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StarCraft Mass Recall: SC1 campaigns on SC2 thread - Page 59

Forum Index > SC2 General
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valas991
Profile Joined September 2014
Hungary181 Posts
February 21 2015 11:32 GMT
#1161
On February 21 2015 11:18 strobopop wrote:
Why there is no french version on the way?
You have nobody to translate ?


I think Telenil is from France, but I believe he has other things to do.
And also, it wouldn't be just copy pasting the lines from the old-outdated version, because since then, many maps were added (like 8 or something.). But who knows, it might happen eventually.
"Men Live And Die, Memories Form And Fade, Everything Has Its End... Except Music... Music Will Never Die..."
r3dox
Profile Blog Joined May 2003
Germany261 Posts
February 21 2015 13:50 GMT
#1162
sorry if this has been asked already:

does this mod work with the starter Edition of sc2?
valas991
Profile Joined September 2014
Hungary181 Posts
Last Edited: 2015-02-21 16:39:30
February 21 2015 16:10 GMT
#1163
On February 21 2015 22:50 r3dox wrote:
sorry if this has been asked already:

does this mod work with the starter Edition of sc2?


The guy ('Kostyarik' is his name I think) who originally made the installer said that his version with that installer worked with the Starter Edition. However, because of some unforeseen problems, the authors couldn't upload the installer version yet.
I am not sure, whether you can play it as it is now, or you'd have to wait for that installer.

@Jones or Telenil
Would it be possible to remove the "Kerrigan" caption in the 'The Dream' cinematic? I mean. there MIGHT be people who could be still surprised at that plot twist in the Agent of the Swarm. Until then, everyone refers to her as the sleeper, and they do not really spoil it. Yeah, sure, the cinematic was in the original as well, but still...
It isn't that important...just little details.
"Men Live And Die, Memories Form And Fade, Everything Has Its End... Except Music... Music Will Never Die..."
Grimmbald
Profile Joined February 2015
3 Posts
Last Edited: 2015-02-21 16:46:58
February 21 2015 16:45 GMT
#1164
Tried starting over on that level and then loading my save and it worked but then in the next map "survive for 30 minutes" the game locked up. No OGL/DX error just a hard lock. Not seeing this with anything else but I suppose it could be an issue with my PC. Drivers up to date, on everything. Play Grey Goo and Starcraft 2 campaigns fine. Just reformatted a month ago when I got an SSD for my OS. Has to be a bug in the mod. To bad cause you guys have done fantastic work on this. BTW I would have paid as much as 19.99 for this just so you know.



On February 20 2015 13:05 Grimmbald wrote:
Bug maybe.

Installed and watched the first cinematic and played first two missions, tutorial and Terran Mission 1, but now when I try to load a save at Terran mission 2 I get a ogl/DX crash saying check my drivers. Drivers are up to date and HotS loads fine its just the mod.

MNV12
Profile Joined March 2014
16 Posts
February 22 2015 06:45 GMT
#1165
Zerg 2-2 Egression briefing dialog plays twice over top of itself.
C3rberu5
Profile Joined January 2015
17 Posts
February 23 2015 08:11 GMT
#1166
As well I think the Dream cinematic interferes with the program that saves your mission progress if you're going one at a time because The New Dominion won't stay available even after beating Egression. Eventually I used the level skip cheat which unlocked Agent of the Swarm and the Dream cinematic.
Telenil
Profile Joined September 2010
France484 Posts
February 23 2015 13:01 GMT
#1167
On February 21 2015 20:32 valas991 wrote:
I think Telenil is from France, but I believe he has other things to do.

That plus the fact I have no idea on how to extract sounds from the Brood War files. Jimm3110 (the other guy working with us) always handled that for me.

On February 22 2015 01:10 valas991 wrote:
Would it be possible to remove the "Kerrigan" caption in the 'The Dream' cinematic? I mean. there MIGHT be people who could be still surprised at that plot twist in the Agent of the Swarm.
Good point. We will remove the name next time we change something.

On February 23 2015 17:11 C3rberu5 wrote:
As well I think the Dream cinematic interferes with the program that saves your mission progress if you're going one at a time because The New Dominion won't stay available even after beating Egression. Eventually I used the level skip cheat which unlocked Agent of the Swarm and the Dream cinematic.
Hm. At some point we wondered if we should put The Dream before or after The New Dominion, perhaps we forgot to clean something. Will investigate.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
MNV12
Profile Joined March 2014
16 Posts
February 24 2015 19:09 GMT
#1168
The green story text after Zerg 2-8 plays twice before and after the cinematic.
MNV12
Profile Joined March 2014
16 Posts
February 25 2015 03:06 GMT
#1169
The overmind speech subtitles after Zerg 2-10 appear as param or something. They don't work.
Re1deR
Profile Joined September 2014
8 Posts
February 25 2015 07:38 GMT
#1170
Variable "PlayStop" in the SCMRcinematics can be removed. This is from the time of the alpha version, when I conducted an experiment over version 5.1. I do not remember why it was created.

