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Author Topic: The MegaMod 0.8.0 has finally arrived!  (Read 47593 times)
JHGuitarFreak
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #45 on: January 11, 2018, 02:09:29 pm »

It's hard to describe what it's doing:



Also I would like to mention that there is a bug in the (lack of) Sol textures that makes it do you can't orbit any moons within Sol if the textures are not installed.
____

That orbit bug has now been fixed.
____

There's definitely more to changing the resolution than reloading the content, I know that much.
The content reloads just fine but the code itself is stuck on the old resolution scale.
____

I've also been toying around with getting Paul's raw Mycon recording to sound closer to the originals.
« Last Edit: January 11, 2018, 02:52:36 pm by Serosis » Logged

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CelticMinstrel
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #46 on: January 12, 2018, 03:29:10 am »

No more orange peel Melnorme:
Aww, I kinda liked the orange peel melnorme.

Okay, I can make it so changing the 3DO video, music, voices, and remixes doesn't require a restart. But changing resolution still requires a restart no matter what at the moment.
That seems like it should be the easiest thing on that list to change without a restart... o.O
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JHGuitarFreak
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #47 on: January 12, 2018, 04:01:24 am »

The way UQM's code is structured I believe it might be nigh impossible to change resolution without a restart. We're talking from the added HD resolutions.
The code was tacked on after the fact and circumvents the way sprites are loaded and displayed.

Naturally the UQM code doesn't like it.

Short of rewriting UQM to support larger sprites for larger resolutions this is the way it's going to be.
____

And I got rid of the orange peel Melnorme because I could.
If it doesn't exist in the original and I have the capability of making it look like the original, or at least close enough to the original, I will do so.
____

Yo, darklord.

You can now build my Git on Ubuntu Mate thanks to this feller over here called mafiainc (Martin Dimitrov)

Proof:



One could assume this also makes it easier to build on other, newer distributions as well.
« Last Edit: January 12, 2018, 03:16:53 pm by Serosis » Logged

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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #48 on: January 12, 2018, 06:24:17 pm »

Created a topic a couple years back about swapping 2 particular tracks from the Precursor remix project that, I felt, didn't quite capture the original vibes. So I replaced them for more faithful adaptations (also by the Precursors, but oddly not part of the remix packs used in game). So I'll just drop this here for whoever's interested...

The 2 tracks in question (from Remix Pack 2: Neutral Aliens, Don't Shoot!) are:
- Hyperspace - Across the Galaxy (4:12)
- QuasiSpace - Through the Angles of Space (4:00)

And the replacements ("save link as" to download) are, respectively:
- Hyperspace - Lightyears Away (4:23)
- Quasispace - Mystic Shadows (3:53)

Perhaps Serosis might wanna consider adding them as part of optional/alternative content to the Precursors remix (otherwise replacement must be done manually).

PS: Although I mostly play in low-res graphics, gonna miss those orange-peel Melnormes!
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Death 999
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #49 on: January 12, 2018, 07:46:15 pm »

That's a good idea!
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Zanthius
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #50 on: January 12, 2018, 11:50:25 pm »


Star control just isn't the same without the original hyperspace sound. So this should definitely be the default hyperspace sound.

What programs/equipment are you guys using for making music? This guy seems to have some quite fancy stuff (https://www.youtube.com/watch?v=Ag7wvr3r2MY)
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #51 on: January 13, 2018, 01:48:08 am »

I started a new game using the 4x res and after getting radioactives to the space station, i went to the moon.  Once I got there, i wasn't able to go into the scan screen.  It just booted me back to the navigation screen.  Is that normal?
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Death 999
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #52 on: January 13, 2018, 02:23:24 am »

No, that should not happen at the Moon. It could be normal for the Earth, though.
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JHGuitarFreak
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #53 on: January 13, 2018, 03:25:23 am »

I started a new game using the 4x res and after getting radioactives to the space station, i went to the moon.  Once I got there, i wasn't able to go into the scan screen.  It just booted me back to the navigation screen.  Is that normal?

That's a bug in my code. If you don't have the Sol Textures it won't let you orbit any moons in the Solar System.
I'll be making a release, Rev.4, that fixes this and a few other things as soon as I test it to my satisfaction.
____

@Orz?
I can definitely make an alternate remix pack with just those two songs. I won't even have to change any code.
The package will work even on other versions of UQM that use the Remix packs.
« Last Edit: January 13, 2018, 03:37:53 am by Serosis » Logged

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darklord42
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #54 on: January 13, 2018, 03:44:27 am »

I'll definitely try compiling on linux when I can get a chance.  As to those remix songs,  what about a separate addon to the remix package that can be loaded on top thus replacing the effected songs?  I think Serosis would prefer that to hosting the whole package.
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JHGuitarFreak
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #55 on: January 13, 2018, 03:49:35 am »

I'll definitely try compiling on linux when I can get a chance.  As to those remix songs,  what about a separate addon to the remix package that can be loaded on top thus replacing the effected songs?  I think Serosis would prefer that to hosting the whole package.

That is exactly what I just did.  Grin

Here is the alternate Hyper/Quasispace theme pack: http://sourceforge.net/projects/uqm-mods/files/MegaMod/uqm-remix-hqspace.uqm/download

You must have the Remixes enabled in the options for it to load
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darklord42
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #56 on: January 13, 2018, 05:32:06 am »

Awesome! Definitely adding this to my collection.

Also I successfully compiled mega mod on my linux machine.  Only after installing it, it can't seem to find the content folder.   I tried moving it to /usr/local/games/share/uqm  but that didn't do anything.  I did a bit of searching and also found /usr/local/share/uqm  but that didn't work either.  trying the --contentdir  flag doesn't do anything either...  Where do you put the data files?

Oh i got it, I was missing the version file
« Last Edit: January 13, 2018, 05:37:53 am by darklord42 » Logged
JHGuitarFreak
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #57 on: January 13, 2018, 05:38:07 am »

Look at your config_unix.h

The one in my git says "/usr/local/games/share/uqm/content"

Though I'm changing it to say "/usr/local/games/share/uqm-megamod/content"
____

Yeah, that version file is a pain in the ass. I wonder if it's even necessary or if it does anything more than to sit there.
« Last Edit: January 13, 2018, 05:44:36 am by Serosis » Logged

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darklord42
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #58 on: January 13, 2018, 05:59:17 am »

Well I kinda have to do it manually.  The build script creates some file/soft link at /usr/local/games/uqm/content rather than a directory.  Also changing config_unix.h after the intial configuration (it doesn't exist beforehand) doesn't seem to effect the compiled binrary... at least the content folder is still the default.   Little strange

Also before you put out rev 4. you may want to change the strings on certain option items that say changing this requires a restart.  (except for the res change of course)
« Last Edit: January 13, 2018, 06:06:57 am by darklord42 » Logged
JHGuitarFreak
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #59 on: January 13, 2018, 06:08:39 am »

I haven't fully customized the linking on Unix-based platforms so it may be a byproduct of that.

I know there is an executable wrapper that uses the contentdir commandline to specify so you may have to look into that.
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