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StarCraft Mass Recall: SC1 campaigns on SC2 thread - Page 43

Forum Index > SC2 General
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Zoar
Profile Joined February 2013
United States39 Posts
April 02 2014 19:44 GMT
#841
once I'm done playing each campaign I intend to post up a bug list having already found several interesting ones
thetiger39
Profile Joined August 2010
Canada3 Posts
April 02 2014 22:59 GMT
#842
Siege Tanks should have 150 HP not 160. When I view the epilouge and then quit, the music stops playing and I have to exit the game to get the music back running again. Lurkers do 30 damage to small units. Lurkers should be doing 20+2 per upgrade. The Health bar and Energy bar for Infested Kerrigan does not show up
Blazethesage
Profile Joined June 2012
108 Posts
Last Edited: 2014-04-02 23:19:52
April 02 2014 23:19 GMT
#843
It would appear that enemies in the final UED level continue to create units after the death of their Cerebrate; red (the Sunken Colony base) wasn't so much an issue, as his base is out of the way, so I never revisited it; they don't rebuild buildings, especially not the Sunken Colonies. There was one last attack after the Cerebrate's death, but I shrugged that off as "Maybe he just sent the last of what he had at me as a suicide thing since he lost", but considering what happened later, it's clear to me now that the only reason red's attacks stopped was because he no longer had any Hatchery to continue production with.

However, brown, the Torrasque enemy, was continuing to repopulate the area of his mainland base with Scourge and Overlords from his island base *long* after the Cerebrate is dead; this actually cost me a legit win, as I didn't realize there were new Scourge there, and lost my Science vessel, my last possible detection, as I had run out of resources and my Command Centers in attempts to expand (Orange would attack the expansion area too quickly, and I would be unable to set up any kind of defense in time). With the Lurkers surrounding the Overmind refusing to move for anything, and no way to detect them to be able to attack thanks to brown's refusal to cease activity, I was no longer able to win the map without tossing in a quick cheat. I even encountered a sizable squad of brown's Mutalisks on the road between brown's old base and the Orange base around the Overmind, a good 10 to 15 minutes after the Cerebrate's death.

Much though I appreciate and understand the reasoning behind not doing so, this is an issue that I feel really needs addressed, if not reverted to the Brood War-style passiveness following a cerebrate death.

On a plus note though, I like that you brought back the gunshot from the original soundfile in Patriot's Blood instead of cutting it off with the sniper shot. And that epilogue cutscene for the UED was brilliant, very nicely redone. At the funeral for Stukov, were those Tychus' model from the Hyperion in the WoL campaign with the UED color/emblem?
SolidSMD
Profile Joined April 2011
Belgium408 Posts
April 02 2014 23:57 GMT
#844
I have followed this project for a long time and played most missions already, but I will play them again with pleasure ^^, great work!
Working on Starbow!
7ty7
Profile Joined April 2014
2 Posts
April 03 2014 01:05 GMT
#845
I'm having a blast! I love the little touches like the guys arriving in trucks in the first terran missions. The in-game cutscene voices are a little low compared to the rest of the sounds, but I think that was the case in the original as well.

Also, the decals are a great touch as well. Great job, I'm looking forward to continuing the campaign and reporting any bugs I find.
woody60707
Profile Joined November 2010
United States1863 Posts
April 03 2014 03:59 GMT
#846
I can't get this to work. I launch the game, pick the mission I want to start and press play. I get to a loading screen for a second and then it says something about a map or dependency no longer available.


Anyone have any ideas other then make sure you have the maps and mods in the right place?
Existor
Profile Joined July 2010
Russian Federation4295 Posts
April 03 2014 04:13 GMT
#847
On April 03 2014 12:59 woody60707 wrote:
I can't get this to work. I launch the game, pick the mission I want to start and press play. I get to a loading screen for a second and then it says something about a map or dependency no longer available.


Anyone have any ideas other then make sure you have the maps and mods in the right place?

Have you extracted SCMRmod.SC2Mod to StarCraft II\Mods ?
woody60707
Profile Joined November 2010
United States1863 Posts
April 03 2014 05:34 GMT
#848
And that fixed it. Thank you sir. I just had SCMRmod in C:\Program Files (x86)\StarCraft II\Mods\SCMR

I must of misread it. I thought I just needed the fold SCMR (and contents) in \mods. How did you guess that was it?
Telenil
Profile Joined September 2010
France484 Posts
Last Edited: 2014-04-03 07:05:38
April 03 2014 06:54 GMT
#849
sc2mapster has finally noticed and approved the maps, we should make things a lot cleaner from now on. Here is the new link: http://www.sc2mapster.com/maps/starcraft-mass-recall/

The files are updated with fixes for some bugs that were found during our few days in limbo. Please report any bug, suggestion or comments on the page linked above.

