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[A] Starcraft 2 Brood War - Page 109

Forum Index > SC2 Maps & Custom Games
Post a Reply
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jebi86
Profile Joined January 2011
Korea (South)133 Posts
February 23 2011 11:52 GMT
#2161
On February 23 2011 17:21 MamiyaOtaru wrote:
I love the little stuff you find


lol thanks
-more thing :
zergling and ultralisk's speed is same. no upgrade(3.08), upgraded(4.40)
infested terran's speed is 3.37.
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-02-24 07:18:18
February 23 2011 12:21 GMT
#2162
hm? they are meant to be the same? is what your saying?

i used this to base speeds
http://wiki.teamliquid.net/starcraft/Unit_Movement_Speed

also been working on this.
+ Show Spoiler +

[image loading]



*EDIT*
added current future patch notes
+ Show Spoiler +

Burrowed units once again block Buildings
New Model/Texture for Queen by Gna
Reverted Lighting changes
small changes to the size of CC/Nexus/Hatchery
Ranking will not initialize until 60 seconds have past
changed the way "Miss" works. will now correctly do 0 Damage
fixed some spells so that unit doesn't need to be completely stopped to cast
Fixed Cancel Button on most addons. Escape should now work correctly to stop an upgrade.
Delay before Mines explode after reaching their Target removed
Improved SCV Attack point from 0.5 > 0.3
Protoss Ground Weapon/Armor Upgrade Level 2/3 now requires Templar Archives instead of a Citadel of Adun
Zergling AttackImpact Sound increased in volume slightly
Air Unit deceleration increased (Units stop faster)
New Consume/Dark Swarm/Plague Buttons made by Demonette @SC2Mapster
Irradiate reworked to do damage every 0.333 seconds instead of every 1 second, Damage remains the same. simply ticks faster. this replicates BW as Irradiated ticked every 8 frames

****NEW****

Mind Control can no longer be cast on Eggs or Larva
Science Facility no longer leaves Fire behind after death
Plaguuu reworked to be accurate
Plaguuu now does 300 damage over 12 seconds instead of 75 seconds
Plaguuu now disables Cloak
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: 2011-02-23 13:29:04
February 23 2011 13:20 GMT
#2163
+ Show Spoiler +


[image loading]



I refer from this data.
And I just tested that ling is slighly faster than ultra... sorry
MavercK
Profile Joined March 2010
Australia2181 Posts
February 23 2011 13:23 GMT
#2164
it's alright
makes me double check things haha
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Archerofaiur
Profile Joined August 2008
United States4101 Posts
February 24 2011 16:18 GMT
#2165
Are there any plans to update the valkyrie once the zerg is models are finished? It looks alittle unpolished compared with the other terran models.

+ Show Spoiler +
[image loading][image loading]
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
BrTarolg
Profile Blog Joined June 2009
United Kingdom3574 Posts
February 24 2011 18:52 GMT
#2166
Wow does plague actually do 300 over 12 sec i had no idea 0.0

Lol that would explain a lot when i was testing it with friends hahahaha
lololol
Profile Joined February 2006
5198 Posts
February 24 2011 20:33 GMT
#2167
It should be a little less than 36 seconds game time in SC2.
Prolly switching the damage tick rate to 1/3 of a second unintentionally shortened the duration to 1/3 as well.
I'll call Nada.
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-02-24 21:41:13
February 24 2011 21:19 GMT
#2168
On February 25 2011 05:33 lololol wrote:
It should be a little less than 36 seconds game time in SC2.
Prolly switching the damage tick rate to 1/3 of a second unintentionally shortened the duration to 1/3 as well.


liquipedia says 12 seconds.
where are you getting 35?

*EDIT*
timing it directly ingame im getting 24-25 seconds.

