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OpenBW Introduction - Page 14

Forum Index > BW General
Post a Reply
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B-royal
Profile Joined May 2015
Belgium1330 Posts
February 08 2017 17:29 GMT
#261
lol
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6815 Posts
February 08 2017 17:40 GMT
#262
and the salad ? [image loading]

dont miss the tomatoes :p
Piste
Profile Blog Joined July 2006
6183 Posts
February 08 2017 20:25 GMT
#263
On February 08 2017 03:29 Intari wrote:
That is beautiful! I'm sure you're on top of it imp42 but those brighter colors on the HD mutas are very off-putting.

Thanks for the frequent updates!

I think bright colors for units is almost a must. I love when you can find easily each individual unit from the map.
Jae Zedong
Profile Joined September 2016
407 Posts
Last Edited: 2017-02-08 21:04:32
February 08 2017 21:04 GMT
#264
I don't have much input to give besides: look at whatever SC2 did and don't do that. There's no visual clarity; units blend into eachother. It's made even worse by exaggerated firing animations and explosions that obscure the view further.

Good luck.
Tyrant.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
February 09 2017 04:29 GMT
#265
......I am speechless. God speed gentlemen.
LastWish
Profile Blog Joined September 2004
2015 Posts
February 12 2017 10:24 GMT
#266
Great job.
One thing I noticed is if the player is yellow then the player's name is really hard to read = white on yellow.
Imo a contrast color should be picked in that case like black.
Also would it be possible to have a toggle show/hide for the time + time progress(=spoiler free reps)?
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
sinekonata
Profile Joined December 2012
Belgium1 Post
February 17 2017 19:47 GMT
#267
Hi, fantastic work. Thank you so much Tscmoo :D

With the revival of the BW scene thanks to the ASL, this could not arrive at a better time. We need people to start playing that game again. I can't play it regularly due to not having windows. Also BW needs some open source clone really bad, it's been so long now and it needs so much updating.

I will contribute to the project as soon as I start learning C++ (next year) :D
BW for life :D
imp42
Profile Blog Joined November 2010
398 Posts
February 21 2017 21:10 GMT
#268
On February 12 2017 19:24 LastWish wrote:
Great job.
One thing I noticed is if the player is yellow then the player's name is really hard to read = white on yellow.
Imo a contrast color should be picked in that case like black.
Also would it be possible to have a toggle show/hide for the time + time progress(=spoiler free reps)?

Hey LastWish

you have been granted (what a pun :p )
player names are now always white on dark grey with color in front. to show/hide progress bar press 'n'.
the time shouldn't be a problem, right? (since it doesn't show how long the replay is).


50 pts Copper League
imp42
Profile Blog Joined November 2010
398 Posts
March 09 2017 04:25 GMT
#269
is there anyone speaking Korean (native speaker preferred) who would be interested in doing a short tutorial video of the replay viewer to put on youtube?
50 pts Copper League
B-royal
Profile Joined May 2015
Belgium1330 Posts
March 09 2017 05:10 GMT
#270
Damn was hoping for another update since this is such an amazing project. Looking so forward to the next updates, very exciting!! :D
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
imp42
Profile Blog Joined November 2010
398 Posts
Last Edited: 2017-03-22 15:03:50
March 20 2017 21:12 GMT
#271
On March 09 2017 14:10 B-royal wrote:
Damn was hoping for another update since this is such an amazing project. Looking so forward to the next updates, very exciting!! :D

We are still very active, but mostly working on less visible features (BW AI IDE module and BWAPI port, for example).

In the meantime, have a look at the new graph feature in the replay viewer:
[image loading]

Press '5' to show/hide the graph.
You can also click on the legend items to show/hide individual data lines.

Edit: updated image.
50 pts Copper League
bITt.mAN
Profile Blog Joined March 2009
Switzerland3693 Posts
March 28 2017 02:01 GMT
#272
So how do the OpenBW devs take the BW:R news?

Keep up your good work, I think I prefer OpenBW>BW:R for its easy web-browser interface, infinite selection, large screen size, and forward-thinking compatibility with bots
BW4LYF . . . . . . PM me, I LOVE PMs. . . . . . Long live "NaDa's Body" . . . . . . Fantasy | Bisu/Best | Jaedong . . . . .
imp42
Profile Blog Joined November 2010
398 Posts
March 28 2017 02:50 GMT
#273
On March 28 2017 11:01 bITt.mAN wrote:
So how do the OpenBW devs take the BW:R news?


First of all, any news that helps give the BW community a boost is good news.

We are also happy that OpenBW users will be able to use the original graphics for free, even though we're not sure yet if we are allowed to host any of the original data (just because it's free doesn't mean we're allowed to distribute it).