On April 03 2014 14:34 woody60707 wrote:
I must of misread it. I thought I just needed the fold SCMR (and contents) in \mods. How did you guess that was it?
"Map or dependcy is not available" is the game's code word for "you didn't put the mod at the right place" =)
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
woody60707
Profile Joined November 2010
United States1863 Posts
April 03 2014 07:39 GMT
#850
So I must say, you guys did a hell of a job with this. I really like the 3rd person missions, it's a nice twist on the missions I liked the least. Tho I do get lost lot
Blazethesage
Profile Joined June 2012
108 Posts
Last Edited: 2014-04-03 07:57:44
April 03 2014 07:39 GMT
#851
What sort of bugs were fixed in those days? I actually just spent several minutes compiling a whole bunch of issues to be addressed in a notepad. A LOT of them are tiny, minor details that can be ignored or addressed as you like, I just put them there for the sake of having them, but some are legit issues that I've already brought up or seen brought up in this topic since the update.

I'll put the list here in a spoiler.

+ Show Spoiler +
-Several areas throughout campaign where subtitles, tips, or in one case, entire briefings show a "param/value" error (Briefing issue: Episode 3, Mission 9).

-Raynor (Vulture) attack speed issue (Should be 1.3, not 1.8)

-Raynor (Marine) Damage should be 18 before upgrades; currently 15 at level 3 upgrades.

-Raynor (Vulture) has Vulture speed upgrade built-in, rather than having higher base speed. -Raynor (Vulture) and Fenix (Zealot) should have higher base speed, and further benefit from base unit's speed upgrade.

-Hyperion attack speed issue (should be 1.3, not 1.8)

-Upon inspection of Starcraft 1 files, Zeratul is among the heroes that attacks faster than the base unit, and as such should be adjusted to a 1.3 attack speed. I will note that I feel embarassed, as fairly early on in the topic, when I first started bringing up heroes and attack speeds, I insisted Kerrigan (Ghost) shot faster than normal, which is not true. Normal ghosts fire just as quickly, which is already accurate in the mod. I just feel ashamed, as I am usually good at remembering these details.

-Siege Tank should have 150 health, not 160.

-Several minor unit dialogue issues (only minor annoyances; randomized order on annoyed quotes for some, Duran's talking animation continues too long, etc). I'm not sure if these issues carry into the "Retro" version of the mod as well, as I did not have the Retro mod installed until now, and it's too late to do any more testing, as I'm now going to bed >_>

-There are several issues of units or upgrades being available before they are supposed to be. Examples I can think of right away: both the Medic and the Valkyrie are available the level before their introduction. I don't remember if this happened in other campaigns as well, though the Charon Boosters in Episode 5: Mission 1 is not disallowed as the Update Patch notes indicated.

-Dark Swarm blocks not only damage from being the primary target of a ranged attack, but also blocks splash damage from ranged attacks like the Siege Tank. In Brood War, while Siege Tanks could not land direct attacks, their attacks in Siege Mode still did Splash damage to those under the Dark Swarm. This is due to the odd way Starcraft 1 handled a "missed" ranged attack; it shifted the point of impact for any ranged attack to a blank spot/target/area/whatever just slightly off of the intended target. With most attacks, this nullifies the damage entirely, but Siege Moded tanks still did Splash damage, as the explosion was simply moved very slightly in whatever direction.

-Episode 2: Mission 1. While possibly an intentional change, the Young Chrysalis was simply an item that could be picked up by a drone, and was not attackable. I cannot confirm, but I suspect the loss condition tied to "protecting the chrysalis" was an enemy reaching the beacon the Chrysalis was sitting on. But again, I don't have access to the original campaigns in the editor to look at triggers and conditions and such.

-Episode 2: Mission 4. Zasz doesn't scream at us that the Chrysalis is opening, and to not let any Terrans near it at the 30 second mark.

-Episode 2: Mission 9. Protoss forces largely ignore the Crystal as it is being harvested; they should be prioritizing your forces near the Khaydarin Crystal once the drone is brought there over attacking your base.

-Episode 3: Mission 1. Fenix starts his dialogue about the Zerg on Aiur, worthy foes, etc, upon first entering combat. This dialogue was reserved until the end of the level in the original.

-Episode 4: Mission 4. Raszagal's speech about working together with Kerrigan during the briefing is skipped; it goes from Kerrigan saying "I'll aid you with your search" straight to Artanis saying "We will do what you ask, Matriarch."

