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StarCraft Mass Recall: SC1 campaigns on SC2 thread - Page 44

Forum Index > SC2 General
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Prev 1 42 43 44 45 46 86 Next
Gradius
Profile Blog Joined May 2009
United States112 Posts
Last Edited: 2014-04-05 01:45:32
April 04 2014 02:28 GMT
#861
For anybody curious about what the Retro mod contains, I've gotten around to updating the SC2mapster page:
http://www.sc2mapster.com/maps/starcraft-mass-recall/files/10-mass-recall-retro-edition/

Installing the retro mod is very easy. Download the pack, extract it to your mod folder, and have it overwrite whatever is there. Then play the maps as normal.

On April 04 2014 11:26 Allzermalmende wrote:
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!

Currently on hiatus. Something is going on with the battle.net dependencies that removes the buttons to build certain units. Works fine in the editor, but gets messed up online.
StarCraft: Subjection: http://www.teamliquid.net/forum/viewmessage.php?topic_id=410514
Blazethesage
Profile Joined June 2012
108 Posts
April 04 2014 03:01 GMT
#862
Bleh. It looks like the Retro mod is incompatible with the version of the SCMR mod put out a day later; if I replace the SCMR mod packaged with the retro mod with the newer one (with such fixes as noted by Jones, like the fix to the Wander bug in Episode 5, and the Raynor-Vulture attack speed), the Retro mod ceases to load.

Am I just doing it wrong, or does the retro mod need updated? =\
Gradius
Profile Blog Joined May 2009
United States112 Posts
Last Edited: 2014-04-04 03:09:58
April 04 2014 03:08 GMT
#863
On April 04 2014 12:01 Blazethesage wrote:
Bleh. It looks like the Retro mod is incompatible with the version of the SCMR mod put out a day later; if I replace the SCMR mod packaged with the retro mod with the newer one (with such fixes as noted by Jones, like the fix to the Wander bug in Episode 5, and the Raynor-Vulture attack speed), the Retro mod ceases to load.

Am I just doing it wrong, or does the retro mod need updated? =\

Will be updated soon. Here's how to do it manually:

1) Rename the new SCMR mod from Jones as "StarCraftRetroCore". Put it in sc2/mods folder.
2) Open the SCMR mod from the retro download. Make sure it's in your sc2/mods folder.
3) In the editor go to file->dependencies->add other and add the mod that you renamed in step 1.
StarCraft: Subjection: http://www.teamliquid.net/forum/viewmessage.php?topic_id=410514
Blazethesage
Profile Joined June 2012
108 Posts
Last Edited: 2014-04-04 03:24:25
April 04 2014 03:14 GMT
#864
Wait, that doesn't seem right. That replaces the actual Retro mod with the new version of the core mod, and has the outdated version of the core mod set the newer version of the core mod as its dependency... but the retro mod's now gone. Or does it not matter what I rename it to?

EDIT: Got it, thanks!
Gradius
Profile Blog Joined May 2009
United States112 Posts
April 04 2014 03:22 GMT
#865
In the retro download, the file named SCMRmod is what contains all the retro models, and the other file is the main mod. It's based on the concept that the campaign maps load "SCMRmod.sc2mod". Confusing, yes, but this is why it was added as a separate bundle. This is the only way to keep the core and the retro versions separate, and not have to change the dependencies in each map just to play the retro version.
StarCraft: Subjection: http://www.teamliquid.net/forum/viewmessage.php?topic_id=410514
Allzermalmende
Profile Joined February 2014
5 Posts
April 04 2014 04:45 GMT
#866
On April 04 2014 11:28 Gradius wrote:

Show nested quote +
On April 04 2014 11:26 Allzermalmende wrote:
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.


Currently on hiatus. Something is going on with the battle.net dependencies that removes the buttons to build certain units. Works fine in the editor, but gets messed up online.


I understand. Please post any progress on that in your updates. Also, if you want to let me see the problem in action, I could see if I can advance the issue for you. I'm not the most tech-savy person in the world, but my job gives me access to programmers and I might at least be able to find someone who has run into the problem or a similar one and found a fix or workaround for it.
woody60707
Profile Joined November 2010
United States1863 Posts
Last Edited: 2014-04-04 05:16:33
April 04 2014 05:12 GMT
#867
So my save games are gone too. Any clue why an update would do that?

