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Author Topic: New Mod: Mega Mod for 0.7.0 and UQM-HD  (Read 12168 times)
Serosis
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #15 on: June 19, 2016, 01:20:36 am »

Wait, these things actually happen if you have unlockships on, or are you asking if this happens?

The code should only affect what you are allowed to buy at the shipyard.
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #16 on: June 19, 2016, 01:30:11 am »

This happens only when unlockships is on. Those things I told about shouldn't happen.
Thus the code regrettably affects more than the shipyard but causes these issues too.

Can you check the code and do anything against it?
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #17 on: June 19, 2016, 08:46:16 pm »

HD or classic UQM?
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #18 on: June 19, 2016, 08:58:57 pm »

The HD Beta version.
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #19 on: June 19, 2016, 09:21:31 pm »

Actually regardless it looks like both have the issue.

The code I used borrowed from the debug code, which basically states that all aliens are allies and sets it as such so you can build their ships.

So now I have to look for a way to activate all the ships without having them stated as allies.

Interesting nonetheless.

EDIT:

I am at a loss on how to do this. I can't seem to crack how to bypass the good guy/bad guy requirements for the shipyard.

UPDATE:

Well I figure I can't bypass the good guy requirement but I can stunt the ability of unlockships to unlock only ships that you can never obtain normally.

Expect a Windows release in the next hour for both Classic and HD.
« Last Edit: June 20, 2016, 12:59:22 am by Kohr-Ah Death » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #20 on: June 20, 2016, 09:32:11 pm »

Well I figure I can't bypass the good guy requirement but I can stunt the ability of unlockships to unlock only ships that you can never obtain normally.

I'm not very familiar with C++, but I'll try a suggestion:
Wouldn't it be possible to make a copy of the ship objects with another name or id, using the same graphics, AI and so on and just set the attribute from enemy to allied? (Inherit attributes from a single parent ship class, and set the one new attribute.)

By the way: A reverse gear for the lander would be nice. Grin

Also some good news: The increased heap for save games works fine, I just roamed the whole Ur-Quan space and collected all valuable minerals. The size of the save game is now at about 16 KB. Thanks for changing that! Kiss
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #21 on: June 20, 2016, 11:56:40 pm »

I'm not very familiar with C++, but I'll try a suggestion:
Wouldn't it be possible to make a copy of the ship objects with another name or id, using the same graphics, AI and so on and just set the attribute from enemy to allied? (Inherit attributes from a single parent ship class, and set the one new attribute.)

By the way: A reverse gear for the lander would be nice. Grin

Also some good news: The increased heap for save games works fine, I just roamed the whole Ur-Quan space and collected all valuable minerals. The size of the save game is now at about 16 KB. Thanks for changing that! Kiss


The UQM code doesn't quite work like that.

I'll take a look at the lander though, you never know, it could be simple or it could be impossible for me at my current level of "skill".

EDIT:

By the way, unlockships is actually saved in file, so you only need to load the cheat on a new game or a saved game that hasn't had it activated yet.

Reason being is that the allied state of every race is saved, once it's on it's on forever..
« Last Edit: June 20, 2016, 11:58:34 pm by Kohr-Ah Death » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #22 on: June 21, 2016, 06:31:54 pm »

By the way, unlockships is actually saved in file, so you only need to load the cheat on a new game or a saved game that hasn't had it activated yet.

That's good, as yet I thought it must be applied at the start of the game.

Did you already upload this new version? I realized, that the file size has changed, it grew bigger.


Lander:
I guess that shouldn't be very difficult and could be done by copying the code from the up-key (forward function), then change the move to a negative value.

By the way (doesn't belong to the subject):
(click to show/hide)
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #23 on: June 24, 2016, 03:55:38 am »

The Delta Cancri thing might be something the HD devs stuck in there. I have not messed with any of the planetary systems at all.

I'll be taking a look at the lander code tomorrow though. If I can figure it out I'll apply it to both HD and Classic.

And yes, the new upload already happened.

EDIT:

I'm finding all kinds of neat stuff in the lander code. I can remove the random lander location when landing.

A few other things I can possibly edit is speed, turning, and firing rate. No reverse gear though.
Though I suspect if it were done correctly every ship would be able to go in reverse.

Looked around at the source where Delta Cancri resides and nothing pops out to me for that to be such a popular location. I've tested it out several times and it is either empty or loaded to the brim with Ur-Quan ships.
« Last Edit: June 25, 2016, 01:32:08 am by Kohr-Ah Death » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #24 on: June 25, 2016, 11:12:51 am »

I'm finding all kinds of neat stuff in the lander code. I can remove the random lander location when landing.