From the perspective of the bot developer community we wonder if we can use the programming interface with the new remastered version. Although, as long as the remastered version is fully compatible with the original version on patch 1.18 this is not critical. Furthermore, it would be very beneficial if 1.16.1 replays could still be used for machine learning. Else we have to start collecting replays from scratch. Since the game play will remain the same apart from bug fixes, that should be the case.
The fact that the interface has remained stable for so long has been a huge advantage for bot developers. Hopefully we won't enter a new patch cycle.

We might have to support multiple versions (1.16.1 and 1.18) for the replay viewer, which creates some additional work.

The focus of OpenBW will shift away a bit from BW HD towards the other modules.

All in all we're optimistic that it turns out to be great news!
50 pts Copper League
fazek42
Profile Blog Joined April 2011
Hungary438 Posts
March 28 2017 10:24 GMT
#274
And by shift away a bit you mean you'll abandon BWHD completely? Or you'll actually keep working on that?
imp42
Profile Blog Joined November 2010
398 Posts
March 28 2017 13:52 GMT
#275
On March 28 2017 19:24 fazek42 wrote:
And by shift away a bit you mean you'll abandon BWHD completely? Or you'll actually keep working on that?

It depends on the artists, really. As long artists contribute models the BW HD module lives on.
I'm sure they want to see 'R' in action before they decide on how to proceed.

From the core / project side everything is set up such that artists can contribute independently. That is, the required functionality to get higher-quality sprites into the game already exists.
So whenever somebody finishes a unit model he can just include it in the game by uploading it to a ftp server.
50 pts Copper League
fazek42
Profile Blog Joined April 2011
Hungary438 Posts
March 29 2017 10:20 GMT
#276
That's amazing! I'm really happy that you guys aren't just abandoning this project, it's amazing. And it's really cool to have such dedicated people in the community. Just as the SB thread, it's good to know that people are able / willing to make things happen, even if Blizzard should decide to stop contributing again.
Poly_Optimize
Profile Joined March 2016
Canada156 Posts
March 30 2017 12:40 GMT
#277
It is cool to see that will keep up with the project. Replay module is such a major improvement and I'm glad I will be able to continue to use it!

Btw, do you think it could be possible to post pictures of your under development BW HD units? You showed some sneak peek and it would be nice to see what else you had!
MarcoJ
Profile Blog Joined May 2010
Germany146 Posts
March 30 2017 13:05 GMT
#278
I think something like the spending quotient and time you are supply blocked would be nice. Don't know if this is possible though.

http://wiki.teamliquid.net/starcraft2/Spending_quotient
It's so easy to laugh, It's so easy to hate, It takes guts to be gentle and kind.
xiaorobear
Profile Joined December 2016
11 Posts
Last Edited: 2017-03-31 01:37:09
March 31 2017 01:10 GMT
#279
On March 30 2017 21:40 Poly_Optimize wrote:
It is cool to see that will keep up with the project. Replay module is such a major improvement and I'm glad I will be able to continue to use it!

Btw, do you think it could be possible to post pictures of your under development BW HD units? You showed some sneak peek and it would be nice to see what else you had!


I have some Zerg stuff in-progress I'll post. I love about 90% of the Remaster, I'm really happy with their decision to preserve all the old units' silhouettes instead of trying to modernize them or swap in the SC2 zergling or anything. There are some areas where I think there could be some improvement with lighting/shininess, but like I said I'm very, very happy with the direction they went.

Here was my not-yet-textured Queen's Nest model. With some bump/sculpted normal maps, I think it would've turned out very well:

[image loading]
And the remaster's version (not mine):
[image loading]

I'm also doing an extra-detailed job on the original Zergling, just because it's one of my favorites.

[image loading]

And I have a half-finished Hydralisk around too, a bit of a dragoon, dropship, an ultralisk, etc. Mostly just other models, as I was going to follow more of Quuad's lighting/texturing pipeline and revisit the muta and valkyrie I did at the start to go for a cohesive look. Quuad's stuff is more impressive (I still think his buildings look better than the Remaster's!), but I'll leave what he has to him.

I wasn't planning on having this much detail on the Zergling before the Remaster trailer dropped, but now I'm definitely going to finish it and try making some sprites from it just to see how I can stack up, now that I've seen their level of quality. Also it looks like they redesigned the zergling portrait head with a new look, which is also very cool and very zerg, but just doesn't look as faithful to the original as some of the other designs. So with my model I've gotta keep the old portrait alive, hah. They also redesigned the hydralisk sprite quite a bit (though the new portrait looks awesome), so I'll probably also finish my hydralisk again just to compare.
BossPurple
Profile Joined May 2011
Sweden65 Posts
April 06 2017 13:06 GMT
#280
How is engine coming along? is it playable?
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