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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Tue Apr 16, 2013 6:30 pm 
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Silly Supox
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Joined: Tue Apr 16, 2013 1:22 pm
Posts: 64
I have a a Mac. I downloaded the game and installed the 7zX unarchiving program, but when I double click the game, 7zX says "error: Can not open file as archive." Any help?


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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Wed Apr 17, 2013 9:12 am 
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Hunam adventurer

Joined: Fri Oct 01, 2010 3:27 pm
Posts: 39
Hmm. Maybe the file wasn't downloaded completely?

I just downloaded the .7z file from sourceforge and it shows 513,3 MB in size when downloaded on the desktop. I used my 7zX version 1.7.1 to extract it and it worked flawlessly.

Try downloading the game again, and see if it works!


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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Wed Apr 17, 2013 11:29 pm 
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ZEXy Beast

Joined: Sun Nov 20, 2011 11:26 pm
Posts: 6
superbutcherx wrote:
You can get the log output window by starting the game in a little bit different way than normally:
1. Right-click the UQM-HD.app and select "show package contents".
2. Navigate to Contents/MacOS
3. Double-click the "The Ur-Quan Masters HD" inside the Contents/MacOS.


Thanks superbutcherx!

Curiously, when I load UQM-HD in the manner described above, the game loads and is playable!
One minor oddity was that it didn't actually take up the whole screen or letterbox with the game centered, but rather the game aligned to the right. Adjusting the GFX settings to 1280x960 4:3 mode seems to fix that. Repeated loading of the game in this fashion works fine. Below is my terminal log.

However, when I tried again loading the game by doubleclicking the .app file, it again repeated the prior hang and crash.
Perhaps this in itself is useful info for you, at least now I know of a way I can play!


Last login: Wed Apr 17 19:19:22 on ttys000
my-computer-2:~ me$ /Applications/The\ Ur-Quan\ Masters\ HD.app/Contents/MacOS/The\ Ur-Quan\ Masters\ HD ; exit;
The Ur-Quan Masters v0.7.0 + HD Mod (compiled Dec 31 2012 12:31:37)
This software comes with ABSOLUTELY NO WARRANTY;
for details see the included 'COPYING' file.

