The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
November 02, 2024, 09:49:56 am
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  New Mod: Mega Mod for 0.7.0 and UQM-HD
« previous next »
Pages: 1 ... 4 5 [6] Print
Author Topic: New Mod: Mega Mod for 0.7.0 and UQM-HD  (Read 17494 times)
darklord42
*Many bubbles*
***
Offline Offline

Posts: 208



View Profile
Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #75 on: July 29, 2016, 06:35:27 am »

I am so happy to see someone working on UQMHD.  It seems such a crime that all this amazing work just petered out right when it was so close to the finish line. I really hope dczanik is well.  Out of curiosity did you take a look at Mathew Bently's UQMHD-remix fork?  He attempted to fix a few of the outstanding bugs and managed to implement a Remix music friendly version of the intro/ending sequence.  Might be worth checking out to see if any of it is useful to you.  Personally, I would love the ability to choose between either A remix music intro/ending or original music, or at least have it be part of the music selection, but I'll take what I can get. Smiley

https://sourceforge.net/u/userid-865615/urquanmastershd/ci/master/tree/
Logged
Jugger
Frungy champion
**
Offline Offline

Gender: Male
Posts: 64



View Profile WWW
Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #76 on: July 29, 2016, 09:24:51 pm »

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.

Either I'm blind or a little bit confused, because the UrQuanMasters.exe on GitHub (in UQM-HD.0.7.2.MegaMod.zip) is 1 day and ye on SourceForge (in uqm-0.7.2-HD-MegaMod.zip) even 2 days older than the last one I downloaded (UQM-MegaMod-master.zip, which seems to be gone now). Nevertheless I've tried it and it didn't change anything. I used the save game where the genocide of the Ilwrath is imminent by a few days.
« Last Edit: July 29, 2016, 09:27:58 pm by Jugger » Logged

- Norbert
My Darkstar One mod project Versteckte Cluster (German).
JHGuitarFreak
Enlightened
*****
Offline Offline

Posts: 1374



View Profile WWW
Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #77 on: July 30, 2016, 02:10:08 am »

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.

Either I'm blind or a little bit confused, because the UrQuanMasters.exe on GitHub (in UQM-HD.0.7.2.MegaMod.zip) is 1 day and ye on SourceForge (in uqm-0.7.2-HD-MegaMod.zip) even 2 days older than the last one I downloaded (UQM-MegaMod-master.zip, which seems to be gone now). Nevertheless I've tried it and it didn't change anything. I used the save game where the genocide of the Ilwrath is imminent by a few days.


No, not the one in releases, the exe in the bin folder in the project files.

https://github.com/Serosis/UQM-MegaMod/blob/master/HD/bin/UrQuanMasters.exe

That's where all the pre-releases or incrementals will be staged.
Logged

The artist once again known as Kohr-Ah Death 213.

Get your MegaMod HERE
Jugger
Frungy champion
**
Offline Offline

Gender: Male
Posts: 64



View Profile WWW
Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #78 on: July 30, 2016, 09:51:33 am »

Thanks. For some reason I've deleted my bookmark for this link. Maybe the site was down and I erroneously thought the pre-releases were removed.

I went way back to the save before I sent the Ilwrath against the Thraddash and commanded them again to attack. Regrettably it's still the same.
If I have to start a new game to take the change effect, that'll last awhile until I can give feedback.
Logged

- Norbert
My Darkstar One mod project Versteckte Cluster (German).
JHGuitarFreak
Enlightened
*****
Offline Offline

Posts: 1374



View Profile WWW
Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #79 on: July 30, 2016, 07:34:54 pm »

I just got a new computer so it'll be a few days before I can fully set up, but I have another idea what might be causing this outcome, which means I can put the old code back.
Logged

The artist once again known as Kohr-Ah Death 213.

Get your MegaMod HERE
JHGuitarFreak
Enlightened
*****
Offline Offline

Posts: 1374



View Profile WWW
Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #80 on: August 09, 2016, 08:31:45 pm »

I just got a new computer so it'll be a few days before I can fully set up, but I have another idea what might be causing this outcome, which means I can put the old code back.

This is taking awhile. I'm still working on it but things are moving extra slow.
Logged

The artist once again known as Kohr-Ah Death 213.

Get your MegaMod HERE
Defender
Enlightened
*****
Offline Offline

Gender: Male
Posts: 817



View Profile
Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #81 on: August 10, 2016, 04:43:41 am »

good to know.
Logged
GameMusic
Zebranky food
*
Offline Offline

Posts: 22


I love YaBB 1G - SP1!


View Profile
Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #82 on: September 01, 2016, 01:14:25 am »

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.

Does the game create a mass of Ilwrath enemies?  I thought it just sent the influence bubble.  If you could actually fight the war with the Thraddash it would be pretty awesome.
Logged
Krulle
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1116


*Hurghi*! Krulle is *spitting* again!


View Profile
Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #83 on: September 01, 2016, 08:42:55 am »

The Ilwrath will actually be there.
But it is the same as actively fighting Kohr-Ah: a single ship, however strong, has no influence on the mass of fleets fighting each other; and therefore no influence on the outcome of wars.
Logged
JHGuitarFreak
Enlightened
*****
Offline Offline

Posts: 1374



View Profile WWW
Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #84 on: September 03, 2016, 10:43:51 pm »

I've got my build environment set up again so has anyone got any new bugs besides the Thraddash still slowly disappearing?
Logged

The artist once again known as Kohr-Ah Death 213.

