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Author Topic: New Mod: Mega Mod for 0.7.0 and UQM-HD  (Read 18310 times)
Jugger
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #45 on: June 30, 2016, 12:32:27 am »

I've tried to check this out in the gameopt.c as far as I could, before I asked for this modification, especially at the lines with
Code:
if (MAX_SAVED_GAMES > 99)
   ...
and didn't expect any problems, which has luckily been proofed then by the test. Smiley

« Last Edit: June 30, 2016, 02:18:13 am by Jugger » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #46 on: June 30, 2016, 01:54:15 am »

Well the Github page is up.

I'm not going to maintain any actual releases, those will be uploaded to Sourceforge. This will be an area for feedback and collaboration.

Binaries made on the spot will be in the /bin/ folder and the max saves hasn't been done yet since I compiled that on a completely different machine.

https://github.com/Serosis/UQM-HD-MM

UPDATE:

Just committed the MAX_SAVED_GAMES changes and compiled a binary for testing the sync.

UPDATE AGAIN:

Backported the changes I made to Classic, made a round of .diff, removed the BETA, updated my official HD binary with the newest changes, and uploaded all to Sourceforge.

IDEA:

I'm thinking the next logical step would for me to download the latest snapshot of UQM Classic, test it for stability and rebuild everything including the HD fork on top of it. Make a sort of 0.8.0 Beta out of it.

Nevermind. I just gave myself a glimpse of what it would look like to painstakingly recreate the HD mod and it isn't pretty.
« Last Edit: July 01, 2016, 09:11:53 pm by Kohr-Ah Death » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #47 on: July 02, 2016, 12:18:29 pm »

The "next logical step": How about the correct display of the landers gauge, when the landermod is activated, or did you already fix that?
(I'm using the version "UQM-HD-MM-master.zip" you compiled on your laptop and didn't install the latest one from Sourceforge or your website so far. By the way, it's still called "uqm-0.7.1-HD-MegaMod.zip", while my startscreen shows "v0.7.2".)

One more idea for the Lander, if you don't mind: Grin
When the lander is destroyed, why lose all the harvested minerals then? Seems to me not very logical.
They could be scattered around it, so the next lander can pick them up again. Additionally there could been generated some units of base metal at the current position, representing the remaining wreckage.
(Normally I save the game prior to the disembarkment on dangerous planets, so this feature won't be very important. But maybe nice to have.)
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #48 on: July 02, 2016, 06:06:40 pm »

Oh snap. I forgot I made it 0.7.2. EDIT: This has now been corrected with the latest builds and diff.

I'll look at the lander explosion deal, still haven't been able to figure out why the lander gauge is not cooperating.

By the way, newest build has the Thraddash lose 25% of their population during the Ilwrath war only if you're allied.

UPDATE:

Lander cargo bug may now be squashed!
I tested my fix to make sure it did not affect collected mineral sizes but I have yet to find a planet with enough minerals to fill the cargo completely.

You can download the binary at GitHub.
Just click "Raw" and it will download.

Once it is confirmed that it works I will update all my binaries, diffs, and backport it to Classic.
« Last Edit: July 03, 2016, 11:56:25 pm by Kohr-Ah Death » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #49 on: July 04, 2016, 06:19:11 am »

Ouch, that wasn't a good idea! And which cargo bug do you mean? I didn't notice any so far, except the gauge display.

With your last "fix" the capacity of the lander cargo is unlimited, and exceeding the capacity of the flagship's cargo hold will cause a new bug, see the picture:

(click to show/hide)

EDIT: The flagships's cargo capacity seems to be unlimited too, in this example I've installed 2 storage bays (1000 units), but actually there are loaded 2056 units of minerals.

EDIT2: To get through the test fast, I activated the landermods, godmode, and headstart, started a new game and travelled instantaneously to Beta Centauri, where you can find plenty of minerals.
Somewhat later I noticed another bug in conjunction with "headstart":
There you have 2 storage bays and 1000 radioactives aboard right from start, but the statistic for the cargo shows "Free 1000". Normally there should be nothing free anymore.

To find planets with lots of minerals, you may download the Database and Worklist for MS-Excel from my Dropbox account.
In the table "StarSystems" you'll find all data about every planet and moon of SC's galaxy.
« Last Edit: July 04, 2016, 08:02:28 am by Jugger » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #50 on: July 04, 2016, 09:39:58 pm »

Ouch, that wasn't a good idea! And which cargo bug do you mean? I didn't notice any so far, except the gauge display.

