Fractal Softworks Forum

Starsector => Mods => Topic started by: Trylobot on June 09, 2011, 09:32:54 PM

Title: Star Control II: The Ur-Quan Masters (0.7)
Post by: Trylobot on June 09, 2011, 09:32:54 PM
(http://i.imgur.com/FIGHOVF.png) Download version 0.7 (http://dl.dropbox.com/u/14340846/sc2_0.7.zip) — Star Control II: The Ur-Quan Masters (http://i.creativecommons.org/l/by-nc-sa/3.0/80x15.png) (http://creativecommons.org/licenses/by-nc-sa/3.0/)

TO DO (Global):

Ships to-do:

Planned
Utwig Jugger
Pkunk Fury
Androsynth Guardian
Umgah Drone
Supox Blade
Thraddash Torch
Ur-Quan Kohr-Ah Marauder
Syreen Penetrator
Slylandro Probe
Chenjesu Broodhome

Have Sprites
Druuge Mauler
Chmmr Avatar
Mycon Podship
Shofixti Scout
Arilou Laylee'lay Skiff
Ilwrath Avenger
Zoq-Fot-Pik Stinger

Implemented to Some Degree
Vux Intruder
Spathi Discriminator
Mmrnmhrm X-Form
Yehat Terminator
Melnorme Trader
Orz Nemesis
Earthling Cruiser
Ur-Quan Kzer-Za Dreadnought

(http://i.imgur.com/EcmXI4n.png)(http://i.imgur.com/3JgjbtN.png)(http://i.imgur.com/H28s0Dh.png)(http://i.imgur.com/TUo4aFr.png)(http://i.imgur.com/u6mzHgM.png)(http://i.imgur.com/lRoiF1B.png)(http://i.imgur.com/JDkEm3T.png)(http://i.imgur.com/6KazAl1.png)(http://i.imgur.com/TR0gv5D.png)(http://i.imgur.com/R1R4dem.png)(http://i.imgur.com/WH4Mmsu.png)(http://i.imgur.com/kJ1nwaB.png)(http://i.imgur.com/vU64tr1.png)(http://i.imgur.com/YWFGHzL.png)(http://i.imgur.com/UqMbqRm.png)


I started with the sprites in Star Control II, tweaked the lines and then frankened bits and bobs from Starfarer ships. My hope is that the ships look like their original counterparts enough to be recognizable, but seen through the lens of the Starfarer style, scale and gameplay.

The mod adds 4 missions: Totality, Random Melee, Hierarchy vs. Alliance, and Alliance vs. Hierarchy.


The Ur-Quan Masters Project (http://sc2.sourceforge.net/) credit to this project for all their hard work
Title: Re: Star Control 2: The Ur-Quan Masters
Post by: Alex on June 09, 2011, 09:53:55 PM
I'd love to see the ZFP Stinger. Your idea for the "Thumper" weapon from the other thread sounds perfect for it.
Title: Re: Star Control 2: The Ur-Quan Masters
Post by: spaceglob on June 09, 2011, 10:38:04 PM
Wow! this looks really cool!
what about the pkunk, though? I really like those ships.
Title: Re: Star Control 2: The Ur-Quan Masters
Post by: Trylobot on June 09, 2011, 10:43:07 PM
what about the pkunk, though?

I want to do the Pkunk, but it just wouldn't work at all without a couple of modding API additions or engine features. So I left it out of the poll for now. Along with some others, for the same reason. Sorry!
Title: Re: Star Control 2: The Ur-Quan Masters
Post by: Trylobot on June 10, 2011, 12:31:55 AM
Looks like UQM is covered by the Creative Commons Attribution-NonCommercial-ShareAlike license (http://creativecommons.org/licenses/by-nc-sa/2.5/). So all I'd need to do is release the mod under the same license and give credit to Toys for Bob.
Title: Re: Star Control 2: The Ur-Quan Masters
Post by: Trylobot on June 10, 2011, 09:23:28 AM
update; added sprite for the dreadnought.
Title: Re: Star Control 2: The Ur-Quan Masters (in progress)
Post by: Trylobot on June 10, 2011, 07:20:09 PM
Download link added for v. 0.1. This version contains only the dreadnought, no fighters yet, and no earthling cruiser. But it does let you bring the pain of the plasma torpedo against inferior life forms!

