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Author Topic: The UQM MegaMod - Now on MacOS X!  (Read 24934 times)
darklord42
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #30 on: March 04, 2017, 08:40:23 pm »

Great!

Regarding the animations,  i had no idea MB added those. They may already be in UQMHD. Do you know which commit he put them in?  I can't seem to find it.

Or were these added by the UQMHD team but never made it into a release?

I see commits 1c1fd0 and c94bb8 made by Jaakko Markus Seppala made at 2014-10-26/28.  Are these where this is from?
« Last Edit: March 04, 2017, 08:50:43 pm by darklord42 » Logged
JHGuitarFreak
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #31 on: March 04, 2017, 10:38:06 pm »

No idea.

I diff'ed the source between Matt's latest master and the original HD source code then used the resulting .diff file to start adding stuff in manually.

I got to a point where it started adding references to animated quasi portals so I passed it up until I could figure out exactly how much needed to be changed for it to work without the content.
Turns out it adds too much to make that idea feasible.

The content is also there under the, "nav" directories of 2x and 4x.

EDIT:
I'm going to take a break for the day.

That way I can focus on fixing a few bugs between Classic and HD either tomorrow or a in a few days.
« Last Edit: March 05, 2017, 12:12:52 am by Kohr-Ah Death » Logged

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darklord42
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #32 on: March 05, 2017, 12:57:22 am »

Sounds like a good plan, see you in a few days Smiley
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #33 on: March 05, 2017, 08:41:04 pm »

Alrighty so I've ported most of the fixes back to classic and fixed my own screw ups allowing it to build a debug binary.

Classic autoloads the new Utwig and Shofixti packages along with Soul Reaver's Melnorme package.

Added two new commandline options: --skipintro and --fmv
Skip intro does what is says, skips the intro.
FMV enables the use of the Crystal Dynamics Logo and the Drumall video that plays after sitting 20 seconds on the menu screen.

Skip intro naturally skips the Logo video if both options are enabled.

On an unrelated note, I really wish there were a way to sort the .cfg file options. They just seem randomly ordered.

Going through testing and building on OS X soon.
« Last Edit: March 05, 2017, 09:59:16 pm by Kohr-Ah Death » Logged

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darklord42
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #34 on: March 05, 2017, 11:14:10 pm »

Awesome! Can't wait!
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #35 on: March 06, 2017, 02:24:14 am »

Hopefully, since I have everything already setup in my virtual environment, it will be as easy as building it and slapping it inside of a .dmg.

Was thinking about going full Hackintosh but it looks to be a pain in the arse for dual-booting with Windows.

If I could get xcode 4 to install in Sierra then it would be worth it.

EDIT:

Hit a small roadblock. The 3DO videos for the spins and intro won't load if you have the extra content installed. Or they do, but only partially.
Somehow the new content is superseding them entirely. Regardless of the option to load the 3DO videos.

Yay.

Update:

Going to have to nix the all-in-one package and go with completely separate packages.
That way the 3DO options fully take.
« Last Edit: March 06, 2017, 04:00:35 am by Kohr-Ah Death » Logged

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Re: The UQM MegaMod - Now on MacOS X!
« Reply #36 on: March 06, 2017, 04:56:32 am »

Separate packages is fine. I'm sure it will all be organized in a straight forward way on the site, which is what really matters.

Yeah,  I built an AMD hackentosh from spare parts from my brother's computer.  I really wouldn't bother dual booting it.  It's a minor miracle just to get it to work as is.  I have 10.11.6 installed on it.  I can't bring myself to go through again with the process to install 10.12 on it... At least not without buying a second hard drive and installing it on that.  I really don't want to trash what I already have.

For me AMD hacks causes extra issues installing XCode, for whatever reason.  I'm sure it can be solved, but I never find time to look at it, and my old macbook pro is enough for my needs.
« Last Edit: March 06, 2017, 05:03:15 am by darklord42 » Logged
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #37 on: March 06, 2017, 06:36:46 am »

Separate packages is fine. I'm sure it will all be organized in a straight forward way on the site, which is what really matters.

Yeah,  I built an AMD hackentosh from spare parts from my brother's computer.  I really wouldn't bother dual booting it.  It's a minor miracle just to get it to work as is.  I have 10.11.6 installed on it.  I can't bring myself to go through again with the process to install 10.12 on it... At least not without buying a second hard drive and installing it on that.  I really don't want to trash what I already have.

For me AMD hacks causes extra issues installing XCode, for whatever reason.  I'm sure it can be solved, but I never find time to look at it, and my old macbook pro is enough for my needs.

All the content files are up on the downloads page if you want to take a look: http://uqm-mods.sourceforge.net/Downloads

None of the download links for the current binary release will work, they're pointed at the names of what the next release will be.

As for the Hackintosh, my thing was how many options I would have to change in the BIOS just to multi-boot.
I would either have to reinstall Windows with those changed options or fiddle with the BIOS every time I want to boot into a different OS.

I have an Intel i5 so technically it would have no problem running OS X, but for UQM I would have to partition one hard drive so I can boot 10.8.5 or 10.12 on the same drive.
Unless I could get 10.8.5 Xcode to install on 10.12, since 10.8.5 is the last version that has no ugly quirks with clang and gcc. As far as I know. I've seen only a few people trying to build
on 10.9+.

