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On March 31 2013 18:23 Telenil wrote: I can say that we have just started working on the HotS update, and that it might include some extra, exclusive content
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when it is eventually released
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@Telenil: Maybe each of you could put up 20? You can probably do it with just 4 accounts if that's the case. You could also do 6 accounts if you wanted to maximize the elegance in organization.
I'm surprised Blizzard hasn't reached out to you guys. I thought I saw the project highlighted on their site at one point?
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So with "The Queen of Blades" done, does this perhaps mean conversions of some of the apocryphal add-on campaigns in the future?
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Hi!
Thanks for modding the old campaigns for us die had fans. =) I have a problem though. I have played through Rebel Yell and Overmind. Now I wanted to start The Fall, but when I try to start the first mission I get the following message:
"The launch of this game makes reference to mod or map dependencies which are no longer available"
All I can do is clik ok, and then the screen goes balck, with the mouse cursor available, but all I have been able to do i alt+tab out of it. (I tried starting from the 2nd mission, but got the same message). Is there a solution for this? (I play on an iMac OS X 10.8.2)
One thing I have noticed while playing the zerg campaign, is that the AIs High Templars cast psi storms soon as they are attacked - as soon as I click to attacke them! That is before the attack actually hits them. Also they seem to know where my burrowed Lurkers are, cause they cast psi storm on them if they are attacked by them. That is a bit wierd, or was that the case in the original rules as well?
I like your work, and would like to take on the protoss campaign now, so any ideas how to solve the problem are welcome. =)
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Yes. The only way to solve it is to download the SC1mod, which was the original. The Protoss campaign is the only one which hasn't been updated (as of yet) to the SC1BWmod, and thus uses the SC1mod. The other campaigns (or should I say episodes?) are all compatible with SC1BWmod.
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Hmm.. But I do have the Sc1mod downloaded already. As I understood it, the launcher will start/use the mod file an map files it need for each campaign.
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I found the solution. Apparently, the mod unzipped into a subfolder, so I guess the Editor couldn't find it. I moved it directly into the Mods folder and got teh protoss campaign running. Though it seems a bit sluggish, and resets gamespeed to "Normal" on every new mission. Kind of annoying.
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Yes, that's one of the things we have to correct in The Fall. It will happen in 2013, but that's the only thing I can say.
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Bug report (too lazy to look up the proper way to do it):
On Overmind map 6, when it came time for the Tassadar/Kerrigan duel, I used Kerrigan's storm on him. This caused Tassadar to vanish, a small amount of units to attack my base, and after that was over, Tassadar was gone. No more protoss units on the map, but I couldn't trigger the interaction again, and, having not saved beforehand, was forced to either play through the map again or just quit and skip to the next one.
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Here are the things I noticed, while playing (maybe some or all are already known):
- Episode 3: Protoss - The Fall - while playing against Zerg (some models/skins are missing), I only see "half-sphere" as placeholders (yes I have downloaded the latest MOD and MAP files v3.3) like in Protoss mission 2 3 half-spheres attack my base right after start, the "installation" missions are full of half-cubes Screenshot: http://oi45.tinypic.com/2rxh08m.jpg
- Episode 3: Protoss - The Fall, when attacking the Cerebrates in Protoss mission 9 the games freezes (the mission can't be finished) Is there a workaround for this?
- Episode 3: Protoss - The Fall, the briefing before Protoss Mission 10 skips through the text very fast (too fast to read and only the first 2-3 words are "spoken")
I read that there are plans to bring this campaign to the BW mod I hope this will fix those issues
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Hi Telenil
As you can see, not all unit sounds are taken from BW.
Fot example, mutalisk emit's SC2 sounds, while you clicking on it and giving it order. And only "shoot" sound is taken from BW.
Question: is it possible to fix this, so mutalisks/guardians will make BW sounds for all aspects ?
As I understand, the problem is next: if the client cannot read sound file, the sound will be reseted to defaults. There is a bug, when stereo sounds are not recognized by editor, but there a no any bugs with mono sounds. We have mp3, wav and ogg files in the mod, and as I understand - this can be resolved.
Is it possible for you to fix this ? Will you fix this in future?
