Author Topic: The Ur-Quan Masters  (Read 7322 times)

Kloppix (OP)

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The Ur-Quan Masters
« on: June 07, 2014, 09:47:42 am »
Hi. Somebody ported The Ur-Quan Masters but posted it on Kickstarter  ::)
https://www.kickstarter.com/projects/gcw/gcw-zero-open-source-gaming-handheld/comments

The file is on https://docs.google.com/file/d/0Bx3gTbeJuJRWUUdWVzFzRURpclk/edit?pli=1 , and the author's name is Andreas Grois.

Could some backer please invite him to Dingoonity?

zear

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Re: The Ur-Quan Masters
« Reply #1 on: June 07, 2014, 02:08:29 pm »
Hi. Somebody ported The Ur-Quan Masters but posted it on Kickstarter  ::)
Recompiled :)
Proper porting requires following the porting guidelines.
Although he is absolutely welcome to visit the forums and/or our IRC channel and to improve his port. He can count for our help.
I know Senquack showed initial interest in porting Ur-Quan Masters (he ported it to GP2X, years ago), maybe he could talk with him as well.

Unfortunatelly I have not participated in the KickStarter campaign, so I cannot post in their comment section and invite Andreas in here.

soulsource

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Re: The Ur-Quan Masters
« Reply #2 on: June 07, 2014, 06:36:26 pm »
Hi!

Yes, I started working on a port, yet I don't know how long it'll take to finish. As said, there are still some changes missing to make this a proper port: The settings menu has to be edited to hide all options not necessary on the GCW (like upscaling) and the labelling of the keys is still wrong.

The link above is a version that should be fully playable, yet still suffers from the issues just mentioned.

The keybindings are like follows:
A-Button: Primary Attack / Select menu entries
B-Button: Secondary Attack / Cancel selection
Shoulder Keys: Primary/Secondary Weapon / Zoom Starmap
X-Button: Remove a Ship on Super Melee!
Select: In-Game Menu
Start: Select Menu Entries

The good thing about UQM is that the game was already available for the 3DO and therefore is already quite console friendly.

soulsource

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Re: The Ur-Quan Masters
« Reply #3 on: June 07, 2014, 10:03:36 pm »
Just as an update:

I'm one small baby step closer to meeting the porting guidelines. While I did not properly remove the useless graphics settings, I figured that it's pretty straightforward to hide them. While this leaves the code for the scalers in the binary, it should never be called, so all it does is waste some space.

Current Status:

the program is OPK ready:
Done  ;)

the program uses $HOME/.program folder for storing config/other writable data:
Upstream uses $HOME/.uqm,
in my opinion: Nothing to do  ;)

in case 3rd party files are required for installation, it is clear where to put them: License allows to package all required additional files together with the game binary.
They'll be in the .opk.  ;)

the program release fully complies to the source code/game data licenses: The game itself is under GPL. In order to comply with it, the final .opk will contain the full source code including my modifications. The game data is creative commons, and it is explicitly allowed to package it as a part of the games distribution.
I'd call this Ok.  ;)

the framerate is stable and the program has no crashes:
From what I've tested up to now: Done  ;)

the default button mapping is adapted for the best playing experience on GCW Zero:
Done  ;)

any program options and other features not available for GCW Zero are disabled/removed from the program (ie. the screen resolution config should not list choices higher than 320x240 [Note: When the HDMI-out feature is implemented, it might be a good idea to detect and list the maximum available resolution.):
Nothing about the TV-Out yet, but the graphics options irrelevant on a 320x240 screen are hidden.
The key mapping dialogue still has a set of useless options.
Partially Done

there is no way to break the program config by changing the options in a way the program refuses to start anymore:
I think this is fulfilled, but more testing is needed.   :)

the game is playable from beginning until end (can complete the game in 100%):
I haven't found any situation yet that wouldn't work. Nevertheless the only way to answer this is by playing through the game.
I'd say: Done  ;)

the button naming in-game corresponds to the proper button labels printed on GCW Zero (ie. "Press A" instead of "Press Ctrl"):
Not done yet.  :(