EDIT: never mind, I didn't know you had to load saves only from inside the mod.
Calion
Profile Joined April 2014
United States30 Posts
April 04 2014 19:51 GMT
#868
Okay, so what is the purpose of having two mods? I'm trying to understand, if the "retro" version is more authentic to SC1, why anyone would choose not to use it.
Waise
Profile Joined June 2013
3165 Posts
April 04 2014 19:57 GMT
#869
On April 05 2014 04:51 Calion wrote:
Okay, so what is the purpose of having two mods? I'm trying to understand, if the "retro" version is more authentic to SC1, why anyone would choose not to use it.

actually i don't understand why i would want the retro version? the mod i downloaded/am using (which as far as i know is not "retro version") is fine. the creator has been stating since day one as far as i can tell that the purpose of this mod is not to make a 100% accurate exact replication of SC1, so why would i expect it to be that? i can't speak for him but i bet the only reason he even made a retro version is because people kept making nerdy complaints about tiny details that weren't exactly the same.

anyway, really enjoying the mod so far (not sure about the update/save games or whatever, as i haven't played since yesterday). only criticism (dunno if anyone has said this so far, but if they have i'll just be agreeing with them) - i really wish you could skip the intro cutscenes. they're very well done and impressive, and i understand you probably want people to see your work, but not being able to skip cutscenes is one of the worst and most annoying things in any game.
Blazethesage
Profile Joined June 2012
108 Posts
April 04 2014 21:15 GMT
#870
The Retro Mod is simply for people who like the Brood War quotes over the SC2 unit quotes, above all else. It also adds classic attack noises, and a whole bunch of custom portraits and models. I like it.

Some people don't care about that much detail; the amount of that kind of detail in the normal mod is fine, it doesn't really need to go that extra mile, and while the custom models and portraits are really cool, they're admittedly far from Blizzard-quality.

However, some people do love that extra mile, those extra details, and the sheer novelty of actually having all this customization to make things look more and more like Brood War. Personally, I love seeing the custom battlecruiser model; I fully admit I'm a sucker for details, and seeing a separate model to represent the Behemoth-class Battlecruisers instead of the Minotaur-Class Battlecruisers that the normal model represents is a nice touch, just as one example.
redbean87
Profile Joined April 2013
Sweden21 Posts
Last Edited: 2014-04-04 21:16:56
April 04 2014 21:15 GMT
#871
This doesn't work for me, this is what I've done:

1.
C:\Program Files (x86)\StarCraft II\Maps\1. Rebel Yell\ All the maps
C:\Program Files (x86)\StarCraft II\Maps\2. Overmind\ All the maps
C:\Program Files (x86)\StarCraft II\Maps\3. The Fall\ All the maps
C:\Program Files (x86)\StarCraft II\Maps\4. The Stand\ All the maps
C:\Program Files (x86)\StarCraft II\Maps\5. The Iron Fist\ All the maps
C:\Program Files (x86)\StarCraft II\Maps\6. Queen of Blades\ All the maps

2.
C:\Program Files (x86)\StarCraft II\Mods\StarCraftRetroCore MODFILE

3.
C:\Users\motherbrain\Documents\StarCraft II\Saves\Multiplayer\Starcraft Mass Recall SAVEFILE

4.
UNABLE TO LOAD MAP
I can open the savefile without a problem, but when I try to do for example one of the rebel camp missions I get unable to load map.
wat
Calion
Profile Joined April 2014
United States30 Posts
April 04 2014 21:16 GMT
#872
This isn't working for me, though the previous version did. Whenever I click "Install," Starcraft returns the error "Unable to open map." I'm on a Mac, if that matters.
Blazethesage
Profile Joined June 2012
108 Posts
April 04 2014 21:27 GMT
#873
1) Put the folders for the campaigns in a separate folder within the maps folder titled "Starcraft Mass Recall", redbean.

Should by C:\Program Files (x86)\StarCraft II\Maps\Starcraft Mass Recall\ etc.

2) Make sure the one labelled "SCMR" is in that folder as well, both are required. Be aware that the one labelled "StarcraftRetroCore" is the actual primary mod, the SCMR one packaged with the Retro mod is actually the part that provides the "retro" bits. The core mod included with the Retro mod is also one update behind with a few key fixes that severely impact a few levels in the UED campaign, as well as a few smaller fixes like Raynor's Vulture's attack speed. The way I've gotten around this is to 1: put the SCMR and the StarcraftRetroCore mod in that mods folder. 2: Download the non-retro modfile, rename it from SCMR to StarcraftRetroCore, and replace the older one with that one. You'll have the Retro mod working, as well as the newest updates.

