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On January 28 2013 20:45 Closetmonkeh wrote: Hello everyone!
I am buying a new laptop for school and browsing primary - However, I would be very happy if the laptop also could run Dota 2 smooth.
I have set my eyes on this machine:
Intel® Core™ i5-3317U processor (1,70 GHz withTurbo Boost 2.0 up to 2,60 GHz) Windows 8 64bit , Norden MUI 34 cm(13,3") HD (720p) True Life WLED-screen 8 GB1 Single Channel DDR3 SDRAM på 1600 MHz 256 GB Solid State-harddisc Intel® HD Graphics 4000
Will I be able to run Dota 2 in a satisfying manner?
Dispite this being in the wrong post, let alone the wrong forum entirely the answer is no; this labtop barely even makes the minimium requirements even with the machine operating at peak performance will likely cost you the life of the labtop and huge amounts of heat at the expense running at the messly low fps of a gif.
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Does anyone know the kpop song where it's a girl talking about everyone wanting to know if she speaks english? Thanks
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How do you recolor textures - for instance, how would the recolored white Valhalla large tiles in this map have been produced?
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j/w , how did they make it snow on planet s? it isn't default from kaldir, and while i saw a snow doodad in the editor it was NYI
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On February 02 2013 12:11 Fatam wrote: j/w , how did they make it snow on planet s? it isn't default from kaldir, and while i saw a snow doodad in the editor it was NYI
You can use the doodad "Windy Ash", Change the custom color on it to like a white or grey, and then put the HDR multiplier up to ~3 or so. Your floating ash will now look like snow
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(I apologize if this was the wrong place to post this)
I haven't tried to look in awhile (since close to release), but can anyone suggest a list of the best training maps to practice on?
Back then there was only YABOT and Multitasking Trainer. But I'm sure there are many more now. Any suggestions?
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On January 30 2013 19:58 -NegativeZero- wrote:How do you recolor textures - for instance, how would the recolored white Valhalla large tiles in this map have been produced?
See Custom Textures
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Actually my favourite tool of the editor is the cutscene creator. I only have two problems with it. First of all the skybox
![[image loading]](http://i.imgur.com/GAaKRqk.png)
is always this stupid blueish color and no matter what render options I set, it wont render the skybox as "ingame". I think it would solve this problem if I just screencapture the ingame sequence but its a bit more work and there has to be some way to render it right off the spot right?
Second problem is really simliar, the creep. Since creep is produced as a unit model it won't be importet into the sequence editor as terrain. Maybe, this could also be solved with the ingame screencapture method but I thought Id ask for a more smart way ^^
Also I don't see my saved cutscenes in the trigger editor. Ive got the action "play cutscene" but no variables to chose from except "last created", how do I import my cutscenes?
Thanks in advance!
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On February 06 2013 22:18 R3m3mb3rM3 wrote:Actually my favourite tool of the editor is the cutscene creator. I only have two problems with it. First of all the skybox ![[image loading]](http://i.imgur.com/GAaKRqk.png) is always this stupid blueish color and no matter what render options I set, it wont render the skybox as "ingame". I think it would solve this problem if I just screencapture the ingame sequence but its a bit more work and there has to be some way to render it right off the spot right? Second problem is really simliar, the creep. Since creep is produced as a unit model it won't be importet into the sequence editor as terrain. Maybe, this could also be solved with the ingame screencapture method but I thought Id ask for a more smart way ^^ Also I don't see my saved cutscenes in the trigger editor. Ive got the action "play cutscene" but no variables to chose from except "last created", how do I import my cutscenes? Thanks in advance! You should ask over at sc2mapster.com instead
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Quick 2 questions, I've been trying to figure out how to make a melee map in the editor and use default CPU/AI's on the hardest difficulty.
1) I currently have it so that there is a CPU player, and when I test the document the AI works, but I have no idea what the difficulty is. Is there any way I could set it in the editor so that it would always be the hardest difficulty?
2) I'm using the HotS editor and it doesn't seem to have todays patch information included (overlord speeds still on lair, etc). Is there any way I could update this?
Thanks
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On February 08 2013 16:08 Spyridon wrote: Quick 2 questions, I've been trying to figure out how to make a melee map in the editor and use default CPU/AI's on the hardest difficulty.
1) I currently have it so that there is a CPU player, and when I test the document the AI works, but I have no idea what the difficulty is. Is there any way I could set it in the editor so that it would always be the hardest difficulty?
Thanks
You will most likely be able to set it up in game variants or players properties.
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On February 09 2013 15:12 hobbidude wrote:Show nested quote +On February 08 2013 16:08 Spyridon wrote: Quick 2 questions, I've been trying to figure out how to make a melee map in the editor and use default CPU/AI's on the hardest difficulty.
1) I currently have it so that there is a CPU player, and when I test the document the AI works, but I have no idea what the difficulty is. Is there any way I could set it in the editor so that it would always be the hardest difficulty?
Thanks You will most likely be able to set it up in game variants or players properties.
Player properties is where I set it up to have a CPU player, but no difficulty setting in there.
In Game variants it's set on "Medium" and greyed out from being able to change it.
Any idea how to change these from being greyed out?
(Edit: Seems unchecking "use default values" may have worked - testing now)
(Edit 2 - Okay I changed it to Elite in game variants, but upon going in game it's still coming up as "AI Easy".