Note: this mod overwrites sounds.json, so if you have another mod installed which does the same, they will conflict. I believe the mod listed first in the launcher list will take precedence.
Title: Re: Star Control 2: The Ur-Quan Masters (in progress)
Post by: Trylobot on June 12, 2011, 10:29:55 AM
Download version 0.2

Added the Earthling Cruiser, and the Autonomous Fighter. Playtested a bunch for balance, and now you can play as either ship. The poor AI is so intimidated right now when he's facing your dreadnought that I had to give him a second ship just so that he wouldn't run away immediately.

I put a suggestion in that may help in the future, though - the ability for a mission to disable retreat. That should make the AI sufficiently insane to do battle anyway.

Updated original post with sprites.

And finally, it looks like there's a tie right now between two ships. Someone break this tie!
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Alex on June 12, 2011, 03:56:26 PM
Loving this! The fighters, the PD laser... really brings me back. I also *love* the earthling cruiser's missile, it's just perfect. Funny how the gameplay already feels SC2-ish - found myself shooting those missiles w/ the plasma cannon, and kiting the  Dreadnought when the roles were changed.

You have to add a planet, though :)


Good call on disabling retreat, I'm pretty sure I actually have a todo item for this somewhere. Part of this is the highly-non-standard loadouts are confusing the AI - it likely thinks both are civilian ships based on the weapon strength compared to hull size. I'll take a look.

About ship designations - any reason you're leaving those blank? (I think that's the reason for your other suggestion thread (http://fractalsoftworks.com/forum/index.php?topic=186.0)). Why not just put in "Dreadnought", "Cruiser", etc? The game uses just the designation in a few places, so it really ought to be filled in.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on June 12, 2011, 05:26:07 PM
You have to add a planet, though :)

Absolutely! Planning on a very large planet in the middle, and an asteroid belt of course.


About ship designations - any reason you're leaving those blank?

Suggestions / Modding - Naming Format Control (http://fractalsoftworks.com/forum/index.php?topic=242.0)
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on June 13, 2011, 10:53:33 PM
The Orz Nemesis will be the third ship added, with 5 votes. The closest runners-up at this time are close with 4 votes each.

I'm not entirely sure yet how I will implement the Nemesis' secondary weapon, the space marines, but it'll likely be something pretty different from how UQM did it. For one thing, they won't be able to "board" the enemy ship, or even be launched from the Nemesis, but I'll try to come with something.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: mendonca on June 15, 2011, 06:06:54 PM
Just booted this up a few minutes ago.

I'll admit I don't really have a frame of reference from the original Star Control / ur-Quan stuff, but it's interesting how a 'simple' mod can come together to make almost a different game. Also quite a well balanced couple of missions, the dreadnought is clearly the more powerful of the two ships, but needs to be agressive to stand a real chance to kill. As it probably should. And it obviously scares the living shite out of the Earthling scum, because the little sissy keeps running away from my massive death cannon. No, that's not a euphemism for my ... hmm ... anyway.

Love the sprites, by the way.

And I voted a Chenjesu Broodhome just because I like the name. Presumably that's okay ...
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on June 17, 2011, 07:06:17 AM
Playable version of the Orz Nemesis added, and I have to say the turret came out beautiful. I was worried about it for a while, but the Starfarer engine makes everything look better, haha. Have fun!

If you have any ideas for how to implement the Space Marines (and you've actually played Star Control II), let me know in this thread. I'm scratching my head about it right now.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: David on June 17, 2011, 05:18:17 PM
I've never played Star Control II because I missed it when it was current, but I've certainly read a ton about it. Just jumping in to say that I'm finding your interpretations of the ships in the Starfarer style are absolutely charming; I love looking for where you got all the little bits and pieces from the core-Starfarer ship asets.

Looking forward to more!
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Brettflan on June 18, 2011, 01:51:38 AM
Assuming it's possible, you can't forget the Chmmr Avatar.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on June 18, 2011, 04:04:20 AM
I originally left the Avatar off the list (among others) because I believed there were significant barriers to its faithful implementation given Starfarer's current state.

But returning to think about specifically that ship, I think I could come up with a reasonable implementation for every part of it except the tractor beam and the individual destruction of the satellites. The satellites themselves I think would work best as a single turret with three barrels, each facing outward but with a 360 degree arc, and point-defense range. The main ship laser of course would be a beam weapon.

The tractor beam, unfortunately, has no analogue. But I think I could make the ship fun to play anyway, when it comes up.

After the next ship or two I'll revisit each of the ships from UQM, edit the options a bit and reset the poll votes.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on June 18, 2011, 05:01:44 PM
The next ship will be the Melnorme Trader, with 7 votes. Next nearest at this moment has 5. I'll post sprite art and whatever as I finish it.

