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StarCraft Mass Recall: SC1 campaigns on SC2 thread - Page 18
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Trasko
Sweden983 Posts
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Malhavoc
Italy308 Posts
On October 27 2012 06:41 Telenil wrote: Correct. Although almost all of our maps are smaller than 20Mo, each account can only have ~200 Mo of maps uploaded on Battle.net at any given time. The total size of all maps and mods is over 600 Mo, so we would have to split them between us and it would be extremely complicated to update the maps, especially if one of the uploaders stops playing. There is also the question of the translation: the maps could theoretically be subtitled in multiple languages, as the game checks the version of SC2 you are using and automatically selects the appropriate text, but there is nothing you can do for the sounds except uploading 600 extra Mo per language. I see, but still with these limitations, it wouldn't be technically impossible right? Being among the arcade games would certainly give you an incredibly bigger audience, and you will probably get featured by Blizzard itself too: most players probably don't even know about this project, and there is certanly a good amount for which downloading and setting up everything is a bit too complicated to do properly (yeah, I know it's silly, but the average users are quite dumb ![]() If the main problem is just the user quota, what about getting an handful of new accounts just for this, whose passwords could be shared among all you developers, to better handle future updates? Yeah, techincally multiple people for the same account would be against the TOA, but it's not to play ladder after all ![]() If it's just for the multiple account prices, I'm sure some people would happily donate some money to make this possible ![]() ..and for the language, if having multiple ones becomes too complex, I'm sure nobody would cry too much for having just the good old english (and I'm not from USA or UK myself, so figure..) | ||
[UoN]Sentinel
United States11320 Posts
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ETisME
12265 Posts
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stichtom
Italy695 Posts
On November 07 2012 23:33 ETisME wrote: looks like blizzard is interested in bringing sc1 via dlc, so dunno if this project can go on later, may get shut down just like the hots beta custom maps uhm, source? | ||
Telenil
France484 Posts
On November 07 2012 19:18 Malhavoc wrote: If it's just for the multiple account prices, I'm sure some people would happily donate some money to make this possible ![]() Well uh, a single SC2 account is $40, add $40 more for HotS if the arcades are not shared between versions. We would need at least two more accounts to publish it in Europe, three at least to publish it on US or Asia. That's $120 to $240 per server with the current limitations. People would probably still need to download the mod manually, but that's a one-time action. So I guess we could do it if we had enough accounts, but a three-digit if is a pretty big one. | ||
Jones313
Finland172 Posts
On November 07 2012 19:18 Malhavoc wrote: I see, but still with these limitations, it wouldn't be technically impossible right? Being among the arcade games would certainly give you an incredibly bigger audience, and you will probably get featured by Blizzard itself too: most players probably don't even know about this project, and there is certanly a good amount for which downloading and setting up everything is a bit too complicated to do properly (yeah, I know it's silly, but the average users are quite dumb ![]() If the main problem is just the user quota, what about getting an handful of new accounts just for this, whose passwords could be shared among all you developers, to better handle future updates? Yeah, techincally multiple people for the same account would be against the TOA, but it's not to play ladder after all ![]() If it's just for the multiple account prices, I'm sure some people would happily donate some money to make this possible ![]() ..and for the language, if having multiple ones becomes too complex, I'm sure nobody would cry too much for having just the good old english (and I'm not from USA or UK myself, so figure..) Okay cool, everyone send us money, and we'll make it happen! Seriously though, you've clearly given this a lot more thought than we have. I've paid Blizzard a ton of money over the years, but I don't think I could bring myself to throw them this kind of money - donated or not - just because of the limitations of their system, which is clearly not meant for large-scale campaign projects like this. So, that would be the main problem, yes. Other problems include: * my general laziness, combined with the fact that updating anything would take more work * our *cough* liberal use of certain assets (music) * my stubborn resentment towards the custom map system in general (I still think it's bullshit) But most importantly, even though the "setup" is pretty much based on a bunch of workarounds, I just don't see a good enough reason to go arcade at this point. Sure, the potential bigger audience you mention would be cool, but that's not our primary goal or anything. I'm thinking that setting up and playing can still be made easier, but I think it's pretty simple as it is. Maybe I'm old-fashioned but I personally prefer things to exist on my hard drive rather than some cloud somewhere. Can you guys give any other reasons as to why you would want this to be in the arcade? Serious question. Right now we're very much focused on actually finishing this thing and updating everything as needed, which will probably take at least another two months in total. It's entirely possible that someday it becomes more convenient and/or we'll be forced to publish all this to battle.net. Either way, then you'll know I've sold my soul. | ||
voltaic
1071 Posts
