The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
December 14, 2024, 02:30:43 am
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Project6014 demo release
« previous next »
Pages: 1 ... 3 4 [5] 6 7 ... 20 Print
Author Topic: Project6014 demo release  (Read 76215 times)
onpon4
Enlightened
*****
Offline Offline

Gender: Male
Posts: 709


Sharing is good.


View Profile WWW
Re: Project6014 demo release
« Reply #60 on: October 04, 2010, 02:51:18 am »

Use something like TortoiseSVN to do an SVN checkout.

While we are obliged to make the source code available, we hope that the general public will respect our wishes to not go poking around. This makes it hard to keep things a surprise for al the people who want to be surprises.

So I ask eveyone, please do not go poking around in there, and please do not encourage others to poke around in there.

We would like to keep things under wraps as much as we can. The whole point of this project is to surprise the community with somethign enw and cool. It would be a shame if we lost power over this and the general public went in there and revealed new images and the like

Couldn't you keep the code in a private SVN until the actual release? Without any binary release is there an obligation to release the code? Also do you have to release images at all?

GNU GPL requires the source code to be available if you distribute the material. Since this is a mod of UQM's source code, which is protected by the GPL, they are in fact obligated to make the source available.
Logged

Angelfish
Enlightened
*****
Offline Offline

Posts: 568



View Profile
Re: Project6014 demo release
« Reply #61 on: October 04, 2010, 08:09:49 am »

Use something like TortoiseSVN to do an SVN checkout.

While we are obliged to make the source code available, we hope that the general public will respect our wishes to not go poking around. This makes it hard to keep things a surprise for al the people who want to be surprises.

So I ask eveyone, please do not go poking around in there, and please do not encourage others to poke around in there.

We would like to keep things under wraps as much as we can. The whole point of this project is to surprise the community with somethign enw and cool. It would be a shame if we lost power over this and the general public went in there and revealed new images and the like


looks like you need a separate spoiler forum where such things can and will be revealed. some people want to be surprised, some people don't Smiley. cater to everyone please Cheesy
Logged
edmund
Zebranky food
*
Offline Offline

Gender: Male
Posts: 14



View Profile WWW
Re: Project6014 demo release
« Reply #62 on: October 04, 2010, 09:20:58 am »

There was some discussion in the internal email about how open to be prior to the release.  As the website and repository administrator (or initiator, at least) I've been pulled between the team's urge not spoil things and the necessity of giving others the same rights we had when we started the mod based on existing code and content.  I am confident that that urge, by the way, is entirely in the interest of surprising people with something great.

Prior to the public release of material some privacy is allowed with the sources for that material.  But, now that the alpha demo is out, the source tab will stay.  (The source was never withheld, it was simply not advertised on the home page ;-).  Correspondingly, an occasionally-updated "source.tar.gz" downloadable might be in order -- especially if we can't find a better way to provide Linux/Unix packages.  :-/

Regarding the COPYING file faux pas... we were pretty rushed just trying to make the packages. :-p  I added the note on the download page as soon as I saw your post about it.  Hopefully that will smooth things over until we make the next set of packages.

I hope that we can comply not only with the "letter" of the GPL (and the other relevant free licenses), but the "spirit" as well.  So I would refine Cedric's request to be: if you *do* go poking around, just try not to reveal things before they're ready!
Logged
Angelfish
Enlightened
*****
Offline Offline

Posts: 568



View Profile
Re: Project6014 demo release
« Reply #63 on: October 04, 2010, 09:41:44 am »

  So I would refine Cedric's request to be: if you *do* go poking around, just try not to reveal things before they're ready!


Exactly. And you can add to that 'except in such places where you can expect such things to be revealed' Tongue.
Logged
Megagun
Enlightened
*****
Offline Offline

Gender: Male
Posts: 580


Moo


View Profile
Re: Project6014 demo release
« Reply #64 on: October 04, 2010, 12:27:01 pm »

Use something like TortoiseSVN to do an SVN checkout.

While we are obliged to make the source code available, we hope that the general public will respect our wishes to not go poking around. This makes it hard to keep things a surprise for al the people who want to be surprises.

So I ask eveyone, please do not go poking around in there, and please do not encourage others to poke around in there.

We would like to keep things under wraps as much as we can. The whole point of this project is to surprise the community with somethign enw and cool. It would be a shame if we lost power over this and the general public went in there and revealed new images and the like

Couldn't you keep the code in a private SVN until the actual release? Without any binary release is there an obligation to release the code? Also do you have to release images at all?

