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StarCraft Mass Recall: SC1 campaigns on SC2 thread - Page 69

Forum Index > SC2 General
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Blazethesage
Profile Joined June 2012
108 Posts
October 09 2015 08:32 GMT
#1361
Yeah, definitely a lot of things broken by patch 3.0, I just opened up a couple of random maps.

1-1: Backwater Station. A lot of terrain textures break and just sorta disappear occasionally, briefly, sometimes from certain angles...
3-4: The Hunt for Tassadar. Within a minute, I've encountered a couple of Hydralisks that are replaced by Placeholder Domes.

Here I've been tempted to start recording more videos for my old half-abandoned playthrough, but I think I'll wait till the mess from patch 3.0's been cleaned up >_>
valas991
Profile Joined September 2014
Hungary181 Posts
October 09 2015 13:34 GMT
#1362
Also, a few pictures' links on the 1st page have expired
Not priority though.
"Men Live And Die, Memories Form And Fade, Everything Has Its End... Except Music... Music Will Never Die..."
Blazethesage
Profile Joined June 2012
108 Posts
Last Edited: 2015-10-10 04:41:05
October 10 2015 04:28 GMT
#1363
Yeah, at this point I'm looking through the levels. So far it remains mostly texture issues (of which there are honestly quite a few), though I have seen the SCV mining issue. It looks as though the Gather command doesn't recognize the mineral patch as resources. This does *not* affect every patch, though. It turns into a small hunt to find the mineral patch that the gather command actually recognizes.

I also saw the issue with Carriers not being able to launch their interceptors when Tassadar showed up in the Gantrithor in the "Biting the Bullet" hidden mission, as well as being unable to load the Psi-Emitter-carrying SCV into a dropship (which meant I had to blow up a supply depot he'd just built, as I couldn't dropship him out of the corner he'd locked himself into). I'll edit this post if I stumble across anything new.

Edit: Oof, yeah, looks like whatever's causing the gathering thing, on some levels, it *does* hit every mineral patch, making what others were saying on the previous page about being completely incapable of gathering minerals outside of the initial SCV's (and only if they're never re-tasked) completely true.
Bodgeharris
Profile Joined October 2015
1 Post
October 10 2015 10:11 GMT
#1364
Oh, thank goodness! This threat is still active. I'm new to MR, however I noticed some bugs I could not find too frequently in other forums, such as hydralisks often appearing as grey and white domes, interceptors not working when Tassadar comes to save the day, as the previous poster says. I had assumed it to have something to do with the 3.0 patch, does anyone know how active the developers of this mod are at updating for patches? It was still playable until just now until I got to the mission after Kerrigan's demise and the SCVs are not mining any of the mineral patches. Glad other people acknowledging these bugs too, I'll wait it out.

On another note, this is my first post around here, just to say absolutely great job to the developers of this, it's absolutely fantastic.
valas991
Profile Joined September 2014
Hungary181 Posts
Last Edited: 2015-10-10 11:45:25
October 10 2015 11:45 GMT
#1365
On October 10 2015 19:11 Bodgeharris wrote:
Oh, thank goodness! This threat is still active. I'm new to MR, however I noticed some bugs I could not find too frequently in other forums, such as hydralisks often appearing as grey and white domes, interceptors not working when Tassadar comes to save the day, as the previous poster says. I had assumed it to have something to do with the 3.0 patch, does anyone know how active the developers of this mod are at updating for patches? It was still playable until just now until I got to the mission after Kerrigan's demise and the SCVs are not mining any of the mineral patches. Glad other people acknowledging these bugs too, I'll wait it out.

On another note, this is my first post around here, just to say absolutely great job to the developers of this, it's absolutely fantastic.