Netplay protocol version 0.4. Netplay opponent must have UQM 0.6.9 or later.
Initializing base SDL functionality.
Using SDL version 1.2.15 (compiled with 1.2.15)
Using config dir '/Users/me/.uqmhd/'
Using '/Applications/The Ur-Quan Masters HD.app/Contents/Resources/content' as base content dir.
3 available addon packs.
1. 3domusic
2. 3dovoice
3. hires4x
Saved games are kept in /Users/me/.uqmhd/save/.
Initializing SDL with OpenGL support.
SDL driver used: Quartz
SDL initialized.
Initializing Screen.
Set the resolution to: 1680x960x32 (surface reports 1680x1050x32) (res_cat 2)
OpenGL renderer: NVIDIA GeForce GT 650M OpenGL Engine version: 2.1 NVIDIA-8.10.44 304.10.65f03
0 joysticks were found.
Initializing SDL audio subsystem.
SDL audio subsystem initialized.
Opening SDL audio device.
using coreaudio at 44100 Hz 16 bit stereo, 4096 samples audio buffer
Initializing mixer.
Mixer initialized.
Initializing sound decoders.
Sound decoders initialized.
Loading resource index 'uqm.rmp'
Loading resource index '3dovoice.rmp'
Warning: Addon '3dovideo' not found
Loading resource index 'hires4x.rmp'
loading addon hires4x
'base/uqm.ct' -- 104466 bytes
We've loaded the Kernel
Loading 4x Splashscreen
'base/ui/title4x.ani' -- 22 bytes
'addons/hires4x/ships/arilou/skiff-icons.ani' -- 100 bytes
'addons/hires4x/ships/arilou/skiff-meleeicons.ani' -- 517 bytes
'base/ships/arilou/skiff.txt' -- 407 bytes
'addons/hires4x/ships/chmmr/avatar-icons.ani' -- 101 bytes
'addons/hires4x/ships/chmmr/avatar-meleeicons.ani' -- 534 bytes
'base/ships/chmmr/avatar.txt' -- 353 bytes
'addons/hires4x/ships/human/cruiser-icons.ani' -- 103 bytes
'addons/hires4x/ships/human/cruiser-meleeicons.ani' -- 545 bytes
'base/ships/human/cruiser.txt' -- 331 bytes
'addons/hires4x/ships/orz/nemesis-icons.ani' -- 105 bytes
'addons/hires4x/ships/orz/nemesis-meleeicons.ani' -- 631 bytes
'base/ships/orz/nemesis.txt' -- 389 bytes
'addons/hires4x/ships/pkunk/fury-icons.ani' -- 95 bytes
'addons/hires4x/ships/pkunk/fury-meleeicons.ani' -- 493 bytes
'base/ships/pkunk/fury.txt' -- 329 bytes
'addons/hires4x/ships/shofixti/scout-icons.ani' -- 100 bytes
'addons/hires4x/ships/shofixti/scout-meleeicons.ani' -- 515 bytes
'base/ships/shofixti/scout.txt' -- 395 bytes
'addons/hires4x/ships/spathi/eluder-icons.ani' -- 101 bytes
'addons/hires4x/ships/spathi/eluder-meleeicons.ani' -- 532 bytes
'base/ships/spathi/eluder.txt' -- 382 bytes
'addons/hires4x/ships/supox/blade-icons.ani' -- 99 bytes
'addons/hires4x/ships/supox/blade-meleeicons.ani' -- 503 bytes
'base/ships/supox/blade.txt' -- 321 bytes
'addons/hires4x/ships/thraddash/torch-icons.ani' -- 100 bytes
'addons/hires4x/ships/thraddash/torch-meleeicons.ani' -- 517 bytes
'base/ships/thraddash/torch.txt' -- 339 bytes
'addons/hires4x/ships/utwig/jugger-icons.ani' -- 96 bytes
'addons/hires4x/ships/utwig/jugger-meleeicons.ani' -- 534 bytes
'base/ships/utwig/jugger.txt' -- 315 bytes
'addons/hires4x/ships/vux/intruder-icons.ani' -- 108 bytes
'addons/hires4x/ships/vux/intruder-meleeicons.ani' -- 558 bytes
'base/ships/vux/intruder.txt' -- 249 bytes
'addons/hires4x/ships/yehat/terminator-icons.ani' -- 116 bytes
'addons/hires4x/ships/yehat/terminator-meleeicons.ani' -- 580 bytes
'base/ships/yehat/terminator.txt' -- 425 bytes
'addons/hires4x/ships/melnorme/trader-icons.ani' -- 101 bytes
'addons/hires4x/ships/melnorme/trader-meleeicons.ani' -- 532 bytes
'base/ships/melnorme/trader.txt' -- 369 bytes
'addons/hires4x/ships/druuge/mauler-icons.ani' -- 101 bytes
'addons/hires4x/ships/druuge/mauler-meleeicons.ani' -- 515 bytes
'base/ships/druuge/mauler.txt' -- 333 bytes
