Please use this thread for any new comments. The old thread is here: Someone in the last thread suggested saying more about the game, next time around so here goes:
EDIT: NEW LANGUAGE PACK RELEASED
Adds support for Russian, Spanish, German, Finnish
http://www.gp32x.com...t...id=570620
http://archive.gp2x....0,0,0,0,29,2412
LINKs TO YOUTUBES VIDEOS W/ OPTIONAL SPEECH PACK (for SC2 newbs)
(These show PC version but this GP2X version is indistinguishable):
First 7 minutes of game
Super Melee mode showing many of game's ships fighting
NEWBIE TO SC2?? READ THIS FIRST
Extract the .ZIP, with full pathnames enabled, into any folder you like on your SD. Game is run by executing uqm.gpe You should consider is getting the "uqm-0.6.0-voice.uqm" file from here (100+MB download): http://sc2.sourcefor...t/downloads.php
The 3DO voice acting adds hours of speech to all the conversations in the game. It is very well done and adds a lot to the game, in my opinion. Place it in content/packages/ subfolder under the main game folder.
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IMPROVEMENTS IN VERSION 1.0 OVER BETA 1:
- GCC4 automatic compiler profiling has been applied to both the game and the integrated libTremor .OGG decoding library.
- Some sprite handling code has been rewritten to be faster on ARM architectures.
- 3DO .OGG music files have been re-encoded and downsampled to 22050hz. The GP2X's output isn't very high quality; no one will notice the difference. .MODs already were 22050hz.
- The above three things allow usage of the planetary lander at full 24fps speed in almost all cases. No overclocking or RAM tweak should be needed.
- Volume buttons work. You can set the intial mixer volume using GMenu2X if you prefer to start the volume lower. The program will respect the setting, I'm working on a small problem that but for the most part it works great.. Volume buttons can be used in-game to adjust main Linux sound mixer. Sound settings in configuration menu can be used to adjust the relative volume of the music, speech, and samples.
- The game can now be installed anywhere you like on the SD.
- Smaller memory footprint. Should help ensure program stability.
- Large amount of previously unused compiler optimizations have been applied. Integration of ARM ASM memory handling routines.
- Lowered default sound sample rate to 22050hz.
- The above three additions enabled smoother overall use of the planetary lander. I no longer had to overclock UQM too much.
- Fixed text scrolling when using 3DO voice package.
- Added sync() on exit to avoid loss of save data.
Ur-Quan Masters is an open source port of Star Control II, one of the best home computer games of the early 90's:
(FROM http://uqm.stack.nl/...Star_Control_II):
The game had a great soundtrack for the time, using .MODs where other games used simpler FM style music. My port contains the additional 3DO soundtrack and its a nice blend of incredibly awesome acid-techno/industrial and ambient synthesizer music. The game can switch between 3DO and PC music in the setup menu and both are worth trying out. The game's music was the result of a contest the publisher held.
If you want to learn how to play, visit these two pages first:
http://uqm.stack.nl/...st_Things_To_Do
http://uqm.stack.nl/...n-Spoiler_Hints
You might consider saving this (rather large) image to your SD somewhere, it's the original filled-in starmap players got with the game. It provides you with some valuable info on the layout of Hyperspace you wouldn't get otherwise: http://starcontrol.c...2_color_map.jpg
Here are some screenshots:
Ur-Quan slave lord

That starbase commander sure loves loud acid house and red strobe lighting:

The loooove boat

Big universe out there!

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Edited by Senor Quack, 09 December 2007 - 04:42 AM.