-Episode 4: Mission 7. While patch notes for the mod and maps state that an issue was fixed with Aldaris' dialogue in this mission, I still found that Aldaris used the same quote when both of his fakes were killed. ("You didn't think I'd be caught so easily, did you Executor? You have only destroyed a phantom.") If it makes any difference, I generally kill the western most fake, then the eastern fake. The second fake killed should provoke a different, longer taunt in which he implicates the Matriarch and uses fancy words like "Simulacrum".

-Episode 5: Mission 3. Whenever a Hive is destroyed, the trigger that causes that base's AI to cease, and cause their units to wander also affects the player's units, all of them on the map. They will receive periodic "move" commands in the general vicinity of where the unit was when the Hive died. I'm not certain whether units in a bunker are affected, but placing a unit into a bunker after the fact does not correct this. This process repeats each time a Hive is killed.
In addition, the patch notes stated that when only one Hive is remaining, the survivor gains 3/3 upgrades and the Adrenal Glands upgrade. This does not occur; at the very least, not when Purple (the base raised on a cliff) is the final Hive.

-Episode 5: Mission 5. The "Birds of War" version of this map is mis-labeled on the loading screen as "Ground Zero."

-Episode 5: Mission 8. AI players do not cease activity when their Cerebrate is killed. Their special power ceases to function, and they do not attempt to rebuild lost structures, but unit production and aggression continues, though aggression is perhaps weakened; after defeating Brown's Cerebrate (the Torrasque cerebrate), I was not attacked at my main base by brown's forces again, though I later had ground forces moving through the map intercepted by a large cluster of their Mutalisks. Red (the Sunken Colony cerebrate) only attacked once after the Cerebrate's death. I suspected I had destroyed his only Hatchery, but this was not the case.

There was one person who commented that Resurrection IV does not contain any voiceovers: This is actually NOT an issue, the reason for this is because Blizzard never released any voiceovers for this map, as it was never released for the PC; only Starcraft for the N64 received this map officially. Fans recreated it for the PC, but Blizzard never made an official PC release... and the N64 game did not include voiceovers for this mission.

Also, I have not yet gone through episode 6, but I'll keep an eye out for issues when I do.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
April 03 2014 13:38 GMT
#852
There was one person who commented that Resurrection IV does not contain any voiceovers: This is actually NOT an issue, the reason for this is because Blizzard never released any voiceovers for this map, as it was never released for the PC; only Starcraft for the N64 received this map officially. Fans recreated it for the PC, but Blizzard never made an official PC release... and the N64 game did not include voiceovers for this mission.

It was me Eh, okay, but still thanks for Ressurection mission.

Sadly, that gameplay wise, SC1 was very boring. it was good inly in story term - dialogues and a bit more interesting and less-flat story. When in WoL and HotS we had more fun and action through every mission, when the story and lore part were tuned down a bit.
SorrowShine
Profile Joined October 2011
698 Posts
April 03 2014 13:54 GMT
#853
wow. Really gonna give it a try. Thanx
killias2
Profile Joined April 2010
United States20 Posts
April 03 2014 16:03 GMT
#854
It seems like the SC Mapster archives do not include the Extras folder with Resurrection IV.
Jones313
Profile Joined April 2011
Finland172 Posts
April 03 2014 19:05 GMT
#855
We did some emergency patching, the files currently hosted on mapster include the following corrections (and possibly more, I forget):

Missile Turret armor reverted to 0.
Raynor (vulture) attack speed changed to 1.3
TerranX03 - Ruins of Tarsonis: destroying Hives now cause the wander effect only on units that belong to the owner of the Hive, as opposed to every unit on the map.
TerranX08 - To Chain the Beast: some tweaking to make Zerg players even more passive when their Cerebrate is killed (Hopefully. Hasn't been tested)

We'll just be gathering feedback for a week or three, and - you have no reason to believe me on this, but - we'll probably have a smaller update ready in a couple of weeks, which will hopefully take care of most remaining issues.

Unfortunately we can't reply to every comment, but we do read and appreciate all the feedback.


On April 02 2014 23:57 Existor wrote:
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?


I gave your voices a listen. I don't know, they seem a bit... intense. I didn't test them in game, though, we'll see. You're right in that the Queen voice shouldn't be there - so I guess we'll do one of these: mute the Queen, or replace her remaining quotes with suitable Overmind ones or your voices.

On April 03 2014 02:29 JonIrenicus wrote:
Am I wrong or episode 3 has no translations available?




I don't think it does. No translations yet available for any of the new versions, but hopefully Soon.


On April 04 2014 01:03 killias2 wrote:
It seems like the SC Mapster archives do not include the Extras folder with Resurrection IV.


Yeah, it's there as a separate download.


