The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
December 10, 2024, 06:30:25 pm
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  UQM 0.7.0 Roguelike
« previous next »
Pages: [1] Print
Author Topic: UQM 0.7.0 Roguelike  (Read 3668 times)
Schizoid
Zebranky food
*
Offline Offline

Gender: Male
Posts: 35


aka SLY


View Profile WWW
UQM 0.7.0 Roguelike
« on: December 22, 2020, 01:08:58 pm »

Ur-Quan Masters 0.7.0 Roguelike



This is a version of the game in which star systems are randomly generated, resources on planets and all artifacts and rainbow worlds are randomly located. The position of star systems in the galaxy remains unchanged, but their content changes. The game allows you to generate thousands of dissimilar galaxies, making each playthrough unique. Also introduced the ability to adjust the difficulty of the game.

Download: UQM Roguelike

How to install: unpack the archive into the folder with the game UQM 0.7.0

How to start:
  • uqm_engrog.bat - launches the English version
    !!! Delete or rename the RogueData.txt file before launching the English version
  • uqm_rusrog.bat - launches the Russian version
Or:
  • create shortcut for uqm_rog.exe
  • in the properties of the shortcut in the object after uqm_rog.exe add:
    --addon engrog (for the English version - you also need to delete or rename RogueData.txt before launching)
    --addon rusrog (for the Russian version)
.
On first launch, the game will create a RogueOptions.txt file that you can open with notepad and edit the following game settings:
  • Seed - a whole number from 2 to 2147483646. This number affects the world created by the game, the location of planets and resources. The same number gives the same world. By default, the game generates a random number if the RogueOptions.txt file is missing. Want a new world - just change the number.
  • ModuleCost - floating point number, for example 1.2. This number multiplies the cost of the modules for the flagship. For example, 1.2 will increase the cost of modules by 20%, and 0.5 will decrease the cost of modules by 50%. By default 1.0 - cost as in the original.
  • Bio - floating point number, for example 1.2. This number multiplies the number of credits received from Melnorm for biodata and rainbow worlds. For example, with 1.2 you will receive 20% more credits, and with 0.5 only half of the credits in comparison with the original. By default 1.0 - cost as in the original.
.
Feature list:
  • Random planets in star systems
  • Randomly placed rainbow worlds
  • Random resources on planets (minerals and living things)
  • Ability to reduce / increase the cost of ship modules, bio-data units and the value of rainbow worlds
  • Melnorms appear in systems near supergiant stars
  • All artifacts and many game objects are located in random systems
  • Many artifacts and game objects are located on random planets and moons
  • Return radius is now visible on the star map
  • Chances of natural disasters on the surface of planets and moons was adjusted
  • Fixed some bugs and made other minor changes
.
(click to show/hide)

Mismatch of text with audio tracks
  • Considering that some artifacts in the game have changed their location, there is a slight discrepancy between the displayed text in dialogs and audio tracks in the game. The text in the game changes dynamically in accordance with the new state of affairs, but the soundtracks have remained the same. There are not so many such cases, so either do not pay attention or turn off the "voices" in the game settings.
.
(click to show/hide)

If you encounter critical bugs or just find any errors in the game or text, please report in this topic.
« Last Edit: December 24, 2020, 04:15:51 pm by Schizoid » Logged

Krulle
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1117


*Hurghi*! Krulle is *spitting* again!


View Profile
Re: UQM 0.7.0 Roguelike
« Reply #1 on: January 19, 2021, 08:19:32 am »

Sounds great, thanks!

Will there be a version upgrade to 0.8?
Logged
Malin
Zebranky food
*
Offline Offline

Posts: 7



View Profile
Re: UQM 0.7.0 Roguelike
« Reply #2 on: January 20, 2021, 09:49:52 am »

Quote from: Krulle
Will there be a version upgrade to 0.8?
Probably not. At least no such plans yet
Logged
Schizoid
Zebranky food
*
Offline Offline

Gender: Male
Posts: 35


aka SLY


View Profile WWW
Re: UQM 0.7.0 Roguelike
« Reply #3 on: January 21, 2021, 08:44:03 am »

If only the exe-file has changed in version 0.8, then the roguelike-version will work with it, because the roguelike is also, first of all, an exe-file, which will simply work with all the other resources of the game. Although at the same time it will remain the version 0.7 with the changes introduced.

The roguelike-version was developed for a long time, and when it was almost ready, version 0.8 appeared. And now, in order to adapt to 0.8, most of this work needs to be done again.
Logged

Elestan
*Smell* controller
****
Offline Offline

Posts: 431



View Profile
Re: UQM 0.7.0 Roguelike
« Reply #4 on: January 21, 2021, 09:37:41 am »

If only the exe-file has changed in version 0.8, then the roguelike-version will work with it.

It's been nearly 10 years since 0.7.0, so I'm pretty sure that more than just the .exe has changed.  The save game format, for one thing.

Quote
The roguelike-version was developed for a long time, and when it was almost ready, version 0.8 appeared. And now, in order to adapt to 0.8, most of this work needs to be done again.

If you did a git clone and branch of the repo, you could apply the 0.8.0 changes through an automatic merge (though you'd have to resolve the conflicts).  If you just copied (forked) the code, then yeah, you're looking at a manual merge/rewrite.

I recommend that all modders start by doing a git clone and branch; git was designed to help with this problem.
Logged
Schizoid
Zebranky food
*
Offline Offline

Gender: Male
Posts: 35


aka SLY


View Profile WWW
Re: UQM 0.7.0 Roguelike
« Reply #5 on: January 22, 2021, 11:53:34 am »

If saves are created by an exe-file, then there should be no problem with them either, but you are right anyway - I just checked, the roguelike does not work with 0.8 at the moment for other reasons.

So if anyone wants to try the roguelike version, first install: Ur-Quan Masters 0.7

Maybe someday Malin (coder of the roguelike, who also reads this topic) will take 0.8. Let's hope, but we don't promise anything.
« Last Edit: January 22, 2021, 12:01:10 pm by Schizoid » Logged

Krulle
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1117


*Hurghi*! Krulle is *spitting* again!


View Profile
Re: UQM 0.7.0 Roguelike
« Reply #6 on: January 22, 2021, 01:44:32 pm »

Nah, it was the wish of many in the community to have a random distribution mode, so thanks to Malin for the work and efforts!

It's a pity being full time employee and now full time teacher too (of three kids whose schools are closed), ...
No time for games. Sad
Logged
Schizoid
Zebranky food
*
Offline Offline

Gender: Male
Posts: 35


aka SLY


View Profile WWW
Re: UQM 0.7.0 Roguelike
« Reply #7 on: January 25, 2021, 10:34:44 am »

Of course, thanks to Malin for the work and efforts, but still the roguelike version is the product of a small team of like-minded people.  Smiley
Logged

Krulle
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1117


*Hurghi*! Krulle is *spitting* again!


View Profile
Re: UQM 0.7.0 Roguelike
« Reply #8 on: January 25, 2021, 02:40:21 pm »

Indeed! Thanks to all involved!
Logged
Pages: [1] Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!