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[A] Starcraft 2 Brood War - Page 165

Forum Index > SC2 Maps & Custom Games
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k10forgotten
Profile Joined September 2010
Brazil260 Posts
Last Edited: 2011-07-09 04:53:58
July 09 2011 04:53 GMT
#3281
You can't set the settings when the game is public - and the default options are the SC2's, not BW's.

-- Ok, I'll stop starting pages.
I fear no enemy, for the Khala is my strength! I fear not death, for our strength is eternal.
lololol
Profile Joined February 2006
5198 Posts
July 09 2011 11:18 GMT
#3282
A behaviour lowering SCV turn rate and acceleration that applies only when it's on attack move or when not mining would probably be the best solution, since it would affect mining rate otherwise and SC2 doesn't have anything close to the BW pathing quirks, which produce some rather strange results. Another example is that Nexus/CC/Hatch have very minor size differences, but due to the pathing they make a rather large difference on mineral gathering rates(for all workers; it is because of the building, not the worker type), the 2 most obvious examples are the Nexus resulting in the fastest mining cycle and the CC making mining cycles faster with mineral patches that are 4 "range" away horizontally, compared to those that are 3 "range" away horizontally.
A lot of people believe that SCVs have worse accel/decel/turn rate than Probes and Drones, because of how they behave when attacking, but they are actually the same, just the range difference causes all the troubles they have with attacking(the accel/decel is part of the reason for that, but they aren't different compared to probes and drones).
I'll call Nada.
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-07-09 12:40:16
July 09 2011 12:25 GMT
#3283
been playing with mineral mining rates today but it's doing my head in

you can't adjust turning rate of a unit with triggers or behaviors also
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Nazza
Profile Blog Joined August 2010
Australia1654 Posts
July 10 2011 00:34 GMT
#3284
Science Vessel is "V" not "R"
Medic is "C" not "E"
No one ever remembers second place, eh? eh? GIVE ME COMMAND
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-07-10 20:08:13
July 10 2011 09:35 GMT
#3285
hotkeys should be fine, atleast for NA, i have however become aware that i've stored hotkeys in lots of different places (because im retarded) such as assets and music, those files i have no localized, so there is probably some inconsistency with different locales, will try to fix that for next version.

also with mining rates im working off these numbers
sc1 mining time was 92 frames which was 3.863922721545569 seconds at fastest and 6.162089752176825 seconds at normal
the entire loop apparently took 174 frames

Normal: 1000ms/s ÷ 67ms/frame = 14.93 FPS
Fast: 1000ms/s ÷ 56ms/frame = 17.86 FPS
Faster: 1000ms/s ÷ 48ms/frame = 20.83 FPS
Fastest: 1000ms/s ÷ 42ms/frame = 23.81 FPS

tweaking stuff based on this information
this is leading me towards increasing scv mining time


changes to achieve identical mining times are so far
increase deceleration of worker from 1.3125 > 2.25
mining time increased from 4.4575 > 5.412 (i actually did this in a previous version and reverted it o.0)

this is leaving me with
time from starting to mine to mineral in hand = 3.866 seconds at faster
time to complete a full mining loop = 7.198>7.998 depending on close/far patch


stuff in this spoiler tag is wrong. thread i refer to used 9 mineral patch base while i used 8 mineral patch base. new test!
+ Show Spoiler +
using this thread http://www.teamliquid.net/forum/viewmessage.php?topic_id=83287
i've been comparing results
9 workers for 5 minutes mined 2792 minerals. abit less than on CDRDude's first graph
14 workers for 5 minutes mined 3904 minerals, pretty accurate to the graph
19 workers for 5 minutes mined 4336 minerals, not accurate to the graph (i had workers going behind mineral patches constantly so i re-ran this test with depots blocking)
running this test again with depots blocking yielded 4344 minerals. barely any difference
so far it seems like mining rate becomes inconsistant with more workers, but slower than BW. which confuses me.
24 workers for 5 minutes mined 4504 minerals. not accurate at all with his graph. seems i've hit a saturation limit that shouldn't be there.