DSK
Profile Blog Joined February 2015
England1110 Posts
February 25 2015 12:23 GMT
#1171
Brilliant initiative! Best of luck to the people working on this, was/am a big fan of the SC1/BW campaign.
**@ YT: SC2POVs at https://www.youtube.com/c/SC2POVsTV | https://liquipedia.net/starcraft2/SC2POVs @**
Re1deR
Profile Joined September 2014
8 Posts
February 26 2015 04:40 GMT
#1172
Telenil, i propose to set variables "iniPlayerName" "iniNextCinematic" as text. Because they do not get translated.
MNV12
Profile Joined March 2014
16 Posts
Last Edited: 2015-02-26 05:24:45
February 26 2015 05:24 GMT
#1173
The dialog between zeratul and tassadar after 3-6 is way too quiet and the music is blaring loud.

The music is too loud in the victory screen too. In every victory screen.
MNV12
Profile Joined March 2014
16 Posts
February 26 2015 05:36 GMT
#1174
3-6 also might be a little hard for the average player. I haven't played the original in a long time so maybe its the same difficulty.
Folca
Profile Blog Joined October 2006
2235 Posts
Last Edited: 2015-02-26 08:33:56
February 26 2015 08:32 GMT
#1175
On February 17 2015 07:51 AmicusVenti wrote:
Show nested quote +
On February 17 2015 04:53 Folca wrote:
I absolutely love what you guys did.

The only thing I can think of right now is please make the T-3 Survival for 25-30 minutes a lot more harder, like make it imminent that you will be losing your entire base.

other than that this is an amazing thing you guys have done!!


I don't think that's a good idea. For instance I personally don't consider it a victory on that mission if it's imminent that I will be losing my entire base. I find it hard to imagine lore-wise that the survivors you're trying to evacuate in that mission survive if there's a single supply depot or floating e-bay left, but don't make it out in time if there isn't.


I admit, it might be kinda fun to have a more difficult defense mission against Zerg, since there isn't one later on in the campaign. (Though BW Terran 10 sure feels like it initially.) However, if they made it a lot harder it would be weirdly inconsistent with the rest of the missions at the start of the game. Should Hard be that difficult right of the bat? I'm not sure.


I politely disagree. If we're looking into the lore of the series, we're attempting to evacuate the area as quickly as possible with the zerg invasion. If we had enough time and resources, we would have continued further redemption for the Confederate forces. However, Mengsk giving us the dialogue of "I don't think these 'Zerg' are going to wait," gives us the motive that the Zerg is on the prowl and is moving rampant across these areas.

That being said, I do agree with you that one supply depot or a floating engineering bay is a bit extreme.

I should have proposed, for the hardest difficulty, I wanted it the all-in attack to be a little more fierce and damaging, because I (as well as multiple people I've seen in YouTube videos) have easily survived the final encounter with all of my bases fully functional and ready for an even greater attack. With the Hard-mode being "that difficult right of the bat", it's pretty clear that the player that is deciding Hard-mode is a well-versed veteran. I don't think it makes much sense that if you're a newbie and you wanted hard-mode in your first run you're going to have a fairly easy time defending the onslaught of the Zerg.

Anyways, I am still requesting Telenil (or any corresponding awesome people making this mod) to make the hard-mode of the Terran 3 survival even harder. Please let me know what you think and I'd love to continue the discussion.
Dea : one time when he was playing vs the comps he asked me "how do I make that flying unit that makes the other stuff invisible" and I reply "ur playing terran zomg"
Telenil
Profile Joined September 2010
France484 Posts
Last Edited: 2015-02-26 11:00:40
February 26 2015 10:57 GMT
#1176
On February 26 2015 17:32 Folca wrote:
I should have proposed, for the hardest difficulty, I wanted it the all-in attack to be a little more fierce and damaging, because I (as well as multiple people I've seen in YouTube videos) have easily survived the final encounter with all of my bases fully functional and ready for an even greater attack. With the Hard-mode being "that difficult right of the bat", it's pretty clear that the player that is deciding Hard-mode is a well-versed veteran. I don't think it makes much sense that if you're a newbie and you wanted hard-mode in your first run you're going to have a fairly easy time defending the onslaught of the Zerg.

Anyways, I am still requesting Telenil (or any corresponding awesome people making this mod) to make the hard-mode of the Terran 3 survival even harder. Please let me know what you think and I'd love to continue the discussion.

