The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
December 04, 2022, 10:13:13 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)
| | |-+  UQM 0.7.0 release candidate 2
« previous next »
Pages: [1] 2 Print
Author Topic: UQM 0.7.0 release candidate 2  (Read 8283 times)
fossil
Core Team
Frungy champion
*****
Offline Offline

Gender: Male
Posts: 94



View Profile
UQM 0.7.0 release candidate 2
« on: May 30, 2011, 04:56:26 pm »

0.7.0-rc1 was so close, but not good enough. So here is release candidate 2. It mostly fixes the bugs found in rc1, but there are also a couple additions to the game as you can see below.

As with rc1, please post your experiences in this thread. Bugs should go to our bug tracker as usual. The Windows installer still needs all the content packages to be in the directory from which it is started.

If you have previously downloaded rc1, you will need to redownload the following two packages as they have changed: uqm-0.7.0-content.uqm and uqm-0.7.0-voice.uqm. The 3DO music and remix packages are unchanged.

Changes from 0.7.0-rc1:
- Added spoken Slylandro probe coordinates
- Added the missing bits to the no-voice versions of Mycon, Syreen and Utwig dialogue
- New lander reports for Supox ruins and Ultron. The reports text is new content from TFB.
- Various documentation files brought up to date
- Cannot talk to Ilwrath with a 'caster anymore after they die off
- Syreen dialog tree no longer resets after visiting the Syreen Vault for the very first time
- Fixed minor lander report inconsistency at the Syreen Vault
- Fixed Syreen Vault lander report infinite loop (this involved changing a lot of code; the more you can test picking up all the various devices from planets, the better)
- Fixed an SDL bug on Windows which caused the mouse pointer to stop moving while UQM was on fullscreen in background
- Windows installer has all the OpenAL pieces needed
- Windows installer does not create an extra addons/ directory in packages/
A list of changes since 0.6.2 is here.

Have fun!
-- The Ur-Quan Masters core team.
« Last Edit: May 30, 2011, 05:04:11 pm by fossil » Logged
Megagun
Enlightened
*****
Offline Offline

Gender: Male
Posts: 580


Moo


View Profile
Re: UQM 0.7.0 release candidate 2
« Reply #1 on: May 30, 2011, 07:09:24 pm »

..and closer yet to an official 0.7.0 release! Smiley

- New lander reports for Supox ruins and Ultron. The reports text is new content from TFB.
Now I'm wondering what the lander report was like before this change. Was there even any text?

By the way, the Windows installer is trying to grab "/sourceforge/sc2/UQM/0.6.0/uqm-0.7.0-content.uqm" from downloads.sourceforge.net. Shouldn't that be /sc2/UQM/0.7.0 for the final release?

Yes, I didn't read and checked with Wireshark before realizing that the Windows installer isn't supposed to work yet. Tongue
« Last Edit: May 30, 2011, 07:21:35 pm by Megagun » Logged
fossil
Core Team
Frungy champion
*****
Offline Offline

Gender: Male
Posts: 94



View Profile
Re: UQM 0.7.0 release candidate 2
« Reply #2 on: May 30, 2011, 11:30:28 pm »

Now I'm wondering what the lander report was like before this change. Was there even any text?
It was the standard "EVERYONE AND EVERYTHING ON THIS PLANET HAS BEEN DESTROYED, CAPTAIN."  It had no mention of the Ultron, even though you would pick it up.
 
By the way, the Windows installer is trying to grab "/sourceforge/sc2/UQM/0.6.0/uqm-0.7.0-content.uqm" from downloads.sourceforge.net. Shouldn't that be /sc2/UQM/0.7.0 for the final release?
And it will be, I think. But since there are no 0.7 packages up on SF, it's moot at the moment.
Logged
Vee-R
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 176



View Profile
Re: UQM 0.7.0 release candidate 2
« Reply #3 on: June 02, 2011, 11:08:34 pm »

new content from TFB.

already makes this version awesome.

Quote
- Added the missing bits to the no-voice versions of Mycon, Syreen and Utwig dialogue

So do the texts in question reflect the original PC version now?  I've posted my "reconstructions" of the missing Mycon audio elsewhere on this forum, a couple of years ago I think.  Perhaps now they could be considered for inclusion?

Also, what about the Melnorme "MetaChron" dialogue?
Logged

"Space cannot be measured. It cannot be angered, it cannot be placated. It cannot be summed up. Space is there.
"Space is not large and it is not small. It does not live and it does not die. It does not offer truth and neither does it lie.
"Space is a remorseless, senseless, impersonal fact."
evktalo
Frungy champion
**
Offline Offline

Posts: 50



View Profile
Re: UQM 0.7.0 release candidate 2
« Reply #4 on: June 03, 2011, 12:41:58 pm »

new content from TFB.

already makes this version awesome.

Agreed!

Yes, had to post just that.

--Eino
Logged
Anym
Zebranky food
*
Offline Offline

Posts: 3



View Profile
Re: UQM 0.7.0 release candidate 2
« Reply #5 on: June 03, 2011, 01:28:40 pm »

So do the texts in question reflect the original PC version now?  I've posted my "reconstructions" of the missing Mycon audio elsewhere on this forum, a couple of years ago I think.  Perhaps now they could be considered for inclusion?

I'd like to second that. There seem to have been several (I'm counting three at least) attempts to recreate that audio and Vee-R's is my favorite by far. I used it for my last playthrough and wouldn't want to play (or recommend) the game without it anymore.
Logged
fossil
Core Team
Frungy champion
*****
Offline Offline

Gender: Male
Posts: 94



View Profile
Re: UQM 0.7.0 release candidate 2
« Reply #6 on: June 03, 2011, 06:59:09 pm »

So do the texts in question reflect the original PC version now?
Yes, they do, but only the missing bits. Other unrelated lines still match the 3DO voices.