GNU GPL requires the source code to be available if you distribute the material. Since this is a mod of UQM's source code, which is protected by the GPL, they are in fact obligated to make the source available.
Actually, having a private SVN is completely possible. The GPL only states that you need to provide the source *with a binary distribution*. In other words, you can develop internally and then release a binary + source.

The downside (which I find to be a pretty major downside) is that having a private SVN discourages people from joining in and contributing (especially with bugfixes and the like).
Logged
Gekko
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 199


Arena regular


View Profile
Re: Project6014 demo release
« Reply #65 on: October 04, 2010, 01:41:56 pm »

Finally had the time to try this thing. Clearly Cedric and his team has been doing an excellent job. The feeling of exploring something new is back, you can feel kind of electricity when landing to those alien systems and everything is built up together in correct numbers. I can't wait to see how this project continues.
Logged

Visit #uqm-arena and play a game of Net Melee!
Try the Net Melee Improvement mod
Spektrowski
Frungy champion
**
Offline Offline

Gender: Male
Posts: 77



View Profile
Re: Project6014 demo release
« Reply #66 on: October 04, 2010, 04:34:41 pm »

Just a random thought... the Lurg name sounds very similar to two other superfamous races - the Borg and the Zerg. Do those guys also have some kind of collective consciousness? Smiley
« Last Edit: October 04, 2010, 04:39:54 pm by Spektrowski » Logged
dczanik
*Smell* controller
****
Offline Offline

Posts: 306



View Profile WWW
Re: Project6014 demo release
« Reply #67 on: October 04, 2010, 05:31:20 pm »

Actually, I think Lurg predates the Borg and the Zerg. So they are copying Star Control! Smiley I picked the name from the original Star Control 1 copy protection. Professor Zorg's Guide to Alien Etiquette seemed to be the inspiration of the SC2 aliens, the Orz, Slylandro, Supox, Thraddash, Utwig, and Zoq-Fot-Pik.  So, taking a page out of tradition, I wanted to follow suit.  You'll notice it here in the online solver.
Logged

- Damon
Ur-Quan Masters HD Project leader/artist. Project 6014 Artist.  Like my art? Please check out some of my other artwork
Valos Cor
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 154



View Profile
Re: Project6014 demo release
« Reply #68 on: October 04, 2010, 05:37:50 pm »

Cool.  The guide though, is kind of weird.  I'm glad you stuck to a similar name.
Logged

I'm the kind of person that uses Linux and seems to be a very literate adult but has no idea how to do anything code-wise beyond basic stuff.(such as su -<password> yum install uqm) Except I didn't install UQM that way...I used Add/Remove Software...
Spektrowski
Frungy champion
**
Offline Offline

Gender: Male
Posts: 77



View Profile
Re: Project6014 demo release
« Reply #69 on: October 04, 2010, 05:46:30 pm »

Actually, I think Lurg predates the Borg and the Zerg. So they are copying Star Control! Smiley
The Borg are from late 80's, so they predate SC a bit. Though it doesn't matter Cheesy

I picked the name from the original Star Control 1 copy protection. Professor Zorg's Guide to Alien Etiquette seemed to be the inspiration of the SC2 aliens, the Orz, Slylandro, Supox, Thraddash, Utwig, and Zoq-Fot-Pik.  So, taking a page out of tradition, I wanted to follow suit.  You'll notice it here in the online solver.

Not only that, but also Pkunk and quite a few Umgah names.
Logged
Angelfish
Enlightened
*****
Offline Offline

Posts: 568



View Profile
Re: Project6014 demo release
« Reply #70 on: October 04, 2010, 05:48:59 pm »

Actually, Zork was copied from Zorg the adventure game. I think Borg did copy from there too. See, mystery solved Wink
Logged
chenjesuwizard
*Many bubbles*
***
Offline Offline

Posts: 158


I support Project6014


View Profile
Re: Project6014 demo release
« Reply #71 on: October 04, 2010, 06:08:54 pm »

I think you should be able to meet pkunk and buy their ships. I think it's unlikely that every member of the Pkunk fleet retired.
Logged

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
Spektrowski
Frungy champion
**
Offline Offline

Gender: Male
Posts: 77



View Profile
Re: Project6014 demo release
« Reply #72 on: October 04, 2010, 06:36:43 pm »

When I took on the Lurg with the Utwig, and they deployed a lot of their bubbles, the Utwig missiles became invisible, and when the bubbles dissolved, the missiles became visible again. Is it related to some limit of weapon graphics in the Melee?
Logged
Valos Cor
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 154



View Profile
Re: Project6014 demo release
« Reply #73 on: October 04, 2010, 06:45:45 pm »

I think you should be able to meet pkunk and buy their ships. I think it's unlikely that every member of the Pkunk fleet retired.