Also it looks like Alex has already put in a weapon that is basically 100% analogous to the Trader's weapon, so it will be very faithful. I might even be able to monkey in the chargeup sound effect as well ;D This'll be the largest ship yet, even larger than the Dreadnought, and being that it's supposed to be generally spherical, this one could take quite a bit longer to do. We'll see.

His secondary weapon will not mess with controls, but it will instantly trigger a flux overload (no damage) if it lands a hit.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Darloth on June 20, 2011, 11:43:56 PM
For now I'm just grappling with how I want to display them. Ideally I'd like to be able to show this:
Captain Pike
Earthling Cruiser


I know it's a little late, and might not even matter in the end, but you might be able to get away with the current layout by making it a:

"Jameson Pike, Captain 1st"-class ship.

Then I believe it will read:

Jameson Pike, Captain 1st-class
Earthling Cruiser

Which isn't -too- bad, and also allows for other (presumably lower) classes of captain, or lieutenant, or whatever.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on June 29, 2011, 03:10:36 PM
:-\

I did some work on the Melnorme Trader sprite, but then decided it was terrible and looked so unlike the original SC2 ship that I threw it away and started over. Ugh.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Alex on June 29, 2011, 04:01:29 PM
Aw, man. I was hoping for some shiny new graphics when I clicked on this!
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on June 30, 2011, 05:13:48 AM
Aw, man. I was hoping for some shiny new graphics when I clicked on this!

Main post updated with current sprite.  ;)
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Alex on June 30, 2011, 04:09:27 PM
Hmm. I think that actually looks really good, except for the grooves. Those don't fit in and look more like battle damage, imo - though what kind of battle that was, I can't say. Bitten by a giant space eel, whose teeth left drag marks on the hull, perhaps?
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: mendonca on June 30, 2011, 04:45:18 PM
GIANT SPACE EELS CONFIRMED IN STARFARER!!!

I knew it.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on June 30, 2011, 05:52:32 PM
except for the grooves.

Yes, they still bother me too. I think what I'll try next is putting some sorts of plates or objects in front of the grooves near seams and edges to give the whole thing better depth. I'll post an update when I've got one.

I knew this ship was going to be a pain before I started, but I truly enjoy making these. Getting to freely and shamelessly pick and pull parts from the Starfarer assets and re-assemble them willy-nilly into ships from my nostalgic sci-fi gaming past is like crack. Seriously.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Alex on July 01, 2011, 03:58:52 PM
GIANT SPACE EELS CONFIRMED IN STARFARER!!!

I knew it.

... oh no!

I knew this ship was going to be a pain before I started, but I truly enjoy making these. Getting to freely and shamelessly pick and pull parts from the Starfarer assets and re-assemble them willy-nilly into ships from my nostalgic sci-fi gaming past is like crack. Seriously.

So in that scenario, I'm the dealer, and David is the supplier. Hmm. Ok, done taking the analogy too far, carry on.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on July 01, 2011, 05:29:10 PM
The Yehat Terminator will be the next ship. I have reset the vote counts and added more ships that I think will be at least 50% feasible (meaning at least one weapon is doable for any given ship), so let me know what you want after the Yehat.

The Melnorme Trader ship data is not yet done, but version 0.4 will include the finished Trader. I'll reserve version 0.5 for the Yehat release.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Blips on July 01, 2011, 06:22:53 PM
"Mmrnmhrm"

If there's a ship I can love, it's one I cannot pronounce  :D
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on July 05, 2011, 05:55:46 PM
Added current sprite for Yehat Terminator in first post. I promise I will release playable versions of the trader and terminator soon!

Update: I might have made the Yehat ship a little bigger than it's supposed to be, but you know what, I love the way it turned out so much I'm not going to touch it anymore. Plus, since this whole mod is somewhat of a "reinterpretation," or "as seen through the lens of Starfarer," I get artistic license to do all sorts of shady things like that. Haha.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Alex on July 06, 2011, 12:28:54 AM
Indeed. *thumbs up* on the Yehat, can't wait to try it. Finally, a ship with shields, that functionally matches up to the SC2 version!
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on July 06, 2011, 07:14:53 AM
Version 0.4 released; link updated in first post. Melnorme Trader now playable, along with two new missions: "Totality" and "Random Melee," which do pretty much what you'd think.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on July 07, 2011, 06:57:41 PM
Version 0.5 released, main post updated with link. Includes the Yehat.

