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Author Topic: New Mod: Mega Mod for 0.7.0 and UQM-HD  (Read 18333 times)
Jugger
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #60 on: July 18, 2016, 11:49:18 pm »

Do you have to start a new game to enable the non-genocide of the Thaddash, when they're allied?
Maybe I took an older save, when I tested the new changes, but I'm not sure.

When the Ilwrath were defeated by the Thraddash and vanished, firstly it seemed to work well, because the Thraddash didn't disappear. Only the space of influence had grown smaller, as intended. But later, a few weeks or months after I took the Helix, the space of influence got smaller and smaller and they changed hostile (thus no Torch ships at the shipyard anymore) , until they finally disappeared.

Well, I'll start a new game and test it again.
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #61 on: July 19, 2016, 02:14:52 am »

Yeah, it only works on saves from before you send the Ilwrath after them. That is only if you have an old save.
Did you take the Helix through, "friendly" means?
I set it so if you take the Helix while it is unguarded without asking them first they immediately start losing numbers until they are gone.

Also, I fixed a game breaking bug I introduced a long time ago that finally caught up with me while I was doing debug builds.
It was introduced right when I made it so you could take the Helix, the bug being the game would crash if you talked to the Thraddash
after killing the requisite amount of ships that is required to ally with them.

And for fun I stuck 5 zap-sats on the Avatar for the player only during God mode.

Available of course on Github for now until I iron a few things out.
« Last Edit: July 19, 2016, 02:17:19 am by Kohr-Ah Death » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #62 on: July 19, 2016, 02:31:18 am »

Good, then I'll try again with a new game.

And yes, I took the Helix being very friendly (after I killed many of them to win their respect and got allied). Grin
But after I asked the Thraddash for exploring the planet and landed, I didn't take it at that time, rather much later, when it was unguarded.
Do I have to take the Helix immediately after the landing was granted?

Also, I fixed a game breaking bug I introduced a long time ago that finally caught up with me while I was doing debug builds.
It was introduced right when I made it so you could take the Helix, the bug being the game would crash if you talked to the Thraddash
after killing the requisite amount of ships that is required to ally with them.

Yes, I noticed this too.
But as a workaround, when I left the system without to speak with them, I could contact the Thraddash in the next star system without having a crash.
« Last Edit: July 19, 2016, 02:44:08 am by Jugger » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #63 on: July 19, 2016, 10:50:40 pm »

Good, then I'll try again with a new game.

And yes, I took the Helix being very friendly (after I killed many of them to win their respect and got allied). Grin
But after I asked the Thraddash for exploring the planet and landed, I didn't take it at that time, rather much later, when it was unguarded.
Do I have to take the Helix immediately after the landing was granted?

Also, I fixed a game breaking bug I introduced a long time ago that finally caught up with me while I was doing debug builds.
It was introduced right when I made it so you could take the Helix, the bug being the game would crash if you talked to the Thraddash
after killing the requisite amount of ships that is required to ally with them.

Yes, I noticed this too.
But as a workaround, when I left the system without to speak with them, I could contact the Thraddash in the next star system without having a crash.

Yeah, you have to take it when you ask to land. The code works as a "unguarded" check. Although there may be an error in the code. If you have a save from before they were wiped out and after you took the Helix, check to see if they are still allies. If not then the code is working as it should. If they are still allies and they get killed off then I have to recheck my code.

It's sort of shunted in there and I have not tested all scenarios.
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #64 on: July 21, 2016, 09:05:37 am »

I started a new game, federalized with the Thraddash after I had killed the necessary amount of ships, asked them to land on Zeta Draconis 1 and took the Helix.
Regrettably it doesn't work, they turned hostile immediately.

EDIT:
It crossed my mind, as soon as you get the permission to land, the planet IS unguarded then, even if you land at once. Maybe there the issue can be found.
« Last Edit: July 21, 2016, 03:56:50 pm by Jugger » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #65 on: July 21, 2016, 06:27:45 pm »

Interesting.

It used to work perfectly before...

UPDATE:

Well I fixed it, looks like I tried to compensate for the Thraddash mission because the Helix becomes unguarded at that point as well.

But interestingly if you are allied with the Thraddash before you send them to the Kohr-Ah then you can never send them,
and on the flip side of that if you are not allied with them and take the Helix while they're attacking the Kohr-Ah then you can never be allied to them.

So I removed that bit of code and it has fixed everything.

Github has been synced so try it out now.

EDIT:

Also technically you are correct that the planet is unguarded when you ask to land, but I remembered that the code I put in checks to see if the Ilwrath event is in effect, if not you can pick up the Aqua Helix without losing the Thraddash.

Any other time you try to pick up the Helix results in bad Thraddash relations.
« Last Edit: July 21, 2016, 06:42:08 pm by Kohr-Ah Death » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #66 on: July 21, 2016, 07:05:11 pm »

But interestingly if you are allied with the Thraddash before you send them to the Kohr-Ah then you can never send them, ...

Yes, that's also the same in the standard game without your mod, if I'm right.

