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[A] Starcraft 2 Brood War - Page 101

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 99 100 101 102 103 246 Next
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-02-06 13:17:12
February 06 2011 13:10 GMT
#2001
http://www.own3d.tv/video/61346/prodiG_vs_Sheekthief_-_SC2BW_Match_Point

came across this. kinda funny
after the first game someone should tell prodig to make archons
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
jebi86
Profile Joined January 2011
Korea (South)133 Posts
Last Edited: 2011-02-06 15:22:23
February 06 2011 13:57 GMT
#2002
Found a SERIOUS bug. Terran mechanics can't deal damage to protoss buliding.
[image loading]
[image loading]
(Watch the game time)

*Edit : Vulture, Tank, Dragoon, Hydralisk, Infested Terran can't deal damage to protoss building
BrTarolg
Profile Blog Joined June 2009
United Kingdom3574 Posts
February 06 2011 14:40 GMT
#2003
Theres a bug with spine crawlers where if you half morph and cancel sometimes they disappear and cant be selected anymore (but they still exist)

Similar kind of bug with destroyed geysers also

Also, in match point when you build geyser as zerg at least theres like, 100k gas at the geysers (sometimes?)
virusak
Profile Joined December 2009
Czech Republic344 Posts
February 06 2011 14:58 GMT
#2004
confirm the T mech cant attack P buildings, it only damages shields to zero, but nothing more
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
February 06 2011 18:15 GMT
#2005
the siege mode sound in sc1 lined up with the animation.

sound...sound
stabilizer deploy..... cannon deploy

sc2 tank

constant noises.
stabilizer, leg spread, cannon deploy.

mixing the two will cause the animation and the sound to line up wierd. Is it possible to slow down the animation a certain points during it?
TaShadan
Profile Joined February 2010
Germany1981 Posts
February 06 2011 19:39 GMT
#2006
no damage vs p buildings here too
Total Annihilation Zero
Tempest[OEC]
Profile Joined February 2010
United States417 Posts
February 06 2011 19:45 GMT
#2007
Now Protoss brethren! Now is the time to destroy thy enemy!
axwell
Profile Joined June 2010
62 Posts
Last Edited: 2011-02-06 20:03:57
February 06 2011 20:03 GMT
#2008
a little suggestion :

instead of showing at the beginning
Smartcast : ON / OFF
Selection Limit : ON / OFF
etc

it think it would be clearer for viewers to show
Smartcast : BW Style / SC2 Style
Selection Limit : BW Style / SC2 Style

this way observers not really accustomed to BW would have a better idea imo..

or maybe something like
Smartcast : BW Style (OFF) / SC2 Style (ON)
Selection Limit : BW Style (ON) / SC2 Style (OFF)

i know you have bigger concerns right now but when you have time
nikj
Profile Joined July 2010
Canada669 Posts
February 06 2011 20:16 GMT
#2009
On August 19 2010 02:03 Pika Chu wrote:
Wasting your time, just play BW if you don't like SC2.


Sure this has been said before, but thanks for not listening to this guy!

Awesome mod.
Y'know sometimes people ask me y'know like "What's your religion and stuff?" And I'm like "y' know it's like RTS." Uh, and they're like, "What's that?" And I'm like, "Y'know it's kinda like, kinda like Buddism."
virusak
Profile Joined December 2009
Czech Republic344 Posts
February 06 2011 21:20 GMT
#2010
On February 07 2011 05:03 axwell wrote:
a little suggestion :

instead of showing at the beginning
Smartcast : ON / OFF
Selection Limit : ON / OFF
etc

it think it would be clearer for viewers to show
Smartcast : BW Style / SC2 Style
Selection Limit : BW Style / SC2 Style

this way observers not really accustomed to BW would have a better idea imo..

or maybe something like
Smartcast : BW Style (OFF) / SC2 Style (ON)
Selection Limit : BW Style (ON) / SC2 Style (OFF)

i know you have bigger concerns right now but when you have time

heh, though about the exact thing today, it really is confusing what is turned on and what off by default and what is default for SC2 and BW
lololol
Profile Joined February 2006
5198 Posts
February 06 2011 21:44 GMT
#2011
Shields regenerate too fast currently. In BW it's 7/256 per frame. If we use 0.0574 seconds for 1 frame, then it's 0.4764 points per second.

Some damage calculation details:
Armor is substracted before the attack/armor type damage multiplication.
For example vulture attacking a dragoon's hp:
20 damage - 1 armor = 19 * 25% damage modifier = 4.75(instead of 10 * 25% - 1 = 4)

If an attack hits both shields and hp, then it substracts both armor values in their respective part of the calculation. In both BW and SC2 decimal values for shields are ignored in damage calculations, making it so shields effectively regenerate one point at a time.
I'll call Nada.
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-02-06 22:14:34
February 06 2011 22:09 GMT
#2012
gah. i know why buildings are immune. im retarded. sorry.

i've renamed light/armored/massive to small/medium/large
unfortunately this does not rename them in the Unit Filter Match
so to determine what size a unit was in the trigger editor i had to create behaviors that did nothing such as "Unit Filter - Small" as identifiers and apply them to the respective units.

what i did NOT do. was set them up for structures. the default damage modifier is 0.0. so the trigger is multiplying damage by 0. resulting in no damage.



will fix today, very soon hopefully.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-02-07 00:42:10
February 06 2011 23:09 GMT
#2013
Fix
+ Show Spoiler +
http://www.sc2mapster.com/maps/brood-war-1-5/files/58-sc2bw-v0-954a/


Fingers are crossed nothing else major is broken D:

current known bug is with probes/drones
they lose their attack command constantly and will stop attacking
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
jebi86
Profile Joined January 2011
Korea (South)133 Posts
February 07 2011 04:41 GMT
#2014
In original python, there is an unbuildable area in island expansion.
Also, island has some mineral chunk(terran doesn't land the CC).
MavercK
Profile Joined March 2010
Australia2181 Posts
February 07 2011 04:43 GMT
#2015
ah. islands originally had destructable rocks. but i removed them. will add the mineral chunk however.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
jebi86
Profile Joined January 2011
Korea (South)133 Posts
February 07 2011 04:47 GMT
#2016
Yes Thx for 0.954a
Treeplant
Profile Blog Joined January 2010
United States214 Posts
February 07 2011 05:38 GMT
#2017
I've been following this mod's progess for a while, but due to school I haven't actually be able to play it yet.

However, that changes tonight :p Really looking forward to playing this, but I was curious whether the F keys work like BW. Or is that too much for SC2's map editor?
MavercK
Profile Joined March 2010
Australia2181 Posts
February 07 2011 05:52 GMT
#2018
On February 07 2011 14:38 Treeplant wrote:
I've been following this mod's progess for a while, but due to school I haven't actually be able to play it yet.

However, that changes tonight :p Really looking forward to playing this, but I was curious whether the F keys work like BW. Or is that too much for SC2's map editor?


i actually have it wrong. forgot to change it aswell
it's currently ctrl + F1-4 to save camera location. should be shift. i'll change it eventually.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
H2O Xplicit
Profile Joined April 2010
Korea (South)56 Posts
February 07 2011 08:28 GMT
#2019
This should be a official game game mode for GSL
One mans defeat is another mans victory!
jebi86
Profile Joined January 2011
Korea (South)133 Posts
February 08 2011 12:44 GMT
#2020
In both SC1 and SC2, when terran add-on is working(upgrading), addon animation is separated from parent building. But current is, unit training aniamtion and addon working animation are operated at the same time. It only follows parent buliding's working.
(SC2 was has same problem, but fixed in 1.2.0.)
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