Also, there's currently a four-way tie two-way tie for the next ship between the Vux, Spathi, Syreen and Mmrnmhrm. Hurry up and vote so I can do one  :P

The Mmrnmhrm is the current leader with 5 votes. It'll be next.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: inteuniso on July 08, 2011, 04:20:20 AM
Just noticed it, you're making these in BSF ShipMaker, aren't you?

EDIT: Or using similar sprites.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on July 08, 2011, 02:30:16 PM
Just noticed it, you're making these in BSF ShipMaker, aren't you?

EDIT: Or using similar sprites.

I'm using only Paint.NET and the art of Starfarer. What's BSF?
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Cvan on July 08, 2011, 02:31:43 PM
BattleShips Forever
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: LoweN on July 17, 2011, 12:03:39 PM
You seem to have forgot my favorite ship, the Thraddash Torch.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Alex on July 17, 2011, 07:16:25 PM
You seem to have forgot my favorite ship, the Thraddash Torch.

Hmm. I would guess that was left out because it's special system is the key feature of the ship and there's no apparent way to replicate it in Starfarer.

But! Thinking about it, it should actually be doable. The "torch" aspect of it could be replicated with what's essentially a backwards-firing, short-range flak cannon with long-duration explosions.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on July 18, 2011, 06:04:22 PM
You seem to have forgot my favorite ship, the Thraddash Torch.

I added it to the poll. It would be another partial ship, as I could do the primary, but the secondary would be the weapon bit only - no speed boost for firing the flame-trail thing. There's a couple ships on there like that at the moment, but it won't stop me from doing sprites in advance for them  ;D
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on August 13, 2011, 05:11:27 PM
Sorry for the slowdown, but I'm in the middle of a move to Austin. Got the job secured and whatnot, and just organizing the rest of it. Making calls, setting things up, etc.

Promise the X-Form will be available soonish, though it will be one of the stranger ships in this mod. Since a ship can't "change" mid battle of course, it will be two separate ships. Should still be interesting to play with though.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Alex on August 14, 2011, 04:33:41 PM
Good luck with the move.

Looking forward to seeing the X-Form! One of my favorite ships from the original, though it took a godawful long time to kill anything with those missiles... but a sure win if you're patient enough :)
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on August 21, 2011, 12:00:49 AM
Updated to work with 0.35a. Added icons and tweaked data.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on September 24, 2011, 06:39:42 PM
Update, Sept. 24th - added sprite art for the unreleased Mmmrnmhrm ships; established the next three ships based on the current poll data and removed them from the poll (thanks for the votes, guys!).

I'm really looking forward to this next batch of ships, this mod is finally starting to come together!

Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Alex on September 25, 2011, 05:31:12 PM
Oh, very cool!


... this is going to get extra-interesting when custom battles are in. Star Control ships vs <whatever>. Well, interesting and a bit weird :)
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: DrZaloski on January 17, 2012, 11:17:25 PM
I can't seem to get the mod to work. I've copied the most recent version (5 minutes ago) into the mod folder in the package contents (using a mac), but when I load up the launcher it claims I have no mods installed. Suggestions?
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Alex on January 18, 2012, 12:05:30 AM
There's a bug in the mac build - you have to put the mod folder one level higher, on the same level as the mods/ folder.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: DrZaloski on January 18, 2012, 04:01:17 AM
Although its stupid of me, its not simply drag and drop, or copy and paste, and unfortunately thats were my ability ends. I don't know how to copy a folder to an applications contents to the level of the contents themselves, and application support has abandon me again.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Alex on January 18, 2012, 04:05:57 PM
You were able to copy it to the mods/ folder, though? Just open up two Finder windows, one in the mods/ folder, one in Starfarer.app/ (Starfarer application bundle -> right click -> "explore package contents"), then drag and drop from one to the other.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: icepick37 on January 19, 2012, 07:24:45 PM
This mod is awesome!  :D  Keep it up!
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: intothewildblueyonder on February 22, 2012, 07:38:16 PM
To implement marine boarding:

this will depend on if it is possible to change ship ownership in the middle of battle or generate new ships to deploy (and then just create a new ship with same stats as old one)

if this is so have a weapon (e.g. the marine shock-pod launcher) that upon impact of the hull (when it does hull damage) that will have a percent chance of changing the ship ownership based on a multiplier of crew left in the opposing ship (or just some percent chance, as hitting the hull will depend already on how strong the opposing ship is.)
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: icepick37 on February 22, 2012, 07:45:41 PM
That's not what marine boarding did. It was more like a slow poison in the other persons ship. That you could pick up and reuse.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: intothewildblueyonder on February 26, 2012, 12:15:02 AM
That's not what marine boarding did. It was more like a slow poison in the other persons ship. That you could pick up and reuse.

well thats what I get for assuming.

