screens available in the supermelee menu.

I like all of these changes...in fact, I already have a couple of them (biodata values and autopilot direction correction) implemented in my own mod (ref http://forum.uqm.stack.nl/index.php?topic=5233.msg69264).
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