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Author Topic: The UQM MegaMod - Now on MacOS X!  (Read 24778 times)
JHGuitarFreak
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #195 on: November 01, 2017, 07:04:18 am »

For those interested there is a functional alpha ready to play for 0.8.0.

I'm not going to make an official MegaMod release until I'm sure there are no game breaking bugs with the textured and rotating planets code.
So to be able to download I have to use a third party service to give you guys a link to the 0.8.0 bin folder called DownGit.
This link begins downloading immediately as soon as you visit it:
https://minhaskamal.github.io/DownGit/#/home?url=https:%2F%2Fgithub.com%2FSerosis%2FUQM-MegaMod%2Ftree%2Fmaster%2F0.8.0%2Fbin
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metamorphosis
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #196 on: November 04, 2017, 04:46:03 am »

https://sourceforge.net/u/userid-865615/urquanmastershd/ci/master/tree/ is his repo.  Some of it sounds like it's in the data files themselves.

And some of it, like the work on the hd slides for precursor music, might not be needed anymore, as it looks like it works fine in your version.

Almost all of the Remix changes were backported into HD. If you build from HD, you're building with the bulk of the Remix changes, including the updated slide timings.
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JHGuitarFreak
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #197 on: November 05, 2017, 03:08:35 am »

Not all of it.

I diff'ed the sources and there's quite a bit that wasn't backported.
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JHGuitarFreak
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #198 on: November 13, 2017, 06:16:45 am »

For anybody out there watching, I've also started porting over some small things from UQM Extended.

Everything implemented thus far from all the ported code:

  • Partial mineral pickup
  • Textured planets and moons in interplanetary
  • Orbiting planets and moons in interplanetary, for textured and non-textured
  • Display life form name and amount on pickup of canned biodata
  • Enter name of captain and ship on selection of New Game
  • Page Up / Page Down controls for Shipyard and Roster
  • Ship icons displayed on the gravity wells in Hyperspace
  • Syreen have SOI after retrieving their ships
  • Their SOI also tracks to Organa for the ambush
  • Chmmr gain a SOI after finishing "The Process"
  • Shielded worlds have a more radiant glow while in IP with textures enabled
  • Optional Sol system textures can be dropped into the addons folder
  • Added SC3 Bubblewarp sound to the Bubblewarp cheat
  • Optional nebulae for interplanetary
  • Main menu music by Saibuster

Plus a few behind the scenes stuff and bug fixes.

Oh, and new Title and Start Menu graphics.
« Last Edit: November 13, 2017, 10:27:11 am by Serosis » Logged

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Re: The UQM MegaMod - Now on MacOS X!
« Reply #199 on: November 13, 2017, 11:58:44 pm »

I actually don't like the textured planets and moons in interplanetary view. It sometimes makes them hard to see.
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #200 on: November 14, 2017, 03:33:20 pm »

Yeah, for some of the more darker, smaller planets it's a task. But it's a neat feature for those that do like it.

Which is why I separated the orbiting planet and textured planet code. Couldn't have one without the other before.

EDIT:

Found a way to fix an interesting bug with the nebulae. Well not a bug in the code but something that bugged me, heh.
Which is that the starfield draws itself on top of the nebulae leaving you with stars that simply exist on top of the nebulae.

By shifting the drawing of the nebulae frame after the starfield the nebulae can be drawn on top.
Then by tweaking the opacity down and making black transparent in the nebulae png files we get a nice nebula that looks like this:



And for comparison here is the same nebula with the stars drawn on top:



EDIT:

On top of that I've created an entirely new set of nebulae to replace the current set and doubled the amount of nebulae as well.

Here is what they all look like: https://imgur.com/a/bzfOn

I will be tweaking as I go because some of them may be too "bright" and will obscure planets.

MICRO EDIT:

I forgot to mention I used this online procedural nebula generator to create the new nebulae: http://wwwtyro.github.io/procedural.js/space/
For the first half of the nebula I used the filename as the seed so 'nebula-000' through 'nebula-021', for the second half I did variations of my username.

