The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
October 14, 2024, 10:16:49 pm
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)
| | |-+  MegaMod 0.8.0 Beta Release
« previous next »
Pages: 1 [2] 3 4 ... 6 Print
Author Topic: MegaMod 0.8.0 Beta Release  (Read 9778 times)
darklord42
*Many bubbles*
***
Offline Offline

Posts: 208



View Profile
Re: MegaMod 0.8.0 Beta Release
« Reply #15 on: November 27, 2017, 04:15:53 am »

I see. Out of curiosity, are you forced to continue with the hacky ways when reimplimenting the code?  Or are there spots where you were able to do it a bit better?   Or does the implementing on the 0.8.0 branch force you to rewrite the code in a different manner anyway?
Logged
JHGuitarFreak
Enlightened
*****
Offline Offline

Posts: 1374



View Profile WWW
Re: MegaMod 0.8.0 Beta Release
« Reply #16 on: November 27, 2017, 05:06:11 pm »

I have to reintroduce the hacky code before I can make it better.

There may be ways to make it better in spots but I won't know if it works until it's all complete.
For now I just want it to compile and go into the game at its original resolution. As long as that's working I have
more of a chance to make the HD portion work.

EDIT:

I'm only halfway through and I'm getting incredible results



Sad part about it right now is that I may have broken textured planets in HD from my previous 0.8.0 mod. They stay the same small size.
« Last Edit: November 28, 2017, 05:18:07 am by Serosis » Logged

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

Get your MegaMod HERE
darklord42
*Many bubbles*
***
Offline Offline

Posts: 208



View Profile
Re: MegaMod 0.8.0 Beta Release
« Reply #17 on: November 30, 2017, 03:18:30 am »

That's really progressing a lot further then I thought you would in a week.  I saw the size of that original diff Smiley
Logged
JHGuitarFreak
Enlightened
*****
Offline Offline

Posts: 1374



View Profile WWW
Re: MegaMod 0.8.0 Beta Release
« Reply #18 on: November 30, 2017, 04:20:36 am »

I've been addicted to it. I guess you'd have to be to manually patch over a megabyte of data.

Though I may not be able to complete it without help. I broke saving somewhere along the line and haven't been able to get it back.
Game will simply not save.

EDIT:

In unrelated news I've figured out how to make the Syreen Song crew dots larger so they can be seen easier in 2x and 4x.
« Last Edit: November 30, 2017, 07:16:47 am by Serosis » Logged

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

Get your MegaMod HERE
darklord42
*Many bubbles*
***
Offline Offline

Posts: 208



View Profile
Re: MegaMod 0.8.0 Beta Release
« Reply #19 on: December 01, 2017, 03:56:27 am »

I've been addicted to it. I guess you'd have to be to manually patch over a megabyte of data.

Though I may not be able to complete it without help. I broke saving somewhere along the line and haven't been able to get it back.
Game will simply not save.


Dang,  I guess that would mean a lot backtracking to find where it broke.

Quote
In unrelated news I've figured out how to make the Syreen Song crew dots larger so they can be seen easier in 2x and 4x.

That is awesome news!
Logged
JHGuitarFreak
Enlightened
*****
Offline Offline

Posts: 1374



View Profile WWW
Re: MegaMod 0.8.0 Beta Release
« Reply #20 on: December 01, 2017, 01:16:12 pm »

Really all that's left now is to update the comm screen and ship code to the HD version.

I have a host of issues that I'm sure can be resolved:

Textured planets aren't the correct size in HD without added hacky code that slows the game down. No idea why.
The large animated suns have an issue where they have one large frame, causing undesired visual effect.
Menus do not resize/display properly when changing resolution.

Though good news is I've fixed the saving and loading. Though 0.8.0-HD is only compatible with itself and classic saves.
The original UQM-HD mod saves will not load.

The original HD mod handles save names way differently than 0.8.0 does and on top of that a weird header string addition for checking
save validity.

EDIT:

Sort of fixed the main menu resize issue. Still a bit wonky though.

Setup menu fully fixed now. Switches even better than the original HD mod did.
« Last Edit: December 08, 2017, 07:05:24 am by Serosis » Logged

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

Get your MegaMod HERE
darklord42
*Many bubbles*
***
Offline Offline

Posts: 208



View Profile
Re: MegaMod 0.8.0 Beta Release
« Reply #21 on: December 02, 2017, 05:25:10 pm »

Awesome!   I'm really looking forward to trying it    Cheesy
Logged
darklord42
*Many bubbles*
***
Offline Offline

Posts: 208



View Profile
Re: MegaMod 0.8.0 Beta Release
« Reply #22 on: December 04, 2017, 01:18:37 am »

I just made myself a build of the old HD branch.  Great job on the Syreen dots!
Logged
JHGuitarFreak
Enlightened
*****
Offline Offline

Posts: 1374



View Profile WWW
Re: MegaMod 0.8.0 Beta Release
« Reply #23 on: December 04, 2017, 05:28:55 am »

Thanks. Just applied a bit of the old << RESOLUTION_FACTOR.

