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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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| | |-+  The Ur-Quan Masters 0.8.0.83 MegaMod has been released
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Author Topic: The Ur-Quan Masters 0.8.0.83 MegaMod has been released  (Read 13221 times)
JHGuitarFreak
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The Ur-Quan Masters 0.8.0.83 MegaMod has been released
« on: September 06, 2019, 03:56:05 pm »

This one took quite awhile because my scope kept changing throughout but I decided to release it as-is.
Let us hope there aren't any bugs that warrant a bugfix release like all the past releases.

None of the graphics have been updated except for the Ur-Quan and Druuge comm screens.

Lots of additions almost too many to recount here but this release comes with a hefty changelog as well we can read an online version of the changelog
over at my website: http://megamod.serosis.net/Features

The short of it is new difficulty settings, Extended Lore which you can toggle on to enable Extended Mod's lore additions plus a few extra bits of lore, and Nomad mode which is a survival mode without the Starbase.
Game Over screens have been added specifically for the Death March, Ur-Quan surrender, losing your Flagship in battle, and suicide by Utwig bomb.

The Death March one is basic for the moment, hoping to get some full PC slide art to go along with the epilogue.

Well, here it is: https://github.com/Serosis/UQM-MegaMod/releases/tag/0.8.0.83

For the moment I can't put together a Debian package so I'm looking at other options like Flatpak but I won't be able to do anything with that until late next week.
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Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released
« Reply #1 on: September 06, 2019, 09:41:15 pm »

When I started playing with a custom random seed, many planets important to the story were affected by this too (at least in the save file I kept from the 0.8.0.82 version).

Spathiwa's moon is no longer a Pellucid World.
The Pkunk homeworld is in the "gray" zone, meaning its surface temperature is well below zero.
Unzervalt became a Primordial World with class 8 weather and tectonics, and a surface temperature of 117ºC.

Looks like the locations of the homeworlds in the original game were based on what was generated with the default random seed, and that all locations important to the story need to be generated manually, because otherwise many things no longer make any sense.
« Last Edit: September 06, 2019, 10:47:37 pm by PRH » Logged
JHGuitarFreak
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Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released
« Reply #2 on: September 07, 2019, 12:36:31 am »

That is the intended effect of custom seed.
It's not supposed to be 100% lore friendly. Important planets can and will be moved around to keep players guessing.
The only planets that stick to their vanilla counterparts are those that have spoken dialog about their location.
Otherwise, they can be anything and anywhere.

Maybe later down the line I can figure out how to make the homeworlds generate into the habitable zone but for now it's the wild west and anything goes.
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Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released
« Reply #3 on: September 07, 2019, 10:04:01 am »

It's not supposed to be 100% lore friendly.

That's exactly the problem I'm having. I'm fine with a homeworld changing from planet I to, say, planet IV. I'm not fine with Unzervalt changing from a Water World to a completely uninhabitable Primordial World. That's, well, a world of difference. Wink And it's really immersion-breaking. So, yes, homeworlds need to be in the habitable zone and have the correct planet type.

Also, Vela I and Vela II are both called Unzervalt now.

And also, Commander Hayes now says that all my mineral loads are "light" no matter how much I bring him. I just brought two storage bays' worth of precious and radioactive minerals, and Hayes still said it was too little.

And finally, apparently I can now view ships' ComSim databank entries from the shipyard, but when I do so, those glowing... pathways... corridors... wire-like things from the flagship to the escort ships remain on the screen, and they are superimposed over the ship's image in the databank entry.
« Last Edit: September 07, 2019, 03:16:12 pm by PRH » Logged
JHGuitarFreak
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Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released
« Reply #4 on: September 08, 2019, 11:02:32 am »

I can look into those last three when I get back from vacation.
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JHGuitarFreak
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Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released
« Reply #5 on: September 08, 2019, 07:03:20 pm »

It's not supposed to be 100% lore friendly.
Also, Vela I and Vela II are both called Unzervalt now.

And also, Commander Hayes now says that all my mineral loads are "light" no matter how much I bring him. I just brought two storage bays' worth of precious and radioactive minerals, and Hayes still said it was too little.

And finally, apparently I can now view ships' ComSim databank entries from the shipyard, but when I do so, those glowing... pathways... corridors... wire-like things from the flagship to the escort ships remain on the screen, and they are superimposed over the ship's image in the databank entry.

Quick question, did you replace all the content files and EXE because none of this is happening on a fresh installation for me except for the shipyard power lines.
Which is definitely annoying and it only does it in HD mode for me. So should be easy to find and squash when I get back.

Also what seed are you using so i can see if it's that particular seed causing the double Unzervalt.

EDIT:

Also... I may have ran into that bug where entering a star system crashes the game (more like locked it up and made it unresponsive). I thought I fixed that problem but it'll have to be something I look into extensively.
« Last Edit: September 08, 2019, 07:08:54 pm by Serosis » Logged

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Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released
« Reply #6 on: September 09, 2019, 12:13:46 pm »

Quick question, did you replace all the content files and EXE because none of this is happening on a fresh installation for me except for the shipyard power lines.
Which is definitely annoying and it only does it in HD mode for me. So should be easy to find and squash when I get back.

I used the "clone and download" option in the MegaMod's GitHub directory to download the new version. I just checked and no, the archive I downloaded did not include the content directory. Is there any way to download the new content files except by using the installer to uninstall and reinstall the whole game?