*EDIT2*
going back to an old post you posted this
+ Show Spoiler +

Spell durations:
Irradiate - 249.9 damage over 600 frames(853/256 damage every 8 frames)
Plague - 295.9 over 600 frames(1010/256 damage every 8 frames)
Psionic Storm - 14 damage every 8 frames, 8 frames casting animation(the blue stuff that comes from the templar), first damage tick at 8 frames after the storm animation appears(64 frames of storm animation and 72 frames total with the casting animation). Splash radius of 48 pixels. In comparison psi storm in SC2 damages instantly and has no animation before casting(the templar goes through an animation after casting).
Dark Swarm - 900 frames
Stasis Field - 1050 frames
Defensive Matrix - 1350 frames or until it absorbs 250 damage(does not take armor into account and the leaking 0.5 damage per hit still counts as "blocked")
Ensnare - 600 frames
Maelstrom - 175 frames
Acid Spores - 1200 frames, up to 9 stack, each one expires individually(newest replace oldest when over 9)
Disruption Web - 360 frames
Lock Down - 1050 frames
Stim Pack - 300 frames
Hallucination - 1350 frames


where did you get the exact frame count? i can't find it in datedit
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Retgery
Profile Joined August 2010
Canada1229 Posts
February 24 2011 21:43 GMT
#2169
Have you modified the shuttle/dropship mechanics?
I'm not sure if this was in BW so if anyone can confirm this for me that would be great. In sc2 when have a unit selected, and you right click on the shuttle or dropship, the unit will move to the shuttle and the shuttle will move to the unit. Did the shuttle do this in BW.
and one mroe thing, it seems that the shuttle has to come to a complete stop to pick up a unit
Fall down 7 times, stand up 8.
TaShadan
Profile Joined February 2010
Germany1981 Posts
February 24 2011 23:53 GMT
#2170
hope there will be more people playing on EU
Total Annihilation Zero
MavercK
Profile Joined March 2010
Australia2181 Posts
February 25 2011 00:26 GMT
#2171
On February 25 2011 06:43 Retgery wrote:
Have you modified the shuttle/dropship mechanics?
I'm not sure if this was in BW so if anyone can confirm this for me that would be great. In sc2 when have a unit selected, and you right click on the shuttle or dropship, the unit will move to the shuttle and the shuttle will move to the unit. Did the shuttle do this in BW.
and one mroe thing, it seems that the shuttle has to come to a complete stop to pick up a unit


only solution to this i have is click past the unit you want to pick up and click the unit as it flies over. shuttle wont stop at all.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
rift
Profile Blog Joined September 2007
1819 Posts
February 25 2011 00:59 GMT
#2172
Do you intend to improve upon the new models that don't have the level of detail of the WoL models? (or someone else who would)
MavercK
Profile Joined March 2010
Australia2181 Posts
February 25 2011 01:01 GMT
#2173
On February 25 2011 09:59 rift wrote:
Do you intend to improve upon the new models that don't have the level of detail of the WoL models? (or someone else who would)


im supported by models people provide me
(mostly Gna)

so yea. if it keeps up im sure they will be.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
GnaReffotsirk
Profile Joined January 2009
78 Posts
February 25 2011 01:50 GMT
#2174
Guys, thoughts?

+ Show Spoiler +
wi1lywonka
Profile Joined January 2011
Germany57 Posts
Last Edited: 2011-02-25 02:10:43
February 25 2011 02:10 GMT
#2175
I like it's swervy movement but are its arms too high?
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2011-02-25 02:48:46
February 25 2011 02:34 GMT
#2176
On February 25 2011 06:19 MavercK wrote:
Show nested quote +
On February 25 2011 05:33 lololol wrote:
It should be a little less than 36 seconds game time in SC2.
Prolly switching the damage tick rate to 1/3 of a second unintentionally shortened the duration to 1/3 as well.


liquipedia says 12 seconds.
where are you getting 35?

*EDIT*
timing it directly ingame im getting 24-25 seconds.

*EDIT2*
going back to an old post you posted this
+ Show Spoiler +

Spell durations:
Irradiate - 249.9 damage over 600 frames(853/256 damage every 8 frames)
Plague - 295.9 over 600 frames(1010/256 damage every 8 frames)
Psionic Storm - 14 damage every 8 frames, 8 frames casting animation(the blue stuff that comes from the templar), first damage tick at 8 frames after the storm animation appears(64 frames of storm animation and 72 frames total with the casting animation). Splash radius of 48 pixels. In comparison psi storm in SC2 damages instantly and has no animation before casting(the templar goes through an animation after casting).
Dark Swarm - 900 frames
Stasis Field - 1050 frames
Defensive Matrix - 1350 frames or until it absorbs 250 damage(does not take armor into account and the leaking 0.5 damage per hit still counts as "blocked")
Ensnare - 600 frames
Maelstrom - 175 frames
Acid Spores - 1200 frames, up to 9 stack, each one expires individually(newest replace oldest when over 9)
Disruption Web - 360 frames
Lock Down - 1050 frames
Stim Pack - 300 frames
Hallucination - 1350 frames


where did you get the exact frame count? i can't find it in datedit


The ~36 seconds is going by SC2 game time with the SC1 frame to SC2 game seconds ratio you posted, which should match the real time from your test.

