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 Readme for:  Game » Misc » uqm.lha

Description: Port of Ur-Quan Masters
Download: uqm.lha       (TIPS: Use the right click menu if your browser takes you back here all the time)
Size: 1Mb
Version: 0.6.2
Date: 23 Mar 07
Author: Fred Ford, Paul Reiche III, UQM open source team
Submitter: Fredrik Wikstrom
Email: fredrik/a500 org
Homepage: http://sc2.sourceforge.net
Category: game/misc
Replaces: game/misc/uqm.lha
License: GPL
Distribute: yes
Min OS Version: 4.0
FileID: 2649
 
Comments: 4  [View]
Snapshots: 2  [View]
Downloads: 125  (Current version)
414  (Accumulated)

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This is a port of the latest 0.6.2 version. Thanks to Juha Niemimäki for the
original ur-quan masters port (I'm using a modified version of his uqm 0.4.0
build system for this port).

Netplay (new 0.6.x feature) has not been compiled into this version due to
various issues with the getting the network code to compile.

Installation:

1. Unpack to harddrive

2. Download .uqm content files from here:

http://sc2.sourceforge.net/downloads.php

and install them into content/packages/ in your game directory (NOTE: simply
copy these files into the directory, do not unpack!).

3. Double-click icon to run game

--- From the original readme file:

You're looking at the readme for 'The Ur-Quan Masters', a volunteer
project that intends to bring the classic game 'Star Control II' to
modern systems.

The program code that comprises 'The Ur-Quan Masters' was derived from code
written by Toys for Bob, Inc. for the 3DO version of 'Star Control II', with
their permission and encouragement.

If you've got this file from the source tree, you can find everything
you need to get started in INSTALL (INSTALL.mingw for Mingw) and
doc/users/unixinstall.

The home page of the project is located at http://sc2.sourceforge.net/
You can find links to downloads, our bug database, and our forum there.

Have fun!

Star Control II is a registered trademark of Accolade, Inc.
All other trademarks and tradenames belong to their respective owners.

Changelog:

Changes towards version 0.7:

0.6.2 (maintenance release):
- A bit more debug info for failed connects. - SvdB
- Exit with failure if basic content cannot be found, ensuring proper
  error reporting under Windows - Michael
- Popup windows for "Really Exit?" and Game Pause are immune to fades 
  and crossfades (Bug #455) - Michael
- No longer depend on SDLK_LAST statically; key input should now be safe 
  if compiled with a different version of SDL than the one running the 
  program (Bug #936, possibly also #834 and #883) - Michael
- Unix build scripts now work under LC_CTYPE=tr_TR - SvdB
- Flush write buffer when doing a uio_fclose() after doing only
  uio_fwrite() operations. - SvdB
- Major rewrite of the SwapBuffers commands -- screen compositing logic 
  has all been abstracted out into sdl_common.c instead of being 
  nearly-duplicated in opengl.c and pure.c - Michael

0.6.1 (maintenance release):
- The Unicode Private Use Area is no longer considered printable.  This 
  is a stopgap to handle unusual behavior with text entry under OS X.  
  See bug #942 for more details - Michael
- Do not rely on GL_UNPACK_SKIP_* arguments, which some OpenGL drivers 
  mishandle (Bug #914) - Michael
- Do not overwrite GLOBAL_SIS (CrewEnlisted) when leaving Hyperspace 
  (Bug #938) - Michael
- Fixed a text entry width problem that was deleting control template 
  names (Bug #947) - Michael
- uio cleanups, documentation - SvdB
- uio path parsing fixes/improvements - SvdB
  - Windows UNC path support (#907)
  - Windows drive-relative paths ("D:path" without a path seperator)
  - treat multiple consecutive path seperators as one (like POSIX)
- config dir no longer needs trailing path seperator (bug #738)- SvdB
- Simplification of uio Stream functions. No more internal seeks. - SvdB
	