'addons/hires4x/ships/ilwrath/avenger-icons.ani' -- 103 bytes
'addons/hires4x/ships/ilwrath/avenger-meleeicons.ani' -- 535 bytes
'base/ships/ilwrath/avenger.txt' -- 365 bytes
'addons/hires4x/ships/mycon/podship-icons.ani' -- 106 bytes
'addons/hires4x/ships/mycon/podship-meleeicons.ani' -- 549 bytes
'base/ships/mycon/podship.txt' -- 329 bytes
'addons/hires4x/ships/slylandro/probe-icons.ani' -- 95 bytes
'addons/hires4x/ships/slylandro/probe-meleeicons.ani' -- 517 bytes
'base/ships/slylandro/probe.txt' -- 367 bytes
'addons/hires4x/ships/umgah/drone-icons.ani' -- 100 bytes
'addons/hires4x/ships/umgah/drone-meleeicons.ani' -- 487 bytes
'base/ships/umgah/drone.txt' -- 367 bytes
'addons/hires4x/ships/urquan/dreadnought-icons.ani' -- 115 bytes
'addons/hires4x/ships/urquan/dreadnought-meleeicons.ani' -- 617 bytes
'base/ships/urquan/dreadnought.txt' -- 425 bytes
'addons/hires4x/ships/zoqfotpik/stinger-icons.ani' -- 106 bytes
'addons/hires4x/ships/zoqfotpik/stinger-meleeicons.ani' -- 551 bytes
'base/ships/zoqfotpik/stinger.txt' -- 367 bytes
'addons/hires4x/ships/syreen/penetrator-icons.ani' -- 113 bytes
'addons/hires4x/ships/syreen/penetrator-meleeicons.ani' -- 592 bytes
'base/ships/syreen/penetrator.txt' -- 343 bytes
'addons/hires4x/ships/kohrah/marauder-icons.ani' -- 106 bytes
'addons/hires4x/ships/kohrah/marauder-meleeicons.ani' -- 566 bytes
'base/ships/kohrah/marauder.txt' -- 429 bytes
'addons/hires4x/ships/androsynth/guardian-icons.ani' -- 109 bytes
'addons/hires4x/ships/androsynth/guardian-meleeicons.ani' -- 548 bytes
'base/ships/androsynth/guardian.txt' -- 389 bytes
'addons/hires4x/ships/chenjesu/broodhome-icons.ani' -- 109 bytes
'addons/hires4x/ships/chenjesu/broodhome-meleeicons.ani' -- 82 bytes
'base/ships/chenjesu/broodhome.txt' -- 369 bytes
'addons/hires4x/ships/mmrnmhrm/xform-icons.ani' -- 97 bytes
'addons/hires4x/ships/mmrnmhrm/xform-meleeicons.ani' -- 509 bytes
'base/ships/mmrnmhrm/xform.txt' -- 395 bytes
'addons/hires4x/fonts/starcon.fon' -- 1 bytes
'addons/hires4x/fonts/tiny.fon' -- 1 bytes
'addons/hires4x/ui/activity.ani' -- 259 bytes
'addons/hires4x/ui/status.ani' -- 147 bytes
'addons/hires4x/nav/hyperspacesuns.ani' -- 19966 bytes
'addons/hires4x/nav/nebulae.ani' -- 425 bytes
'base/gamestrings.txt' -- 19586 bytes
'addons/hires4x/fonts/micro.fon' -- 1 bytes
'base/ui/menu.snd' -- 56 bytes
_GetSoundBankData(): loading base/ui/menusnd01.wav
_GetSoundBankData(): decoded bytes 1971
_GetSoundBankData(): loading base/ui/menusnd02.wav
_GetSoundBankData(): decoded bytes 1955
_GetSoundBankData(): loading base/ui/menusnd03.wav
_GetSoundBankData(): decoded bytes 1576
_GetSoundBankData(): loading base/ui/menusnd04.wav
_GetSoundBankData(): decoded bytes 2399
'addons/hires4x/battle/stars.ani' -- 97 bytes
'addons/hires4x/battle/boom-big.ani' -- 250 bytes
'addons/hires4x/battle/boom-med.ani' -- 248 bytes
'addons/hires4x/battle/boom-sml.ani' -- 246 bytes
'addons/hires4x/battle/blast-big.ani' -- 230 bytes
'addons/hires4x/battle/blast-med.ani' -- 226 bytes
'addons/hires4x/battle/blast-sml.ani' -- 216 bytes
'addons/hires4x/battle/asteroid-big.ani' -- 1121 bytes
'addons/hires4x/battle/asteroid-med.ani' -- 1121 bytes
'addons/hires4x/battle/asteroid-sml.ani' -- 1113 bytes
'base/ui/newgame4x.ani' -- 197 bytes
Trying to get undefined resource 'music.mainmenu'
'base/ui/setupmenu.txt' -- 9664 bytes
'base/ui/setupmenu4x.ani' -- 120 bytes
Thread 'Unknown (probably renderer)' blocking on 'DCQ'
Set the resolution to: 1680x960x32 (surface reports 1680x1050x32) (res_cat 2)
OpenGL renderer: NVIDIA GeForce GT 650M OpenGL Engine version: 2.1 NVIDIA-8.10.44 304.10.65f03
'base/ui/newgame4x.ani' -- 197 bytes
logout