It could be done in theory, but there are many ways it could go wrong. The crux of the issue is that if a player is really trying, he can make supply depots to funnel zerglings into firebats, multiple layers of bunkers, mass repair with SCVs and a few dozen marines as backup. A Zerg horde large enough to seriously challenge that will trample the defenses of any player who didn't see it coming, so the mission would have to be much harder to put the player on edge. This causes two problems:
- This is only the third mission in the campaign. While our Hard mode can go toe to toe with WoL brutal, we do prefer to increase the difficulty over the course of the campaign.
- If the final wave really is overwhelming, a player will just float a structure away from the hydralisks and play the watch. People playing in Easy reported they had to do just that and that it didn't feel satisfying, so we drastically nerfed the final wave in that difficulty.

An other thing is that the more Zerg you add, the faster they will sack the base once the bunkers are down, which again pushes towards floating structures away. So if players can survive the final wave on Hard, fine: they would most definitely keep their base in the original level as well, and better that than frantically sending structures in different directions.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
Bragbag
Profile Joined February 2015
Sweden1 Post
February 26 2015 15:35 GMT
#1177
I get this message after first cinematics have finished: "the launch of this game makes reference to mod or map dependencies which are no longer available" Anyone have any idea what I've done wrong?
Folca
Profile Blog Joined October 2006
2235 Posts
February 26 2015 18:30 GMT
#1178
On February 26 2015 19:57 Telenil wrote:
Show nested quote +
On February 26 2015 17:32 Folca wrote:
I should have proposed, for the hardest difficulty, I wanted it the all-in attack to be a little more fierce and damaging, because I (as well as multiple people I've seen in YouTube videos) have easily survived the final encounter with all of my bases fully functional and ready for an even greater attack. With the Hard-mode being "that difficult right of the bat", it's pretty clear that the player that is deciding Hard-mode is a well-versed veteran. I don't think it makes much sense that if you're a newbie and you wanted hard-mode in your first run you're going to have a fairly easy time defending the onslaught of the Zerg.

Anyways, I am still requesting Telenil (or any corresponding awesome people making this mod) to make the hard-mode of the Terran 3 survival even harder. Please let me know what you think and I'd love to continue the discussion.

It could be done in theory, but there are many ways it could go wrong. The crux of the issue is that if a player is really trying, he can make supply depots to funnel zerglings into firebats, multiple layers of bunkers, mass repair with SCVs and a few dozen marines as backup. A Zerg horde large enough to seriously challenge that will trample the defenses of any player who didn't see it coming, so the mission would have to be much harder to put the player on edge. This causes two problems:
- This is only the third mission in the campaign. While our Hard mode can go toe to toe with WoL brutal, we do prefer to increase the difficulty over the course of the campaign.
- If the final wave really is overwhelming, a player will just float a structure away from the hydralisks and play the watch. People playing in Easy reported they had to do just that and that it didn't feel satisfying, so we drastically nerfed the final wave in that difficulty.

An other thing is that the more Zerg you add, the faster they will sack the base once the bunkers are down, which again pushes towards floating structures away. So if players can survive the final wave on Hard, fine: they would most definitely keep their base in the original level as well, and better that than frantically sending structures in different directions.


Thanks for your reply. So the main reason that this idea of making it harder is that the coding of the attacks are mechanical and it is still accounting for a wide variety of skill level, even under the hard-mode.

Could there be a way to code the map to where it would adjust its unit-count and attack-frequency to how many bunkers are there or supply depots that are relatively close to the two entrances? I have no idea what you guys code for the attack triggers but it seems to be that way. If you could implement that adjustment and have some testers (ME!) check it out, I definitely think that would be an interesting further development for the mod. If not, all is well. I really enjoy it nonetheless.
Dea : one time when he was playing vs the comps he asked me "how do I make that flying unit that makes the other stuff invisible" and I reply "ur playing terran zomg"
MNV12
Profile Joined March 2014
16 Posts
Last Edited: 2015-02-28 06:33:00
February 28 2015 05:47 GMT
#1179
Protoss 3-9 may be broken somehow. It was quite hard, even on easy. Defilers constantly plague your meager army to 1 health, then Ultralisks just cut through the remnants like butter. Resources run out quickly.

I'm not sure if they have access to tech that they shouldn't or what, but something didn't feel right. I'm going to check out a video of the mission and see if I'm missing something.

I watched jayborinos video and it seemed like they attacked him far less with less defiles. And they never attacked with air on the resource areas, just down the middle canyon.
MNV12
Profile Joined March 2014
16 Posts
March 01 2015 03:23 GMT
#1180
I found another bug but I've forgotten which mission it appeared after. There is green story text after 3-7 or before 3-8 that is also shown earlier in the protoss campaign but does not belong there.

Here is the text that appears twice, it may not be exact because it was a google search.

+ Show Spoiler +
Tassadar was taken into Judicator custody and sentenced to stand trial for his crimes against the Conclave. Fenix, Raynor and Tassadar's followers escaped from the Conclave's agents, as the Dark Templar slipped aWay in the chaos.
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