a few months back all those maps worked fine but now not anymore. when i open them it says the information that is needed doesn't exist... i think it has something to do with the hots beta i have... anyway, looking forward to "queen of blades"! edit: i mean i get the loading screen etc, but then it's "..makes reference to a mod or file which doesn't exist" and i have the mod in the mods folder (sc1, not bw, for the sc1 camapign) and the maps in a newly created maps folder. in the original starcraft II folder (i use mac, guess it's same on windows) -now using correct version of editor but it needs 4 gb to download files lol | ||
-TGO-
United States156 Posts
I played the zerg campaign and a bit of the Terran campaign awhile ago. It's worth getting. | ||
ETisME
12265 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=380463¤tpage=16#313 Any DLC for SC2 to play SC1 campaigns? Not bad. I will ask the developers. from interview with david kim | ||
LOLingBuddha
Netherlands697 Posts
On November 11 2012 21:23 ETisME wrote: http://www.teamliquid.net/forum/viewmessage.php?topic_id=380463¤tpage=16#313 Any DLC for SC2 to play SC1 campaigns? Not bad. I will ask the developers. from interview with david kim i wouldnt expect too much from this. it doesnt sound to me that they are confirming it at all, just that they think it may be a cool idea.. and we all know what blizz does with cool ideas ![]() | ||
Telenil
France484 Posts
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Grendel
Belgium126 Posts
- The last time I played, the protoss campaign 1 difficulty settings should get a look at again imo. I remember that very hard was actually very easy, and then insane, only one difficulty harder was absolutely unplayable. At least the first mission. I tried it around 10 times, and then just gave up. On very hard I didn't lose a single time in all the missions combined though, so maybe the difficulties should be a bit closer together. Maybe it should be even possible to make the AI itself more difficult as in: they actually make more production facilities in the higher difficulties, and so they attack faster with units they created themselves INSTEAD of just giving them units by triggers and send these at the opponent. - Another thing that I saw, but it's not something that you guys can help (I think) is that the AI reacts completely different here than in SC1. Here it feels a lot more robotic. I'll give an example. The AI here takes a photograph of its base and units, and if units are missing from that photograph he just makes new units and sends them to the right location to rebuild that 'photograph', but doesn't actually defend when you attack them. They just try to make that photograph whole. In SC1 when attacked they would send all units they have at the attacker the moment the attacker touched a non static defense building, or killed a static defense building. He also instantly started creating units to defend his base. If the attacker is defeated, only then will he try to rebuild his 'photograph', while also letting extra forces at the point where he was attacked. That way, the computer actually felt a lot more alive, and less programmed. The AI also reacts like this in the official WoL campaign though, so I'm sure you guys can't help it. Though, it would be awesome to see it changed if you guys have too much time on your hands (I doubt it :p ) Anyway, thanks again for the campaign, absolutely loving it, especially the harder difficulties, because that was what I was always missing in the original game. | ||
Telenil
France484 Posts
On November 15 2012 19:56 Grendel wrote: We normally don't give units via trigger. The IA wants to attack with a given number of units at a given time, and uses its full production capabilities to do so. If it can't make enough units in time -not enough minerals, not enough barracks, some were killed and it didn't have time to replace them...- it sends whatever it has.- The last time I played, the protoss campaign 1 difficulty settings should get a look at again imo. I remember that very hard was actually very easy, and then insane, only one difficulty harder was absolutely unplayable. At least the first mission. I tried it around 10 times, and then just gave up. On very hard I didn't lose a single time in all the missions combined though, so maybe the difficulties should be a bit closer together. Maybe it should be even possible to make the AI itself more difficult as in: they actually make more production facilities in the higher difficulties, and so they attack faster with units they created themselves INSTEAD of just giving them units by triggers and send these at the opponent. I won't give too many details because it would spoil the fun, but rest assured that the IA builds everything from the appropriate facilities. - Another thing that I saw, but it's not something that you guys can help (I think) is that the AI reacts completely different here than in SC1. Here it feels a lot more robotic. I'll give an example. The AI here takes a photograph of its base and units, and if units are missing from that photograph he just makes new units and sends them to the right location to rebuild that 'photograph', but doesn't actually defend when you attack them. They just try to make that photograph whole. Well, that's the way it works, and we balanced the levels accordingly. It is possible to use triggers to send a lot of units to a location when it is attacked (we do it from time to time), but it doesn't change much in the end. As far as tactics go, the real strength of the IA is its attack waves, either used offensively or to mount counterattacks. Pre-placed units are better considered as an impediment than something that could stop an offensive.Anyway, thanks again for the campaign, absolutely loving it, especially the harder difficulties, because that was what I was always missing in the original game. Our pleasure =) | ||
voltaic
1071 Posts
i have all the maps and mods downloaded and in the right folders but nothing works...only 2 missions or so didn't crash and say there is no data available after the loading screen will still keep on watching this project! | ||
