[A] Starcraft 2 Brood War - Page 84
Forum Index > SC2 Maps & Custom Games |
virusak
Czech Republic344 Posts
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MavercK
Australia2181 Posts
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thOr6136
Slovenia1774 Posts
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virusak
Czech Republic344 Posts
there was no mod info in terran music so I filled it in the same way it was in assets Edit: OK so I was a little stuck here, I uploaded all the mod files, I changed the assets 1 and 2 mod files names (just added a space before their number) and changed the dependency accordingly to the data mod. But when I open the map, with the data dependency (also change it to match the mod name file version) and voila. Hope it works for everyone :-) Edit2: it seems to work, there are some error reports when you start a game though (see http://i.imgur.com/e30o3.jpg) Bugs: -the Nexus doesnt match the grid when placing it, is somwhat confusing -The carrier selection grig should be larger, you cant select it when you click about half of its front side | ||
ArcticVanguard
United States450 Posts
1. It's fun and I don't feel like I'm fighting the UI like I was back in BW. The updated engine could lead to some balance issues with melee units, however. I emphasize that that's a pretty big "could," and I'm at such a low level of play that it would be totally unnoticeable. 2. I had some issues with being unable to push units aside, mostly with zerglings pushing past hydras, but it was almost unnoticeable. I saw in a video that that was an intentional change, and seeing the reasoning for it, I agree with the change. Is there a way to enable only certain units to be pushed aside? 3. Terran AI works well enough on hard and above, though it mostly just does early mass marine pushes. Can't speak for Toss or Zerg AI since I didn't play against it at all. Medium AI and below never pushes out and surrenders very early, relatively speaking. 4. You did a good job porting the sounds, it sounds great. This was a major plus in my eyes, I wasn't a big fan of how SC2 did sound, voices especially. 5. The academy doesn't have a construction model for some reason. It was just totally invisible. 6. Hydras seemed rather large, relative to the marine. I seem to recall them being about the same size in BW. Maybe I'm misremembering, in which case, disregard this. 7. I didn't have access to the lurker den for some reason. I know it's upgraded at lair tech from a hydralisk den, but the "evolve lurker aspect" button wasn't there. Maybe I played the wrong version? I'll check on that, and if so, I'll edit back here with correct adjustments later. It would certainly explain points 5, 6, and 7. | ||
MavercK
Australia2181 Posts
Edit2: it seems to work, there are some error reports when you start a game though (see http://i.imgur.com/e30o3.jpg) thats because you have AI in the game? im pretty sure it bugs out because of 4 workers or something. dont worry about it. -the Nexus doesnt match the grid when placing it, is somwhat confusing -The carrier selection grig should be larger, you cant select it when you click about half of its front side it should match? not sure about that one carrier selection circle is something that can't be changed atm. it's basically the bounding box. it's attached the model's m3 info. exporter doesn't support changing this currently. it gets set automatically. but it sets it way way too large. see Reaver. you select the reaver from half the screen away almost ![]() 5. The academy doesn't have a construction model for some reason. It was just totally invisible. 7. I didn't have access to the lurker den for some reason. I know it's upgraded at lair tech from a hydralisk den, but the "evolve lurker aspect" button wasn't there. you played an old version. these 2 things specifically are fixed. | ||
ArcticVanguard
United States450 Posts
On January 16 2011 22:22 MavercK wrote: you played an old version. these 2 things specifically are fixed. That's what I thought, thank you. Good work though! Lots of fun :D EDIT: I just played the one you uploaded - guardians (or w/e they're called - the mutalisk evolution that is an air to ground unit) doesn't have a cocoon while morphing and can't be selected. | ||
virusak
Czech Republic344 Posts
On January 16 2011 22:22 MavercK wrote: thats because you have AI in the game? im pretty sure it bugs out because of 4 workers or something. dont worry about it. yeah i was trying if it actually works at all only with AI if its all then, I hope it works for everyone on EU, enjoy :-) | ||
Tempest[OEC]
United States417 Posts
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thOr6136
Slovenia1774 Posts
![]() And MaverecK, my friend said that you can cast spells like in sc2, if you have bunch of templars selected for expample... | ||
buhhy
United States1113 Posts
+ Show Spoiler + ![]() + Show Spoiler + ![]() + Show Spoiler + ![]() + Show Spoiler + ![]() I'll add a video for animations soon. Comments and criticisms before I finalize? I have a couple editor/max questions though, if anyone can help: How should the hierarchy be set up for turrets? I looked through other models like the Immortal and the Tank, but the turret still does not aim towards the target. I have several REF_TARGET helpers, and they are listed correctly. However, projectiles always seem to aim towards the model origin. Here's the editor screenshot: + Show Spoiler + ![]() The animation behaves weirdly at times ingame. For example, the bottom rotating thing sometimes rotates in a different direction randomly, but displays correctly in the editor. I've tried to set up the attack animation like BW, where the dragoon opens up to attack, and stays open until it stops attacking. I've set up the actor with an attack begin and attack end, but when the dragoon attacks, between each attack, the beginning of the attack end animation plays for a very short time. Also, if I use attack animation cancel, the dragoon appears to glide along the ground while playing the attack end animation. Here's the actor setup: + Show Spoiler + ![]() | ||
MavercK
Australia2181 Posts
im not too sure about the photon cannon turret. i'd prefer still just the blue bit with the shell on it that opens to fire. attachment points mostly dont work. will have to wait for exporter to be updated. origin/center is really the only one that works. | ||
MavercK
Australia2181 Posts
i have it working exactly like in brood war. an offscreen/far away unit (overlord for example) must be grouped with the air units. upto 11 + offscreen unit can be selected for it to work. units must remain moving at all times to remain stacked. im really happy with it myself. only thing is i may tweak the speed air units spread. since you can still clump pretty effectively even if you have more than 12 units selected. | ||
maybenexttime
Poland5445 Posts
Good job, looks awesome. I was worried you fixed stacking but that Mutas would still stop before they attack. Doesn't seem to be the case, though. ;o | ||
MavercK
Australia2181 Posts
i had to create my own spreading mechanic for air units and i had to create my own magic box. then all it is, is a bunch of if-then-else with a bunch of conditions. i dont see how this couldn't be done. especially on a code level. if i can do it in a GUI using the Trigger Editor. but whatever. | ||
Superiorwolf
United States5509 Posts
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Essbee
Canada2371 Posts
Saw this comment on the ZvT video on youtube. I think you could try this. | ||
jebi86
Korea (South)133 Posts
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MavercK
Australia2181 Posts
your welcome to try tho. | ||
maybenexttime
Poland5445 Posts
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