Anyway, I was read somewhere that fighters used to launch directly from carriers. This got me thinking that if you could re-implement that onto the ship and launch a marines as a fighter that would damage the enemy ship (And you could use refit repair mechanism to recall).
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Dorfs R Fun on February 26, 2012, 12:30:59 AM
I would love to see these roaming around in the current campaign build.

I thought these were well made and spent a number of missions paying with them. Interested to see how they would fair against other factions.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on February 26, 2012, 07:03:16 AM
If the SCII ships surface in a campaign, it would realistically have to be a stand-alone campaign, because I made no attempt to balance the weapons or stats with existing SF content. I used balance numbers as I could find them from the original SCII player guides still floating around on the interwebs. Unfortunately, not all of the statistics were measured objectively and recorded, they were mostly comparisons to other ships, so I've in some places established my own baselines and tweaked until it felt right.

In other news, I have put some effort into finishing the Mmrnmhrm X-form, and it's almost done. Still no transformation function, but I will say that the Y-mode is incredibly fun to fly ;D
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on February 26, 2012, 11:09:47 PM
Mmrnmhrm X-Form added. If there's ever a way to allow a ship to transform mid-battle, I will enhance the ship to do this.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: intothewildblueyonder on February 27, 2012, 12:18:41 AM
Mmrnmhrm X-Form added. If there's ever a way to allow a ship to transform mid-battle, I will enhance the ship to do this.

can you make a weapon that has parts of the ship on it? eg you select weapon group 4, transformation,...

(maybe just for aesthetics)
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: Trylobot on February 27, 2012, 12:23:55 AM
If it was a graphical-only thing, that might work, but it also needs to alter the ship stats significantly, and grant/block access to other weapons.
Title: Re: Star Control II: The Ur-Quan Masters (in progress)
Post by: intothewildblueyonder on February 27, 2012, 12:36:33 AM
If it was a graphical-only thing, that might work, but it also needs to alter the ship stats significantly, and grant/block access to other weapons.

It might be annoying to the player, but you should be able to disable autofire for weapons (this would only work for missions though) and you would have to target manually. For altering speed you could make a weapon that does no damage but is always firing at the enemy, so as to keep you from getting the speed boost until you switch weapons groups.
Title: Re: Star Control II: The Ur-Quan Masters (0.6.1)
Post by: Trylobot on February 27, 2012, 06:53:41 AM
Added sprite for the Spathi ship. I think it came out looking completely ridiculous, like if clowns went into space - which is exactly spot-on for the Spathi. Their ship always made me think of ridiculous space clowns in the classic games, so I think the spirit of the ship is sufficiently captured.

I have a lot of fun making sprites for this mod, so I might do a couple more sprites before I actually put the ships in.
Title: Re: Star Control II: The Ur-Quan Masters (0.6.1)
Post by: Dorfs R Fun on February 27, 2012, 11:15:25 AM
Beautiful work Trylobot.

I do protest though regarding inclusion into the sandbox. Perhaps a few small incursions here and there would be most awesomeful. If rarity is included, balance be damned.
Title: Re: Star Control II: The Ur-Quan Masters (0.6.1)
Post by: Trylobot on February 28, 2012, 01:26:03 AM
I do protest though regarding inclusion into the sandbox.

I've given this some thought and I don't really think it's necessary. You see, anyone who's played Star Control knows the real fun is in the Melee. Ship vs. ship single combat is the truest form of Star Control. So really, I don't think sandbox inclusion will happen. I think the time would be better spent making sprites (as there are still a ton left to do)
Title: Re: Star Control II: The Ur-Quan Masters (0.6.1)
Post by: Dorfs R Fun on February 28, 2012, 03:06:20 AM
Alright, I surrender. I won't bug you about it anymore.

