Ur-Quan Masters HD mod

An HD remake of Star Control 2. It's the full Ur-Quan Masters game but also featuring a high resolution mode, new features, & new artwork.

Moderators: dczanik, ZFP Peacekeepers

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Mormont
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Re: Ur-Quan Masters HD mod

Post by Mormont » Wed Aug 21, 2013 9:41 pm

Is there a changelog of the new features besides the graphics anywhere?

EDIT: Neve rmind, found it.

Salk
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Re: Ur-Quan Masters HD mod

Post by Salk » Mon Oct 13, 2014 1:25 pm

If any of you guys have any official word about the upcoming Beta 2 I'd love to read it...

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Quasispatial
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Re: Ur-Quan Masters HD mod

Post by Quasispatial » Mon Nov 03, 2014 7:31 pm

Found a nice little... well, dunno if it's really that much a bug, but anyways.

Basically, a ship warped in inside a planet - that Kohr-Ah marauder never knew what hit it, being inside the planet and all. Just like asteroids do, and occasionally the Arilou'laleelay's skiff teleport into the harmless center of the planet, where it can safely idle without risk for harm.
"Sentient life. We are the Ur-Quan. Independence is intolerable. Blah, blah, blah." - the Spathi High Council, Star Control II.

superbutcherx
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Re: Ur-Quan Masters HD mod

Post by superbutcherx » Tue Nov 04, 2014 7:53 am

Thank you, Quasispatial!
I noticed the same thing with VUX. The ship warped right inside the darn planet :o

I think I have got it mostly fixed with a bunch of other things in revision r1486. The fix should also help make the ships' warp-in trails go where they should go in 1280x960 mode. It was one of those annoying 16-bit integers wrapping around from 32767 to -32768 even though the actual result should be something like 35000.

Now, the planet warp-in might be completely fixed, at least I haven't encountered it anymore. However, there's still a slight chance that sometimes the warp-in trails go to a wrong place. The reason is that my fix required only changing a bit of calculations to use 32-bit variables temporarily instead of the 16-bit ones that the values are finally stored into.

If I wanted to fix it altogether I would have to change the 16-bit coordinate variables to 32-bit ones and this might, for one, invalidate old savegames :geek: . And that would suck.

Salk
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Re: Ur-Quan Masters HD mod

Post by Salk » Fri Dec 26, 2014 6:31 pm

A belated merry Xmas to the Ur-Quan Masters HD mod team!

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Quasispatial
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Re: Ur-Quan Masters HD mod

Post by Quasispatial » Sun Dec 28, 2014 8:20 pm

Salk wrote:A belated merry Xmas to the Ur-Quan Masters HD mod team!
Only thing missing now is Fwiffo dressed as Santa...
"Sentient life. We are the Ur-Quan. Independence is intolerable. Blah, blah, blah." - the Spathi High Council, Star Control II.

Salk
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Re: Ur-Quan Masters HD mod

Post by Salk » Thu Jan 22, 2015 5:15 pm

Any chance for a small update since we are now full into 2015 and I am always hopeful for a minor release? :)

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Angelfish
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Re: Ur-Quan Masters HD mod

Post by Angelfish » Thu Jan 22, 2015 5:56 pm

Salk wrote:Any chance for a small update since we are now full into 2015 and I am always hopeful for a minor release? :)
Update: The project has been canceled.

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Bleeding Star
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Re: Ur-Quan Masters HD mod

Post by Bleeding Star » Thu Jan 22, 2015 6:45 pm

Is that for real? Or are you just getting your jollies breaking noobs' hearts?

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chenjesuwizard
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Re: Ur-Quan Masters HD mod

Post by chenjesuwizard » Thu Jan 22, 2015 8:16 pm

I hope that if this is true, and not some bullshit angelfish has made up :P-smf, then dczanik will come and confirm this himself.

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