OpenBW Introduction - Page 14
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B-royal
Belgium1330 Posts
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[sc1f]eonzerg
Belgium6448 Posts
dont miss the tomatoes :p | ||
Piste
6164 Posts
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
407 Posts
Good luck. | ||
Golgotha
Korea (South)8418 Posts
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LastWish
2013 Posts
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)? | ||
sinekonata
Belgium1 Post
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 | ||
imp42
398 Posts
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). | ||
imp42
398 Posts
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B-royal
Belgium1330 Posts
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imp42
398 Posts
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: Press '5' to show/hide the graph. You can also click on the legend items to show/hide individual data lines. Edit: updated image. | ||
bITt.mAN
Switzerland3689 Posts
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 | ||
imp42
398 Posts
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! | ||
fazek42
Hungary438 Posts
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imp42
398 Posts
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. | ||
fazek42
Hungary438 Posts
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Poly_Optimize
Canada156 Posts
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
Germany146 Posts
http://wiki.teamliquid.net/starcraft2/Spending_quotient | ||
xiaorobear
11 Posts
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: And the remaster's version (not mine): I'm also doing an extra-detailed job on the original Zergling, just because it's one of my favorites. 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
Sweden65 Posts
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