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An interview with the Devs of StarCraft: Remastered - Page…

Forum Index > BW General
262 CommentsPost a Reply
Prev 1 11 12 13 14 Next All
SchOOl_VicTIm
Profile Blog Joined September 2004
Greece2394 Posts
March 27 2017 21:43 GMT
#241
Motherfuckers, we could have totally skipped the SC2 part, that's all anyone ever really wanted...
LegalLord
Profile Blog Joined April 2013
United States13779 Posts
March 27 2017 22:17 GMT
#242
By getting "stuck" I mean two Goliaths or Dragoons getting clumped on top of each other in such a way that they cannot move at all. That shit is really dumb.

I personally don't prescribe to the "BW's bugs are actually features" position. Some bugs were actually better left in the game than corrected because they added to the depth of play. But many bugs are really just bugs. Let's face it, BW is a pretty buggy game that we as older players have learned to come to terms with. Doesn't mean that in some ways the game is somewhat obsolete.

Line rally, mild resolution changes, the game not bugging out - these are gameplay changes that contribute very positively to QOL but little to balance, so they are good gameplay changes. More non-neutral changes like scarabs detonating... well that's worthy of a real debate. Much of the problem lies in that it took at least 5 years to flesh out the fundamentals that ushered in "modern style" Brood War. Arguably Savior's contributions to Zerg macro mechanics redefined the game in ways not previously seen - and that came not from balance, but experience. Any non-insignificant changes could open a new style, that could either open a new style or make one race horribly overpowered.
History will sooner or later sweep the European Union away without mercy.
Yamaeda
Profile Joined April 2011
Sweden13 Posts
March 27 2017 22:21 GMT
#243
I like the idea of casters running SC:R while the competitors run whatever, for prettier casting in crazy matches!
TanksALot
Profile Joined December 2002
United States153 Posts
Last Edited: 2017-03-27 22:51:05
March 27 2017 22:49 GMT
#244
This is fuckin insane.

"20 years from now you'll be playing StarCraft Remastered, it's the same, just looks better" -Me in high school
Big up
Poopi
Profile Blog Joined November 2010
France12906 Posts
March 27 2017 23:29 GMT
#245
When will we be able to download BW for free?
WriterMaru
Musicus
Profile Joined August 2011
Germany23576 Posts
March 27 2017 23:32 GMT
#246
On March 28 2017 08:29 Poopi wrote:
When will we be able to download BW for free?

Thursday
Maru and Serral are probably top 5.
duke91
Profile Joined April 2014
Germany1458 Posts
March 28 2017 00:10 GMT
#247
Glad that they asked TBLS about any changes instead of some random TL posters
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
bITt.mAN
Profile Blog Joined March 2009
Switzerland3693 Posts
March 28 2017 00:47 GMT
#248
Only feature I'm concerned about: zoom
It'd be great to be able to zoom out, you'd feel like a whole battlefield commander, not trapped to a tiny view range.
BW4LYF . . . . . . PM me, I LOVE PMs. . . . . . Long live "NaDa's Body" . . . . . . Fantasy | Bisu/Best | Jaedong . . . . .
L_Master
Profile Blog Joined April 2009
United States8017 Posts
March 28 2017 01:32 GMT
#249
So there are two "dragoon" issues:

1) When a dragoon goes to shoot and a unit moves away or something during the attack animation (or something similar) the goon locks up and does nothing.

2)This shit:
[image loading]

#2 absolutely should be fixed. I personally think fixing #1 is okay as well, but #2 is stupid. You can't free the units when it happens either. Seen it happen with goliaths and other units as well.

EffOrt and Soulkey Hwaiting!
Sero
Profile Joined October 2010
United States692 Posts
March 28 2017 01:48 GMT
#250
That's more of an FS ramp issue (in that particular spot) than a dragoon issue. It's happened to my mech army multiple times in the same position.
<3 FlaSh HiyA Stats HoeJJa
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6793 Posts
March 28 2017 01:58 GMT
#251
from the openbw thread was discovered that it was caused by the map protection.
integral
Profile Blog Joined February 2009
United States3156 Posts
March 28 2017 02:28 GMT
#252
On March 28 2017 00:31 R1CH wrote:
Wow, that looks pretty crazy. That also reminds me, I wonder if Blizzard will also be fixing security issues like uninitialized memory reads from UMS maps or the various buffer overflows. Probably a pre-requisite for a working anticheat.

They will be removing EUD, according to a korean interview, to handle these security concerns. Unfortunately, this breaks extended supply (exceeding supply cap) and at least half the current UMS maps which use features like building upgrades for cannons. And if they remove a lot of the extended and unused units, this will also severely limit the number of death counts that mapmakers can use as variables. Mapmaking in BW is already like coding when you're only allowed to have ~100 variables, so any reduction at all there will be extremely painful.