Great mod though, keep up the good work.
Title: Re: Star Control II: The Ur-Quan Masters (0.6.1)
Post by: Trylobot on February 28, 2012, 06:18:09 AM
Added Vux Intruder sprite
Title: Re: Star Control II: The Ur-Quan Masters (0.6.1)
Post by: Aroddo on February 29, 2012, 10:51:22 PM
well, if this ain't simply awesome then i don't know what is.

exactly the right mod this game needs. :D
Title: Re: Star Control II: The Ur-Quan Masters (0.6.1)
Post by: Trylobot on March 08, 2012, 04:12:44 AM
Tested and working already (no changes) with latest SF, 0.51a.
Title: Re: Star Control II: The Ur-Quan Masters (0.6.1)
Post by: Aklyon on March 08, 2012, 04:40:23 AM
Star Control II, and Starfarer. Awesome combination, that.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Trylobot on March 14, 2012, 07:42:51 AM
Version 0.7 released; adds Vux Intruder and Spathi Discriminator!

Also, overhauled the Melnorme Trader to have a true multi-stage variable blaster, which I am quite proud of. It is a lot more faithful to the Star Control implementation of this weapon, or at least a lot closer than I thought I'd be able to get.

Lastly, added descriptions for all implemented ships, and overhauled the ship naming to use proper names and authentic ship's captains!

Next to come is the Zoq-Fot-Pik Stinger! Alex I believe this was the one you wanted from last year.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Dr.Noid on March 14, 2012, 10:36:20 AM
Wow, beautiful ships! I've played Star Control 2 to death and you totally captured the look those ships would have in Starfarer!

Any chance of doing an Ariloulaleelay skiff? Even without the teleport it would be a cool ship to play... Though maybe the inertia-less handling is impossible to implement. I loved farming the Mycon with those ships, and having the Mycon fly into its own fire :D
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Thana on March 14, 2012, 11:52:50 AM
You've managed to make this surprisingly close to the original. I mean, things like no overloads on the Yehat shields that I could see, the graphical style is an incredible combination of the original combined with the Starfarer aesthetics, and so on. I did find it odd that the ships seem to slowly decelerate if you don't keep applying thrust. It seems to happen in neither Starfarer nor Star Control II, so I found it surprising that it seems to here.

Also, the close-in attack form of the Transformer is brutal!  :o
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Trylobot on March 14, 2012, 01:31:20 PM
ships seem to slowly decelerate

Heh yeah that's a new feature of nebulae; it exposes a hack that I'm using to control speed where pretty much the entire arena is nebulae, and only the planet is clear (Giving a speed boost near it). When I first implemented it, deceleration was not a feature of the game. So I'm going to have to think of something else soon.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Trylobot on March 14, 2012, 01:35:53 PM
Any chance of doing an Ariloulaleelay skiff? ... Though maybe the inertia-less handling is impossible to implement.

It is coming for sure, and don't worry the drive system will be the least of the worries. It's the teleporter I'm worried about. Inertialess drive is like having infinite (or very high) acceleration and a reasonable top speed. So I think I can get it to feel very similar in that respect.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Trylobot on March 17, 2012, 03:42:18 AM
Sprite completed for Zoq-Fot-Pik

Will probably do a couple more sprites before another release, as it's the part I most enjoy :)
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: PandamanPete on March 21, 2012, 02:46:59 AM
One thing you need to add. Chenjesu!!!!!!!  :D
Chenjesu!
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Helwig on March 21, 2012, 07:14:53 PM
Trylobot... I just Nostalgiated all over your forum post.
Thank you  :P
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Trylobot on March 21, 2012, 09:55:48 PM
Thank you

You are most welcome. I feel the same way while I'm making it, I think it's why it's so fun  8)
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Zagiel on May 09, 2012, 04:38:42 PM
Very nice work this mod is excellent, ship textures looks great, and make me nostalgic i played in orginal game many years ago.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Catattack998 on July 05, 2012, 11:00:03 PM
Alright, I know nobody wants to say it, but I will: Is this mod still in development?
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Trylobot on July 05, 2012, 11:37:39 PM
Absolutely, but I have like 5 separate Starfarer-related projects going, and I haven't had much time for any of them recently  :-\

But, I haven't abandoned it by any means, this one is still my favourite to work on  8)

Got any requests for specific ships?
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Trylobot on August 15, 2012, 04:47:36 AM
Because of all the interesting changes to Starfarer, especially the modding-related ones, many ships that weren't possible or practical before have suddenly become so. Here are my future plans in response to this:
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: silentstormpt on August 18, 2012, 11:28:32 AM
I'll be working on a mod based on star control 2, but i'll be using HD models from the Project 6014, that weren't converted into star farer looks.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: silentstormpt on August 18, 2012, 02:15:53 PM
I've been messing around with Trylobot's build and managed to get a pretty decent engines that look like the old game one, still changing it to get as close as possible. Only using your work and slowly changing it into models from Star Control.