Also there is a bug with final cutscene sound of the UED campaign - will you fix it?
Thanks
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On April 10 2013 05:28 theleo_ua wrote: Hi Telenil
As you can see, not all unit sounds are taken from BW.
Fot example, mutalisk emit's SC2 sounds, while you clicking on it and giving it order. And only "shoot" sound is taken from BW.
Question: is it possible to fix this, so mutalisks/guardians will make BW sounds for all aspects ? It is possible in theory, but there are a number of issues. First, that would make the mod a lot larger, like 300 Mo instead of 110. It would take even longer to load the maps, and the loading time is pretty long already. Second, there were no "attack" sounds in Brood War, so we would have to remove them all or have two different voices for the same unit. That wouldn't be good. Third, we have opposite feedback about the sounds, some people want more Brood War sounds and some want less. To us, having mostly SC2 sounds while taking the most iconic sounds from Brood War feels like a good compromise.
Also there is a bug with final cutscene sound of the UED campaign - will you fix it? What exactly is that bug?
Just for fun: we joked about pictures last page, and I realized I sort of was on one of the Meltdown Paris promotional photos. Here is the picture that very nearly blew my secret identity off:
![[image loading]](http://img585.imageshack.us/img585/5798/photoszt.jpg)
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hey there Mass Recall creators and team! first of all great job on recreating the campaign for everyone, thank you so much for your work.
Now during the gameplay or the briefings, I noticed sometimes the voices are uneven, some are louder while others are barely audible, also the music during the briefing cannot be adjusted with option volume, and sometimes they overlap onto the voices of the characters.
I would like to help with this project, I am a musician and I can edit each and every sound voice with studio programs, making them louder and clearing the noises within, so that they can be more audible and fit the atmosphere of the campaign more epicly. I will need to know what the audio files are for the mods; let me know what files to edit, or send them to me at legion_forest@live.com and I will make them...
Perfect. >
Thanks again TeamLiquid for the Mass Recall project!
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Also, the epilogue sections that you made, was written with grammar improper for the epicness of the original storyline, especially the zerg campaign's ending. If you are inclined, I can rewrite those epilogues with a touch of Old English, so that they can align with the classy way the dialogue of SC1 was created.
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Copy-pasting the statement from the Rebel Yell page:
Just letting everyone know that things are happening, even though you're probably not going to hear about it much yet. There are only so many times people can play through the same campaigns, so we want to make the next update count. We're not completely focusing on one specific campaign at a time, either, so the plan is to get everything out around the same time.
At this point we don't know what the HotS edition will bring, exactly, but we have some ideas. Don't expect a different game - but rather more attention to detail, a few noticeable changes and a ton of subtle tweaks to make for an all around solid remake. The idea is that with the update, the whole thing will be "done".
This of course means that there's a very real possibility of no updates until sometime after the summer. Our current estimate for the new stuff is "in 2013". Don't hold your breath.
On April 11 2013 09:31 uanime5 wrote:In Rebel Yell I noticed that you have the original 10 missions. Do you have any plan to add the 2 terran missions that were coded but cut from the final game? http://starcraft.wikia.com/wiki/Hidden_Missions
Maybe...
On April 12 2013 10:49 Angelthirst wrote:hey there Mass Recall creators and team! first of all great job on recreating the campaign for everyone, thank you so much for your work. Now during the gameplay or the briefings, I noticed sometimes the voices are uneven, some are louder while others are barely audible, also the music during the briefing cannot be adjusted with option volume, and sometimes they overlap onto the voices of the characters. I would like to help with this project, I am a musician and I can edit each and every sound voice with studio programs, making them louder and clearing the noises within, so that they can be more audible and fit the atmosphere of the campaign more epicly. I will need to know what the audio files are for the mods; let me know what files to edit, or send them to me at legion_forest@live.com and I will make them... Perfect. >  Thanks again TeamLiquid for the Mass Recall project!
Yeah I'm noticing the problem with the briefing music. This can be easily fixed with the editor, at least, so we've got that covered. As for the uneven volumes/noises, the Galaxy Editor is capable of basic sound editing stuff such as adjusting volume to some extent, but amplifying individual sounds that are used in the briefings might be problematic. They're the original sound files extracted from Starcraft, though, so it can't be that bad? Can you give me an example? I do recall Mengsk being a little quiet at times.