I agree.  When I was playing, I was think that there MUST be at least SOME Pkunk there!

When I took on the Lurg with the Utwig, and they deployed a lot of their bubbles, the Utwig missiles became invisible, and when the bubbles dissolved, the missiles became visible again. Is it related to some limit of weapon graphics in the Melee?

Utwig plus Lurg... I had no problems.  Then again, I never really tried to SHOOT the lasers/beams (or you could say missiles) into the bubbles, but rather zoomed into them and shielded.  The shields don't protect against the stun, though, which I like.  If you mean a lot of bubbles plus a lot of missiles somewhere, I had no trouble. 

I did, however, experience other bugs.  On Windows 7 at least, when you minimize the window while running with the batch file executing it for a few minutes, the game starts to hog more and more memory and pretty soon, 90 percent of the 2 gig ram is taken.  If you restore the window before it gets too large, the memory usually shrinks back down.  If you don't, well, tough luck, you have to restart the game.  Also, sometimes, when going to a battle screen, it randomly decides to take you to the game menu.  It happens in other situations too but it seems random to isolated events at worst.
Logged

I'm the kind of person that uses Linux and seems to be a very literate adult but has no idea how to do anything code-wise beyond basic stuff.(such as su -<password> yum install uqm) Except I didn't install UQM that way...I used Add/Remove Software...
Spektrowski
Frungy champion
**
Offline Offline

Gender: Male
Posts: 77



View Profile
Re: Project6014 demo release
« Reply #74 on: October 04, 2010, 07:44:48 pm »

Observed the same effect with the Pkunk - their bullets became invisible for a short time. The Lurg themselves also occasionally shoot invisible bubbles - the sound, well, sounds, but no particles appear from the Lurg ship.
Been testing the Lurg on Awesome difficulty against various ships. They are PITIFULLY weak against the Mycon, just pound them with plasmoids from distance, and they're gone very quickly. Was it one of the reasons the Mycon got the axe?
The Kohr-Ah do extremely well too, for precisely the same reasons.
The Utwig also beat them relatively easily. On Cyborg vs. Cyborg match-ups, Utwig came out of the battle unscathed.
Against Arilou, it's interesting. The stunner affects them as all other ships - they move straight ahead at the speed they were stunned at. If teleporting when stunned, Arilou stand still until stun effect wears out. They can hold their own in the hands of a skilled player.
Against Shofixti, the Lurg tend to become overly defensive, putting out a lot of bubbles and almost completely refraining from using their primary weapon. I almost destroyed a Prawn with the Scout's puny cannon.
The Lurg can stand their own against Orz, their shooting of the Go!Go!s is very precise.
Lurg vs. Thraddash is virtually a stalemate, the Thraddash ship is defensive by nature, and the Lurg get defensive too, they don't pursue the Torch.
The Lurg are stronger than the Zoq-Fot-Pik, though the ZFP cannon is still a nuisance.
Chenjesu: look Mycon and Kohr-Ah, though the Lurg put up a better fight.
Ur-Quan. Just plain HOPELESS. A single fighter can shoot the Prawn to death if the Lurg don't shoot it down.
Earthling: also hopeless. Homing nukes from the distance, see Mycon and Kohr-Ah.
Yehat: a good match. The Terminator's and Prawn's attack have roughly the same range. The Terminator shoots quicker, but the Prawn deals more damage and has more crew.
Supox: almost the same as Yehat.

I'd suggest to buff the Prawn a bit. It's clearly WAY stronger than the Explorer, but most of the other ships can beat it with relative ease. Heck, if even ZoqFot and Shofixti can put up a fight with this, the Lurg don't seem terrifying enough.
The AI, in my opinion, should be made a tad more aggressive. A defensive tactic against the Shofixti Scout, of all ships...
The primary attack is good, but I think the stun isn't... well... stunning enough, besides, most of the ships can retaliate even when they can't move. Maybe, if the stunned ship uses its primary or secondary weapon, it not only loses energy, but also takes damage equal to the energy needed to shoot the weapon?
Also, I think, the bubbles should at least push away the pesky Orz Marines and Ur-Quan Fighters. The Prawn is virtually defenseless from the fighters, it can't outrun them and can't take them down quickly enough.
Logged
Pages: 1 ... 3 4 [5] 6 7 ... 20 Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!