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Author Topic: The MegaMod 0.8.0 has finally arrived!  (Read 52906 times)
Death 999
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #90 on: February 20, 2018, 09:17:55 pm »

aleph-0 RU not enough for you, need aleph-1 RU!
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #91 on: February 21, 2018, 02:55:07 am »

2 Finite Infinity please!

But yeah. The Chmmr code for infinite R.U. is basically giving you a large sum of R.U. plus switching over to using an infinity symbol.
I changed it so that any value above a certain point changes the R.U. count to an infinity symbol or the completed Chmmr event does it.

Obviously it's conflicting.

I might just take the time to thoroughly hardcode the infinite R.U. cheat like I did with the infinite fuel cheat.

_____

You know what it was?

I set the amount of RU given to you when you turn Infinite R.U. on or when you complete the Chmmr plot is too high.
For some reason the fuel logic freaks out when the number is too high.
My best guess without looking at the code is that the fuel logic is looking for a signed value and the R.U. value is unsigned

What this means is that the max positive value you can have for a signed 32 bit value is 2,147,483,647.
I had the R.U. value set at 4,000,000,000 so the fuel logic was in fact looking at a negative value, therefor it was unwilling to add fuel.

I'll either fix the fuel logic or just set the R.U. value to 2,000,000,000 to squeak by.

____

Fixed. Was exactly what I thought it was, the whole signed/unsigned deal.
Not ready to release a new revision yet but it should be ready soon enough.
« Last Edit: February 21, 2018, 04:57:33 am by Serosis » Logged

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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #92 on: February 21, 2018, 07:46:11 am »

Thanks Serosis!

I played through the whole game and that was the only thing that came up in terms of a bug.  Great work!
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #93 on: March 03, 2018, 09:50:37 pm »

Ah,  I still wonder if the orbit code is really a clang issue.   I should find a little time to try to install clang and see if I get the same results as mac.

Did you ever find the time to see if it really was a clang issue?

I've moved on from Sourceforge, the new website for the MegaMod is now http://megamod.serosis.net
Along with that I've drafted a new release which fixes the fuel bug:

https://github.com/Serosis/UQM-MegaMod/releases/tag/0.8.0-MegaMod_Rev.5

____

I just did some leg-work and compiling UQM using clang on Linux does not screw up the orbit lines. That is now a macOS only bug.
« Last Edit: March 04, 2018, 09:24:59 pm by Serosis » Logged

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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #94 on: March 10, 2018, 01:28:50 am »

Hey! So sorry for the long AWOL.  I used this patch to easily switch between clang and gcc
http://forum.uqm.stack.nl/index.php?topic=5797.0

And you're right clang on linux doesn't reproduce the bad orbit lines.   Sure leaves me at a loss.... There are just too many variables.  How do we isolate which one is causing it?

I was pretty sure it wasn't xcode specifically.  The only way I was successful was to build it with the apple version gcc-4.2.  Which was available on macports.  Regardless of what Xcode was installed.  That just happened to be the default compiler in Xcode3...
« Last Edit: March 10, 2018, 01:33:26 am by darklord42 » Logged
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #95 on: March 10, 2018, 07:52:10 am »

Does it give you the orbit line bug with the patch?

Because I can get the MegaMod to build "perfectly fine" in El Capitan without it. Though you have to use SDL 1.2.15 to build or it throws errors.
Meaning you lose backwards compatibility.
« Last Edit: March 10, 2018, 08:00:48 am by Serosis » Logged

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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #96 on: March 10, 2018, 04:04:14 pm »

no I don't.  Couldn't break the orbit lines...
That patch just lets me use the environment variables CC and CXX to define the compiler.  Doesn't change any actual code.

on newer Xcodes,  gcc is already an alias for clang. So you don't have to do anything in the build script to point to it.
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #97 on: April 04, 2018, 03:01:58 pm »

Quick request for future versions...

I believe that HD Remix (as opposed to original/HD) reduced the music volume more significantly when aliens were talking.  I think MegaMod still uses the same volume level as original/HD.

I actually much preferred the slightly lower volume of the Remix, as it made the voices clearer/easier to hear, which was especially appreciated during some of the quieter portions.

Is this something you can/might implement?  Maybe a toggle in the menu to select normal or quieter volume during speech?
Or is it already at the remix volume level and I'm just imagining things?
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #98 on: April 04, 2018, 06:53:22 pm »

I've installed using the windows msi installer, however I can't find anyway to actually activate any of the options I installed (I installed them all).  What am I missing?
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #99 on: April 04, 2018, 07:17:00 pm »

Which options?

Quick request for future versions...

I believe that HD Remix (as opposed to original/HD) reduced the music volume more significantly when aliens were talking.  I think MegaMod still uses the same volume level as original/HD.

I actually much preferred the slightly lower volume of the Remix, as it made the voices clearer/easier to hear, which was especially appreciated during some of the quieter portions.

Is this something you can/might implement?  Maybe a toggle in the menu to select normal or quieter volume during speech?
Or is it already at the remix volume level and I'm just imagining things?

I don't remember seeing any specific volume code specifically for speeches in the Remix source but I'll look into it.
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #100 on: April 04, 2018, 11:55:45 pm »

I don't remember seeing any specific volume code specifically for speeches in the Remix source but I'll look into it.

I don't think it's specific code, it's just a variable.  Music volume (in all versions of UQM) automatically is lowered when an alien is talking (ie, "if alien is talking, lower music channel volume by X%".  However, I THINK in UQM HD Remix, the volume is lowered a larger amount than in other versions (ie, X was set to a higher number).  I preferred the lower volume.
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #101 on: April 05, 2018, 01:11:25 am »

That's possible. I'll take a look whenever I can get the motivation to look at Remix's files.
It could simply be that he had the music slider lowered by default or it could be that he literally coded it in where I didn't see it.
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #102 on: April 05, 2018, 01:43:20 am »

That's possible. I'll take a look whenever I can get the motivation to look at Remix's files.
It could simply be that he had the music slider lowered by default or it could be that he literally coded it in where I didn't see it.


HD Remix listed the feature as follows:
* Changed the volume options so the dialogue is more audible against the music

...which I realize doesn't help a lot in answering the 'how' question.
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #103 on: April 14, 2018, 07:56:26 pm »

I'm not sure if this is just a Megamod problem or if it's on HD as well but the Vindicator on Smooth battle-zoom has too much proportion issues with size.
Also, I'm not sure how I could get the new Marauder to load.
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #104 on: April 15, 2018, 02:24:34 am »

I'm not sure if this is just a Megamod problem or if it's on HD as well but the Vindicator on Smooth battle-zoom has too much proportion issues with size.
Also, I'm not sure how I could get the new Marauder to load.

The "new" Marauder is loaded by default, the old one is loaded with the addon packages.

The smooth zoom issue may just be a HD-mod problem all-around.
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