Well, if you think some sounds can be improved, go for it. I don't seem to have all the sound files on me anymore, but you can extract them from the map files using the editor's import module. The imported sounds are all there, you can even listen to them using the preview function. The file names are the original Blizzard ones, for example "t1b00tad" is the adjutant's first line during the briefing of the first Terran mission.
If you're doing this I only ask that you don't change the file names so everything can be replaced easily. Also, try to keep the file sizes as reasonable as possible.
On April 12 2013 11:41 Angelthirst wrote:Also, the epilogue sections that you made, was written with grammar improper for the epicness of the original storyline, especially the zerg campaign's ending. If you are inclined, I can rewrite those epilogues with a touch of Old English, so that they can align with the classy way the dialogue of SC1 was created. 
*drops monocle, top hat flies off
Preposterous, I say! I must warn you, sir, for you go too far.
Yeah I don't remember the epilogues, but they're probably pretty embarrassing. If you think you can do better, again, go for it. Send me a PM, for example.
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Here are a few problems I've noticed: In Wasteland, the expansion to the west has not enough space for an expansion when the original did. Tassadar cannot use Psionic Storm from Hotkeys, as Patrol is overwriting it's p key. Dragoons seem to cut out all audio or screw it up when they attack; they make no sound when they attack either, though they make the correct sounds when clicking on them. On another computer, the models for the Dragoon are pink shapes. Also, it's a little odd you didn't just use the Carrier models from SC2, they look similar enough. Will be reporting more if I find them.
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On April 14 2013 13:31 Soulxfire wrote: Here are a few problems I've noticed: In Wasteland, the expansion to the west has not enough space for an expansion when the original did. Tassadar cannot use Psionic Storm from Hotkeys, as Patrol is overwriting it's p key. Dragoons seem to cut out all audio or screw it up when they attack; they make no sound when they attack either, though they make the correct sounds when clicking on them. On another computer, the models for the Dragoon are pink shapes. Also, it's a little odd you didn't just use the Carrier models from SC2, they look similar enough. Will be reporting more if I find them.
The Dragoon problem is only in Chapter 3 "The Fall" They work fine in Chapter 4 "The Stand"
But the protoss campagins are does who have most bugs what I have noticed.
The Carriers in SC II are other class then does in Brood War i think, the new ones are better and stronger, same goes for the Terran battlecrusiers and seige tanks.
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I am wondering some things, the vultures in the brood war campagins put down there mines really slowly, wondering if it is really neccesery the make them worse :p? as they are bad any ways i was happy to see in WoL that the mines where put in the ground fast.
The SCVs do not auto repair, didnt they do it i brood war?
I have notcied some new buldings the are made buy you guys, like warpgate, you need to protect agianst the zerg in "the Stand" and so one, will they be changed to the ones in HotS the you see on Kaldir?
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The Fall has plenty of bugs because it uses an older version of the mod. Most of the issues should solve themselves once we updated it, so bugs in The Fall are not very interesting to us. On the other hand, if you find any bug in the other five campaigns, now is a good time to mention them.
I am wondering some things, the vultures in the brood war campagins put down there mines really slowly, wondering if it is really neccesery the make them worse ? as they are bad any ways i was happy to see in WoL that the mines where put in the ground fast.
The SCVs do not auto repair, didnt they do it i brood war?
I have notcied some new buldings the are made buy you guys, like warpgate, you need to protect agianst the zerg in "the Stand" and so one, will they be changed to the ones in HotS the you see on Kaldir? - The vulture put the mines slowly because the mines were among the best Terran units for the multiplayer. In SC2, they were used for the single player only and balance wasn't important. If vultures put mines faster in our remake, that's something we should change.
The SCVs don't start with autorepair, but you can right-clic to activate it. If you don't see the repair button at all, check that you don't have the Simple Command Card active in the gameplay options. The SCVs did not autorepair at all in Brood War.
The Warp Gate from The Stand wasn't made by us, it is the models of one of the artefact vaults in WoL, I forgot which. It uses an other model in The Iron Fist, but we will standardize that in the HotS version.
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