Get your MegaMod HERE
Jugger
Frungy champion
**
Offline Offline

Gender: Male
Posts: 64



View Profile WWW
Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #85 on: September 05, 2016, 03:39:22 pm »

So far everything else seems to work very well, I couldn't detect any issues besides the Thraddash still disappearing.

All in all good work, keep it up! Smiley
Logged

- Norbert
My Darkstar One mod project Versteckte Cluster (German).
JHGuitarFreak
Enlightened
*****
Offline Offline

Posts: 1374



View Profile WWW
Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #86 on: September 06, 2016, 02:16:32 am »

Alrighty then, I'll keep my eyes open but I believe I know what's causing them to disappear.
Logged

The artist once again known as Kohr-Ah Death 213.

Get your MegaMod HERE
JHGuitarFreak
Enlightened
*****
Offline Offline

Posts: 1374



View Profile WWW
Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #87 on: October 19, 2016, 04:26:39 pm »

Alrighty then, I'll keep my eyes open but I believe I know what's causing them to disappear.


I've figured out what the problem is.

It is my math for showing the Thraddash SOI shrink 25%.

Seems I can't get it quite right.

This is what it is normally:

Code:
strength_loss = ThraddPtr->actual_strength; //This value is the size of the SOI
ThraddPtr->growth = -strength_loss / MaddLength;
ThraddPtr->growth_fract = ((strength_loss % MaddLength) << 8) / MaddLength;

This is what I hoped would work:

Code:
strength_loss = (ThraddPtr->actual_strength)/4;
ThraddPtr->growth = -strength_loss / MaddLength;
ThraddPtr->growth_fract = ((strength_loss % MaddLength) << 8) / MaddLength;

You see, I was hoping strength_loss would be a literal percentage of actual strength loss.

So now I can do one of two things; Figure out how to make the SOI shrink to 75% of its former value during the Ilwrath attack or comment out these lines and the SOI snaps to 75% at the end of the attack.

Maybe I should hop onto the IRC to see if one of the developers knows what the heck is going on with this math.

UPDATE:

...Damn am I stupid sometimes.

What I thought was a really janky fix to the problem, set growth and growth_fract to zero upon mission complete, was technically the correct way to deal with a perpetually shrinking SOI.

I neglected to look further at the other examples of a SOI shrinking at a set rate.

I'll be uploading the fix to Github soon enough. I just can't believe I completely overlooked all the other examples.

The new release is up and the S.O.I. indefinitely shrinking bug is fixed.

https://github.com/Serosis/UQM-MegaMod/releases
« Last Edit: October 20, 2016, 08:38:23 am by Kohr-Ah Death » Logged

The artist once again known as Kohr-Ah Death 213.

Get your MegaMod HERE
Scalare
*Many bubbles*
***
Offline Offline

Posts: 245



View Profile
Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #88 on: October 20, 2016, 03:04:41 pm »

Alrighty then, I'll keep my eyes open but I believe I know what's causing them to disappear.


I've figured out what the problem is.

It is my math for showing the Thraddash SOI shrink 25%.

Seems I can't get it quite right.

This is what it is normally:

Code:
strength_loss = ThraddPtr->actual_strength; //This value is the size of the SOI
ThraddPtr->growth = -strength_loss / MaddLength;
ThraddPtr->growth_fract = ((strength_loss % MaddLength) << 8) / MaddLength;

This is what I hoped would work:

Code:
strength_loss = (ThraddPtr->actual_strength)/4;
ThraddPtr->growth = -strength_loss / MaddLength;
ThraddPtr->growth_fract = ((strength_loss % MaddLength) << 8) / MaddLength;

You see, I was hoping strength_loss would be a literal percentage of actual strength loss.

So now I can do one of two things; Figure out how to make the SOI shrink to 75% of its former value during the Ilwrath attack or comment out these lines and the SOI snaps to 75% at the end of the attack.

Maybe I should hop onto the IRC to see if one of the developers knows what the heck is going on with this math.

UPDATE:

...Damn am I stupid sometimes.

What I thought was a really janky fix to the problem, set growth and growth_fract to zero upon mission complete, was technically the correct way to deal with a perpetually shrinking SOI.

I neglected to look further at the other examples of a SOI shrinking at a set rate.

I'll be uploading the fix to Github soon enough. I just can't believe I completely overlooked all the other examples.

The new release is up and the S.O.I. indefinitely shrinking bug is fixed.

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

Happy days and jubilations!
Logged
JHGuitarFreak
Enlightened
*****
Offline Offline

Posts: 1374



View Profile WWW
Re: New Mod: Mega Mod for 0.7.0 and UQM-HD
« Reply #89 on: October 23, 2016, 01:52:04 am »

I've made another bugfix to quash the approximation of 25% reduction into a true 25% reduction to the Thraddash sphere of influence. While allied with the Thraddash after the Ilwrath battle.

https://github.com/Serosis/UQM-MegaMod/releases/tag/v0.7.2c
Logged

The artist once again known as Kohr-Ah Death 213.

Get your MegaMod HERE
Pages: 1 ... 4 5 [6] Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!