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Author Topic: The MegaMod 0.8.0 has finally arrived!  (Read 53606 times)
Shiver
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #180 on: November 18, 2018, 12:30:54 am »

When you enter a system inhabited by an alien race in SCO, a variation on that race's theme music plays in the interplanetary screen instead of the normal interplanetary music. Volasaurus' new tracks were obviously inspired by that.

Or… like… any game since Mega Man?

Volasaurus is one of the Stardock SC fans, so yeah, SC:O probably was his inspiration.
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JHGuitarFreak
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #181 on: November 18, 2018, 05:36:48 am »

I lifted a few ideas from Origins.

Volasaurus only asked if it were possible. Then I did it.
He was the unfortunate one who had to compose an ambient theme for every race possible.
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CelticMinstrel
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #182 on: November 19, 2018, 04:52:18 am »

Ahhh, I see... so not really something significant from SCO, then.

More importantly... separate Safe Ones and Spathi Captain tracks I can understand, but why on earth does Fwiffo need his own track? You only talk to him once!

In fact I feel similarly about pretty much all the extra tracks... but I guess it can't hurt, at least.
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #183 on: November 19, 2018, 07:47:07 am »

Ahhh, I see... so not really something significant from SCO, then.

More importantly... separate Safe Ones and Spathi Captain tracks I can understand, but why on earth does Fwiffo need his own track? You only talk to him once!

In fact I feel similarly about pretty much all the extra tracks... but I guess it can't hurt, at least.

All of this was already in the code I believe due to the Precursor's Remixes except the Ur-Quan Probe and pre/post-Process Chmmr.
I only asked Volasaurus to fill in the gaps that were already there and he was only too happy to oblige.

And there's not really anything significant from SCO I could add in easily.
Don't be afraid that I'll venture away from keeping UQM to its roots.
MegaMod first and foremost is a UQM-HD Remastered project with optional fluff.
Anything I take from SCO is more or less things that I think would be fun to stick in but only if it feels like it will work.
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JHGuitarFreak
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #184 on: November 22, 2018, 04:17:45 am »

Also, if you'd like to have more insight on what I'm doing or if you want to give more immediate feedback or even help out I'm always on the Unofficial Star Control Discord server (Started by Nackles42) which you can join by following this link: https://discord.gg/hk7nyMS

Usually I only post things here and at PoNaF if it's near completion but I post WIP stuff to the Discord for immediate feedback.
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #185 on: November 23, 2018, 03:08:52 pm »

I did a quick compile of your master branch for jokes.  Alas your new menu and assets arn't part of it yet XD.  Out of curiosity what's with that plucky cliched minuet (It's name escapes me) in super melee menu?   Was that in the 3do version?
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #186 on: November 23, 2018, 09:01:28 pm »

I did a quick compile of your master branch for jokes.  Alas your new menu and assets arn't part of it yet XD.  Out of curiosity what's with that plucky cliched minuet (It's name escapes me) in super melee menu?   Was that in the 3do version?

(Divertissement - Pizzicato (from the ballet Sylvia)
No, actually, just something I put in as a joke and to debug the menu music option.

I've yet to find anything decent for the Super Melee menu music.

Only the lo-res assets are available at the moment because I'm still working on the HD assets.
I just finished up redoing all the ship icons, scaling and alignment.
Plus there's a whole host of other stuff I've yet to fix.
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #187 on: January 04, 2019, 02:11:37 am »

For those that don't follow on any other platform I released  The Ur-Quan Masters MegaMod 0.8.0.82 a bit before Christmas.

## Changelog

#### New Stuff:
- Massive graphics overhaul
- Race specific ambient space music when inside a race's sphere of influence (Composed by Volasaurus)
- Quasiportal exits now randomized with the custom seed system
- Quasiportals stay "unknown" when custom seeds are enabled
- Increment Fuel/Crew by min/max using the End/Home keys
- Addon support for Volasaurus' Remix Pack
- Added alternate music support for Zex, Ur-Quan Probe, Chmmr Pre/Post Process, and Sa-Matra battle
- Tumbling Slylandro Probe animation in solar system view
- Added ability to scale non-textured planets

#### Bugfixes:
- Draw custom border over star search box
- Make intersect point for planets in HD "under the skin" (larger than a pixel, smaller than the planet image)
- Fix Spathi ships being removed from fleet during their slave shield event
- Head Start cheat properly fixed so one only has to go to the Starbase (you better hope to god no Slylandro spawn in)
- Fixed mineral cargo fill-up in HD
- Realign the cargo and device display for HD
- Fix graphical bug in the custom border UI when choosing 3DO fonts

#### Removed stuff:
- Removed the alternate Thraddash storyline
- Autoload support for the alt-Kohr-Ah Ship design
- Autoload support for the Orange Peel Melnorme

https://github.com/Serosis/UQM-MegaMod/releases
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #188 on: January 05, 2019, 01:33:21 am »

- Removed the alternate Thraddash storyline
I mean, I'm not going to knock your decision by any means, but I was rather curious. Why?
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #189 on: January 05, 2019, 02:20:06 am »

- Removed the alternate Thraddash storyline
I mean, I'm not going to knock your decision by any means, but I was rather curious. Why?

It doesn't mesh with the current idea/mission of keeping things as "stock" as possible.
Making the best damn version of UQM-HD there is while keeping things faithful.

Plus there's small chances of bugs introduced between saved games with it enabled.
I didn't want to hardcode in any more saved game bits like I did with the custom seed system.
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #190 on: March 19, 2019, 07:05:12 am »

Here's a bit of fun.

I've been working on an Android build and an old bug from macOS resurfaced:

The ole skewed orbit lines in HD bug


So now I know it isn't platform specific but possibly compiler specific or even architecture specific.

As a side note MegaMod is broken in Android Pie, at least on the Pixel XL. I don't have any other devices past Oreo.

UPDATE:

And the orbit line bug is fixed!
I guess the experience I've gained thus far trumped what I thought was an impossible problem back then.



Pay no worry to the orbit dot spacing, it was something I was testing out and it doesn't really work.
« Last Edit: March 20, 2019, 05:20:56 pm by Serosis » Logged

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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #191 on: March 20, 2019, 07:46:05 pm »

Fantastic!  Good riddance!  Was it a bug with gcc?  If so how was it a non issue with gcc on linux?
« Last Edit: March 20, 2019, 07:47:37 pm by darklord42 » Logged
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #192 on: March 20, 2019, 08:03:55 pm »

I widened a few variables to "long long" from "long".

I was basically just screwing around with data types in oval.c until I got a really weird result.

I should look through the dedicated UQM data types to see if there is one available for long long.

What I think might be happening is while compiling for a 32bit system `long` works just fine.
But compiling for a 64bit system long doesn't cut it anymore so I had to widen the variables.

At least, that's my guess.

Or maybe Clang is just really finicky because that's also the common denominator between macOS and Android's SDK.
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #193 on: March 22, 2019, 02:07:19 am »

Ha, that's actually really cool  Grin

I did mean Clang, not gcc.  Actually I'm surprised android uses Clang which is primarily backed by apple.  Go figure.
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Re: The MegaMod 0.8.0 has finally arrived!
« Reply #194 on: March 22, 2019, 05:35:33 am »

Another update is that UQM/libsdl for Android really hates being compiled for arm64.
I finally found out that this was the reason why my builds were freaking out on my Pixel.

Maybe at some point down the line I can fix that but for the time being 32bit builds work on the current arm64 processors so I won't mess with it.

EDIT:

Good news, Android will have crossplay support for Net Melee.
« Last Edit: March 22, 2019, 06:44:48 am by Serosis » Logged

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