|
On April 01 2014 03:28 Blazethesage wrote: I dunno, maybe there's some sort of minor issue solved this way; like, maybe when you moving the save file over, it still registers the "player" as having opened the map through the editor rather than your battle.net account, whereas opening the Mass Recall Menu through the linking trigger in the Setup map registers as opening through the Battle.net account, since you loaded the save on battle.net. Something like that. I don't know the specifics, but the Options set in the Launcher are written in a SC2 file called a "bank". From what I can tell, we ran into issues where that bank kept deleting itself, and Jones eventually figured that doing a two-steps setup would improve things.
|
Russian Federation4295 Posts
Here are some tips/facts/feedback I figured from this system:
1. To access MR Menu from any mission, just go to Menu -> Restart mission -> on the Briefing Screen click Cancel -> that will move you to MR Menu (aka Launcher Menu). This does not works on Ressurection mission.
2. As I said above, it's enought to make save from the Launcher and then move this save to your account folder. To easy access to your folder, just use links. And all the options are saved for me with this easier method.
![[image loading]](http://i.imgur.com/bNj4kKp.png)
So the main point to make save from SCMR launcher instead from SCMRSetup
3. Ressurection mission has no voices at all. Also Cancel button not works in this mission
4. Zerg advisor is half Overmind and half-queen. I have sent voices with FULL Overmind/Zasz/Daggoth sound scheme to fit all the quotes from SC2 (Must be placed on vespene geyser, Our drones are under atack, etc), that were not in SC1
5. Would be great to have ingame links to YouTube videos, so everyone will be able to open the video cutscenes from YouTUbe directly from the game. Just add link to cutscenes and videos rather than just name of that video (it forces you to use search and ruins all the nostalgic fun completely). Just extend this option with adding info about video by adding link to that video on YouTube
|
Thanks for all the comments and feedback so far - we'll be listing all the issues and trying to sort them out sooner rather than later.
Speaking of which, Telenil, check your PMs. :p
On April 01 2014 03:40 Existor wrote: Here are some tips/facts/feedback I figured from this system:
1. To access MR Menu from any mission, just go to Menu -> Restart mission -> on the Briefing Screen click Cancel -> that will move you to MR Menu (aka Launcher Menu). This does not works on Ressurection mission.
2. As I said above, it's enought to make save from the Launcher and then move this save to your account folder. To easy access to your folder, just use links. And all the options are saved for me with this easier method.
So the main point to make save from SCMR launcher instead from SCMRSetup
Based on my testing, any save you create directly from the test map will be corrupted once you test any other map via the editor - hence the setup to act as a sort of buffer.
Typing "quit" as a chat message in any map will take you back to the launcher. Thanks for the reminder, need to update instructions.
On April 01 2014 03:28 Blazethesage wrote:I dunno, maybe there's some sort of minor issue solved this way; like, maybe when you moving the save file over, it still registers the "player" as having opened the map through the editor rather than your battle.net account, whereas opening the Mass Recall Menu through the linking trigger in the Setup map registers as opening through the Battle.net account, since you loaded the save on battle.net. I dunno, I'm just talking out my ass here. Loving this so far, though. Just seeing Raynor in the cockpit of his vulture makes me happy 
That's basically it, the point is that you're already logged into your account when opening the Launcher for the first time, so the bank and everything is created properly. It's just playing it safe.
The issue Telenil mentioned with the bank deleting itself was another thing, it should be fixed.
[ Edit: I love the effect of taking command of another faction's building, then their stuff sometimes pumping out THEIR color troops, instead of your own, too. It really makes it feel like it's your two factions working together, instead of just the Sons of Korhal coming in and completely taking over the operation.
Glad you like it. We had a lengthy, geeky discussion regarding this :p
|
Russian Federation4295 Posts
Okay, lets talk about Zerg double-voice announcer/advisor. Right now half of Zerg announcer quotes are overmind or Queen.
As I said in PM to Telenil, this problem I've solved long time ago with voice mods for Zerg announcer by editing original Queen voice and turning it into Zasz or Daggoth voice style.
Right now some quotes are still with Queen voice. I.e. we require more minerals, spawn more overlords, etc. But for example if you're trying to place an Extractor off geyser, the Queen will scream about it instead of overmind.
Long time ago, when game modifying worked well before patch 1.5.0 (streaming system), it was possible to customize ingame announcer voice, so I've created many difference voices with similar to Daggoth/Zasz voice style.