A lot of stuff about spells is hardcoded, but you can look at the animations scripts for the abilities. Then you can check ingame how many times the animation repeats and come up with the correct duration. You can also measure by using a map with hypertriggers to be sure you're not significantly off somewhere.

DatEdit is just for .dat files, so you'll need PyMS if you want to look at the iscript.bin, which contains the animation scripts.

The exact damage was taken by looking at the unit hp from the game's memory(it should be easy to check with Cheat Engine, 1 hp is 256 in memory, so it can have fractional values).

Also, Maelstrom is 178 frames, not 175.

I also extracted unit movement speeds from the same file(the ones that don't use flingy.dat):

Infested terran -> 6 pixels per frame -> 3.375 SC2 speed
Defiler -> 4 -> 2.25
Hydralisk -> 26 / 7 frames -> 2.09
Larva -> 2 -> 1.125
Ultralisk -> 54 / 10 frames -> 3.0375
Zergling -> 39 / 7 frames -> 3.134
Marine/Firebat/Medic/Ghost -> 4 -> 2.25
Goliath -> 47 / 10 frames -> 2.6438
Spider Mine -> 16 -> 9
Tank -> 4 -> 2.25
Dragoon -> 42 / 8 frames -> 2.9531
Reaver -> 16 / 9 frames -> 1
Scarab -> 16 -> 9(it also sets a flingy speed of 2048, which is 4.5... ?)
Zealot -> 4 -> 2.25
Dark Templar -> 5 -> 2.8125

Broodling -> 6.0(4) average, they move at 8, but make pauses -> 3.4
HT uses flingy.dat, even though it apperas to have a movement animation -> 1.875

Zealots with speed/Stimmed Marines/Firebats and Lurkers -> 6 -> 3.375
All ground speed upgrades appear to increase speed by 50%(rounding down frame by frame values), the effects are hardcoded so they can't be extracted from the files.
Ultra becomes 79/10 -> 4.44375
Zergling becomes 57/7 -> 4.58
Hydralisk becomes 39/7 -> 3.1339
Lurkers appear to have a speed upgrade by default, because they move at 6, but are defined as 4.

For in game tests you should keep in mind that these units can travel only in the basic 8 directions, so they shouldn't be sent in a path where they would constantly turn and skew the results.
I'll call Nada.
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
February 25 2011 02:56 GMT
#2177
On February 25 2011 10:50 GnaReffotsirk wrote:
Guys, thoughts?

+ Show Spoiler +
http://www.youtube.com/watch?v=9NFC4CNLUz4


The animation looks a bit weird, but overall it's amazing, as always.

cheers!
rift
Profile Blog Joined September 2007
1819 Posts
Last Edited: 2011-02-25 03:02:22
February 25 2011 03:01 GMT
#2178
On February 25 2011 10:01 MavercK wrote:
Show nested quote +
On February 25 2011 09:59 rift wrote:
Do you intend to improve upon the new models that don't have the level of detail of the WoL models? (or someone else who would)


im supported by models people provide me
(mostly Gna)

so yea. if it keeps up im sure they will be.


I'd like to say your attention to detail in every single aspect of the game is extraordinary. I can't thank you enough, and obviously everyone else working on it. Maybe in 2015 we'll see this in Proleague...
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-02-25 04:23:51
February 25 2011 03:36 GMT
#2179
interesting stuff as always lololol
i've noted i can take attack speed values from this aswell
looking at the zergling i came across an attack speed of 0.5625
this is correct?

*EDIT*
although i do know this is wrong. as zergling has an attack cooldown of 8 frames
8/24*1.3776 leaves me with 0.4592

i however do not know how to find out how fast it attacks with adrenal glands.



On February 25 2011 12:01 rift wrote:
Show nested quote +
On February 25 2011 10:01 MavercK wrote:
On February 25 2011 09:59 rift wrote:
Do you intend to improve upon the new models that don't have the level of detail of the WoL models? (or someone else who would)


im supported by models people provide me
(mostly Gna)

so yea. if it keeps up im sure they will be.