I've posted my "reconstructions" of the missing Mycon audio elsewhere on this forum, a couple of years ago I think.  Perhaps now they could be considered for inclusion?
Not yet; there is something else going on right now. I will not go into details until we are sure. One of the problems with the reconstructions is that there is more Mycon dialog which is not covered.

Also, what about the Melnorme "MetaChron" dialogue?
We have not discussed that in detail among the team, but it would not be a technical problem to add that to the no-voice script.
Logged
Vee-R
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 176



View Profile
Re: UQM 0.7.0 release candidate 2
« Reply #7 on: June 04, 2011, 09:17:56 pm »

Not yet; there is something else going on right now. I will not go into details until we are sure. One of the problems with the reconstructions is that there is more Mycon dialog which is not covered.

Interesting - might have a look at the dialogue differences again, I'd love to try my hand at more of these some time anyway.

All other considerations are up to you and the team, but there's always the option of an add-on (credit to Anym - thanks man).
Logged

"Space cannot be measured. It cannot be angered, it cannot be placated. It cannot be summed up. Space is there.
"Space is not large and it is not small. It does not live and it does not die. It does not offer truth and neither does it lie.
"Space is a remorseless, senseless, impersonal fact."
hobi
Zebranky food
*
Offline Offline

Posts: 4



View Profile
Re: UQM 0.7.0 release candidate 2
« Reply #8 on: June 17, 2011, 10:49:05 am »

I cant fint anything bad to say about this  Cheesy
Logged
Gekko
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 199


Arena regular


View Profile
Re: UQM 0.7.0 release candidate 2
« Reply #9 on: June 17, 2011, 02:15:45 pm »

Any hopes of getting the special key to empty the ship slot in the Super Melee ship menu? This was in 0.6.2, and it was faster than using the delete key.

Go to Super Melee fleet menu
Press fire on a ship slot (control is default)
The ship selection window opens
Press special key (shift is default)
The slot is now empty

Now the only (?) way to remove a ship from a slot is by pressing delete on the slot. I don't know if all keyboards have a delete button, or is it insert that they have removed from some?
Logged

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

Gender: Male
Posts: 94



View Profile
Re: UQM 0.7.0 release candidate 2
« Reply #10 on: June 17, 2011, 07:08:44 pm »

Any hopes of getting the special key to empty the ship slot in the Super Melee ship menu? This was in 0.6.2, and it was faster than using the delete key.
Umm, how is pressing two keys faster than pressing one key? Using the delete key even moves the selection to the next slot automatically! Besides, there are certain conventions when designing an interface, i.e. a Cancel key should not delete stuff, it should cancel the action.

Now the only (?) way to remove a ship from a slot is by pressing delete on the slot. I don't know if all keyboards have a delete button, or is it insert that they have removed from some?
AFAIK, all full-size keyboards have a Delete key, even Apple ones (known as Forward Delete?) If you want to or have to use a different key, you can remap it to any key in the ~/.uqm/override.cfg file (or Application Data/uqm/override.cfg on Windows) like so:
Code:
delete.1 = STRING:key F2
Logged
Death 999
Global Moderator
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3868


We did. You did. Yes we can. No.


View Profile
Re: UQM 0.7.0 release candidate 2
« Reply #11 on: June 18, 2011, 06:28:05 pm »

Pressing a 2-key chord is faster than pressing 1 key if the 2 keys are where your fingers are and the 1 key requires reaching to the edge of the keyboard specially. That said, this is really not a big deal, I think. I didn't even know you could press delete to clear a spot, and I was okay. If anything needs to change, it's letting you know of these possibilities.
Logged
Envoy
Zebranky food
*
Offline Offline

Gender: Male
Posts: 5


Please excuse my english


View Profile
Re: UQM 0.7.0 release candidate 2
« Reply #12 on: June 19, 2011, 01:51:22 pm »

Sorry if it's a stupid question, but does the save files from 0.6.2 work in this version?
Logged

"Even a fool knows you can't touch the stars, but it won't keep the wise from trying."
Harry Anderson

- I wonder what's inside?
Soltis
Zebranky food
*
Offline Offline

Posts: 3



View Profile
Re: UQM 0.7.0 release candidate 2
« Reply #13 on: June 19, 2011, 08:42:36 pm »

Why in the world was the control config file schema re-done yet again?

And much more important, why in god's name did you guys remove the configurable menu controls?

I had ESDF/Space/Shift set to menu movement/select/cancel and now I can't do that.
Logged
fossil
Core Team
Frungy champion
*****
Offline Offline

Gender: Male
Posts: 94



View Profile
Re: UQM 0.7.0 release candidate 2
« Reply #14 on: June 19, 2011, 09:25:02 pm »

Why in the world was the control config file schema re-done yet again?
In order to use the same format and code that the RMP files use.

And much more important, why in god's name did you guys remove the configurable menu controls?
The menu controls were never configurable online. To change them see the post above. The menu controls are not part of online config so that you could not get your controls to an unusable state. Granted, some menu controls should be made configurable, like the search, next, zoom-in and zoom-out keys, and maybe others. We'll get right on that  Tongue

I had ESDF/Space/Shift set to menu movement/select/cancel and now I can't do that.
Yes, you can. See post above.

Also, you did notice "0" being the first digit in the version number, right?
Logged
Pages: [1] 2 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!