small things i've noticed on bgh: - zerglings can't run through a wall of supply depots - nydus canal entrance has a footprint of 3x3 instead of 2x2 - entrance and exit have separate models - units don't go out of canal instantly - dropship still has energy
i've been looking at flingy.dat and it's doing my head in. im not able to work out the correct calculations. currently using arsenal 3 to view the values but... i dont think the fields are named correctly
On November 04 2010 14:02 MavercK wrote: i've been looking at flingy.dat and it's doing my head in. im not able to work out the correct calculations. currently using arsenal 3 to view the values but... i dont think the fields are named correctly
What values are you trying to look for? On liquipedia there are a ton of values that seem to be sneakily hiding which I have run into.
i've already incorporated all the unit movement speeds from that url. some of the unit/building sizes i've incorporated but alot of it's wrong as fine tuning it is basically impossible atm.
but in terms of turning rate, acceleration, deceleration i've simply been guessing so far.
On November 04 2010 14:02 MavercK wrote: i've been looking at flingy.dat and it's doing my head in. im not able to work out the correct calculations. currently using arsenal 3 to view the values but... i dont think the fields are named correctly
Arsenal 3 has a lot of the things not named correctly or listed as unknown, since it's very old. DatEdit is a lot newer and better, and the only flaw I can think of currently is that you can't see how long are the melee ranges.
On November 04 2010 14:02 MavercK wrote: i've been looking at flingy.dat and it's doing my head in. im not able to work out the correct calculations. currently using arsenal 3 to view the values but... i dont think the fields are named correctly
Arsenal 3 has a lot of the things not named correctly or listed as unknown, since it's very old. DatEdit is a lot newer and better, and the only flaw I can think of currently is that you can't see how long are the melee ranges.
i wasn't aware datedit could view flingy.dat? in that case i'll have another look
*EDIT* ah yes. was right infront of me the entire time.
EDIT2: Forget this, I played an older version of the map, which had alot of bugs. Anyway something weird happened. I played against zerg medium AI in the latest version up on EU and the enemy had a baneling nest. wtf? o_O
Hey folks: I'm new to the forum so I couldn't create a thread (though I would appreciate it if someone did for me) but started out independently working on a Starcraft 1 remake just like Maverck. Recently I found his version, and published my version, and now I've tried my best to merge them into a .SCMod
Anyhow I have a step-by-step guide with screenshots how to add SC1 tech to any existing map with just a few clicks.
The main difference between my work and Maverck's is that my mod leaves SC2 technology in tact, so the AI operates properly and also so you can do SC1 vs SC2 battles--you could even randomly choose what the players have to play)
Again: I'd love it if someone made a new topic for the guide.
PS: the funny thing is that independently Maverck and myself made the dragoon in the same way: by chopping off an immortal turret. We went about it in different ways: I made a binary patch for the immortal.m3 that came with starcraft2 by searching for vertices within a set of bounding boxes, and I think he used 3dsmax or a 3d editor, but they look exactly the same outside an arbiter cloaking field.
On November 05 2010 23:36 zingmars wrote: EDIT2: Forget this, I played an older version of the map, which had alot of bugs. Anyway something weird happened. I played against zerg medium AI in the latest version up on EU and the enemy had a baneling nest. wtf? o_O
ai wont work. it's a pretty big job reconditioning blizzard ai to work with my mod.