BW:Remastered might be nice for the core game and very simple UMS maps, but for most of the current custom maps scene this looks like a complete disaster. It remains to be seen whether the influx of new players will offset the catastrophic loss of the current map pool. Many of these maps are not played very much anyway right now due to inactivity, so for those it's a wash already, but there are several that are still quite active...
st4ck0v3rfl0w
Profile Blog Joined January 2008
79 Posts
March 28 2017 02:39 GMT
#253
I really hope they will officially support wide ramps and backwards ramps. It will be even more visible with better graphics
Poly_Optimize
Profile Joined March 2016
Canada156 Posts
March 28 2017 02:49 GMT
#254
Great interview! They really want to convey the message that they did it for the fans and i think they succeed
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
Last Edited: 2017-03-28 04:39:41
March 28 2017 04:37 GMT
#255
Going through the work of making BW and SC:R compatible with each other, but not even going to add the xel naga race?w0w

Seriously though this is fucking amazing! Some of the sprite changes are kind of weird, but I understand that it can be difficult. Overall they are close enough, and if I'm playing SC:R and don't have a reference to compare it to, I won't really be able to tell the differences or things that I liked more about the original sprites.

I'm so impressed that they went through the trouble of making them the same game basically and compatible.

Can't wait to see what the comic/interludes are going to be like

Also I read that the audio is re-recorded, does that mean they got the VAs to voice all their lines again or what?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
fluidrone
Profile Blog Joined January 2015
France1478 Posts
March 28 2017 06:15 GMT
#256
i want to be able to restart from anywhere in the replay!

"not enough rights"
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2017-03-28 10:07:34
March 28 2017 10:07 GMT
#257
On March 28 2017 10:32 L_Master wrote:
So there are two "dragoon" issues:

1) When a dragoon goes to shoot and a unit moves away or something during the attack animation (or something similar) the goon locks up and does nothing.

this is what they said they'd fix (and hopefully not just for goons).

2)This shit:
[image loading]

#2 absolutely should be fixed. I personally think fixing #1 is okay as well, but #2 is stupid. You can't free the units when it happens either. Seen it happen with goliaths and other units as well.


This is not a Dragoon-specific problem in any way. In fact, the easiest way to reproduce this is by morphing some Lurkers on the ramp, so they overlap when hatching.
The problem here is: Can this be fixed without affecting pathfinding in other ways as well? And if not, would it be an acceptable change?
Personally I'd say: Fixing it would probably affect path-finding in fringe cases, but it should be done either way, as this bug is completely game-breaking and an absolute pain to avoid from the map-makers' side – at best! (unless good pathing prediction/simulation in-editor actually becomes available, but so far it does not seem that they are working on an editor update...)
Freakling
Profile Joined October 2012
Germany1529 Posts
March 28 2017 10:12 GMT
#258
On March 28 2017 10:48 Sero wrote:
That's more of an FS ramp issue (in that particular spot) than a dragoon issue. It's happened to my mech army multiple times in the same position.


It is map dependant. However, it affects many maps, not just FS (FS just happens to be the map that everybody knows in and out). Dantes Peak has multiple of these, for example. It happens with certain tiles (that have unwalkable subtiles in the bottom right corner, in most cases) at specific locations on specific maps (as with all things pathing-related, fixing that problem in a map does not necessarily require changing the ramp itself – any other change with influence on path-finding on the map might do the job...)
Freakling
Profile Joined October 2012
Germany1529 Posts
March 28 2017 10:15 GMT
#259
On March 28 2017 10:58 [sc1f]eonzerg wrote:
from the openbw thread was discovered that it was caused by the map protection.

This is simply and utterly wrong. It is the pathfinding algorithm that causes this, and map protection (unless it is the weird kind that introduces null-tiles in the bottom row) has no influence on that.
Freakling
Profile Joined October 2012
Germany1529 Posts
March 28 2017 10:28 GMT
#260
On March 28 2017 11:28 integral wrote:
Show nested quote +
On March 28 2017 00:31 R1CH wrote:
Wow, that looks pretty crazy. That also reminds me, I wonder if Blizzard will also be fixing security issues like uninitialized memory reads from UMS maps or the various buffer overflows. Probably a pre-requisite for a working anticheat.

They will be removing EUD, according to a korean interview, to handle these security concerns. Unfortunately, this breaks extended supply (exceeding supply cap) and at least half the current UMS maps which use features like building upgrades for cannons. And if they remove a lot of the extended and unused units, this will also severely limit the number of death counts that mapmakers can use as variables. Mapmaking in BW is already like coding when you're only allowed to have ~100 variables, so any reduction at all there will be extremely painful.

BW:Remastered might be nice for the core game and very simple UMS maps, but for most of the current custom maps scene this looks like a complete disaster. It remains to be seen whether the influx of new players will offset the catastrophic loss of the current map pool. Many of these maps are not played very much anyway right now due to inactivity, so for those it's a wash already, but there are several that are still quite active...

To be fair though, you cannot really expect them to preserve what is essentially hacking of the in-game memory, not only because this also would allow for all kinds of other manipulation but also would it require all the memory addresses remain unchanged through the patch/remake.
I guess and extended range of "official" triggers would be nice to have, but there would not be forward- or backwards map compatibility either way.
In any case, it would be great if a new official editor were to be worked on.

On March 28 2017 11:39 st4ck0v3rfl0w wrote:
I really hope they will officially support wide ramps and backwards ramps. It will be even more visible with better graphics

In a way they do support them, the old editors will remain valid, albeit nor getting the graphical update. If terrain blends will look a lot worse remains to be seen.
There is actually not terribly much that could be done in terms of "official support" for "extended terrain". Some of the blanks in the current terrain palettes could be filled in with additional textures, but making a map would still be a lot more than "pick ramp from palette and slam it in" (just think about how limited SC2 maps are because of the few available ramp angles...)
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