if the game offers a way to enter text (ie. player name, save state name), it is possible to do so using only the GCW Zero controls. Ways to achieve that might be an on-screen keyboard, or arcade style "UP for next letter, DOWN for previous letter". Note that an alternative solution for save state names is to automatically generate a proper name, ie. containing the level title and play time:
Text can be entered with the d-pad. Up/Down chooses a character, Left/Right moves the cursor. Done.  ;)

in case the game features a local multiplayer mode, players are able to control it using external gamepads connected via USB OTG:
I don't own a USB gamepad, but it should be detected as a joystick. In this case the controls for player 2 can be mapped to it in the games setup menu.
As far as I can tell: Nearly done and already usable, but still WIP.  :)

if the game features networking mode, it is possible to connect to other players by using only the GCW Zero controls (no commandline parameters, etc.):
Working.  ;)

Kloppix (OP)

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Re: The Ur-Quan Masters
« Reply #4 on: June 07, 2014, 10:43:36 pm »
Welcome  Soulsource. I'm glad you decided to join us here.

The Ur-Quan Masters is a masterpiece. Thanks for porting it to the Zero. ;)

Gab1975

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Re: The Ur-Quan Masters
« Reply #5 on: June 08, 2014, 12:51:10 pm »
Thanks a lot Soulsource! ... so the Ur-Quan Masters is almost ready to be put in the official repository! ;)

PS: just a little suggestion, you should use a shorter name for the title on the GMenu2X (the current one is too long and it overtakes the edges)

soulsource

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Re: The Ur-Quan Masters
« Reply #6 on: June 09, 2014, 12:42:46 am »
Hi!

This is another update on the port of UQM. Again I was amazed how little has to be done to make this conform to the porting guidelines, yet this is not really surprising, given the games history as a 3DO title.

The launcher entry label was changed to UQM, to make the label fit in the box of GMenu2X (thanks, Gab1975).

I've edited the file that matches the displayed and the SDL key names in order to have the game show the correct key labels.
Also, a few additional key mappings were added. See the game manual accessible via the context menu in GMenu2X for details.

There are some input presets defined for the second player as well, which should be mapped for external gamepads or keyboards, and of course these can be edited freely in the settings menu. This should finish the settings menu changes.

I've put the source code the game is built from, including all changes I did, directly into the .opk, considering that, compared to the voices package, the 2 MB it takes don't really make a difference and how can it be easier to conform to the GPL as by shipping the source together with the binary?

The games manual was edited to suit the GCW Zero and can now be read using the context menu in GMenu2X. I've also listed the default key mappings.

The manual also includes the list of people involved in the creation of the game, in order to comply to the license of the game data.

A file detailing the license information was added to the top directory of the .opk.

From my point of view, the .opk linked below should conform to the porting guidelines. If you find any issues when testing it, please inform me about them.

Edit (2014-06-17): Here's the meanwhile outdated version I was talking about in this post:
https://drive.google.com/file/d/0Bx3gTbeJuJRWdW81cm1PVmthS0E/edit?usp=sharing

Edit (2014-06-17): Here's the current version with minor changes to the key mappings, namely making the shoulder keys switch case during text input:
https://drive.google.com/file/d/0Bx3gTbeJuJRWTmEtTGNuWE1HTTA/edit?usp=sharing

Edit (2014-06-10): Added the line about the additional key mappings.
« Last Edit: June 17, 2014, 07:29:27 am by soulsource »

TimeDevouncer

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Re: The Ur-Quan Masters
« Reply #7 on: June 09, 2014, 05:40:14 pm »
Oh my god! Thanks for this awesome game! ;D
Look behind you! A three-headed monkey!

alexei_gp

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Re: The Ur-Quan Masters
« Reply #8 on: June 10, 2014, 12:31:59 am »
how to exit to the game? i cant fin the combination button to exit.

Gab1975

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Re: The Ur-Quan Masters
« Reply #9 on: June 10, 2014, 06:39:35 am »
how to exit to the game? i cant fin the combination button to exit.

During the gameplay you need to highlight the menu on the bottom right side (press B button), select "game" and after "quit game"... you will come back to the main menu, here it will be enough to select "quit"... ;)

TimeDevouncer

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Re: The Ur-Quan Masters
« Reply #10 on: June 11, 2014, 06:58:04 pm »
I love this game :-*, but... battles speed is too high, It's almost impossible to advance :-[

EDIT

I don't understand, I reset the game and now the speed is correct ::)
« Last Edit: June 11, 2014, 07:12:17 pm by TimeDevouncer »
Look behind you! A three-headed monkey!

