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Author Topic: MegaMod 0.8.0 Beta Release  (Read 9641 times)
JHGuitarFreak
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Re: MegaMod 0.8.0 Beta Release
« Reply #30 on: December 09, 2017, 02:06:18 am »

Once again, I overlooked a few lines causing this Sun tripping issue.

So literally the only things that need to be done is to update the ship.c and comm.c files for every race to HD.
That and maybe tweak a few things here and there.

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darklord42
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Re: MegaMod 0.8.0 Beta Release
« Reply #31 on: December 09, 2017, 07:19:22 pm »

Since all the code is merged into one now,  I guess you won't have to worry about multiple HD and Classic releases anymore Smiley
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JHGuitarFreak
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Re: MegaMod 0.8.0 Beta Release
« Reply #32 on: December 09, 2017, 11:04:59 pm »

Pretty much, yeah.

And I'm going to be repackaging the Windows installer to work with all the content that will be made.
When the time comes I'll have to get permission from Soul Reaver to link to his content directly from the installer.
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darklord42
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Re: MegaMod 0.8.0 Beta Release
« Reply #33 on: December 10, 2017, 12:44:49 am »

That's a great idea! Would certainly ease the barrier for entry.
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JHGuitarFreak
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Re: MegaMod 0.8.0 Beta Release
« Reply #34 on: December 10, 2017, 12:55:47 am »

Hopefully with as much content I have to include it doesn't turn into a huge mess.
To make things easier to talk about I usually am on the Star Control: Origins Discord.

They allow me to talk shop about UQM in the general chat area.
And I go into length about modding SC:O in the NDA sections if you happen to be a founder.
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darklord42
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Re: MegaMod 0.8.0 Beta Release
« Reply #35 on: December 10, 2017, 02:26:23 am »

Oh wow, I had no idea there was a discord server.   

Yeah, there are a fair few addons to get the game to something to what you and I would consider optimal.   At least with only one version of the game you wont have to keep separate lists anymore, which will ease things..
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JHGuitarFreak
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Re: MegaMod 0.8.0 Beta Release
« Reply #36 on: December 10, 2017, 09:17:09 am »

Yeah. The Discord, I feel, is where all the action happens.

Draginol/Frogboy/Brad A.K.A. the CEO of Stardock is active there and the SC:O forums the most.
Though he seems to make exceptions where it most definitely matters.

UQM has the IRC channel which I've most definitely used from time to time to get some big help from the
UQM dev team but it's not exactly a happening place to discuss all things Star Control.

On-Topic:
I've actually started to consolidate the content I have into the main packages.
Gone are the days of the "sero-setup", "sero-menu", and the separate nebulae packages.
This is a complete repackage and update of the HD mod done by me and I want the best representation of
the Star Control I grew up with.

If the HD devs never touch their code again I want mine to be the definitive source of HD for every new UQM release.
UQM-Mods have come a long way, from a couple of cheats to avoid the Death March to a fully blown alternative version of UQM.

I can not foresee a future where I will not be working on the code.
I mean, if Origins is as moddable as Brad says it is then I'll be working on the UQM: Origins mod for sure. No doubt.
And if Ghosts of the Precursors ever sees the light of day and is moddable in any way I'll work on the UQM mod for that as well.

A couple hours later

Hmmm. That was a huge tangent, maybe a bit ambitious. But I stick by it.
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darklord42
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Re: MegaMod 0.8.0 Beta Release
« Reply #37 on: December 10, 2017, 01:54:55 pm »

Well seeing as how the UQM-HD never really did get a polished, official release before, and it's code completely separated from the main UQM branch,  I think that's a very worthy goal.

And if one of them ever comes back, i'm sure they would much rather work with you on the newer codebase that can be integrated with whatever UQM decides to do in the future.

As for cleaning up all the mods, I think that's a great idea as well.  It's a little confusing as it is now, and I'm sure you wouldn't want playthroughs without everything installed anyway.
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JHGuitarFreak
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Re: MegaMod 0.8.0 Beta Release
« Reply #38 on: December 11, 2017, 01:27:38 am »

Right now I'm trying to tighten up the UI so everything lines up.
You would not believe the amount of half-assery.