On April 03 2014 16:39 Blazethesage wrote:
What sort of bugs were fixed in those days? I actually just spent several minutes compiling a whole bunch of issues to be addressed in a notepad. A LOT of them are tiny, minor details that can be ignored or addressed as you like, I just put them there for the sake of having them, but some are legit issues that I've already brought up or seen brought up in this topic since the update.


Thanks man.

I insisted Kerrigan (Ghost) shot faster than normal, which is not true. Normal ghosts fire just as quickly, which is already accurate in the mod. I just feel ashamed, as I am usually good at remembering these details.


Hey, don't worry about it. Apparently everyone can make mistakes. :p


-There are several issues of units or upgrades being available before they are supposed to be. Examples I can think of right away: both the Medic and the Valkyrie are available the level before their introduction. I don't remember if this happened in other campaigns as well, though the Charon Boosters in Episode 5: Mission 1 is not disallowed as the Update Patch notes indicated.


Both the medics and Valks are intentional - medics because they're primarily a UED unit and they're available early on in Episode 1. Now with the new options though, I guess disabling BW tech in earlier episodes should disable medics in the first UED map. Valkyries because of their very limited screen time. I might be wrong, but I think it's the only tech tree restriction in the original Emperor's Fall, and I don't see why it should be.

-Episode 2: Mission 1. While possibly an intentional change, the Young Chrysalis was simply an item that could be picked up by a drone, and was not attackable


Yep, intentional.
Blazethesage
Profile Joined June 2012
108 Posts
Last Edited: 2014-04-03 19:55:24
April 03 2014 19:35 GMT
#856
Now, I grabbed the stuff off Mapster, and I'm starting over from the beginning. I'm going to assemble a new "list" to post later, once I'm further through, but right off the bat, I'm seeing a LOT of new custom models and such, as well at least one terrain change that wasn't in the files from the Mirror.

Are these new model changes baked into the pre-5.0-release patch, or are they from the Retro mod?

Also, regarding Raynor's Vulture... do you use more than one version of Raynor's vulture? Because one thing I notice is that on different missions, mousing over his wireframe brings up different descriptions based on current story progress... and while I haven't checked in every mission, I have noticed on the occasional check that his Vulture's attack speed remains 1.8.

EDIT: Yeah, I just checked every map where Raynor's Vulture can be found, and sadly it remains with a 1.8 attack speed, along with the Hyperion.
Telenil
Profile Joined September 2010
France484 Posts
April 03 2014 21:43 GMT
#857
Some custom models have been added to the "standard" mod, with the full list in the changelog. The rest, if any, is from the retro mod.

I don't think the retro mod has been updated. The easiest way to fix this is to download the non-retro SCMR, then to replace the *core* mod with it (so you have to rename the non-retro once you downloaded it).
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
SinO[Ob]
Profile Joined October 2010
France897 Posts
April 03 2014 21:50 GMT
#858
And like a noob, Im discovering this just now! This is awesome, I love starcraft first because of campaign. So many good memories when I was kid playing SC1 campaign over and over :D.

Awesome work guys! Thx a lot :D!
Stephano and Clem enjoyer
Blazethesage
Profile Joined June 2012
108 Posts
Last Edited: 2014-04-04 02:49:30
April 03 2014 22:09 GMT
#859
Ok, so if the new model isn't listed in the changelog for the main mod, it's from the Retro mod? You might consider setting up a separate entry/changelog for the Retro mod to specify what extras it adds over the main; as of right now, it uses the exact same changelog as the main mod.

But checking update times, yeah; the main mod shows last update as March 31st, while the Retro mod is March 30th.

I do love the retro mod. The sheer number of custom models and portraits is really neat, even if some of them have some small issues, like not showing decals correctly. That's probably on the model creators though, rather than you guys. I will note that the Firebat "Selection" and "order confirmation" quotes got mixed around, so Selection quotes play when you give an order, and vice versa.

I'd like to continue playing with the Retro mod, but how specifically would that work? Download the non-retro mod first, put it in the folder... then do I rename it to anything specific? Do I need to rename the Retro mod file, as well? If so, what to?

Edit: Nevermind, didn't realize the zip for the retro mod came with a version of the actual mod itself. Couldn't I just grab the Retro mod file out of that zip, and just ignore the outdated SCMR mod file in that zip entirely?

Edit: Nope, just tried that and the retro mod didn't load at all. Ok, I'm officially lost on making this work. Though the newer version of the core SCMR mod does indeed have the faster attack speed for Raynor's Vulture.
Allzermalmende
Profile Joined February 2014
5 Posts
April 04 2014 02:26 GMT
#860
Congratulations on a great job, guys!

I know you must be swamped, but have you had a chance to upload the extension mod and, if so, what is its name so I can begin work on my CoOp version. No rush, just didn't want to miss out if you already put it up.

Thanks!
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