0.6.0:
- Fixed a bug where an input delay was used for non-network games - SvdB
- Fixed a bug where the victory ditty would end prematurely when UQM
  is compiled without Netplay support - SvdB
- Take $CFLAGS and $LDFLAGS into account for dependency detection
  (they were already used for the building itself) - SvdB
- Validate UQM version of either side of a Netplay game - SvdB
- Better abort and disconnect handling for Netplay - SvdB
- Menu sounds in Setup track rest of game (#922), from Nic - Michael
- Shifted the Mouse Error to a Popup Window, moved the message to
  starcon.txt for translators - Michael
- Generic DoPopupWindow() command for status messages - Michael
- Update the 'current selection' icon after deleting or inserting ships
  in a fleet in SuperMelee - SvdB
- Correct some background pixels in melebkgd.{25,26}.png - SvdB
- Unix build scripts improvements. - SvdB
- Build fixes for MacOS X (with thanks to Nic) - SvdB
- Ships in battle can resume normal speed in all circumstances after
  the enemy Avatar's tractor beam disengages (bug #860; this is a
  netplay desynchronizing change) - Alex
- Conversation summary breaks lines based on actual chars/words
  that fit (bug #916) - Alex
- Netplay configuration dialog - Michael
- Better error message for 'Kernel failed to load' (#917) - Michael
- Pushbutton for connecting to netplay, in anticipation of a full 
  configuration dialog later - Michael
- Cleanup of comm.c - SvdB
- Netplay - SvdB
- Added step-by-step instructions for compilation on MSVC++ - SvdB
- All output done in binary mode, due to uio/Win32 conflicts (#912) - Michael
- Online key configuration menu actually functional now - Michael
- Tweak to Lander UI - Special Weapon is now explicitly Lander Escape, 
  just as Warp Escape is - Michael
- Default key configuration changed slightly; online display of current 
  key bindings - Michael
- Input templates can now be renamed, both online and off - Michael
- Fixed an integer-size error that was causing crashes on AMD64, from 
  Solomon Peachy (#895) - Michael
- Added some generic lib code to be used by future code. - SvdB
- Joystick support is now optional; from SvdB, Alex
- Restructed and normalized savegame and game-state reading/writing code;
  savegames are now compatible between same-endian 32- and 64-bit systems;
  savegames from prior 64-bit builds cannot be used - Alex
- (Unix build scripts) Failed mkdep doesn't result in empty .d files
  anymore. Now using the gcc 3 "-MF" and "-MT" options. - SvdB
- removed internal libmikmod, adding a dependancy on an external one - SvdB
- Added a quit button for the Super Melee main menu - Michael
- Fixed sporadic uqm.cfg loading errors in release builds - Alex
- Quit (F10) now works correctly during intro (bug #862) - Alex
- Playing failure sounds when entering text consistently (bug #884) - Alex
- 64-bit fixes in construct_response () - Michael
- Removed rotating 3d planet frame caching (cuts mem usage by 5M) - Alex
- One pixel fix in melee menu pictures. - SvdB
- Debugging function to add energy during battle. - SvdB
- Changed slaveshield throb rate to match the 3DO - SvdB
- Fixed recently introduced bug with crew count on exit to HyperSpace.
  (bug #875) - SvdB
- Fixed static vars not reinited in alien comm code (caused various
  side-effects; bug #870) - Alex
- Fixed a spinlock in Melee's final score screen (Bug 879) - Michael
- Phase 2 of online keyconfig - Setup Menu can configure assignment of 
  templates to players - Michael
- Control scheme shifted to Menus + Control Templates in preparation for 
  the online keyconfig - Michael
- Fixes to logic in the Utwig conversations (Bugs 327, 647), from Nic 
  and Michael
- Removed unused and invalid lander font chars - Alex
- Setup menu reads strings out of lbm/setupmenu.txt - Michael
- More fixes towards working 64-bits binaries. - SvdB
- Flashing outfit modules to build w/ PC menus too; bug #871 - Alex
- Corrected caption Orbit: to Tilt: in planet scan; bug #847 - Alex
- Added missing failure sounds in Outfit, Shipyard, Cargo and Roster;
  played when over/under capacity, not enough RUs, etc; bug #842 -Alex
- Crew retrieved from space after the end of an encounter will no
  longer set the crew larger than the ship's maximum. - SvdB
- Flagship crew numbers are no longer continuously synchronised during
  melee, but only at the beginning and end of the battle. - SvdB
- Various small cleanups. - SvdB
- Debugging function to add crew during battle. - SvdB
- More documentation - SvdB.
- RMPLIFIED PRECURSOR BOMB is now AMPLIFIED, from Vorn (bug #812) 
  -Michael


File Version Size Date OS Readme
uqm-src.lha0.6.22Mb06 Oct 084.0¤ Source for Ur-Quan Masters port
Copyright (c) 2004-2010 by Björn Hagström All Rights Reserved
Amiga OS and its logos are registered trademarks of Hyperion Entertainment