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Topic: UQMHD Remix - an update (Read 5715 times)
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Schizoid
Zebranky food
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Posts: 35
aka SLY
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Shuttle text color is easy to change. Its location:
\hires4x.zip\hires4x\lander\fonteffect-000.png
and
\hires2x.zip\hires2x\lander\fonteffect-000.png
For example, for the russian version we used turquoise color:
But we also changed the font too. With original bold font, this color does not look very good:
But it is also possible to pick up.
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Defender
Enlightened
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ill look into it, thank you
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metamorphosis
Frungy champion
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Posts: 83
I love YaBB 1G - SP1!
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The creator of these images and ships - Zenzmurfy. Damon Czanik used it in UQM HD. This can be seen - here. Some of these ships can be seen in 3D - here. Especially - here Thanks for that correction - I remember him from doing the covers for the remix pack 4.
I'm not sure that the UQMHD Remix will work correctly with other languages addons, but in any case, thank you for this good work.
Well there's no basis for that idea, as both remix and hd share the same code for language support and addons. No alterations on my end. And no worries
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darklord42
*Many bubbles*
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Posts: 208
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Anyway I can get a working mac-osx version? I imagine the source code has changed and you are using a new binary correct? So it needs a new compile? Where is the source code?
{Edit} or the fork is right there on sourceforge! Fantastic!
{Edit2}
Umm oops, looks like you made a variable type error in your code. I find Visual Studio lets you get away with a lot of things that no other compiler ever would.
src/libs/graphics/sdl/sdl_common.c:132:1: error: conflicting types for 'TFB_InitGraphics' TFB_InitGraphics (int driver, int flags, int width, int height, unsigned int *resolutionFactor, BOOLEAN forceAspectRatio) // JMS_GFX: added resolutionFactor - MB: added ability for function to change res_factor
src/libs/graphics/gfx_common.h:70:5: note: previous declaration is here int TFB_InitGraphics (int driver, int flags, int width, int height, unsigned int resolutionFactor, BOOLEAN forceAspectRatio); // JMS_GFX: Added resolutionFactor I guess C is not suppose to let you overload functions. (that's a C++ feature) [EDIT3]
I changed the function declaration with the pointer from TFB_InitGraphics to TFB_InitGraphicsWPt and then the function call in uqm.c which seemed to work. Do you mind making the change on git?
Also when you moved all the content you forgot to update the build script. (Because you use visual studio?) The script is suppose to compress the content and addons and move them into the app. (or where ever they are suppose to be on non mac system) Right now the zip command doesn't find the folders. Mind making the change in build.config with your new locations?
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« Last Edit: December 22, 2015, 05:10:31 pm by darklord42 »
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darklord42
*Many bubbles*
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Posts: 208
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I got the app working I'd be happy to bundle it. Great work! I have one minor question. As you approach earth I get a couple of random orbit paths that look like arrows? It looks like someone had fun with the paint tool. Why is that?
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darklord42
*Many bubbles*
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And another thing, for some reason solar system planet textures arn't appearing in both hq4x and 2x anymore (not just the moon in this picture) Are files missing from the source? or is it a code error
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« Last Edit: December 22, 2015, 09:50:01 pm by darklord42 »
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darklord42
*Many bubbles*
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I just tried it with your version of the .uqm files with your windows release. Strange that's not what is in your source? You should do something with the build script so it comes out the way you want it.
Still had the same graphical issues, but great job on the nebula and intro music. It's great to have the High quality music instead. Perhaps you can have it switch the intro sequence files depending on the selected music option? That can't be too difficult to do. No more difficult then switching between 2x and 4x textures you would think.
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darklord42
*Many bubbles*
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Ah, dang I missed that post. It wasn't on the first one, serves me right for not looking closer on the thread. I bet the lander graphics was on the original HD code, but if you didn't notice it in your build. I guess that's good news.
[EDIT] hmm i think your branch will compile fine. Once I figure-out what's going on with build script. I'll keep you updated
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« Last Edit: December 23, 2015, 05:53:10 am by darklord42 »
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