EDIT:

It's extremely subtle, you'd have to zoom in on most of it to even tell the difference except for the Map Keys.

Before                                     After


The gist of it is that I'm redoing the borders and the size of the boxes on the right side of the screen to more faithfully match the original UI scheme.

EDIT:

So far I've had a lot more success tweaking the UI for 2x (640x480) than I have with 4x (1280x960).
For whatever reason the main UI, the borders around the screen, their width is scaled in or around 3x instead of 4x.
Which explains why it's so tall and thin in 4x as opposed to a proper 4x scale.

Check it out:

Original Scaled 4x                   1280x960 HD


UPDATE:

4x before and after:

« Last Edit: December 11, 2017, 07:23:06 am by Serosis » Logged

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Re: MegaMod 0.8.0 Beta Release
« Reply #39 on: December 13, 2017, 01:52:43 am »

Totally curious how your changes with the background stars look.  Absolutely agree that they were sparse and tiny in HD as oppose how the backgrounds look in the origional.
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JHGuitarFreak
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Re: MegaMod 0.8.0 Beta Release
« Reply #40 on: December 13, 2017, 02:09:18 am »

How did you hear about those?  Grin

I've kept the Star Control discord up to speed, kind of hard to do that on a forum without seeming too hyper.

I'll post a couple of short clips:

640x480

1280x960

Screenshots:

640x480

1280x960

Like I said before, I want to make this version the defacto. More features and more coalesced than the previous attempt.
Right now I seem to be working on only the content and implementation of it.
Really putting off updating the rest of the code to HD.
I'll see about getting to the ship code first. That'll be the biggest pain so I'll get that one over with.

EDIT:

Oh, I forgot you watch the Github commits.

If anybody has any ideas on what needs to be added in as far as what shouldn't be lacking in HD go ahead and shout the idea.
« Last Edit: December 13, 2017, 02:30:01 am by Serosis » Logged

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Re: MegaMod 0.8.0 Beta Release
« Reply #41 on: December 13, 2017, 02:54:33 am »

Oh, I forgot you watch the Github commits.
Religiously Smiley

The whole process really fascinates me. I went the other route in the IT feild with networking. But I still like looking at code.
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Re: MegaMod 0.8.0 Beta Release
« Reply #42 on: December 13, 2017, 03:17:23 pm »

I just posted this over on the Discord but I'll mirror it here.

I completed an animated Falayalaralfali for HD.

Here's a video clip.

And here is one frame of the raw art compared to the original graphics.



EDIT:

Forgot to say my piece.

What spurred this on was Metamorphosis' code to animate the in-bound Quasi Portals (The natural portal and the and the spawner portal) and the Arilou home world.

The code he has placed the animated quasi hole behind the planet graphic as separate things but it wasn't quite working properly and would cause the game to
crash if you entered the Arilou homeworld from certain sides (no idea why).

So I cut out the code that placed the animated quasi hole and shoved it where the planet graphic code is, replacing it.
Then I created the above graphic on 32 frames of animated quasi hole.

Problem solved.
« Last Edit: December 13, 2017, 03:27:46 pm by Serosis » Logged

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Krulle
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Re: MegaMod 0.8.0 Beta Release
« Reply #43 on: December 13, 2017, 04:31:22 pm »

WOW.
At this pace you'll be done by mid next-year. (rooting for you!)

Also: will your megamod support finished translations?  (selecting the translation package to be used?)

I need to pick up the German translation again, and check it for my kids. The current distribution does NOT work properly, and many texts are not translated (I know I did translate them back when, but in the distribution they are not).
Also, it is an old distribution. We finished in pre-0.7 times. I think since then the handling of .txt filea has slightly changed.
I wanted to use my kids as playtesters, but if I do not have the time to keep up with whatever they encounter, it's not much use....
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JHGuitarFreak
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Re: MegaMod 0.8.0 Beta Release
« Reply #44 on: December 13, 2017, 05:44:28 pm »

I could take a look but I can't promise anything.

I know English, but only just. I don't exactly know how the translations work.
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