Raisorblade
Italy32 Posts
You did a very great work with this remake, is unbealiveble what you have done thanks thanks thanks I have played all the campaign and I have encountered some little bugs: In the first protoss campaign 3 The fall the dragoon don't emits sound of the weapon and the hit (I thinkg it should be the same of the protoss cannon), they have the speach but nothing else. In the 4th The stand they work normaly with the speach of the units and the sound of their weapon... I tried to download the sc1mod several times, and the entire campaign too but nothing happen, the bug persist. Maybe you want to know that the portraits of "Dragoon" Fenix and Aldaris in the briefing wasn't regular, so, I saw the 3D model but not the textures, I rersolved this changing the level of shader from Ultra to High, I don't understand is my computer or something else. Can you tell me about the sound of the dragoons? I'm sorry if the problems was already resolved but I didn't find anything about that. I started with a italian version of the game and now I have changed with the english one (I changed the "itIT" with "enGN" in variables.txt), version 1.5 (the lastest), Catalyst 12.10 a crossfire of 6950 modded to 6970 (for the graphyc issues). I'm sorry for my bad english and I wait for your gorgeous last campaign of the Queen of Blades (and ironically I wait for her in hots too and I always hated the zerg, I'm a terran player from Sc1 XD), I'm sure it'll be a very very very good job! Bye! | ||
tkf
Russian Federation1 Post
![]() I didn't checked it all over, but i couldn't notice missions from SC Demo. I remember first time i played the Starcraft demo, and after finishing original starcraft i was surprised that there are missions in demo, that are not available in full game, missions that are good for opening storyline. | ||
Meggiroth
239 Posts
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Jones313
Finland172 Posts
On November 18 2012 00:05 Denda Reloaded wrote: i gave up on it sorry i have all the maps and mods downloaded and in the right folders but nothing works...only 2 missions or so didn't crash and say there is no data available after the loading screen will still keep on watching this project! Hmm. And you have the latest versions of everything (maps, mods, SC2)? The non-english versions are outdated, by the way. Two missions worked, rest didn't? Sounds odd. Are you sure it's not just that certain episodes work, others don't? Remember which maps worked? On November 21 2012 07:06 Raisorblade wrote: First of all You did a very great work with this remake, is unbealiveble what you have done thanks thanks thanks I have played all the campaign and I have encountered some little bugs: In the first protoss campaign 3 The fall the dragoon don't emits sound of the weapon and the hit (I thinkg it should be the same of the protoss cannon), they have the speach but nothing else. In the 4th The stand they work normaly with the speach of the units and the sound of their weapon... I tried to download the sc1mod several times, and the entire campaign too but nothing happen, the bug persist. Maybe you want to know that the portraits of "Dragoon" Fenix and Aldaris in the briefing wasn't regular, so, I saw the 3D model but not the textures, I rersolved this changing the level of shader from Ultra to High, I don't understand is my computer or something else. Can you tell me about the sound of the dragoons? I'm sorry if the problems was already resolved but I didn't find anything about that. I started with a italian version of the game and now I have changed with the english one (I changed the "itIT" with "enGN" in variables.txt), version 1.5 (the lastest), Catalyst 12.10 a crossfire of 6950 modded to 6970 (for the graphyc issues). I'm sorry for my bad english and I wait for your gorgeous last campaign of the Queen of Blades (and ironically I wait for her in hots too and I always hated the zerg, I'm a terran player from Sc1 XD), I'm sure it'll be a very very very good job! Bye! Hey, you're welcome. :} SC1mod is out of date, which makes episodes 2 and 3 out of date. We're aware of the issues, including the Dragoon attack. These episodes are currently on hold, but these issues will be fixed in the future, one way or the other. Fenix/Aldaris portrait: yeah, I have this issue too. Damn these ultra graphics, I actually wasn't aware it was related to the ultra shaders specifically. Thanks, we'll see what can be done. And yeah, if anyone's wondering how the final episode will compare to the previous ones, here's a tip: it will be the greatest thing in the history of anything ever. On November 23 2012 17:21 tkf wrote: I think you have done a great remake, and can't wait to play it ![]() I didn't checked it all over, but i couldn't notice missions from SC Demo. I remember first time i played the Starcraft demo, and after finishing original starcraft i was surprised that there are missions in demo, that are not available in full game, missions that are good for opening storyline. Yeah, we haven't done those. The Precursor campaign would be a very welcome addition, but as much as we'd like to do it, it won't happen any time soon - we don't have as much spare time as we'd like either. | ||
voltaic
1071 Posts
On November 24 2012 22:27 Jones313 wrote: Hmm. And you have the latest versions of everything (maps, mods, SC2)? The non-english versions are outdated, by the way. Two missions worked, rest didn't? Sounds odd. Are you sure it's not just that certain episodes work, others don't? Remember which maps worked? thx for the response i used the english version and the latest mods + maps it was one campaign, the first terran one for example "new gettysburg" didn't work, even though i could start up the campaign menu you created i don't recall which one worked, but i guess i can find it out myself. don't search for mistakes i think it's because of me :D | ||
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