Spoiler
(https://dl.dropbox.com/u/32263294/screenshot018.png)
[close]
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Trylobot on August 18, 2012, 04:08:04 PM
@silentstormpt: Please halt. I'm not really looking for a collaborator on this project. The engines are supposed to look like Starfarer, not like SCII. The spirit of the mod is such that the ships are viewed from the lens of the Starfarer universe; there's just as much SF in these ships as SC.

If you wish to create your own Star Control related mod, I would ask that you start another thread, and use your own art assets.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Erick Doe on August 18, 2012, 04:19:48 PM
@silentstormpt: Please halt. I'm not really looking for a collaborator on this project. The engines are supposed to look like Starfarer, not like SCII. The spirit of the mod is such that the ships are viewed from the lens of the Starfarer universe; there's just as much SF in these ships as SC.

If you wish to create your own Star Control related mod, I would ask that you start another thread, and use your own art assets.

I've loosely started to work on my own "Star Control" related mod. It doesn't share the lore, but it does roughly share the style and gameplay.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: silentstormpt on August 18, 2012, 04:31:56 PM
@silentstormpt: Please halt. I'm not really looking for a collaborator on this project. The engines are supposed to look like Starfarer, not like SCII. The spirit of the mod is such that the ships are viewed from the lens of the Starfarer universe; there's just as much SF in these ships as SC.

If you wish to create your own Star Control related mod, I would ask that you start another thread, and use your own art assets.

Ha ok, sorry about that, i only noticed this reply now, ok ill convert all the ships into the normal Star Control 2 ships,

Do you mind if i use the materials of your mod and remake a few of them? Since they are (most of them) doing what they were suppose to anyway.

I do intent to share all the materials i manage to get my hands on with both of you to speed up progress

I got no idea how the hull will be based on now that i think about it, i know you converted based on some algorithm  ???, but need to find another way and also not be exactly the same stats as your mod...
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Trylobot on August 18, 2012, 04:54:26 PM
@silentstormpt: I'm fine with you using the hull data and stats from the mod, if it helps you.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Trylobot on February 03, 2013, 10:48:41 PM
Haven't worked on this in a while but suddenly got the urge to do some kitbashing. I'm working on an Ilwrath Avenger sprite.

Update: Yay! finished the Ilwrath Avenger sprite. Original post updated.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: silentstormpt on February 04, 2013, 12:43:15 AM
Looks really good, but kinda too big in terms of size when compared with the rest, oh well its good looking so thats whats matter
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Criticopulus on February 04, 2013, 03:20:38 PM

 Sweet mother of God that looks good! Keep up the good work!
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Trylobot on February 05, 2013, 07:02:31 AM
Original post updated with the new Arilou Skiff sprite.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Yupost on February 05, 2013, 03:09:11 PM
I love this <3
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Trylobot on February 06, 2013, 03:19:05 AM
Updated original post with the Shofixti Scout. I've been on a roll with the sprites lately, and I think I'll continue in this vein for a while. Doing these is incredible fun. And cutting up David's art assets somehow always comes out looking good to my eye. It just can't seem to go wrong, no matter what random ships I choose to cut from.

I don't know when I'll be doing the ship data for these latest ones, but I won't leave it unfinished, so no worries.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Alex on February 06, 2013, 03:30:28 AM
Those are some good-looking ships - wow.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Temjin on February 06, 2013, 04:30:43 AM
Just finished playing the open-source version of The Ur-Quan Masters. It's amazing how the mod tools here allow the SC2 ships to really work. I'd love to see the Mycon cruiser rear its ugly hull... combined with the potential for friendly fire! I wonder if there's a way to get the Thraddash afterburners working with a ship system simultaneously dropping proximity charges and getting a speed boost.

Also, MAJOR kudos on the art!
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Trylobot on February 07, 2013, 04:54:29 AM
Updated original post with the Mycon Podship sprite.

Now, I feel this one warrants some explanation. This is the first ship where I've intentionally diverged from the original Star Control II sprite, but I think I'm justified lore-wise to do so. In my hybrid Starsector/Star Control universe, the Mycons have to be equipped with certain technologies in order to achieve faster-than-light travel; those are the bits you see sort of attached to the outer shell of the Mycon. You'll also see engines and a sort of "nozzle"; these are also embedded into the mycon's body in order to better harvest its energies. There are a team of trained engineers aboard the mycon "harness" system that keep its systems functional and provide direction to the creature.

