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[MOD] save and load in multiplayer. - Page 4

Forum Index > SC2 Maps & Custom Games
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turtles
Profile Blog Joined August 2011
Australia360 Posts
November 29 2012 02:05 GMT
#61
Why is it that whenever there is a bug it has to do with upgrades?! lol.

At least this time I suspect I know what is up.

Thanks for steps on how to reproduce the problem. I should have a fix out in the next patch.

Glad you are finding it to be useful.
turtles
Profile Blog Joined August 2011
Australia360 Posts
Last Edited: 2013-05-30 14:29:41
May 29 2013 16:31 GMT
#62
Hi guys... so, it's been a while huh?

Well just want everyone to know that the new version is ready! All I am waiting on are some more maps to add to the map pool! Once that happens (in a week maybe?) I will make an anouncement in the general forums section as well as a reddit post.

The list of features can be a bit hard to explain so I have created a tutorial in which I use one of the SALT maps to show off the new features of the mod. Even if you have used this before you should have a look as there are a few things that will be new to you.



In the video I show how to find the game and there was only one map available. Earlier today I expanded the list. The current SALT map pool includes:

Ladder / tournament
Neo Planet
Whirlwind
Zerus Prine
Derelict Watchtower
Bel'Shir Vestige
Klontas Mire

Team Liquid map contest finalists
Yeonsu
Insidious
others (coming soon)

Cool other maps
Guillotine

Really looking forward to feedback on the mod and ideas about how it could help people practice.

Thanks,
Turtles.

Bugs:
+ Show Spoiler +

All of the bugs mentioned previously have been fixed. If you find something I missed please send me a message and I'll stick you in the credits section.

Swarm hosts currently lose their rally point when hot swapping forces. (but not when swapping during save/load). But thats not a really big deal.

The only other known bug at the moment is if you are playing with 3 or more people and one of them leaves but as this is primarilly for vs AI or 1v1 it won't be a problem for that mode. If you are playing as a group >= 3, then it is not a problem unless a player leaves the game.

It may take few weeks to address this problem as I only have 1 computer capable of playing starcraft. I will have to go to a LAN cafe during a quiet time and pay to use multiple computers to fix this problem. There is a place nearby which offered me a deal last time for a mention in the credits so I will to organize it with them to do the same again sometime.




EDIT:
I just realized that you need to have the option "Menu>Options>Gameplay>enable enemy unit selection" ticked to be able to select a starting location. I just assumed that was the first thing every man and his dog did upon recieving HOTS, but I guess not. If you prefer playing without this option then you can toggle it on/off in game
.swz.
Profile Joined May 2012
73 Posts
May 30 2013 19:53 GMT
#63
has anyone successfully managed to import a new buildorder with a yabot code? it gives me the same build order, no matter what code i enter :s
turtles
Profile Blog Joined August 2011
Australia360 Posts
Last Edited: 2013-05-30 20:51:46
May 30 2013 20:44 GMT
#64
I just went into SALT Guillotine on NA and imported a build using this string

[STRING REMOVED]

Which is just a small zerg build. It worked fine for me.

When you import a build it will take you to the editing stage. If you got the builds off of sct.sc like in the tutorial video then all the builds have the same generic name and description. But you can edit the details (or leave them as they are) and click on "next" and it will take you to the build where you can add/remove steps.

Maybe you just saw that they all had the same name when you tried importing them from the same source and didn't realize they were all actually different.

If you keep having the problem could you maybe post what string you are using followed by some screen shots?

EDIT:
I couldn't get the TL formatting to stop flipping out when I tried to post a YABOT string. The post still stands though
.swz.
Profile Joined May 2012
73 Posts
May 30 2013 21:08 GMT
#65
Thanks for your reply. I'm trying to get it work on EU|SALT Guiottine.
So i start the custom game, press F10, chose BuildOrder, then Import a build order and then i entered the yabot key.

After my imported terran builds did not work, i tried this zerg build via the yabot key:
http://sct.sc/build-viewer.php?buildId=0cd633be3aa83787f704f5dccf92f4fe8fe8be92

As you can see the build weirdly stops with an armory :S

+ Show Spoiler +
[image loading]


I tried it previously whit this build:
http://sct.sc/build-viewer.php?buildId=0f06657086c35508b6f7887c5975b152a4897cca

Same weird issue:
+ Show Spoiler +
[image loading]

turtles
Profile Blog Joined August 2011
Australia360 Posts
May 31 2013 05:26 GMT
#66
Thanks. I think it might be a problem with sct.sc then. You can use the "remove last step" button to go back and remove it and add other things to the build.

I'll look into it though.
TaLuS
Profile Joined February 2011
Germany17 Posts
June 22 2013 00:47 GMT
#67
Hey Turtles, I just played Neo Planet on EU and speed was set to Normal. Should be Faster per default. Thanks.
Salomonster
Profile Joined August 2012
Sweden67 Posts
June 23 2013 17:34 GMT
#68
I just played neo planet on EU and noticed that the research for overlord speed is not reset when restarting the game. the upgrade is returned on the hatcherie so you can purchase it again, but the overlords have the upgrade from start.