Yeah, 22nd century in-game, and the lander isn't able to make precise landings. Roll Eyes Sometimes this was rather annoying, especially on hot planets, when someone only want to get a device from the surface. But a slight difference could remain, let's say about one third of the current deviation.

However, speed, turning and firing rates of the lander are okay for me, if you want to change them, I'd suggest a new command line parameter to activate that.


[...] Delta Cancri [...]. I've tested it out several times and it is either empty or loaded to the brim with Ur-Quan ships.

Ok, then it's as I supposed, only a random occurrence.
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #25 on: June 25, 2016, 04:46:55 pm »

I'm still working on finding fun things to modify.

First up is a cheat to unlock all technology from the get-go, again, only needs to be activated once.

Second is a better invincibility for the lander, basically an impervious super-shield.
It bugged me that when you did get hit by something it still made the "hurt" sound and added an empty crew dot above the two rows.

Third, lander accuracy is part of it. I just don't know what to look for next.

EDIT:

How about a way to save the Ilwrath and Thraddash?

Or just the Thraddash?
« Last Edit: June 25, 2016, 05:26:21 pm by Kohr-Ah Death » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #26 on: June 25, 2016, 05:31:28 pm »

I just don't know what to look for next.

I didn't want to bother you with too many ideas, but if you wish, here are some:

  • New storage bays with double capacity (1000 units instead of only 500), which you can buy from the Melnorme as blueprint if possible.
  • New fusion reactor, twice as powerful as the shiva furnace, also as blueprint from the Melnorme trader.
  • When all cargo space from the flagship is full, add the possibility to use the cargo hold from the landers aboard ship.

Might be continued... Grin

How about a way to save the Ilwrath and Thraddash?
Or just the Thraddash?

I'd say, let the Thraddash win. But maybe only if the "Culture 20" is established. Wink


EDIT:
I tried to defend the Thraddash from being killed by the Ilwrath, and awaited the invasion at the home system of the rhinos. But regrettably I was unsuccessful with that, it didn't work.

(click to show/hide)
« Last Edit: June 26, 2016, 09:51:59 am by Jugger » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #27 on: June 26, 2016, 01:56:00 am »

I just don't know what to look for next.

I didn't want to bother you with too many ideas, but if you wish, here are some:

  • New storage bays with double capacity (1000 units instead of only 500), which you can buy from the Melnorme as blueprint if possible.
  • New fusion reactor, twice as powerful as the shiva furnace, also as blueprint from the Melnorme trader.
  • When all cargo space from the flagship is full, add the possibility to use the cargo hold from the landers aboard ship.

Might be continued... Grin

How about a way to save the Ilwrath and Thraddash?
Or just the Thraddash?

I'd say, let the Thraddash win. But maybe only if the "Culture 20" is established. Wink

I've actually thought about creating new modules. But I didn't go through with it because it meant fiddling with addon content.

I believe the lander capacity is tied in with the Storage Bay capacity, uncoupling it would not be in my line of skill.

And the Thraddash win only if they're allied? That actually sounds like a great compromise. Now how to make it so they don't turn on you when you get the helix, maybe they give it to you?
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #28 on: June 26, 2016, 02:12:32 am »

Now how to make it so they don't turn on you when you get the helix, maybe they give it to you?

I think, that would be a good idea.

Correction:
It might be easier to let the player get the helix by himself from the planet as normal, and then add one more conditional expression in the part of the code, where the Thraddash turn against you, so they won't become hostile.

Something like this pseudocode:
Code:
if (helix_retrieved and not allied) then
turn_hostile
end
...where the "and not allied" is the additional condition.

Otherwise, when you want the Thraddash to give away the helix, you must also modify the database by adding new text and speech ("fiddling with addon content"), the last might be beyond your means or too extensive.


EDIT, one more idea:
Lander shots are being blocked by earthquakes, hot spots and maybe also lightning. That's very illogical, can you change that?
« Last Edit: June 26, 2016, 09:46:31 pm by Jugger » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #29 on: June 26, 2016, 11:40:41 pm »

That helix idea is great.

And I believe the hostile environments act as hitboxes. Nothing I can really do there.

I'm currently testing code that if you're allied with the Thraddash the battle with the Ilwrath cuts their fighting force in half instead of a battle to the death.

If that works I will add in the ability to grab the helix without affecting relations after that point. Before that point you will still piss them off.
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