With your last "fix" the capacity of the lander cargo is unlimited, and exceeding the capacity of the flagship's cargo hold will cause a new bug, see the picture:

(click to show/hide)

EDIT: The flagships's cargo capacity seems to be unlimited too, in this example I've installed 2 storage bays (1000 units), but actually there are loaded 2056 units of minerals.

EDIT2: To get through the test fast, I activated the landermods, godmode, and headstart, started a new game and travelled instantaneously to Beta Centauri, where you can find plenty of minerals.
Somewhat later I noticed another bug in conjunction with "headstart":
There you have 2 storage bays and 1000 radioactives aboard right from start, but the statistic for the cargo shows "Free 1000". Normally there should be nothing free anymore.

To find planets with lots of minerals, you may download the Database and Worklist for MS-Excel from my Dropbox account.
In the table "StarSystems" you'll find all data about every planet and moon of SC's galaxy.


Hmm. So not the fix I was hoping for. The graphical glitch may have to stay then.

1. The Flagship's cargo bays have been doubled as well in landerMods.

2. If you have landerMods and headStart on that's what happens.
    The Storage Bays automagically compensate, but the Lander's cargo bays do not.
    landerMods increases cargo storage 2x for the Storage Bays and the Lander's cargo bays.
    On a side note; Bio-Units are stored outside the Storage Bays in either case and are not affected by any mods.

I'll keep looking for a fix to the graphical glitch.
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #51 on: July 04, 2016, 09:59:39 pm »

1 + 2: Good, I didn't know that concerning the flagship's storage bay capacity, because you don't mention it in the CheatList.txt.

The graphical glitch isn't severe and doesn't have any negative effects to the gameplay, so take your time, it's not urgent to fix that.
« Last Edit: July 04, 2016, 10:07:20 pm by Jugger » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #52 on: July 05, 2016, 01:03:58 am »

1 + 2: Good, I didn't know that concerning the flagship's storage bay capacity, because you don't mention it in the CheatList.txt.

The graphical glitch isn't severe and doesn't have any negative effects to the gameplay, so take your time, it's not urgent to fix that.


I may have unintentionally vagued the description. Double storage capacity all around was meant to read as the Storage Bays and the lander cargo.
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #53 on: July 06, 2016, 06:55:43 am »

When the Spathi build their slave shield and disappear, their ships won't only vanish from the shipyard, but from the flagship too, sadly. That's bad, very bad. I like Fwiffo and don't want to lose him! Could you please reset this to the original state, so that the Eluders on board won't abscond?

When I tested the god mode I noticed another little issue, but not severe:
There the Arilou Skiffs can be destroyed by Ur-Quan fighters. Perhaps by the Orz space marines too, but I didn' test that.

And again a new request, also concerning the god mode:
IMHO the Pkunk Fury may die in the fight, but will resurrect with a probability of 100% in this case. Then you can see the interesting-looking rebirth in god mode too.
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #54 on: July 07, 2016, 03:48:30 am »

When the Spathi build their slave shield and disappear, their ships won't only vanish from the shipyard, but from the flagship too, sadly. That's bad, very bad. I like Fwiffo and don't want to lose him! Could you please reset this to the original state, so that the Eluders on board won't abscond?

When I tested the god mode I noticed another little issue, but not severe:
There the Arilou Skiffs can be destroyed by Ur-Quan fighters. Perhaps by the Orz space marines too, but I didn' test that.

And again a new request, also concerning the god mode:
IMHO the Pkunk Fury may die in the fight, but will resurrect with a probability of 100% in this case. Then you can see the interesting-looking rebirth in god mode too.


HAH! I forgot I did that. That was for testing purposes since I have a save from right before they scuttle off into their hidey hole.

Is it just the Skiffs? I can't imagine that there would be code to allow that to happen.

If I can make it biased so only the player controlling the Fury resurrects 100% then I will.
I like clean "getaways" like that happy accident with the lander shields.

EDIT:

By the way, I forgot to mention that God Mode only works when player one is fighting a computer controlled opponent.
So you can't cheat in Super Melee. This mod is safe to use for network melee.

EDIT:

Just tested the Skiff thing and I am not able to replicate it. Let the Ur-Quan have at it for 2 minutes and not one crew was lost. Although it seems the Orz marines can bypass God mode entirely for every ship.