Quote from Telenil, regarding whether it's going to be fixed, or not. [he wrote it on the sc2mapster page]

Telenil wrote:Yes, it will. This is no easy fix because it's related to the editor itself and not our trigger, so we are waiting a few days to see if Blizzard fixes something on their side (and real life also happens to take a fair amount of my time). If nothing changes, we will have to do some dirty fixes and hope we won't have to reverse them in a few weeks.
"Men Live And Die, Memories Form And Fade, Everything Has Its End... Except Music... Music Will Never Die..."
Killerrj
Profile Joined October 2015
2 Posts
October 10 2015 15:42 GMT
#1366
On map 3-3 the zerg drones on red base does not mine minerals, they are just chilling out, and only move when attacked. Will the bot's minerals end? will that not make the map easier?
billynasty
Profile Joined October 2014
United States260 Posts
October 10 2015 18:37 GMT
#1367
i had to re-download Mass Recall files & install it again. So far so good. Game seems to be playing fine. However I'm on the 5th set of missions, the Stukov missions. Will update if i detect any issues.
i dont miss God but i sure miss Santa Claus
SebCS
Profile Joined July 2015
8 Posts
October 11 2015 12:46 GMT
#1368
Also getting the mineral harvesting bug. SCVs mine for a bit but then just start chilling doing nothing.
ArtOfWarfare
Profile Joined October 2015
3 Posts
Last Edited: 2015-10-11 13:11:28
October 11 2015 13:10 GMT
#1369
Hey guys - I'd like to contribute to this project. There's quite a long list of credits, so I assume you must coordinate this project with some sort of developer forums and bug tracker and whatnot (do you guys use version control?) I searched around though, and all I could find was this TeamLiquid thread and another thread on SC2Mapster.

One thing I can definitely contribute - I can make a Mac installer in Python to compliment the existing Windows only batch script for an installer. I'll probably make the Mac installer better than the Windows installer, automating all the launching and opening and saving and moving files and whatnot so that the user just has to launch the script and a few minutes later it's fully set up / installed and ready for them to play on Battle.net. I'll make the install script cross platform so it'll run on Windows too, but that would require the user to install a Python interpreter (comes with Mac OS X.)

I might also be able to help with some in game scripting stuff, although I admittedly haven't done that sort of thing since WarCraft 3.

Shoot me an email at taylor (at) marksfam (dot) com if you can tell me how collaboration is managed and how to contribute to this project.
ArtOfWarfare
Profile Joined October 2015
3 Posts
Last Edited: 2015-10-12 02:09:34
October 12 2015 02:00 GMT
#1370
Kostyarik told me it would be useful if I wrote a Mac installer, so I spent a few hours today and put together a installer in Python.

It starts off by asking four questions:

Include Retro?

Include Cinematics?

Language?

Path to StarCraft II? (Optional - it'll search for it if you can't tell it where it is.)

Once you answer those questions, it'll download the proper resources, extract them, put them into the proper directories, then launch the SC2Switcher application with the SCMRsetup.SC2Map.

If you're on OS X, the steps are:

Launch Terminal (find it with Spotlight... it's at /Applications/Utilities/Terminal

Paste this in and hit enter:

python <(curl https://dl.dropboxusercontent.com/u/60354330/SCMR_Installer.py)

That one line will download my script and then start Python with it. My script will take you from having nothing but StarCraft 2 installed all the way to running SCMRsetup.SC2Map - it'll automatically download the right zip files for you. Then it'll properly launch the map without having to mess around with the map editor.

If you're on Windows (I haven't tested it, but I wrote the script without doing anything Mac specific):

Download Python from https://www.python.org/downloads/windows/ (any version should work - I wrote it to be version independent). Install it at C:\Python27

Download my script from https://dl.dropboxusercontent.com/u/60354330/SCMR_Installer.py

Put that script in C:\Python27

Open cmd.exe

Type each line in, one at a time, and hit enter after each.

cd C:\Python27
python SCMR_Installer.py
Calion
Profile Joined April 2014
United States30 Posts
October 13 2015 03:11 GMT
#1371
On October 08 2015 14:47 Xiphias wrote:
Show nested quote +
On October 08 2015 13:21 Calion wrote:
Are SCV's supposed to auto-repair? They're not doing so. Also, I thought that the Supply Depots used to be able to flatten. They can't anymore.


Both of this was not in BW so I doubt these are bugs.


Okay, but I thought the point of SCMR was to take advantage of the new features in SCII. Not new abilities or anything, just things that make gameplay easier. What I have always wanted—and what I thought SCMR was—was "Starcraft with Warcraft III controls."

But fine, I couldn't remember if SCMR ever did these things, and you're saying it didn't. Consider them feature requests then.
Calion
Profile Joined April 2014
United States30 Posts
Last Edited: 2015-10-13 03:19:08
October 13 2015 03:12 GMT
#1372
Blazethesage
Profile Joined June 2012
108 Posts
October 13 2015 05:01 GMT
#1373
SCV's can indeed Auto-repair in Mass Recall, but you need to *activate* the auto-repair by right-clicking the icon before they'll do it.

