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Author Topic: Ur-Quan Masters HD: Beta 1 Released!  (Read 27488 times)
onpon4
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Re: Ur-Quan Masters HD: Beta 1 Released!
« Reply #45 on: October 23, 2013, 11:47:31 pm »

Well, I just played UQM HD again, so I can confirm that it knocks aliens back like it's supposed to.

Also, a couple more comments:

- I love the effect on Hayes' voice! Do you think you could make that into an add-on for vanilla UQM? (It would be nice if it was an add-on that was officially supported, too; I don't know how likely that is to happen.)
- I don't mind the custom Quasispace remix, but please, it does not belong in the "3DO remixes" pack. Put it somewhere else. I happen to like the actual 3DO remix, and I think it's an unfair assumption that everyone who enables "3DO remixes" wants to hear something that is decidedly not a 3DO remix. (Though frankly, I don't understand why you have custom music in UQM HD at all when the remixes from the Precursors are perfectly good.)
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dczanik
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Re: Ur-Quan Masters HD: Beta 1 Released!
« Reply #46 on: October 26, 2013, 12:02:47 am »

Well, I just played UQM HD again, so I can confirm that it knocks aliens back like it's supposed to.

Also, a couple more comments:

- I love the effect on Hayes' voice! Do you think you could make that into an add-on for vanilla UQM? (It would be nice if it was an add-on that was officially supported, too; I don't know how likely that is to happen.)
- I don't mind the custom Quasispace remix, but please, it does not belong in the "3DO remixes" pack. Put it somewhere else. I happen to like the actual 3DO remix, and I think it's an unfair assumption that everyone who enables "3DO remixes" wants to hear something that is decidedly not a 3DO remix. (Though frankly, I don't understand why you have custom music in UQM HD at all when the remixes from the Precursors are perfectly good.)

1. The files are all on our site at code.google.com.  I can e-mail them to you (or you can unzip them).  I can do it, but I'm not sure of how to submit stuff like that to you.
2. Honest mistake.  We'll have to make sure that it gets all translated since gamestrings.txt wrong by a little bit can crash the game completely. Also, There is no custom music except for 2 songs?  Like, including main menu music? There may be a couple custom (optional) music packages like the Precursor's stuff.  We'd like to get individual artist packages available of art and/or music by one person.  So you could play the Zarla art pack, Kwayne art pack, MisterCat music pack, etc.
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Re: Ur-Quan Masters HD: Beta 1 Released!
« Reply #47 on: October 26, 2013, 05:42:34 am »

I looked more closely, and yeah, the aliens don't get knocked back enough. It seems the amount they get knocked back hasn't been increased to match the resolution. Aliens that would get pushed back significantly are now only barely stopped.

Also, some things I forgot (sorry!):
- I really like that there's descriptions for the Quasispace portals, but they could be more useful at times if they had more memorable descriptions than being near some random system. Preferably, a comparison to something that actually matters in the plot; for example, "near Earth" or "near Sol", not "near Centauri"; "Druuge space", not "near Persei"; "In the middle of Ur-Quan space", not "near (whatever the star it's near is)". Of course, these types of descriptions ought to only show up once these plot icons have been discovered. But the most baffling description was the one right in the middle of Camelopardalis, which incidentally is a constellation important to the plot, being described as "near Metis"... an unimportant star much further away.
- The cursor moves painfully slow, then accelerates to a speed that's much too fast. Using the cursor to pick a star is therefore much more cumbersome than it needs to be. Incidentally, it's necessary due to the bug that prevents the right star from getting priority in selection and another bug that prevents the variable Quasispace portal from being selected without the cursor being at the exact right position, but once those problems are fixed, the cursor really ought to move faster from the start and not accelerate so fast or so fiercely.
- The realistic textures in Sol (most notably Mercury and Io) make it near impossible to see the earthquakes. I don't think just turning the earthquakes white will fix this one. Maybe you could give it a black outline for better contrast? This way the white inside will stand out against a dark texture, and the black outline will stand out against a light texture. (Or you could go with having a "radar detection" visual; that would work too. Either way, it needs to be more visible on brightly-colored worlds.)
- The rings on some gas giants in combat are visually cool, but the fact that they're a part of collision detection makes many uses of the planet unnecessarily more dangerous in a nonsensical way (real-life rings seem like they would be no more damaging than asteroids, which don't damage the ships at all in Star Control). Plus, it's weird that they show up in battle, where we don't really care what the planet looks like, but not from orbit or from space, where we do care.
« Last Edit: October 26, 2013, 05:45:46 am by onpon4 » Logged

dczanik
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Re: Ur-Quan Masters HD: Beta 1 Released!
« Reply #48 on: October 26, 2013, 06:22:15 am »

I looked more closely, and yeah, the aliens don't get knocked back enough. It seems the amount they get knocked back hasn't been increased to match the resolution. Aliens that would get pushed back significantly are now only barely stopped.