EDIT:

Ugh, the voiceover for the ship info won't work on Classic on Mac
Which is the exact opposite problem for HD where the voiceover works but the background wind noise doesn't.

UPDATE:

I'm just an idiot. On Classic the default volume setting is 0.

Also, should I make a new thread for another release? Seems wrong because this is already the top post.
Wish I could edit the first post with new links.

UPDATE

Everything is setup and a new release has been made

Grab it either at the Sourceforge mother-site or the Github daughter-site.

Head to the Features page of either site for a full list of changes.
« Last Edit: March 06, 2017, 11:14:53 am by Kohr-Ah Death » Logged

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Re: The UQM MegaMod - Now on MacOS X!
« Reply #38 on: March 06, 2017, 04:25:02 pm »

Awesome!  Great work!  I'm in the process of downloading everything now.

A few thoughts already though:

-The UQM-HD (No Addons)  Currently does not include the base addons of 3dovoice or 3domusic, should these be added to optional section?

-Do you think you could add a link to the precursor remix music in your optional section?

-Regarding SoulReaver's Malnorme addon,  can I download the addon file and re-label the .zip folder to .uqm to have it work?  Or do have to make sure there isn't a second level of directory inside the .zip folder?

I'm surprised you can't modify the first post.  I can modify any post I made in this thread...  I promise I won't be mad if you make a second thread, but I'm not a moderator. Smiley
« Last Edit: March 06, 2017, 04:27:08 pm by darklord42 » Logged
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #39 on: March 06, 2017, 04:31:32 pm »

Awesome!  Great work!  I'm in the process of downloading everything now.

A few thoughts already though:

-The UQM-HD (No Addons)  Currently does not include the base addons of 3dovoice or 3domusic, should these be added to optional section?

-Do you think you could add a link to the precursor remix music in your optional section?

-Regarding SoulReaver's Malnorme addon,  can I download the addon file and re-label the .zip folder to .uqm to have it work?  Or do have to make sure there isn't a second level of directory inside the .zip folder?

I'm surprised you can't modify the first post.  I can modify any post I made in this thread...

I didn't want to upload the voice, and music because they are already available on the main UQM site: http://sc2.sourceforge.net/downloads.php

So are the precursor remixes for that matter.

And yes. You can rename the files however you want so long as the folder structure inside the zip remains untouched and that the extension is either zip or uqm.
You can even rezip it using a higher quality zip compression, as long as the folder structure remains exactly the same.

Edit: All the .uqm files I uploaded were zipped with 7zip using the highest settings. Did not notice a performance drop at all even on the OS X virtual machines.

Adding a note in the Optional Content panel pointing to the UQM download page.
« Last Edit: March 06, 2017, 04:39:32 pm by Kohr-Ah Death » Logged

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darklord42
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #40 on: March 06, 2017, 05:37:15 pm »

Excellent!  7zip is not a bad idea!  I'll keep it in mind for another project. Smiley
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #41 on: March 06, 2017, 10:48:13 pm »

I'm sure at this point you want to take a large break,

I just wanted to post this for the record.  For the 4x hi res package here is an image of the odd orbit lines I get.  I was hoping the nebula fix would have fixed it, but alas no. It does happen in other systems other then sol, and happens as you zoom in closer to the star.  No idea what causes it yet.


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Re: The UQM MegaMod - Now on MacOS X!
« Reply #42 on: March 07, 2017, 01:10:13 am »

That is just, fascinating.

What OS, what packages are you running, and what are your settings including the cheats?

Does it happen with UQM classic or how about the original HD mod?

I need to see if I can replicate that. But even then, I believe the orbits are generated and not located in the content files.

EDIT:

Just loaded up UQM-HD in 4x to see for myself, nope. I get none of that mess.



Try it with either --opengl or --nogl

EDIT:

Looking at your image it appears to be happening to Neptune's orbit line and what I can assume to be Pluto's orbit line since I see only two warped lines.
« Last Edit: March 07, 2017, 01:23:13 am by Kohr-Ah Death » Logged

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darklord42
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #43 on: March 07, 2017, 02:07:47 am »

I think you are right,  It's the outer planet orbits...

I'm using OSX 10.11.6  it happens on both my Hackentosh and Macbook Pro 2010 with the same OS.  Could be an OpenGL issue...but I tried both your flags and had same result. (--nogl did affect the monitor scaling)

It only happens on 4x and I don't use any special flags

And I have the following packages

MelnormeVoiceFixAddon.uqm
rmx-nebulae.uqm
rmx-shofixti.uqm
rmx-spins.uqm
rmx-subtitle.uqm
rmx-utwig.uqm
uqm-0.7.0-3dovideo.uqm
uqm-0.7.0-prv-3domusic.uqm
uqm-0.7.0-prv-3dovoice.uqm
uqm-0.7.0-hires2x.uqm
uqm-0.7.0-hires4x.uqm
uqm-remix-disc1.uqm
uqm-remix-disc2.uqm
uqm-remix-disc3.uqm
uqm-remix-disc4.uqm
vux-fix-1x.uqm

Although I have tried it with just the uqm-0.7.0-hires4x.uqm file, and same thing.
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #44 on: March 07, 2017, 02:53:46 am »

I just checked the frameworks and the various Advanced Options. No dice.

This may be a side effect of building it inside a virtual machine but I don't have a real Mac to test this thought.

You said it happened in other star systems, did you perhaps make a note of which ones?
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