I stuffed all of the files onto Photoshop, used the select by color tool to get rid of the black, then saved with an opacity between 40-75% depending on how bright the nebulae were beforehand.
Every once in awhile a nebula was too bright for even the select by color tool so I adjusted the brightness and contrast to suit my needs.
« Last Edit: November 16, 2017, 02:33:45 pm by Serosis » Logged

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Re: The UQM MegaMod - Now on MacOS X!
« Reply #201 on: November 17, 2017, 05:24:36 am »

Awesome!  Keep up the great work!    Smiley
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #202 on: November 17, 2017, 12:11:14 pm »

Another neat addition is a date format option for those that prefer their days come before their months.

Code fitted from Nic's patch posted on bug# 869.

EDIT:

Also in the process of nerfing Bubble Warp so that it actually takes fuel
« Last Edit: November 17, 2017, 01:33:34 pm by Serosis » Logged

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Re: The UQM MegaMod - Now on MacOS X!
« Reply #203 on: November 18, 2017, 01:36:09 am »

Great job...thank you for your time in keeping this updated and alive.
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #204 on: November 18, 2017, 08:22:00 pm »

Another update:

I ported over the SC1-era starmap and constellations from UQM-HD.

I think it's getting to the point where I'm going to port everything over but the HD content itself.
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #205 on: November 19, 2017, 07:27:20 am »

Excellent!

I assume the HD content itself is extremely difficult and a lot to it.

Sounds like that would be a large project for someone else (or preferably several people) at another time.
« Last Edit: November 19, 2017, 07:29:30 am by darklord42 » Logged
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #206 on: November 19, 2017, 02:28:08 pm »

Yeah. That and the changes between 0.7.1 and 0.8.0 are great enough that a simple patch job won't work.

Though as I'm going through and re-adapting old mods to it I'm getting a greater understanding of what's going on.
The HD mod is so massive in scope though that I wouldn't be able to tell if I got it right until after I got all the code in.

There's no in-between testing with it like most of the other mods. At least no way that I can see.
Maybe get the definitions in first, force it to a scale of 0, and make sure the original graphics work before I overhaul.

Unfortunately the HD mod brings with it a ton of menial, repetitive changes. And having to copy/paste that manually through a diff
or finding it in the HD code is a huge pain.

UPDATE:

Okay. So the current plan for the MegaMod is to get everything fixed up and stable for 0.8.0.
Everything is nearly there except for a few nagging things. Ship icons in hyperspace gravity wells aren't displaying properly for some
of the races so I have to decide whether to fix it or disable it for now.

I also wanted to find a way to save the option for the Alt Thraddash Storyline into the actual save file.
So that if one saved with it enabled they could be rest assured that it would always stay enabled even if the option magically disabled.

But needless to say that this would most likely break saved games at some point so I leave the due diligence up to the end-user.

Once I get a release rolling I'll split 0.8.0 into two projects and name one the HD project.
Basically something I will pick at over a long period of time to try and update the HD mod over to 0.8.0.
« Last Edit: November 21, 2017, 11:42:12 pm by Serosis » Logged

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Re: The UQM MegaMod - Now on MacOS X!
« Reply #207 on: November 22, 2017, 05:07:03 pm »

Why would it break the savefile? If you have a list of event flags, it'll have one length for one version, or another length for another version - or if the shorter one is padded, there are free bits available to disambiguate.

Well. I can see a few ways that could go wrong, but only if the format makes more assumptions than a modern save file format normally would.
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CLOSED: The UQM MegaMod - Now on MacOS X!
« Reply #208 on: November 22, 2017, 05:13:35 pm »

Really its all down to my understanding of the save file system. Which is no understanding.
I barely get how the resource system works and how it loads. But I know how to make it happy.

Anyways I'm preparing for release of 0.8.0 MegaMod Beta. Which will be all vanilla at the outset.
So one could download it and not have to change any settings to get the base experience.

Content and websites are being updated to reflect the new release.
« Last Edit: November 22, 2017, 09:05:11 pm by Serosis » Logged

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