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Topic: The MegaMod 0.8.0 has finally arrived! (Read 53553 times)
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darklord42
*Many bubbles*
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Posts: 208
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And the best just keeps getting better
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Kanhef
Zebranky food
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Posts: 13
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Minor cosmetic bug in 0.8.0 rev.7: the constellation map does not zoom properly. It's fine when fully zoomed out, but when zoomed in, the constellations are translated, but not scaled at all.
Feature request: is it possible to add an option to randomize planet generation, rather than using the same seed in every game? After playing through a few times, you start learning which planets and systems are worth exploring for resources; it would be nice to be able to add a bit more challenge by being forced to explore again. Obviously, anything with special generation (i.e., plot-related) shouldn't change.
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Kanhef
Zebranky food
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Posts: 13
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Running 640x480.
I wouldn't try to change star generation; moving them would break the naming system, and even if the starmap is dynamically generated, I know there are several dialogue references to color/size of stars. Number and type of planets in a system using default generation should be easy to randomize. I've noticed that many plot-relevant planets are the innermost one in their system (rainbow worlds, most homeworlds), so it might be possible to change up the rest of the system.
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Kanhef
Zebranky food
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Posts: 13
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Nice. Randomizing the starmap is probably possible, but more trouble than it's worth. There are a lot of in-game references to both individual stars and constellations. Generating a random field of stars is the easy part; naming them appropriately is hard. They'd have to be grouped into constellations in the same areas those are in now, then given unique names while respecting the hardcoded plot-relevant ones (like Alpha Pavonis). Another issue is that some of the name references imply the existence of other stars. Worst I can find is Vulpeculae, which needs at least seven stars assigned to it to have an Eta. All of that should be possible with a bunch of special-case code, but I don't see much benefit for the amount of work needed.
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Defender
Enlightened
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Posts: 817
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awesome...i will check this out in the morning...way too tired to process getting this going...
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Defender
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how does the random solar systems thing work? this feature is eluding me.
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darklord42
*Many bubbles*
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Posts: 208
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I'm afraid there is another issue with the HD version. When landing on a planet there is suppose to be a random element so your ship doesn't land exactly where you point the cursor on the planet. That way so the user doesn't cheat and avoid obstacles by landing on their target and launching. Suddenly in this new version it's landing precisely where you put the cursor. (Or maybe i wasn't paying attention in Rev 7...)
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Breach
Zebranky food
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Posts: 2
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Hi,
First time poster here. After 25 years or so I decided to replay SC2. I knew about UQM, then found HD and started playing. Unfortunately, I found MegaMod only after I've spent 40 hours exploring planets :-) The problem is that I hit a HD 0.7.0 malloc save game bug - basically the game crashes every time I try to save now cause my saves are > 10KB (yes, back in the 640KB days this meant something ;-).
This was never fixed in HD 0.7.0. So, given that MegaMod supports UQM HD saves I tried it there and it loads, plus this memsize bug seems to be fixed. However... something goes wrong with the import it seems - e.g. I lost my lander speed mod, crystal spindle and q-space device. Instead I now have the sun device (I don't). Seems like a bug? Here's a link to my save, would appreciate any help. Great job btw, keep it up!
https://www.dropbox.com/s/k7122rlr2m67jaj/starcon2.00?dl=0
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JHGuitarFreak
Enlightened
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Posts: 1374
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Oops. When compiling on linux I get : In file included from src/libs/mathlib.h:28:0, from src/libs/math/mthintrn.h:22, from src/libs/math/random.c:34: src/libs/math/random.h:33:10: fatal error: ../uqm/setup.h: No such file or directory #include "../uqm/setup.h" ^~~~~~~~~~~~~~~~ I changed #include "../uqm/setup.h" in that random.h to #include "../../uqm/setup.h and all was well ------------------------------------------------------ Really great job! I love what you have done with the HD UI, made it look a lot more polished. Out of curiosity what is the story behind the 3DO remastered music package mentioned on the optional downloads? There are a couple of things I noticed, I'm afraid. On your web page in the under optional content. The UQM main site link goes to " http://sc2.sourceforge.nets.php/" and not " http://sc2.sourceforge.net" and doesn't work. In super melee, the bottom player is always in god mode. I'll let you know if I come across anything else It's always something with every release. I guess a Rev.9 hotfix will be on its way then.
I've already fixed the GodMode bug, that was a big mistake on my part, I wasn't paying attention to the order of operations in my "if, then, else" statements.
how does the random solar systems thing work? this feature is eluding me.
You make a shortcut to the EXE and add "--customseed=#" whereas # = whatever number you want. Like so:
Or you add the custom seed to the CFG file like so:
Hi, First time poster here. After 25 years or so I decided to replay SC2. I knew about UQM, then found HD and started playing. Unfortunately, I found MegaMod only after I've spent 40 hours exploring planets :-) The problem is that I hit a HD 0.7.0 malloc save game bug - basically the game crashes every time I try to save now cause my saves are > 10KB (yes, back in the 640KB days this meant something ;-). This was never fixed in HD 0.7.0. So, given that MegaMod supports UQM HD saves I tried it there and it loads, plus this memsize bug seems to be fixed. However... something goes wrong with the import it seems - e.g. I lost my lander speed mod, crystal spindle and q-space device. Instead I now have the sun device (I don't). Seems like a bug? Here's a link to my save, would appreciate any help. Great job btw, keep it up! https://www.dropbox.com/s/k7122rlr2m67jaj/starcon2.00?dl=0 I'm looking into this right now but it may be beyond my understanding as to why this is happening.
I'm afraid there is another issue with the HD version. When landing on a planet there is suppose to be a random element so your ship doesn't land exactly where you point the cursor on the planet. That way so the user doesn't cheat and avoid obstacles by landing on their target and launching. Suddenly in this new version it's landing precisely where you put the cursor. (Or maybe i wasn't paying attention in Rev 7...)
That's part of the GodMode code bug you mentioned earlier.
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« Last Edit: October 01, 2018, 12:27:47 am by Serosis »
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The artist once again known as Kohr-Ah Death 213. Get your MegaMod HERE
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Defender
Enlightened
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Posts: 817
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thank you...question, where is your documentation at? it's not with the zipped game?
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