[Process completed]


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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Thu Apr 18, 2013 9:18 am 
Offline
Hunam adventurer

Joined: Fri Oct 01, 2010 3:27 pm
Posts: 39
Telecart, good to know that the workaround helped! :)

Yep, the "4:3" mode is meant to do just that - it fixes (most of the) centering&stretching issues that might appear on the regular 1280x960 mode.

You'll be happy to hear that the upcoming Beta 1 release of UQM-HD has a lot smarter way of handling the fullscreen mode! In theory it should be able to scale to any screen size. I haven't tried it on retina displays (with their insane 2880x1800 resolution), but at least 1920x1080, 1280x800, 1024x768 and pretty much anything in between seem to work nicely.

But the .app crashing upon double-click is odd. I couldn't find anything on the log you posted that would suggest a cause for the crash. This is a wild guess, but it might have something to do with the OSX version. If I remember correctly, I compiled the UQM-HD Alpha package on OSX 10.8.2 and since then OSX has been updated to 10.8.3.

In the past, something like this hasn't caused issues: UQM-HD compiled on 10.6.x has worked on any OSX 10.6.y. And compilation on 10.7.x has always worked for any OSX 10.7.y, at least for me. However, major OSX changes have historically caused problems. UQM-HD compilations that I did on 10.6 were broken as hell on 10.7. Also, there has been some issues trying to play the game on 10.8 if it was compiled on 10.7.

Do you have 10.8.3. or something else?


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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Thu Apr 18, 2013 1:43 pm 
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Silly Supox
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Joined: Tue Apr 16, 2013 1:22 pm
Posts: 64
I successfully redownloaded it and got it to work- looks fantastic on my 21-inch screen! I'll definitely be playing this soon. I like the little touches, like the moving, spinning planets and the nebulas.

I think my problem was just that something went wrong with the download process the previous three times. My internet has has been even choppier than usual the last couple days.


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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Fri Apr 19, 2013 3:16 am 
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ZEXy Beast

Joined: Sun Nov 20, 2011 11:26 pm
Posts: 6
superbutcherx wrote:
Do you have 10.8.3. or something else?


Yep, it's a new machine and I loading up latest version of OSX as soon as I got it.


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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Fri Apr 19, 2013 5:56 am 
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Hunam adventurer

Joined: Fri Oct 01, 2010 3:27 pm
Posts: 39
Telecart wrote:
superbutcherx wrote:
Do you have 10.8.3. or something else?


Yep, it's a new machine and I loading up latest version of OSX as soon as I got it.


Ok. Hopefully the new, smarter fullscreen mode on the Beta + compiling it on the newest OSX will remedy this problem.


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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Sat Apr 20, 2013 1:43 am 
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Silly Supox
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Joined: Tue Apr 16, 2013 1:22 pm
Posts: 64
The download page says to support the game "when we go on Steam." Is that actually in the cards?


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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Sat Apr 20, 2013 2:33 am 
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Ilwrath spawn
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Joined: Tue Sep 21, 2010 7:29 pm
Posts: 389
Location: California
Zarnium wrote:
The download page says to support the game "when we go on Steam." Is that actually in the cards?


That's the plan. Just wanted to make sure the beta is out first.

_________________
- Damon Czanik
Artist/Project Leader for Ur-Quan Masters HD and the SC2 Fan Sequel,Project 6014
My new portfolio site! and my DeviantArt!


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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Sun Apr 21, 2013 1:38 am 
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ZEXy Beast

Joined: Sun Nov 20, 2011 11:26 pm
Posts: 6
superbutcherx wrote:
Telecart wrote:
superbutcherx wrote:
Do you have 10.8.3. or something else?


Yep, it's a new machine and I loading up latest version of OSX as soon as I got it.


Ok. Hopefully the new, smarter fullscreen mode on the Beta + compiling it on the newest OSX will remedy this problem.


Happy to help check that when it's out. Is there a timeline on that?


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