Pages: 1 [2]
|
|
|
Author
|
Topic: Is there a Star Control I mod for UQM? (Read 6692 times)
|
CelticMinstrel
Enlightened
Offline
Posts: 522
|
I was trying to extract the art from SC1 (mainly just so that I could see what art there is), but so far haven't had any success. I was also thinking it'd be nice to use VileRancour's(?) ship images from PNF for "Practice" mode. For "Melee" mode I see no reason why you couldn't just use the current Super Melee, unchanged, while "Practice" mode would be a minor(-seeming) tweak of the Super Melee mode.
Oh, I also tried porting the six Genesis-exclusive scenarios to the DOS version, but the only source I could find didn't separate unexplored stars into Hierarchy and Alliance hemispheres and made no mention of additional victory conditions (destroying starbase/colony/mines), so I have to assume that the result is not entirely accurate.
One thing I was wondering is whether people would prefer a straight clone of SC1, or a remake which might have some slightly different mechanical (by which I mean things like menus, not gameplay mechanics) or graphical changes (like making planets larger than a single pixel and starbases actually look like the UQM starbase).
This also isn't something I'd want to do myself, since as I mentioned I find it a bit difficult to wrap my head around some of the UQM code (at least in part due to it being procedural C, I think). Is hackdx a programmer too? What he said in his last post about including it alongside the main UQM game is also something I had also thought of, so that you get both Star Control games in a single program, though it would probably be easier not to do it that way.
|
|
|
Logged
|
|
|
|
hackdx
Zebranky food
Offline
Posts: 26
|
I've been going through some of the UQM code and submitted a couple of patches to address memory cleanup issues, and I'm hoping that some of those will gradually be accepted. My next goal is to find a way to start up a rudimentary SC1 game mode, but I'm not sure how long it'll take before I make any sort of progress. The idea is to have the look and feel of SC2, i.e. the same style of menu and menu sounds on the right-hand side, and of course the battles would just be using the SC2 melee system.
The main piece of programming that'll be essential to this is the SC1 starmap view.
|
|
|
Logged
|
|
|
|
dczanik
*Smell* controller
Offline
Posts: 306
|
I've been going through some of the UQM code and submitted a couple of patches to address memory cleanup issues, and I'm hoping that some of those will gradually be accepted. My next goal is to find a way to start up a rudimentary SC1 game mode, but I'm not sure how long it'll take before I make any sort of progress. The idea is to have the look and feel of SC2, i.e. the same style of menu and menu sounds on the right-hand side, and of course the battles would just be using the SC2 melee system.
The main piece of programming that'll be essential to this is the SC1 starmap view.
Can we get an ETA on when you're going to start on this?
I was trying to extract the art from SC1 (mainly just so that I could see what art there is), but so far haven't had any success. I was also thinking it'd be nice to use VileRancour's(?) ship images from PNF for "Practice" mode. For "Melee" mode I see no reason why you couldn't just use the current Super Melee, unchanged, while "Practice" mode would be a minor(-seeming) tweak of the Super Melee mode.
Oh, I also tried porting the six Genesis-exclusive scenarios to the DOS version, but the only source I could find didn't separate unexplored stars into Hierarchy and Alliance hemispheres and made no mention of additional victory conditions (destroying starbase/colony/mines), so I have to assume that the result is not entirely accurate.
One thing I was wondering is whether people would prefer a straight clone of SC1, or a remake which might have some slightly different mechanical (by which I mean things like menus, not gameplay mechanics) or graphical changes (like making planets larger than a single pixel and starbases actually look like the UQM starbase).
This also isn't something I'd want to do myself, since as I mentioned I find it a bit difficult to wrap my head around some of the UQM code (at least in part due to it being procedural C, I think). Is hackdx a programmer too? What he said in his last post about including it alongside the main UQM game is also something I had also thought of, so that you get both Star Control games in a single program, though it would probably be easier not to do it that way.
At this point, I wouldn't worry about the art. I can get the graphics exact, or make alternative versions. What we really need is a programmer to start working on it.
|
|
|
Logged
|
|
|
|
|
|
|
CelticMinstrel
Enlightened
Offline
Posts: 522
|
The most I've done is get UQM to compile and convert the scenarios to a more readable format.
|
|
|
Logged
|
|
|
|
|
CelticMinstrel
Enlightened
Offline
Posts: 522
|
What I just described was about two months ago. Maybe I'll get back to it at some point though...
|
|
|
Logged
|
|
|
|
Pages: 1 [2]
|
|
|
|
|