Here are these voices. Press Ctrl-S to save everything as RAR. You can check every ogg-voice via any media player, like AIMP. Also Overmind sound preset was done too, I've just replaced some queen/error sounds with drone and UI sounds, so no more queen voice in BW Zerg. https://drive.google.com/file/d/0B2nWmax_RYA-YldIdGdhdFhJZFk/edit?usp=sharing
Some of them are russian, some of them are experimental (not so nice voice). But for example Zasz and Daggoth voices are full (ALL the quotes that SC2 have right now, extending SC1 voice set)
tl;dr You must do something with Zerg announcer. For Terran and Protoss announcer is okay, because it's similar to BroodWar one, so using default SC2 one is ok. But for Zerg side, having TWO voices sounds strange. You should use my voices (I recommend to use the ones with Daggoth or Zasz style, or use Overmind SC1 one with replaced queen quotes into UI/Overmind/drone sounds)
p.s. also drones are still sc2. I want my old sc1 drones p.p.s. Another bug - music is looping quickly on score screen instead properly playing till the end of music track
|
Absolutely great mod - one thing I spotted might be intentional or might be a bug - the terran marines no longer get annoyed if you click on them loads of times - a completely trivial thing I know but other units still get annoyed so I'm not sure if this was intentional or not. Thanks for bringing us Starcraft 1 with an updated interface!
|
|
So I loaded the SCMRsetup save. And it tells me "unable to open map". I have put the maps in the correct folder though.
Edit: Fixed it! Can't wait to play :D
|
So, hilarious fact: Firebats, due to having a range of 2, are capable of attacking up cliffs.
Not sure if *want* fixed.
|
On April 01 2014 09:36 Holzbrot wrote: So I loaded the SCMRsetup save. And it tells me "unable to open map". I have put the maps in the correct folder though.
Edit: Fixed it! Can't wait to play :D How can you fix it? I experience the same problem here. My folder is exactly what said in the instruction.
#edit: nevermind I fixed it myseft :D
|
Quick question about AI behavior. In Episode 2, the Invasion of Aiur mission (where you need to harvest the Khaydarin Crystal).
Is it intended for the Orange (bottom-most) Protoss player to start attacking you aggressively *before* the harvesting begins? Because I believe they waited until you made a move for the Crystal in the original; especially since they bring Carriers, Archons and Arbiters out to play fairly early on.
EDIT: In addition, they remain focused on attacking my base, even when their focus should be switching to removing my forces around the crystal. My forces at the crystal went all but ignored, seeing only the very occasional carrier, whereas my base got carriers, arbiters, reavers, dragoons, High Templars, Archons, Reavers and Scouts all thrown at it; in other words the entire Protoss Arsenal.
My primary interest right now being just to go through the campaigns and see the changes, I'm not ashamed to admit I said "screw it", and cheated out of that situation and just bypassed the level. I've *always* despised that level, I've always found it FAR harder than the final level of that campaign. (I haven't cheated anywhere else though. I just hate that level and was getting thrashed by Orange because Arbiters and Carriers >.>)
|
On April 01 2014 04:35 Existor wrote: p.p.s. Another bug - music is looping quickly on score screen instead properly playing till the end of music track I know what causes this, which level is it?
On April 01 2014 13:28 Blazethesage wrote: Is it intended for the Orange (bottom-most) Protoss player to start attacking you aggressively *before* the harvesting begins? Yes. You are invading Aiur, you have to expect the Protoss will pull all the stops =)
On April 01 2014 13:28 Blazethesage wrote:In addition, they remain focused on attacking my base, even when their focus should be switching to removing my forces around the crystal. My forces at the crystal went all but ignored, seeing only the very occasional carrier, whereas my base got carriers, arbiters, reavers, dragoons, High Templars, Archons, Reavers and Scouts all thrown at it; in other words the entire Protoss Arsenal. Hm. I'll see if that can be changed.
|
On April 01 2014 11:02 WyKsib wrote:Show nested quote +On April 01 2014 09:36 Holzbrot wrote: So I loaded the SCMRsetup save. And it tells me "unable to open map". I have put the maps in the correct folder though.