Also, some things I forgot (sorry!):
- I really like that there's descriptions for the Quasispace portals, but they could be more useful at times if they had more memorable descriptions than being near some random system. Preferably, a comparison to something that actually matters in the plot; for example, "near Earth" or "near Sol", not "near Centauri"; "Druuge space", not "near Persei"; "In the middle of Ur-Quan space", not "near (whatever the star it's near is)". Of course, these types of descriptions ought to only show up once these plot icons have been discovered. But the most baffling description was the one right in the middle of Camelopardalis, which incidentally is a constellation important to the plot, being described as "near Metis"... an unimportant star much further away.
- The cursor moves painfully slow, then accelerates to a speed that's much too fast. Using the cursor to pick a star is therefore much more cumbersome than it needs to be. Incidentally, it's necessary due to the bug that prevents the right star from getting priority in selection and another bug that prevents the variable Quasispace portal from being selected without the cursor being at the exact right position, but once those problems are fixed, the cursor really ought to move faster from the start and not accelerate so fast or so fiercely.
- The realistic textures in Sol (most notably Mercury and Io) make it near impossible to see the earthquakes. I don't think just turning the earthquakes white will fix this one. Maybe you could give it a black outline for better contrast? This way the white inside will stand out against a dark texture, and the black outline will stand out against a light texture. (Or you could go with having a "radar detection" visual; that would work too. Either way, it needs to be more visible on brightly-colored worlds.)
- The rings on some gas giants in combat are visually cool, but the fact that they're a part of collision detection makes many uses of the planet unnecessarily more dangerous in a nonsensical way (real-life rings seem like they would be no more damaging than asteroids, which don't damage the ships at all in Star Control). Plus, it's weird that they show up in battle, where we don't really care what the planet looks like, but not orbit or from space, where we do care.


If you feel it warrants it, submit them as bugs.
The rings are staying in.  The gas giants in orbit view will get rings in the future. Well, at least some of them.  I'm looking at you Saturn! 

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Re: Ur-Quan Masters HD: Beta 1 Released!
« Reply #49 on: October 26, 2013, 03:27:32 pm »

You've never linked to a bug tracker, so I'm not even sure where it is. All I know of is a Google Code page, which seems to be inactive; I don't know if that's because it's not the right place, or if it's because UQM HD is inactive.
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mindspirail
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Re: Ur-Quan Masters HD: Beta 1 Released!
« Reply #50 on: October 26, 2013, 04:59:21 pm »

the f7 key isnt working for me it dosnt change anything only makes the text part                                                                                                                                                        space out till it makes an anoying noise why?
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dczanik
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Re: Ur-Quan Masters HD: Beta 1 Released!
« Reply #51 on: October 26, 2013, 07:51:04 pm »

You've never linked to a bug tracker, so I'm not even sure where it is. All I know of is a Google Code page, which seems to be inactive; I don't know if that's because it's not the right place, or if it's because UQM HD is inactive.

Yes. The google page, linked to it a lot. You've already used it, so I figured you knew. We just haven't assigned the bugs yet. Jaakko (SuperButcheX), our programmer is busy finishing up his science fiction novel for publication.

the f7 key isnt working for me it dosnt change anything only makes the text part                                                                                                                                                        space out till it makes an anoying noise why?

F7 is only when viewing the map. The constellations only currently show up when the map is zoomed out.
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Re: Ur-Quan Masters HD: Beta 1 Released!
« Reply #52 on: October 27, 2013, 12:23:50 am »

when im vewing the map f7 does nothing  and i tried to fugire it out how it works it just doesnt function for me all it does is makes the serch bar act like my space bar is glued down
« Last Edit: October 27, 2013, 12:26:43 am by mindspirail » Logged
mindspirail
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Re: Ur-Quan Masters HD: Beta 1 Released!
« Reply #53 on: October 27, 2013, 07:58:51 pm »

YOU HAVE TO PRESS alt+f7 for it to work
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dczanik
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Re: Ur-Quan Masters HD: Beta 1 Released!
« Reply #54 on: October 27, 2013, 08:00:05 pm »

YOU HAVE TO PRESS alt+f7 for it to work

Are you on a laptop?
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Re: Ur-Quan Masters HD: Beta 1 Released!
« Reply #55 on: October 27, 2013, 08:17:27 pm »

no its a standerd desktop with a reduler keybored and with number pad
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mindspirail
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Re: Ur-Quan Masters HD: Beta 1 Released!
« Reply #56 on: October 27, 2013, 09:17:13 pm »

star map is also very bugy it when its fully zomed out it locks on to the closet biest star next to the one your serching for and not the start you typed in
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Rapajez
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Re: Ur-Quan Masters HD: Beta 1 Released!
« Reply #57 on: October 29, 2013, 04:08:36 am »

Quote
I looked more closely, and yeah, the aliens don't get knocked back enough. It seems the amount they get knocked back hasn't been increased to match the resolution. Aliens that would get pushed back significantly are now only barely stopped.

Yay! I contributed! Or...at least...pointed out...an area where someone else can contribute...

As far as mindspiral's issue. I don't see it.
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Rapajez
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Re: Ur-Quan Masters HD: Beta 1 Released!
« Reply #58 on: October 29, 2013, 04:16:17 am »

Lander bug entered as issue 261!
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dczanik
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Re: Ur-Quan Masters HD: Beta 1 Released!
« Reply #59 on: October 29, 2013, 04:59:38 am »

Lander bug entered as issue 261!

Awesome!  Keep posting if you find more!
Yeah, this is just one of the hundreds of variables that need to be changed in order to get the HD stuff working to feel like the original game. Kudos to the programmers for fixing so many of the ones you never saw. I know that Jaakko and I spent hours on the ship equip screen alone.

My favorite was the Mycon bug. It would shoot its spore, but it only came 1/4 of the way out. So the spore would instantly hit the now bigger Mycon. The fire button was basically a self destruct button.  Cheesy
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- Damon
Ur-Quan Masters HD Project leader/artist. Project 6014 Artist.  Like my art? Please check out some of my other artwork
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