new results are
9 workers for 5 minutes mined 2752 minerals
14 workers mined 3800 minerals
19 workers mined 4856 minerals
24 workers mined 5088 minerals

it's abit inconsistent with CDRDude's graphs but it's close i feel.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
lololol
Profile Joined February 2006
5198 Posts
July 11 2011 04:34 GMT
#3286
You can also adjust the mining speed at different levels of saturation by adjusting the wait time after mining before workers start moving back(unless it's already 0 and they still mine faster at high saturation).
I'll call Nada.
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-07-11 14:14:07
July 11 2011 11:13 GMT
#3287
new version going up
combined patch notes below (0.974 + 0.974a)

+ Show Spoiler +

Version 0.974a



Additions
  • New Sounds for Zealot
  • New Sounds for Dark Templar
  • New Sounds for Protoss Building Warp in
  • New Sounds for Wraith
  • New Sounds for Vulture
  • New Sounds for Siege Tank
  • New Sounds for Science Vessel
  • New Sounds for Goliath
  • New Sounds for Ghost
  • New Sounds for Battlecruiser
  • New Model for Creep Colony
  • Added Protoss Music
  • New Stats/Ranking System - should now work correctly (it doesn't)
  • Replaced ingame timer with a Real Time Timer (it displays Time Elapsed in Real Time, not Game Time)


Changes
  • Textures that had to be reduced in quality due to battle.net limitations have been returned to full quality
  • Removed Stim Ability from Bunker
  • Gas Harvest Time increased from 1.9810 > 2.1500 (Reverted)
  • Reduced Deceleration of SCV/Drone/Probe (Reverted)
  • Rally Hotkey for SC1 Profile changed from Y > R
  • Time it takes for a worker to mine a Mineral Field increased from 4.592 > 5.4
  • Time between when a worker finishes mining and when he starts to return to the CC/Nexus/Hatch reduced from 0.5 > 0.0
  • Dark Templar Hotkey for SC2 Profile changed from R > E
  • Corsair Hotkey for SC2 Profile changed from R > E
  • Rebalanced all units Acceleration and Deceleration


Fixes
  • Fixed stupid Pathing Blockers on Heartbreak Ridge that should of never been there in the first place (center highground)
  • Reworked more unpathable areas, removed alot of trees to fix pathing issues and blocked vision problems
  • Fixed Siege Tanks grabbing the double damage rune in the river and bloodlusting my ass because my jackass team didn't ward it!
  • Hotkeys should now be correct for all locales



all maps are being published to the same account this time instead of spread over 2 accounts
im 110% sure this is why when i previously had the rating system it did not carry across maps published to different accounts.
this should make rating persistent across all maps.
HOWEVER. this means i have to change the names of some maps because that name is now taken, so some maps now have an extra space in their names. it's dumb but it's stuck that way.


will release for other realms soon and hopefully get up on SEA again

*EDIT*
stats still aren't working. i want to punch something small, cute and innocent.
im going to be working on the impression that my "other" or "fun" stats are causing it. as they save the bank every second and i've read reports of banks being corrupted or not saving correctly in some cases. obviously saving every second increases this chance so i guess i'll abandon that idea for now.

*EDIT2*
ok republishing with otherstats disabled, will still record wins/loses and matchup statistics

*EDIT3*
still broken omggggggggggggggggggggggggggg
maybe it's just me, will wait and see :<
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Daralii
Profile Joined March 2010
United States16991 Posts
July 11 2011 13:56 GMT
#3288
Hurray for BW toss music/zealot sounds. :3

Thanks for the dedicated work, Mav.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
stoppa
Profile Joined July 2011
Brazil11 Posts
July 11 2011 16:37 GMT
#3289
Man, first, congrats! For me, this map is more fun than the SC2 itself. :D

But I think i've found a glitch: the lurker isn't doing damage to my own units... I think that on BW it indeed did damage to both units, enemy's and mine.

