On February 23 2011 17:21 MamiyaOtaru wrote:
I love the little stuff you find
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.
Forum Index > SC2 Maps & Custom Games |
jebi86
Korea (South)133 Posts
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
Australia2181 Posts
i used this to base speeds http://wiki.teamliquid.net/starcraft/Unit_Movement_Speed also been working on this. + Show Spoiler + *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 | ||
jebi86
Korea (South)133 Posts
![]() I refer from this data. And I just tested that ling is slighly faster than ultra... sorry ![]() | ||
MavercK
Australia2181 Posts
![]() makes me double check things haha | ||
Archerofaiur
United States4101 Posts
+ Show Spoiler + ![]() ![]() | ||
BrTarolg
United Kingdom3574 Posts
Lol that would explain a lot when i was testing it with friends hahahaha | ||
lololol
5198 Posts
Prolly switching the damage tick rate to 1/3 of a second unintentionally shortened the duration to 1/3 as well. | ||
MavercK
Australia2181 Posts
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 | ||
Retgery
Canada1229 Posts
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 | ||
TaShadan
Germany1966 Posts
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MavercK
Australia2181 Posts
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. | ||
rift
1819 Posts
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MavercK
Australia2181 Posts
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. | ||
GnaReffotsirk
78 Posts
+ Show Spoiler + | ||
wi1lywonka
Germany57 Posts
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lololol
5198 Posts
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. | ||
Essbee
Canada2371 Posts
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
1819 Posts
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
Australia2181 Posts
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 ![]() | ||
jebi86
Korea (South)133 Posts
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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