3) If you want to be able to access that save in-game while logged into Battle.net, search that Starcraft II folder in documents for a folder about your battle.net account. There will be a separate "saves" folder in there, and you'll see any saves from the campaign in that folder as well. Move the save file there, and you'll be able to load the game from in-game, logged into battle.net.
Haikoon
Profile Joined April 2014
Afghanistan7 Posts
April 04 2014 21:29 GMT
#874
well i got approx. 500 people to play sc2 so now the sc2 is double the size? wat make u?
poopee
redbean87
Profile Joined April 2013
Sweden21 Posts
Last Edited: 2014-04-04 21:44:51
April 04 2014 21:40 GMT
#875
On April 05 2014 06:27 Blazethesage wrote:
1) Put the folders for the campaigns in a separate folder within the maps folder titled "Starcraft Mass Recall", redbean.

Should by C:\Program Files (x86)\StarCraft II\Maps\Starcraft Mass Recall\ etc.

2) Make sure the one labelled "SCMR" is in that folder as well, both are required. Be aware that the one labelled "StarcraftRetroCore" is the actual primary mod, the SCMR one packaged with the Retro mod is actually the part that provides the "retro" bits. The core mod included with the Retro mod is also one update behind with a few key fixes that severely impact a few levels in the UED campaign, as well as a few smaller fixes like Raynor's Vulture's attack speed. The way I've gotten around this is to 1: put the SCMR and the StarcraftRetroCore mod in that mods folder. 2: Download the non-retro modfile, rename it from SCMR to StarcraftRetroCore, and replace the older one with that one. You'll have the Retro mod working, as well as the newest updates.

3) If you want to be able to access that save in-game while logged into Battle.net, search that Starcraft II folder in documents for a folder about your battle.net account. There will be a separate "saves" folder in there, and you'll see any saves from the campaign in that folder as well. Move the save file there, and you'll be able to load the game from in-game, logged into battle.net.


Thank you, however the models didn't have any skins, (pink models lol)
So I'm just gonna go with the standard mod see if that works, I'll give an update shortly.

EDIT: Yes it works, lovely, I feel like a little kid again, a 27 year old kid!
Guess I won't be able to sleep tonight because I will beat the entire campaign on hard haha!
wat
Calion
Profile Joined April 2014
United States30 Posts
April 04 2014 22:14 GMT
#876
Thanks Blaze, that fixed the problem.

So the purpose of this mod for me is to be able to play SC1 with SC2 controls. I loved StarCraft, but it was difficult to manage things, and after playing Warcraft III, I deeply wanted to be able to pay StarCraft with better controls.

With that in mind, I'm not sure why it is no longer the case that the "ideal" number of SCVs to mine a given crystal set is shown above the Command Center. I'd really like that back.

I am glad that F2 now selects Raynor as well as all other combat units, though.
Blazethesage
Profile Joined June 2012
108 Posts
April 04 2014 22:22 GMT
#877
The reason for that is because that "ideal" number assumes the mineral fields are all perfectly aligned and properly positioned like they are in most Starcraft 2 maps.

This is very rarely the case in Starcraft 1, so that "ideal" number is actually highly misleading.
Calion
Profile Joined April 2014
United States30 Posts
April 04 2014 22:27 GMT
#878
Ah. Thanks.
Calion
Profile Joined April 2014
United States30 Posts
April 05 2014 07:18 GMT
#879
Here's another issue: It no longer lets me know when my crystals are depleted, at least when playing Zerg. This was very helpful.

Also, when I lose on The Invasion of Aiur, it says "Param/" & some other stuff.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
April 05 2014 07:42 GMT
#880
On April 05 2014 16:18 Calion wrote:
Here's another issue: It no longer lets me know when my crystals are depleted, at least when playing Zerg. This was very helpful.

Also, when I lose on The Invasion of Aiur, it says "Param/" & some other stuff.

These are SC2 quotes that Mass Recall team for unknown reason can't add, especially when there are already created voices/sounds for these SC2-quotes
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