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Topic: Ur-Quan Masters HD Mod (Read 133024 times)
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positivespectrum
Zebranky food
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Posts: 1
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Just wanted to thank you for the HD work! It is excellent.
Is there a way to stay informed on further updates other than this forum? Maybe a fan page or twitter or tumblr (my preference...) google+ or anything? Also what if we want to contribute our own png files? Like if we see something that could use a "highlight here" or a "shadow there", we could touch it up further... can we send them to you?
Thanks again for the amazing job.
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Salk
Zebranky food
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Posts: 9
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Great news about creating a vanilla version of the HQ mod!
I am hoping to see it on the 0.8.0 release.
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Defender
Enlightened
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Gender:
Posts: 817
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i thought it was finished, sorry my bad.
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Xcel
Zebranky food
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Posts: 7
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I finished the game yesterday, it was fun to play the HD version for sure Found a few bugs but figured they'd probably been reported already so I didn't write anything down. From memory though the flagship animation was bugged at the end and didn't eneter the endgame cutscene at the correct location and there was some voiceovers missing. Is there a link to the posted bugs and I'll check to see if I found something else new? Oh yea the auto pilot is a bit bugged also and doesn't go to the correct location to enter true space from time to time, I believe the last time I played UQM there was a 'snap to' on the starmap to the stars so you didn't have to aim pixel perfect with the croshair on starts which you pretty much have to do in the HD version. That could also have been the original dos version I don't know but I do remember you didn't have to aim so carefully with the crosshair.
I did find the Dreadnought AI a bit weird, I just felt they weren't nearly as aggressive against Avatars as I remember them to be. I was just breezing through them in an Avatar which I find strange. I remember them putting up more of a fight before. Now they were just trying to get away from me most of the time. Not sure if there was any in game AI setting I was missing?
One point about the HD graphics they still look sweet scaled to 2560x1920 on my screen, good job with the artwork! The rotating planets did throw me off a bit though, I couldn't remember all the item locations from memory haha. With the old non rotatating I had memorized where the stuff was
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« Last Edit: January 28, 2013, 10:50:43 pm by Xcel »
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superbutcherx
*Many bubbles*
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Posts: 116
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In the issues list (http://code.google.com/p/uqm-hd/issues/list), only open = non-solved issues&bugs are shown by default.
You can see also the already-fixed ones by selecting "all issues" from the search drop-box, and then clicking "search".
Good thing you spotted the strange Ur-Quan AI behavior. AI bugs have proved to be quite hard to track down and even harder to fix .
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dczanik
*Smell* controller
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Posts: 306
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We need your help!
We're looking into adding a commentary mode for the HD game. Sort of like a game or DVD commentary some games have. Something that offers trivia, quotes, & interesting information for those that haven't been reading this forum for 10+ years.
There's been over 20 years of information that has been out since Star Control. We don't have the time to scour the forums and wiki pages to find all this information. It may be possible to get this into the game for the Beta, but we need a lot of info - quickly.
I'm trying to collect all the information here: http://www.star-control.com/community/viewtopic.php?f=13&t=813
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darklord42
*Many bubbles*
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Posts: 208
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I just wanted to say, such a fantastic job you have done with the HD mod! I can't imagine the amount of hours you put into this, but it really shows! You will be please to know that in principle, your workaround should work in OSX and linux as unix operating systems are no stranger to commandline interfaces . There are just a few extra hoops i had to jump through to get it working satisfactory in OSX.
my laptop can only do 1440x900 which is too small on the vertical.
I tried messing with the .plist file as sometimes you can put command-line options there, but it didn't work. Granted I'm not expert enough in all the intricacies of the .plist file, but for some reason, it would launch the executable "The Ur-Quan Masters HD" no mater what you labeled the executable file as in the plist file (including additional command-line options afterward and would only treat it as the title in the menu bar.) My guess is it's hard-coded somehow.
What did work for me is creating a textfile putting:
#!/bin/bash echo "pwd: `pwd`" echo "\$0: $0" echo "basename: `basename "$0"`" echo "dirname: `dirname "$0"`"
cd "`dirname "$0"`"
./The\ Ur-Quan\ Masters\ HD2 -f -o -r 1440x900 (or whatever res you want) -c bilinear and saved it as "The Ur-Quan Masters.txt"
I then went to Get Info via selecting the text file pressing cmd-I and then removed .txt extension
Then go to the Terminal and to make it treat this file an executable via "chmod +x file"
Then open the .app bundle and go to Contents->MacOS and rename The Ur-Quan Masters HD executable to The Ur-Quan Masters HD2.
And then finally, plop the new executable file in .app->contents->MacOS.
Voila, opening the .app will launch with the appropriate commands.
I'm sure there is a far more elegant method somehow, but this worked for me.
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« Last Edit: March 02, 2013, 05:00:27 am by darklord42 »
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