And as for the, well, power lines in the shipyard screen, I played with the classic low-res graphics (I don't like the style of the HD graphics personally), and the problem was still there for me.
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Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released
« Reply #7 on: September 09, 2019, 11:14:55 pm »

All of the optional content can be downloaded on the main website for the MegaMod: http://megamod.serosis.net/Releases

As for the power lines I already have an idea of what's going on and I wonder if that bug is there in vanilla "0.8.0".

At any rate I'll be planning to put all the content on GitHub  for ease of use.

UPDATE:

I can't for the life of me repeat the Vela II bug you encountered

UPDATE 2:

I think, for now, I'm just going to leave these bugs as-is. I have an idea of what's causing them but I don't feel a full-on re-release is necessary since none of it is game breaking.
With the exception of locking up when entering a solar system. I have yet to get it to do that with the debugger on but I'll note it down in the release section on Github.
« Last Edit: September 10, 2019, 06:47:19 pm by Serosis » Logged

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Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released
« Reply #8 on: September 11, 2019, 10:17:21 am »

I can't for the life of me repeat the Vela II bug you encountered

In my game, it says "Planet II" in the interplanetary screen, but "Unzervalt" in orbit.

And what about Commander Hayes complaining about the mineral loads being too light no matter how much you bring him? Did you perhaps raise the thresholds for the loads being deemed "medium" or "heavy" so that you need to fill your ship's entire spine with storage bays and fill them to the brim in order for your load to be deemed worthwhile?

UPDATE:
Looks like Hayes reacts to the minerals normally now.
« Last Edit: September 11, 2019, 11:47:53 am by PRH » Logged
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Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released
« Reply #9 on: September 13, 2019, 09:05:55 pm »

Found the cause for the Unzervalt bug, it was an oversight on my part.

Sometimes forgetting that arrays start at 0, not 1.

That pretty much leaves the power lines bug.

UPDATE:

And the powerline bug is fixed.

I got a few more things to do but I'll draft a bugfix release some time this week.

I think I'll wait til the next full release. I'd hate to increment the version just for a few bugs.
« Last Edit: September 13, 2019, 10:47:25 pm by Serosis » Logged

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Re: The Ur-Quan Masters 0.8.0.84 MegaMod has been released
« Reply #10 on: September 16, 2019, 02:40:44 am »

I've pushed out a bugfix release: https://github.com/Serosis/UQM-MegaMod/releases/tag/0.8.0.84

Changes include:

- Animated powerlines no longer draw over ship desciriptions in the Shipyard
- Only Unzervalt will be named Unzervalt
- Fixed various other planet name discrepencies
- Isolated the Android specific controls to fix gamepad controls on non-Android devices


UPDATE:

For those that use the Precursor's remixes or Volasaurus' remixes I've fixed a content error that caused black screens during the slides.
All that needs to be done is to redownload the Precursor's remix timing package and/or Volasaurus' remix package:

http://files.serosis.net/MegaMod/volasaurus-remix-pack.uqm

http://files.serosis.net/MegaMod/mm-remix-timing.uqm
« Last Edit: September 16, 2019, 07:45:49 pm by Serosis » Logged

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Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released
« Reply #11 on: September 17, 2019, 12:58:35 pm »

Great Job!  Grin    Absolutely loving this release
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Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released
« Reply #12 on: March 30, 2020, 06:35:15 am »

how can I put the HD graphics in the megamod?
I have the hd game but copy the files into the megamod folder doesnt work
Pd: great work with this mod Grin
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Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released
« Reply #13 on: April 01, 2020, 11:52:58 am »

MegaMod has its own HD file you have to download separately if you're not using the Windows installer

You can get it here: http://files.serosis.net/MegaMod/uqm-mm-hd.uqm

Make sure you remove the old HD files before you install the MegaMod version.
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Re: The Ur-Quan Masters 0.8.0.83 MegaMod has been released
« Reply #14 on: April 13, 2020, 06:12:46 pm »

Hey,

Love the features you added to the mod. I enjoyed replaying the game in Hard Mode. Especially having to traverse the universe to get all the Melnorme Technology.

I have a few suggestions though if you don't mind.
- Separate the godmode: I want to fool around with unlimited energy but I don't want to be invulnerable. Invulnerability takes the fun away.
- Available ships: If possible, could you add the Mmrnmhrm and the Androsynth to the build list? I am wondering how they will fare against the Sa-Matra Tongue
- Melnorme cost Hardmode: I like how you upped the price for fuel, but it would make it harder if you upped the price of new technology instead.
- Quasispace Hardmode: Would it be possible to make the natural Quasispace portal appear in 2157 or later in Hard mode. That way you cant get the portal spawner right at the start so you have no choice BUT to travel those long distances through hyperspace in the beginning. I think this really combines well with the seperated Melnorme technology to make it Harder.
- Sa-Matra battle: I know this is probably not possible but I have to ask anyways Tongue. Is it possible to make the Sa-Matra battle harder for Hardmode? I know the green push-balls act differently in the UQM-HD than in the original star control 2. The way the green balls act now makes it too easy to attack the shieldgenerators. And what I mean by that is, the way it is now, when you cross the border of the screen and go to the other side, the green balls move back to the Sa-Matra, but half way they go along with your direction away from the Sa-Matra. This leaves a big timewindow to do some damage. Only when you get close will they switch to attack you head on. So their action should be that when you cross the edge of the screen, they go back to the Sa-matra, circle around there untill you come close and then attack you and move linear in the way that they do.

I am no programmer, so these are just some wishes of an ignorant player. Anyways, thank you for your hard work.
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