Really good mod tho, thumbs up!
twitch.tv/salomonster
turtles
Profile Blog Joined August 2011
Australia360 Posts
June 24 2013 04:29 GMT
#69
Hey Turtles, I just played Neo Planet on EU and speed was set to Normal. Should be Faster per default. Thanks.


Can you still manually set it to faster?

I'll change it. For some reason when I upload a map the game speed sometimes resets to "normal" even if I have it set as "faster". Does this happen to any other map makers?

I just played neo planet on EU and noticed that the research for overlord speed is not reset when restarting the game.


That's curious. I'll look into it. Thanks for the bug report.


Having the mod on so many maps means that for any change I have to update and then reload each map on both servers (NA and EU) which takes about an hour. So I try and put off small shanges until I have a few of them.
jon osterman
Profile Joined June 2013
71 Posts
June 24 2013 07:36 GMT
#70
a grain of salt is always good
do a dear .. a female dear .. ray a drop of golden son .. me a name i call myself, fa a long long way to run
joshadow
Profile Joined July 2013
1 Post
Last Edited: 2013-07-10 15:30:51
July 09 2013 21:57 GMT
#71
Hiya turtles!

I recently discovered this mod and it's been very helpful, especially for a new(b) player like me that still struggles with maintaining a solid early-game build order. It saves me a ton of time, not having to surrender, re-make a match, etc. The build-order feature also helps a ton.

I wanted to give you some feedback based on my experience with the tool during the first hour or so. They're numbered below, with some additional details and suggestions.



1. The build order can cover the timer/minimap

As a protoss player, I loaded up the default '3 gate robo', and noticed that It starts to overlap on the Minimap: http://i.imgur.com/4x7a2NY.png (as a new user I can't embed images sorry )

Since this covers the timer it is a little annoying when attempting to learn a solid build order.

Perhaps the build order window could be modified to have a max height, and if it does contain more elements than it can show, you allow the elements to scroll. Then when the items are checked off, once 5 are checked, the top-most will scroll away. That way you can see your recent completed items, and still have the list advance.

If the Starcraft UI does not support scrolling elements like that, you could just add/hide the elements at the bottom/top of the window instead.


At this point I thought "ok, no problem, I'll work around this by removing the last entry so that it's not as long". However I wanted to make a copy of the build order and edit that so I could have a backup of the original.



2. There is no way to copy/duplicate build orders (in-game)

I think it would make a lot of sense to add a 'copy' button at the bottom of the build order selection screen, next to 'select' 'edit' and 'delete'. This would copy the build order with a default name of "<original name> copy".


Having worked on a build order, I wanted to share it with a friend who was also trying SALT. But there was no way to export the order the same way I could import the YABOT codes from www.sct.sc's build viewer.



3. Add a way to export build orders.

Similarly to the copy button, there should be an export button, which then displays the a text field with the generated code that you can then copy.



4. I think the build order UI could be greatly streamlined, which would incorporate points 2 and 3 above. Here is a quick proposal for your consideration:

- When clicking 'Build Order' in the menu, the user should be immediately taken to the Build order selection screen (skipping the previous three-button screen).
- The Build order selection screen should be edited to add some new buttons. Here is a mockup: http://i.imgur.com/IjbpuWc.png

- Two new buttons are added at the top, 'Add New' and 'Import'. These replace the previous three-button screen, and are always visible.
- Two new buttons are added at the bottom, 'Copy' and 'Export'. All the bottom buttons should only be visible when a build order is selected, since they operate on a selected build order.
- The 'select which race' text could be modified to say "Filter by race", and an "All" option could be included that shows all races.


- When clicking 'Edit' on the build order selection screen (with a build order selected), the user should be immediately taken to the Edit window (for now skipping the 'Build order Information' Screen)
- The Build order edit screen should be edited to add some new buttons. Here is a mockup: http://i.imgur.com/7hWb1TI.jpg

- To allow users to quickly look between build orders, a 'back' button could be added to return them to the previous build order selection screen.
- When a user wants to edit a build order, 9/10 times they don't want to edit the meta information such as the author's name, so it makes sense to not show that every time. Instead, an 'Edit Information' button here would bring up that dialogue, for when the 1/10 times they do want to change the author info or build order title.
- Note: the only time you want to show the Information page before this edit page is when the user has clicked 'Import' or 'Add New' on the previous page, since that is when they might want to change it.



I think that's it for now. I hope you consider my suggestions and maybe even incorporate some in a future version of your mod
dUTtrOACh
Profile Joined December 2010
Canada2339 Posts
July 10 2013 09:20 GMT
#72
Thanks for this. Now all I need are some practice partners >_<
twitch.tv/duttroach
turtles
Profile Blog Joined August 2011
Australia360 Posts
July 10 2013 17:28 GMT
#73
Hi joshadow.

These are all really great ideas and I love the mockup images you made. I will certainly be taking them into consideration moving forwards. Might even "steal" some of the UI designs you made.

The starcraft UI supports elements that can move around the screen although it is not possible** for players to manually scroll up/down a list. However I can make the list scroll automatically as items are completed or added/removed in the editing screen.