Any ideas?)
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Russian Federation216 Posts
i have question related to this forum: am i able to post fully arcade map? ofc with [A] tag, but this map dont fit RTS
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United States845 Posts
On February 15 2013 17:50 Fen1kz wrote: i have question related to this forum: am i able to post fully arcade map? ofc with [A] tag, but this map dont fit RTS
Sure, that falls within this forum's boundaries.
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Does anyone know how to set the build order the A.I. will use using the Editor for “StarCraft II Heart of the Swarm Beta” (like using one these build order options you get when setting up a custom game online)? Plus in Wings of Liberty I could do something like “Sets the state at index # for player # to state #” using triggers and have the A.I. open with air etc… but that does not work any more!
Also I know using the “Gameplay Data” I can change every A.I. build order the problem is they all use the same build then. I need to know how to do this individually for each A.I. so one goes air another goes ground etc?
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Ok so I've been working on a map, and all was going fine until I tried to open it up today, and the cliffs just blend in with everything else. Instead of being actual cliffs, the terrain just stretches between the different heights. They're agria manmade cliffs so they should stick out more, and you can see on the minimap that I've done some work, anyone know how to fix the cliffs? + Show Spoiler +
Also is there anyway to change the dependency? I picked HotS and I want to be able to try it on WoL.
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United States845 Posts
I don't know about your cliff issue, but you can do File>Dependencies to change what dependencies are required.
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Well i would like to know if any of you guys are having problems with the HDR multiplier in the Beta editor, since that last big ass patch the thing has been bugged for me -.-; (and i REALLY need it) Btw custom loading images for the maps are bugged for me too, it's anyone else having these problems??
Your problem, seem like you have Show hidden selections and Show Hidden Terrain on, they are under the top menu View→Show Terrain, check them off, and see if that fixes your problem Leprechaun, btw if you are using the Beta editor, the default WoL planet cliffs are bugged, and you need to go to the data editor to change them, use the ZZZZZ outdated version of the cliffs, these are working just fine.
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On February 17 2013 12:44 Uvantak wrote: Well i would like to know if any of you guys are having problems with the HDR multiplier in the Beta editor, since that last big ass patch the thing has been bugged for me -.-; (and i REALLY need it) Btw custom loading images for the maps are bugged for me too, it's anyone else having these problems??
I hope not either. The HotS beta editor? I use HDR a lot too (it's a good way of making new effects - like a frost slowed effect - take corruption, blue tint, set the HDR multiplier high, and voila!)
You should try the battle.net forums about that issue though (if it is a bug, maybe Blizzard will notice and fix it).
I remember after the big 1.5 arcade patch, half of my custom actors broke somehow in my custom maps >.< (some were using the wrong animations or weren't using any of them I set, beams weren't disappearing, etc). ______________________ Anyway, not sure where to post this but I found a way to sort of mimic the whole keep acceleration if you attack facing the target, attack while moving aspect from BW in a weird and different way.
I took the Mutalisk and made it so that it gains a behavior/buff if it moves at a constant speed (3.74 or more in my example). It gains a behavior, the that behavior is used to constantly add another behavior (which lasts 0.07 seconds, though I think it can lower).
Since the duration is so low (0.07 seconds), this means that the Mutalisk has to attack if it's already facing the direction of the target. The duration can be tweaked to change the amount the Mutalisk can turn before it loses the speed buff (from not attacking in time). Around 0.05 to 0.1 is low enough that the Mutalisk has to face the target (while moving at least 3.74) before attacking.
And if the Mutalisk manages to attack while the 0.07 second behavior is active, then it gains a 10% speed boost and max acceleration for 1 second. (I made the Mutalisk attack instead of "Launch Missile", it has "Set" which has "Launch Missile", and an effect that adds the speed boost behavior, only if the 0.07 second behavior is active.
Despite the Mutalisk turn speed being high, it's not high enough that if it's not facing the target directly, it won't gain the speed boost because the buff only lasts 0.07 second (The Mutalisk won't turn fast enough). Also I originally had it at 0.1 seconds and exactly 3.75, but I found it worked a bit better at 3.74 speed or more and 0.07 seconds.
This is sort of similar to BW style (in that you have to face the direction first, then attack, then click move without losing an acceleration) except instead of keeping acceleration, you gain a speed boost (to compensate).
I think this is a fun alternative to how it worked in BW (instead of keeping the same speed, you actually gain a small speed boost).
This isn't just for that either, with that way it's a simple way of checking if a unit is moving a certain speed, while also facing a certain target before attacking or using any special ability.
I uploaded the map in case anyone needs help with how to do something similar (it's unlocked). I added a fun trail effect to the mutalisk too when it successfully does it. Map is called "How to detect if a unit is facing a target before attacking (unprotected)" and it's in the "Custom Games" section (it's not in the arcade). It also has a simplified MPI (multi-player instanceable, not MUI which is multi unit instanceable) mutalisk stacking example too. (MPI is when something only works one at a time for each player, rather than each unit. MUI is when everything can happen all at once, without any conflicts with each other. Since it's only MPI, it's not a recommended way to replicate Mutalisk stacking, I just added it for testing the Mutalisk speed boost effect.)
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