I'd like to say your attention to detail in every single aspect of the game is extraordinary. I can't thank you enough, and obviously everyone else working on it. Maybe in 2015 we'll see this in Proleague...


tyvm as always
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
jebi86
Profile Joined January 2011
Korea (South)133 Posts
February 25 2011 09:34 GMT
#2180
On February 25 2011 11:34 lololol wrote:
+ Show Spoiler +

On February 25 2011 06:19 MavercK wrote:
Show nested quote +
On February 25 2011 05:33 lololol wrote:
It should be a little less than 36 seconds game time in SC2.
Prolly switching the damage tick rate to 1/3 of a second unintentionally shortened the duration to 1/3 as well.


liquipedia says 12 seconds.
where are you getting 35?

*EDIT*
timing it directly ingame im getting 24-25 seconds.

*EDIT2*
going back to an old post you posted this
+ Show Spoiler +

Spell durations:
Irradiate - 249.9 damage over 600 frames(853/256 damage every 8 frames)
Plague - 295.9 over 600 frames(1010/256 damage every 8 frames)
Psionic Storm - 14 damage every 8 frames, 8 frames casting animation(the blue stuff that comes from the templar), first damage tick at 8 frames after the storm animation appears(64 frames of storm animation and 72 frames total with the casting animation). Splash radius of 48 pixels. In comparison psi storm in SC2 damages instantly and has no animation before casting(the templar goes through an animation after casting).
Dark Swarm - 900 frames
Stasis Field - 1050 frames
Defensive Matrix - 1350 frames or until it absorbs 250 damage(does not take armor into account and the leaking 0.5 damage per hit still counts as "blocked")
Ensnare - 600 frames
Maelstrom - 175 frames
Acid Spores - 1200 frames, up to 9 stack, each one expires individually(newest replace oldest when over 9)
Disruption Web - 360 frames
Lock Down - 1050 frames
Stim Pack - 300 frames
Hallucination - 1350 frames


where did you get the exact frame count? i can't find it in datedit


The ~36 seconds is going by SC2 game time with the SC1 frame to SC2 game seconds ratio you posted, which should match the real time from your test.

A lot of stuff about spells is hardcoded, but you can look at the animations scripts for the abilities. Then you can check ingame how many times the animation repeats and come up with the correct duration. You can also measure by using a map with hypertriggers to be sure you're not significantly off somewhere.

DatEdit is just for .dat files, so you'll need PyMS if you want to look at the iscript.bin, which contains the animation scripts.

The exact damage was taken by looking at the unit hp from the game's memory(it should be easy to check with Cheat Engine, 1 hp is 256 in memory, so it can have fractional values).

Also, Maelstrom is 178 frames, not 175.

I also extracted unit movement speeds from the same file(the ones that don't use flingy.dat):

Infested terran -> 6 pixels per frame -> 3.375 SC2 speed
Defiler -> 4 -> 2.25
Hydralisk -> 26 / 7 frames -> 2.09
Larva -> 2 -> 1.125
Ultralisk -> 54 / 10 frames -> 3.0375
Zergling -> 39 / 7 frames -> 3.134
Marine/Firebat/Medic/Ghost -> 4 -> 2.25
Goliath -> 47 / 10 frames -> 2.6438
Spider Mine -> 16 -> 9
Tank -> 4 -> 2.25
Dragoon -> 42 / 8 frames -> 2.9531
Reaver -> 16 / 9 frames -> 1
Scarab -> 16 -> 9(it also sets a flingy speed of 2048, which is 4.5... ?)
Zealot -> 4 -> 2.25
Dark Templar -> 5 -> 2.8125

Broodling -> 6.0(4) average, they move at 8, but make pauses -> 3.4
HT uses flingy.dat, even though it apperas to have a movement animation -> 1.875

Zealots with speed/Stimmed Marines/Firebats and Lurkers -> 6 -> 3.375
All ground speed upgrades appear to increase speed by 50%(rounding down frame by frame values), the effects are hardcoded so they can't be extracted from the files.
Ultra becomes 79/10 -> 4.44375
Zergling becomes 57/7 -> 4.58
Hydralisk becomes 39/7 -> 3.1339
Lurkers appear to have a speed upgrade by default, because they move at 6, but are defined as 4.

For in game tests you should keep in mind that these units can travel only in the basic 8 directions, so they shouldn't be sent in a path where they would constantly turn and skew the results.



This looks like PERFECT unit data. Amazing...
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