If you look at the first post in this thread you will note it is from 2011. I am very much the proverbial turtle tortoise in the hair and the tortoise race. So it may be a while until I can incorporate the new design. The earliest a next patch can be out is September (work + getting married + honeymoon in New Zealand). But I am also persistent and will continue to work on it behind the scenes. I think there is definitely a need for it and that SALT has the best foundations to build upon to make a great BO practice tool.

Also cheers jon osterman and dUTtrOACh!

** By "not possible" I mean there is no native way to do it and one created from scratch would result in way too much lag in-game.
algee
Profile Joined September 2011
Germany12 Posts
November 05 2013 20:52 GMT
#74
Hi,

i just found SALT on bnet, and it looks like exactly what i need, since YABOT seem to be pretty much dead as of now.
(there are two "new official" yabot maps on bnet, but they seem to have abandoned their website)

my only question now is, to import a build i need the yabot encoding string.
and the website where i went to get those, sc2builds.com, has removed them - for what ever reason is completely beyond me.
is there currently any website sharing sc2 builds, including the according yabot encoding string?? that site sct.sc mentioned somewhere above apparently does not exist anymore.

or does anyone have a huge text file with builds as a backup?

this is very confusing, and the lack of information is very frustrating. confusion + frustration don't mix.
My favorite number? Jay.
turtles
Profile Blog Joined August 2011
Australia360 Posts
November 07 2013 16:18 GMT
#75
Hi algee.

I have nothing to do with those websites. It looks like many of them are abandoned or broken unfortunately

However you don't have to import a build order like in the tutorial video. You can make one youself in the editor. The next release you will be able to export a build as well as import one. So you can create a build, export it and share it around as others or people could start pasting builds on forums for others to try. The editor will also be greatly improved amongst other improvements.

Working on it now. But untill then you might have to make your builds from scratch in the editor under "menu->build orders->create new build order".

Thanks.
Mesha
Profile Blog Joined January 2010
Bosnia-Herzegovina439 Posts
November 08 2013 12:11 GMT
#76
I'm getting back to sc after a loooong break and i just dropped by to say thank you turtles for making this map. I loved it back when i played sc before, and i love it now when i'm trying to get back to playing. It's just perfect for what i want in solo practice.. Thanks!
Reality hits you hard bro.
turtles
Profile Blog Joined August 2011
Australia360 Posts
Last Edited: 2014-05-15 07:55:15
May 15 2014 07:17 GMT
#77
Here with an update. SALT is up to date and running as an extension mod on NA and EU.

Chose to practice on whatever map you like with the ability to save/load the game whenever you want. For players it's a great way to stream line their training sessions and for map makers it's a great way to test out their maps features.




EDIT:
I forgot to include the string. A more detailed version of the Terran build order I demonstrated in the vid can be imported with the string:

!Polt's Tvz~&    /(    !(    ,+   " +   !(,    /.   !(0    #2    )2    %     .     0    !,    !%    !%    !#    !#    !#    !#    !J    !J 'M !&     #     ,


A Protoss build with timestamps for each step (warning: hard)

!Kracen Oracle harass~% M  ;)!H  8+",  3+    3,"M  ;,"M  4.#D !K0#D !82#F  ;3$-  >3$= !86$G  ;8%- !L;%G  9;&# !L>&&  8>&E  =>&U !LA'$  3A    3E'K !LL(9  7L    7Y*/  <


and a ZvP macro build into hydras/vipers

!Hyun's 3hatch opener~%   !?+    I+    D+   !?    !@    !C     D    !@ %/ !@     C     C     H    "#     B    #J     C    #@     D     C (M #D     F     E     C     C    "$     D     K    !O    !O    !O    #a ,R #A


I'm not yet maintaining a database of builds but it would be great if I could include them on teamliquid build order pages or other sites like imbabuilds.com and sc2builds.com but I would have to have a discussion with administrators of those sites first.

Untill then feel free to post here with a few build import strings if you make any. (If you want to ignore the supply/timestamp for a step then just set the fields to zero). To post without the formatting screwing everything up use "code" and "/code" tags. See the wikipedia page for info http://en.wikipedia.org/wiki/BBCode
turtles
Profile Blog Joined August 2011
Australia360 Posts
July 18 2014 01:36 GMT
#78
Just dropping in to mention that there was previously a bug with Protoss buildings losing their production queue upon load. That problem is now fixed

Also I found a way to recognize all spawn points on maps with very minimal tweaking. So all spawn points on current ladder maps are recognized and it will only take 5minutes to update with new maps as they come out.

Thank you.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
July 18 2014 02:46 GMT
#79
On July 18 2014 10:36 turtles wrote:
Thank you.

What? No! Thank you!
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
turtles
Profile Blog Joined August 2011
Australia360 Posts
July 18 2014 07:34 GMT
#80
On July 18 2014 11:46 Uvantak wrote:
Show nested quote +
On July 18 2014 10:36 turtles wrote:
Thank you.

What? No! Thank you!


Lol. Thank you. I needed a laugh

I felt a bit sheepish bringing this onto the front page just for a bug fix. But it was a pretty major glitch.
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