Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5] 6 7

Author Topic: Star Control II: The Ur-Quan Masters (0.7)  (Read 94431 times)

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1166
    • View Profile
    • Github profile
Re: Star Control II: The Ur-Quan Masters (0.6.1)
« Reply #60 on: February 27, 2012, 10:18:09 PM »

Added Vux Intruder sprite
Logged

Aroddo

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: Star Control II: The Ur-Quan Masters (0.6.1)
« Reply #61 on: February 29, 2012, 02:51:22 PM »

well, if this ain't simply awesome then i don't know what is.

exactly the right mod this game needs. :D
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1166
    • View Profile
    • Github profile
Re: Star Control II: The Ur-Quan Masters (0.6.1)
« Reply #62 on: March 07, 2012, 08:12:44 PM »

Tested and working already (no changes) with latest SF, 0.51a.
Logged

Aklyon

  • Commander
  • ***
  • Posts: 192
    • View Profile
Re: Star Control II: The Ur-Quan Masters (0.6.1)
« Reply #63 on: March 07, 2012, 08:40:23 PM »

Star Control II, and Starfarer. Awesome combination, that.

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1166
    • View Profile
    • Github profile
Re: Star Control II: The Ur-Quan Masters (0.7)
« Reply #64 on: March 14, 2012, 12:42:51 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.
« Last Edit: March 14, 2012, 12:46:04 AM by Trylobot »
Logged

Dr.Noid

  • Lieutenant
  • **
  • Posts: 79
    • View Profile
Re: Star Control II: The Ur-Quan Masters (0.7)
« Reply #65 on: March 14, 2012, 03:36:20 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
Logged

Thana

  • Captain
  • ****
  • Posts: 281
    • View Profile
Re: Star Control II: The Ur-Quan Masters (0.7)
« Reply #66 on: March 14, 2012, 04:52:50 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
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1166
    • View Profile
    • Github profile
Re: Star Control II: The Ur-Quan Masters (0.7)
« Reply #67 on: March 14, 2012, 06:31:20 AM »

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.
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1166
    • View Profile
    • Github profile
Re: Star Control II: The Ur-Quan Masters (0.7)
« Reply #68 on: March 14, 2012, 06:35:53 AM »

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.
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1166
    • View Profile
    • Github profile
Re: Star Control II: The Ur-Quan Masters (0.7)
« Reply #69 on: March 16, 2012, 08:42:18 PM »

Sprite completed for Zoq-Fot-Pik

Will probably do a couple more sprites before another release, as it's the part I most enjoy :)
Logged

PandamanPete

  • Ensign
  • *
  • Posts: 12
    • View Profile
Re: Star Control II: The Ur-Quan Masters (0.7)
« Reply #70 on: March 20, 2012, 07:46:59 PM »

One thing you need to add. Chenjesu!!!!!!!  :DChenjesu!
Logged

Helwig

  • Ensign
  • *
  • Posts: 8
    • AOL Instant Messenger - xHelwigx
    • View Profile
    • Email
Re: Star Control II: The Ur-Quan Masters (0.7)
« Reply #71 on: March 21, 2012, 12:14:53 PM »

Trylobot... I just Nostalgiated all over your forum post.
Thank you  :P
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1166
    • View Profile
    • Github profile
Re: Star Control II: The Ur-Quan Masters (0.7)
« Reply #72 on: March 21, 2012, 02:55:48 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)
Logged

Zagiel

  • Ensign
  • *
  • Posts: 2
    • View Profile
    • Email
Re: Star Control II: The Ur-Quan Masters (0.7)
« Reply #73 on: May 09, 2012, 09:38:42 AM »

Very nice work this mod is excellent, ship textures looks great, and make me nostalgic i played in orginal game many years ago.
Logged

Catattack998

  • Commander
  • ***
  • Posts: 202
  • Fwoosh!
    • View Profile
Re: Star Control II: The Ur-Quan Masters (0.7)
« Reply #74 on: July 05, 2012, 04:00:03 PM »

Alright, I know nobody wants to say it, but I will: Is this mod still in development?
Logged
Cheers,
Mr. Cat

Starfaring since the very beginning... of 2012
Pages: 1 ... 3 4 [5] 6 7