Edit: Fixed it! Can't wait to play :D How can you fix it? I experience the same problem here. My folder is exactly what said in the instruction. #edit: nevermind I fixed it myseft :D
How'd you fixed the "unable to open map" problem? I have the same problem here, even though I've put the maps in their correct folders.
edit. Nvm. Fixed it. For those who encounter errors like this. Check your maps folder, be sure there's a "Starcraft Mass Recall" folder inside the "maps" folder. "C:\Program Files(x86) > Starcraft II > Maps > Starcraft Mass Recall > (The contents should be here.)"
|
Whoop, the Briefing in "Shadow Hunters" in Episode 3 appears to be broken, just spouts off "param/value" messages in the objectives and dialogue boxes.
Edit: I'm all about the small details. When you click on Duran, his talking animation goes on for... about 4-5 seconds, regardless of what he's actually saying. This also delays any further click-me-quotes >.>
|
Why change the model of Fenix? The intention was good but... I don't want offend noone but... the old one was better...
|
I love that they gave him a unique model. The other one he was using was simply an alternate Zealot skin; I believe you can actually see a few Zealots using that skin in the Wings of Liberty secret mission, while running from the Hybrid. This one was custom made specifically for Fenix.
EDIT: OH GOD.
So, third level of the UED Campaign. Duran vs Four Zerg Hives. First hive down... and now all my troops are wandering like critters.
This is hilarious, but HORRIBLE
|
That's cool. It could be the best bug anyone has reported, possibly after critters reincarnating into cerebrates.
|
Russian Federation4295 Posts
Well asking you again with hope for response.
Will you do something with double zerg voice i.e. overmind + queen one? Maybe mute queen quotes or replace them with UI/drone error sounds? Or use my Zasz voice?
|
Thanks for this update, it's a lot of fun.
Bug reports... I'm also seeing "Param/Value" messages for the Carrier "Help" tooltips in Episode 3 Mission 8 (Trial of Tassadar) and the Arbiter tooltips in Episode 3 Mission 9 (Shadow Hunters)
Also on Episode 4 Mission 3 (Legacy of the Xel'Naga) if I kill a cerebrate without a DT nearby I get another "Param/Value" message (but the dialogue sound file still plays)
The Terran BW campaign doesn't have subtitles in the intro, not sure if that was done on purpose or not.
Episode 5 Mission 2 (The Dylarian Shipyards) - Medic tooltip reads "Param/Value"
Unit descriptions that are too long get cut off in the Help section..
|
...huh. And now, despite having not touched any of the files, it's saying "the mod data loaded does not match the mod data used to originally play this game" when I go to load my saves. =\
Except the setup.
Edit: but yeah, the wandering units thing is definitely an issue with the trigger that disables the brood's AI upon Hive death; I don't know if it's all of them, or just the bottom right brood, but it starts the instant the Hive dies. BUT! It only seems to happen when they're in the area of that Hive... I just noticed the troops in my base aren't wandering, only the ones that were up on the cliff overlooking the Hive. When I moved those troops back to base, they went back to normal.
EDIT 2: Ok, scratch that. The ones that were on the cliff seem to want to GO BACK to the cliff. Now I'm just confused.
Edit 3: And now my SCV's, having mined out my minerals, got sent over to the patch over the cliff below the base. I was going to look over there in a second to build a command center. I look back, they're back in my base, wandering. Maybe the trigger has them trying to wander around wherever they were when the Hive died? So if I move them elsewhere, the random "move" commands that make up the wander pattern stay in the same area.
Edit the (apparently not-so-)final: But yeah, in conclusion, it looks like the same trigger that caused the AI troops to wander also hit the player's. That's definitely something that needs fixed; anytime any of your units that was alive at the time of the Hive's death is idling on the "stop" command, they'll gradually work their way back to wherever they were standing at the time of that first Hive's death, and start wandering there. Which means that clump of marines I had guarding the tanks that did the deed, including Duran, will wander back over there unless I stop them from doing so with Hold Position (which also makes them an obstacle to go around, rather than let units push through), and also prevents medics from wandering over to nearby healers. I could suicide the batch, leave Duran in a bunker, and make more medics/marines, but that's a bit of a hassle, and can be pretty costly. Thank god Siege Mode prevents movement, at least. And yes, it does repeat with subsequent hive kills.
Edit the hopefully final: Just a quick note, apparently the Birds of War map for Emperor's Fall is mislabeled on the loading screen as Ground Zero.
|
|
|
|
|