EDIT:

I added in the ability for the Fury to never not resurrect after destruction, but the only way to test it is with the Orz.
Since the marines are the only thing in God Mode that can do any damage.

For the moment I can't wrap my brain around making it so only player controlled Orz marines cause damage.
Might end up making a new spot for it.
« Last Edit: July 07, 2016, 04:52:55 am by Kohr-Ah Death » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #55 on: July 07, 2016, 07:34:37 am »

By the way, I forgot to mention that God Mode only works when player one is fighting a computer controlled opponent.
So you can't cheat in Super Melee. This mod is safe to use for network melee.

And I forgot to mention that I noticed the Skiff thing in the story and not in Super Melee.
I don't like melee very much (only for training against computer controlled ships) and didn't test it there.

With the ships I've had aboard, it happend only with the Skiffs, yes.
Furies, Eluders, Terminators and Juggers didn't lose any crew in god mode and hadn't been destroyed so far.
I'm using HD 4x only, but I think that doesn't matter in this case.
Could there be a difference between the normal gameplay (storyline) and melee?

By the way, suddenly it comes to my mind that in god mode the "Syreen Call" of the Penetrators also could have the same effect at the crews as the marines and fighters. Just a hint.
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #56 on: July 07, 2016, 11:40:45 am »

Heh, guaranteed resurrection for Furies? God, I'd be de-rostering the ship down to its captain before the fight. Why send crew to die if you get a full complement if the captain dies?
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #57 on: July 07, 2016, 05:47:35 pm »

By the way, I forgot to mention that God Mode only works when player one is fighting a computer controlled opponent.
So you can't cheat in Super Melee. This mod is safe to use for network melee.

And I forgot to mention that I noticed the Skiff thing in the story and not in Super Melee.
I don't like melee very much (only for training against computer controlled ships) and didn't test it there.

With the ships I've had aboard, it happend only with the Skiffs, yes.
Furies, Eluders, Terminators and Juggers didn't lose any crew in god mode and hadn't been destroyed so far.
I'm using HD 4x only, but I think that doesn't matter in this case.
Could there be a difference between the normal gameplay (storyline) and melee?

By the way, suddenly it comes to my mind that in god mode the "Syreen Call" of the Penetrators also could have the same effect at the crews as the marines and fighters. Just a hint.


I simply can not replicate this on my end. I took a Skiff to Vela and fought the Kzer-Za sitting there and did not lose any crew. HD 4x even.

Yes, the Syreen song bypasses God mode as well. Though the good news about that is they can't lure the ship captain out. So you can't be destroyed, in theory, by the Syreen.
Even if they could turn against you in the main game I'm not going to worry about it until I can figure out the Orz marines.

EDIT:

Test it with the fresh binaries I made on Github. Those builds also revert Spathi runaway ship, and adds 100% Fury resurrection in God mode.
« Last Edit: July 07, 2016, 06:03:49 pm by Kohr-Ah Death » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #58 on: July 07, 2016, 06:22:49 pm »

I simply can not replicate this on my end. I took a Skiff to Vela and fought the Kzer-Za sitting there and did not lose any crew. HD 4x even.

Never mind, I'll use the god mode only sometimes for testing something anyway, where it can be very useful.
I only thought about possible complaints from beginners and casual gamers (e.g. like this crybaby Grin).


Test it with the fresh binaries I made on Github.

Thanks, I'll test it soon.
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #59 on: July 07, 2016, 09:10:03 pm »

I implemented the nastiest fix I have ever done but it works.

In God mode enemy computer controlled Orz marines can't enter your ship but the player controlled Orz marines work as they should.

Updated the binaries on Github to reflect this. On my way to the Syreen... EDIT: Nah, I'll leave the Syreen alone, one nasty fix is enough.

EDIT:

Cleaned up the Orz marine code a bit to where I did not have to duplicate it for God mode on/off.

UPDATE:

Alright, fun stuff all around.

God mode changes:
Orz marines do not work on the player,
Pkunk resurrection is 100% for the player, (though nothing can damage you anymore so it is pointless)
Syreen song does not work on the player,
Melnorme confusion weapon does not work on the player,
and finally the VUX limpets do nothing to the player.

The binaries are on Github so you can test it out.
« Last Edit: July 10, 2016, 12:56:02 am by Kohr-Ah Death » Logged

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