Thanks...
simansh
Profile Blog Joined June 2011
257 Posts
July 11 2011 16:43 GMT
#3290
On July 12 2011 01:37 stoppa wrote:
Man, first, congrats! For me, this map is more fun than the SC2 itself. :D

But I think i've found a glitch: the lurker isn't doing damage to my own units... I think that on BW it indeed did damage to both units, enemy's and mine.

Thanks...


It doesn't.
#1 Zenex Line fan!
stoppa
Profile Joined July 2011
Brazil11 Posts
July 11 2011 16:44 GMT
#3291
Sorry by that. ^^,
MavercK
Profile Joined March 2010
Australia2181 Posts
July 11 2011 17:04 GMT
#3292
On July 12 2011 01:37 stoppa wrote:
Man, first, congrats! For me, this map is more fun than the SC2 itself. :D

But I think i've found a glitch: the lurker isn't doing damage to my own units... I think that on BW it indeed did damage to both units, enemy's and mine.

Thanks...


only if you target that unit
it wont do splash to friendly units like a siege tank
i think in early versions of brood war the lurker was like this
i remember playing blood bath with a friend against ai when i was like 12 and i killed all of his marines with my lurkers
i didn't build lurkers for years after that.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
stoppa
Profile Joined July 2011
Brazil11 Posts
Last Edited: 2011-07-11 18:25:53
July 11 2011 18:22 GMT
#3293
I really don't remember... If u asked before tell me they wont, i could swear they do ff... :D

Changin' subject:

Dude, can I sugest u a little thing?

Since you created the option for us to enable/disable smartcast, maybe it be a good idea put morph larvae on same rule. My english sucks, I will try to explain better:

When I have 10 larvae selected, if I press Z to zergling morph, all of them ( if supply/mineral is sufficient ) will be morphed. Why can't them morph one by one, if smartcast enabled? ( multiple key strokes, like SC2 )
GentleDrill
Profile Joined June 2011
United Kingdom672 Posts
July 11 2011 18:25 GMT
#3294
According to Liquipedia, the Lurker's splash does not damage your own units, but does damage allied units in team games.
lololol
Profile Joined February 2006
5198 Posts
July 11 2011 18:35 GMT
#3295
Splash damage does not differentiate between allies and enemies, so all splash attacks damage allies, no matter if they damage your own units or not.
I'll call Nada.
MavercK
Profile Joined March 2010
Australia2181 Posts
July 11 2011 21:07 GMT
#3296
alright, thank god.
finially found the problem with the rating system
i only got wins/loses per match up working tho
fun stats like average apm will not work
and i probably wont fix them for awhile, i'm not sure if changing the system will invalidate the bank signature. it's working right now so im just gonna leave it. for awhile atleast.
will put up the version later, will take awhile. 52mb now with the full music and full quality textures.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
da_head
Profile Blog Joined November 2008
Canada3350 Posts
July 11 2011 21:09 GMT
#3297
On July 12 2011 03:35 lololol wrote:
Splash damage does not differentiate between allies and enemies, so all splash attacks damage allies, no matter if they damage your own units or not.

yep this is correct.
When they see MC Probe, all the ladies disrobe.
MavercK
Profile Joined March 2010
Australia2181 Posts
July 12 2011 09:03 GMT
#3298
0.974a for EU/Other

+ Show Spoiler +

http://www.mediafire.com/?taqntr3e285qoro
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
stoppa
Profile Joined July 2011
Brazil11 Posts
July 12 2011 14:37 GMT
#3299
On July 12 2011 03:22 stoppa wrote:
Dude, can I sugest u a little thing?

Since you created the option for us to enable/disable smartcast, maybe it be a good idea put morph larvae on same rule. My english sucks, I will try to explain better:

When I have 10 larvae selected, if I press Z to zergling morph, all of them ( if supply/mineral is sufficient ) will be morphed. Why can't them morph one by one, if smartcast enabled? ( multiple key strokes, like SC2 )


What do u guys think about this?
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-07-12 15:12:14
July 12 2011 15:11 GMT
#3300
it's been brought up before, im not sure if it's possible
i might have another look at the possibility of it however

im also curious about the situation on KR realm
whats the status of SC2BW there?
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
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