This is in opposition to the Star Control universe, in which the Mycons are themselves perfectly suitable for space travel, and in fact take direction from no one but their own elders. I felt that my change brings them more in line with the feel of the other ships. Hope you think so too.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Typo91 on February 07, 2013, 01:49:09 PM
You sir are a man after my own heart.

Hats off to you making this wonderful mod - the art alone is epic.

I grew up on StarCon2, that game sparked the imagination.  Given where this game is going, there could be a lot of cool stuff in the future.

Travel between solar systems, fuel, all it needs is minerals, and starmaps.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Trylobot on February 12, 2013, 06:22:22 AM
Posted the latest sprite: this time it's the long-awaited Chmmr Avatar. This one's taken me considerably longer because of the sheer size, and also because I've taken care with one of my favourite ships to get it just right. I've not started on the satellites yet, but I don't see them being very difficult, and I might do them and some of the other weapons/specials/effects more toward the end of the project.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: silentstormpt on February 12, 2013, 02:52:00 PM
You can check out the zapsats on the SC2 mod i got in, they work exactly like the original game
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Trylobot on April 06, 2013, 11:38:11 PM
Posted the Druuge Mauler sprite.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: silentstormpt on April 06, 2013, 11:48:22 PM
It looks so strange xD
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: MShadowy on April 07, 2013, 01:38:29 AM
It looks so strange xD

It really does, but it captures that Druuge feel pretty well.  The feel of being appropriately cheap.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: silentstormpt on October 08, 2013, 06:10:43 PM
Sorry the necroing, if you start working on this, could you help making up a Conversation UI for the races (SC2 style animated)?
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Trylobot on October 08, 2013, 08:28:27 PM
That's really low on my list. When I resume work on this, I have a lot of sprite work left to do. If you want SC2 dialogue, you're best to start work on it yourself.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Trylobot on October 14, 2013, 08:20:01 PM
I have updated original post with concrete plans for the remaining work for this mod. I believe that with effort, this mod will be realized according to my original dream. Everything I originally set out to do is now possible in Starsector 0.6a+. I have some experimentation to do yet, and lots of coding and artwork, naturally, but this mod absolutely will be completed. It is not vaporware.

Highest on my list is the artwork itself, because that is the part that represents the largest amount of remaining work while also being the most "future-proof" with respect to Starsector game engine changes. In other words once I have the sprites, they won't need to be updated much after that, if at all. Following that work, I will be auditing all the existing ships for features that can now be implemented, or implemented better than they currently are. This, too, will be a significant amount of work. Lastly, implementing all new ships, with all their crazy systems and abilities; no small amount of work there either, but my exploration into these APIs via my other modding work has shown me that it's actually pretty straightforward, just takes a bit of planning.

When all of this gets done, the mod will be limited at that point to a series of missions. While that was always a great deal of fun, silentstormpt has shown a desire for a campaign version of the mod. I see no reason not to do the same to my mod eventually, except I have no desire to implement all the old dialog and so forth, animated portraits and what-not; my campaign would be more of an expansion to the missions' content. In other words you'll be able to start as the Hegemony or Alliance, and you'll play a sort of hybrid between SC1 and SC2 map gameplay; I see there being a static system map pre-populated with factions and so on, and you've got to turn the tide of a war for control of the galaxy. Capturing planets to produce more ships etc, assigning targets for your faction etc. Stuff like that. But that's pretty far out in the future.
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: bboy on December 12, 2015, 09:45:28 AM
Anything still happening here / news? I know life tends to get in the way of projects like this but am curious.

I was thinking myself that it might be really awesome to have Star Control as a faction (perhaps one Hierarchy and another alliance) that plays well with the other mods, I'm not sure how much work that is - I just recently found out about Starsector and am checking everything out and not even sure if the creator of this mod would be open to anything like that.

Otherwise might look into something like that myself - or focus on one of the SC races and build out fan-fiction alternate ships for their fleet. I feel like working on a mod would be a lot of fun (albeit hard work)
Title: Re: Star Control II: The Ur-Quan Masters (0.7)
Post by: Erick Doe on December 12, 2015, 10:34:38 AM
The last post in this thread was back in 2013. If a thread has been dead for that long it is better to PM the mod author about the mod instead of necroing it.

Welcome to the forum though!  :)