... and on the flip side of that if you are not allied with them and take the Helix while they're attacking the Kohr-Ah then you can never be allied to them.

And this you already mentioned before and is okay that way.


Started your new version and loaded my last save... Yippeee, it works perfectly now. Thanks!
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #67 on: July 21, 2016, 08:07:57 pm »

On a more positive note I put together a full release for both Classic and HD on Sourceforge.

Apparently that little Thraddash screw-up spanned all across my previous releases, next time I'll be more careful.

So now Classic has the new God Mode abilities.
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #68 on: July 21, 2016, 08:37:27 pm »

Yeah, I know this with my own Darkstar One Mod very well, sometimes it's rather impossible to test all possible variations of the actions. Especially when a couple of them are taking place at the same time. Very often several scripts independent from each other are active in parallel within my mod, and since everything in DSO is triggered by events, unwanted and unforeseen occurrences may happen if I don't keep track of this.

So never mind, issues may and will happen in complex programs.



EDIT - By the way, just a hint:
Don't you consider to move your project completely from SourceForge to GitHub?
See those controversies about SourceForge's deceptive business acts since 2013:

Project hijackings and bundled malware
Warning: Don’t Download Software From SourceForge If You Can Help It

I don't know if it got better after Sourceforge was sold to BizX in 2016. But as you can see in the links, their commitments cannot been trusted.
If you're really unlucky, at worst they might dispossess you with their nasty practice.
« Last Edit: July 22, 2016, 06:12:40 am by Jugger » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #69 on: July 22, 2016, 06:33:34 pm »

I've been mulling it around.

The problem that I am faced with is all of the hosted files I already have on SF plus the website.
I do not know if Github will allow me to host all of those audio and video files. I could always find out,
but I do not want to sit there and upload a file for 4 hours only for it to get rejected.

EDIT:

Also Github web doesn't support PHP.
« Last Edit: July 22, 2016, 08:12:19 pm by Kohr-Ah Death » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #70 on: July 22, 2016, 08:27:10 pm »

I do not know if Github will allow me to host all of those audio and video files.

I guess, they will. After all the audio and video files are necessary parts of the project.
Project 6014 is also hosted there, including binaries, audio and so on.
In the Terms of Service and the extensive Help of GitHub I couldn't find anything, that it would be forbidden.

Perhaps you may ask them directly per email?
support@github.com or https://github.com/contact
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #71 on: July 22, 2016, 10:04:19 pm »

For the website you might be better off with an actual webhost... though that's generally not free (or not very good if it is).
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #72 on: July 23, 2016, 01:36:51 am »

I do not know if Github will allow me to host all of those audio and video files.

I guess, they will. After all the audio and video files are necessary parts of the project.
Project 6014 is also hosted there, including binaries, audio and so on.
In the Terms of Service and the extensive Help of GitHub I couldn't find anything, that it would be forbidden.

Perhaps you may ask them directly per email?
support@github.com or https://github.com/contact


I meant more or less the remastered music files that I use for the website itself.

EDIT:

Made a new repository and release over at Github:

https://github.com/Serosis/UQM-MegaMod

Still haven't quite the hang of it.
« Last Edit: July 23, 2016, 07:00:26 pm by Kohr-Ah Death » Logged

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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #73 on: July 25, 2016, 07:49:47 pm »

So the coding seems not to be very easy. However, you did a good job overall.

I'm almost through with a new game and so far everything appears to work well but with one exception (not severe):

After the Thraddash have defeated the Ilwrath, the Thraddash's space of influence keeps shrinking at a very low rate, even while they're allied, and die out after 290 days. If the player meets remaining wings of them after the genocide, they are hostile again. But this doesn't matter anymore, because as soon as the player reaches the next system, all the rest of their ships will finally disappear. Fortunately except the Torch aboard your flagship, they will stay there.

It's only a little flaw and not so bad, if you can't find the issue. If it helps you for debugging, I could put a save on Dropbox, where the genocide of the Thraddash is imminent by only one day and the flagship is waiting in their home system. Just let me know if you can make use of the save game.
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Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #74 on: July 25, 2016, 09:51:41 pm »

I have an idea on where it could be.

Also the main github site will be http://serosis.github.io

Having a branch in my main repository just for the website was getting to be unmanageable.

EDIT:

Haven't been able to touch the code for UQM but I am in the middle of implementing a neat variation of the Sourceforge site on Github.
Right now I am stuck on a method to load the music playlist on click using javascript. I've done it before but I can't remember. Figured it out.

Most of the site is up and running now except for the FAQ and my contact address.

EDIT:

The site has built in responsiveness but it is by no means a mobile site. It is slow and buggy on every up-to-date Android browser I tested and only slow on Firefox mobile.
No idea why it works semi-perfectly for Firefox mobile but it is what it is.

UPDATE:

I removed the possible offending code that was making your Thraddash die out slowly, give the new binary a try and see if they still bite it.
« Last Edit: July 29, 2016, 02:29:39 am by Kohr-Ah Death » Logged

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