Gab1975

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Re: The Ur-Quan Masters
« Reply #11 on: June 12, 2014, 07:43:43 am »
I played for a total of about four/five hours and all seems to work fine... in my opinion this topic should be moved to the "Releases" section !

PS: thanks again Soulsource, this game is very captivating! ;)

soulsource

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Re: The Ur-Quan Masters
« Reply #12 on: June 12, 2014, 07:53:11 am »
I love this game :-*, but... battles speed is too high, It's almost impossible to advance :-[

EDIT

I don't understand, I reset the game and now the speed is correct ::)

I'll have a look at the timing code on the weekend. At the moment all I can say is that battle speed should be linked to the framerate, which should be limited to a constant value (24 fps I think, but I'll have to check). The only exception I see atm is if the cyborg (having the computer play for you) is enabled. As said, I'll have a look and try to reproduce the issue.

soulsource

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Re: The Ur-Quan Masters
« Reply #13 on: June 16, 2014, 08:54:15 am »
Sorry, I was too lazy to work on the weekend. The weather was too nice to do anything during the days, and the evenings I (mostly) spent actually playing UQM on the GCW Zero...

TimeDevouncer

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Re: The Ur-Quan Masters
« Reply #14 on: June 16, 2014, 06:15:27 pm »
Sorry, I was too lazy to work on the weekend. The weather was too nice to do anything during the days, and the evenings I (mostly) spent actually playing UQM on the GCW Zero...

Don't worry! Maybe I activated the Cyborg accidentally because I've played many more hours and everything works fine.

One question: How can I change the caps lock? I would call my ship "Normandy" :P
Look behind you! A three-headed monkey!

soulsource

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Re: The Ur-Quan Masters
« Reply #15 on: June 17, 2014, 07:25:57 am »
Thanks for bringing up the Caps-Issue. I'm afraid that it's not possible with the previously uploaded .okp files. The corresponding key events are KEY_MENU_PAGE_DOWN or KEY_MENU_PAGE_UP, which both were not mapped to any button on the GCW Zero (since I didn't think they would be needed).
I've prepared a new .opk file with those key bindings mapped to the shoulder keys. Only thing bothering me: I'm running out of keys that are not yet assigned, so there might now be input conflicts (although the UQM source code on input events is quite well done and should always know which of the multiple bindings of a single key is meant)...
While I'm pretty sure it isn't, it might be necessary to reset your key mappings by deleting $HOME/.uqm/flight.cfg.

TimeDevouncer

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Re: The Ur-Quan Masters
« Reply #16 on: June 18, 2014, 07:13:03 pm »
Thanks for bringing up the Caps-Issue. I'm afraid that it's not possible with the previously uploaded .okp files. The corresponding key events are KEY_MENU_PAGE_DOWN or KEY_MENU_PAGE_UP, which both were not mapped to any button on the GCW Zero (since I didn't think they would be needed).
I've prepared a new .opk file with those key bindings mapped to the shoulder keys. Only thing bothering me: I'm running out of keys that are not yet assigned, so there might now be input conflicts (although the UQM source code on input events is quite well done and should always know which of the multiple bindings of a single key is meant)...
While I'm pretty sure it isn't, it might be necessary to reset your key mappings by deleting $HOME/.uqm/flight.cfg.

Oh yeah! Thank you so much!!!! :o ;D, I try the new opk this night ;)
Look behind you! A three-headed monkey!

Gab1975

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Re: The Ur-Quan Masters
« Reply #17 on: June 24, 2014, 06:35:28 am »
I think that this topic should be moved in the "releases" section... :)

soulsource

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Re: The Ur-Quan Masters
« Reply #18 on: June 27, 2014, 09:32:37 am »
Should I start a new thread there, or is this a job for a forum moderator?

Gab1975

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Re: The Ur-Quan Masters
« Reply #19 on: June 27, 2014, 10:35:46 am »
Should I start a new thread there, or is this a job for a forum moderator?

Obviously, the administrators/moderators can move the topic, but "to optimize time" you can start a new thread in the "releases" section ! :)

 

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