I've been trying to figure out how to take it and make them into circles but math is not my strong suit.
Logged

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

Get your MegaMod HERE
CelticMinstrel
Enlightened
*****
Offline Offline

Posts: 522



View Profile
Re: MegaMod 0.8.0 Beta Release
« Reply #24 on: December 05, 2017, 07:31:53 am »

In response to the old thread...

Adding an SoI for the Syreen and Chmmr seems like something that would mess up the Death March. Furthermore, if you're adding one for those two races, why not one for Earth too? On the other hand, having a SoI gives the impression that you could encounter their ships in space, which would mean you need new dialogue for them, which is a ton of effort; and if there's a SoI but no ships, it would seem weird.

Personally, I think there's a good reason for these three planets to not have a sphere of influence. Apart from the space station, they have no significant presence in space, and they don't have that many ships either. Rather than going out on patrols, expeditions, mining trips, and what have you, they're basically keeping to their home planet; their influence extends only as far as the space station.
Logged
Krulle
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1115


*Hurghi*! Krulle is *spitting* again!


View Profile
Re: MegaMod 0.8.0 Beta Release
« Reply #25 on: December 05, 2017, 09:10:31 am »

The Humans and the Syreen even have to do without the ressources of their planet below the space station.
Their whole presence in game is the space station, and the few ships.... (interestingly, Syreen ships have been stowed away, but Human ships not. And why not simply build new ships for the Syreen at your station instead of having to find them? - Yeah, game-wise it'll be a test if you can keep out of the Ur-Quan's fangs (fast enough in HyperSpace), and even test whether you are strong enough to actually fight their ships).
The Chmmr do have a full planet with its ressources behind them (ocne they emerged from their chrysallis).

so, Human and Syreen SOI are wrong, IMHO, but the Chmmr would have a SOI. They just keep radio silence to avoid being detected by the Ur-Quans before everything is in place.
Thus their SOI would not f up the Death March. The Kohr-Ah know about the Chenjesu and the Mmrnmhrm being trapped on Procyon, and therefore have no reason to go for them during their first run. Once the "free" races have been destroyed, the Kohr-Ar would likely go on a second killing spree and crack the slave shields and kill the ones who are trapped.
Logged
JHGuitarFreak
Enlightened
*****
Offline Offline

Posts: 1374



View Profile WWW
Re: MegaMod 0.8.0 Beta Release
« Reply #26 on: December 05, 2017, 09:35:30 am »

Didn't think of that... Has this been tested?

I may remove that bit if it does affect the gameplay.

EDIT:

At this moment I firmly believe that the new SOI will not affect the Death March, but I'm still testing.
I have to find a way to trigger the Death March that doesn't involve me setting Time Dilation to super speed and sitting in Hyperspace for an hour.

EDIT:

Fixed textured planets in IP not being the correct size relative to the resolution.
Pretty soon I believe I'll have a shippable "product".
« Last Edit: December 08, 2017, 07:06:07 am by Serosis » Logged

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

Get your MegaMod HERE
darklord42
*Many bubbles*
***
Offline Offline

Posts: 208



View Profile
Re: MegaMod 0.8.0 Beta Release
« Reply #27 on: December 08, 2017, 12:53:03 pm »

Awesome!  Can't wait.  It's funny how often getting to the point where thing's start to run is just the beginning. Smiley

Boy that RESSCALE function is boss.  Grin
« Last Edit: December 08, 2017, 12:55:27 pm by darklord42 » Logged
JHGuitarFreak
Enlightened
*****
Offline Offline

Posts: 1374



View Profile WWW
Re: MegaMod 0.8.0 Beta Release
« Reply #28 on: December 08, 2017, 08:18:56 pm »

Also hacked in a way to make the Syreen Song crew dots more circular, there was already a function for it in reserve for the fuel circles.
I *might* also want to do it for the orbit dots in HD but that's if it can be done without it looking too ugly.

So the only real problem I am left with is the twitching animated suns. I'll see about posting a gif or webm of that.

UPDATE:

And here you go:

https://gfycat.com/ObeseHarmoniousAndalusianhorse

Or for a large GIF:

« Last Edit: December 08, 2017, 08:48:44 pm by Serosis » Logged

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

Get your MegaMod HERE
darklord42
*Many bubbles*
***
Offline Offline

Posts: 208



View Profile
Re: MegaMod 0.8.0 Beta Release
« Reply #29 on: December 09, 2017, 12:40:33 am »

Neat a pulsar! Smiley

Just a thought, is the flash in the star one frame of a scaled original texture showing through in the animation?

I don't think there is anything you can do a bout this, but you know how in the commander hays comm they use the static effect for the weak broadcast, but then later when the ilwrath jam the signal they don't reuse the effect. Seems like a missed opportunity...
« Last Edit: December 09, 2017, 12:43:05 am by darklord42 » Logged
Pages: 1 [2] 3 4 ... 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!