As for flattening the Supply Depots, not gonna happen. Count your blessings that they're 2x2 in size, and not 2x3 like they were in Starcraft 1.
Lorch
Profile Joined June 2011
Germany3692 Posts
October 13 2015 13:54 GMT
#1374
In 5-6 the protoss AI either doesn't build interceptors, or they are invisible. I'm pretty sure it's the former though.
Alphazeta33
Profile Joined February 2011
15 Posts
October 13 2015 17:47 GMT
#1375
Carriers are broken in general now, including your own -- interceptors won't launch. The AI still sends them to float over your base though. I'm surprised Reavers didn't break too.
Meyerm
Profile Joined October 2015
5 Posts
October 14 2015 01:04 GMT
#1376
I returned to sc2 after over a year of hiatus. This was after the 3.0 update. I tried to load the old version of Mass Recall I had but it said it can't load the map files. I downloaded the installer of the latest version, ran it in the sc2 folder directed, and it said it installed. I clicked on the shortcut it created for mass recall (which has no image btw), and it said the same thing and loaded the normal game with a mismatched region location. Did 3.0 make it unplayable?
valas991
Profile Joined September 2014
Hungary181 Posts
October 14 2015 09:21 GMT
#1377
On October 14 2015 10:04 Meyerm wrote:
I returned to sc2 after over a year of hiatus. This was after the 3.0 update. I tried to load the old version of Mass Recall I had but it said it can't load the map files. I downloaded the installer of the latest version, ran it in the sc2 folder directed, and it said it installed. I clicked on the shortcut it created for mass recall (which has no image btw), and it said the same thing and loaded the normal game with a mismatched region location. Did 3.0 make it unplayable?


I suggest you install it manually Ain't that hard. However, 3.0. screwed some things up, sadly. So you either wait till things get fixed, or you somehow revert the patch [not even sure it's possible]
"Men Live And Die, Memories Form And Fade, Everything Has Its End... Except Music... Music Will Never Die..."
Meyerm
Profile Joined October 2015
5 Posts
October 14 2015 17:24 GMT
#1378
On October 14 2015 18:21 valas991 wrote:
Show nested quote +
On October 14 2015 10:04 Meyerm wrote:
I returned to sc2 after over a year of hiatus. This was after the 3.0 update. I tried to load the old version of Mass Recall I had but it said it can't load the map files. I downloaded the installer of the latest version, ran it in the sc2 folder directed, and it said it installed. I clicked on the shortcut it created for mass recall (which has no image btw), and it said the same thing and loaded the normal game with a mismatched region location. Did 3.0 make it unplayable?


I suggest you install it manually Ain't that hard. However, 3.0. screwed some things up, sadly. So you either wait till things get fixed, or you somehow revert the patch [not even sure it's possible]


Thanks, that did the trick. As for the stuff that's broken, I don't mind too much. There's ways around it.
Jones313
Profile Joined April 2011
Finland173 Posts
Last Edited: 2015-10-14 23:35:51
October 14 2015 22:17 GMT
#1379
New mod version available. Our Big Announcement:

=== October 15th 2015 ===

==== SCMRmod version 5.4.2 is out, addressing the following post-SC2 patch 3.0 issues: ====

* Carriers unable to launch Interceptors
* Missing models for burrowed Hydralisks
* Incorrect textures for burrowed Zerglings
* Potential model/texture issue with Devouring Ones

If you already have SCMR 5.4.1 installed, simply replace the mod file(s) with the 5.4.2 mod, no further install required.
Note that any saves of maps other than the launcher made using an earlier version are not compatible with the new version.

**The updated files/downloads are SCMRmod and SCMRmod Retro. Map packs have not been updated**


==== Known issues that were NOT yet addressed: ====

* Unable to target objects on low ground, such as mineral fields. Affects at least the following maps:
* 1-10
* 3-3

* Hydralisk model persists on top of a Lurker Cocoon during morphing
* Silhouettes of units behind structures look out of place in certain cutscenes
* Cinematic transition loading screen is the standard Legacy of the Void loading screen
* The final rolling credits do not appear
* Flickering textures, possibly related to certain custom models. **Seems to mostly affect the Retro edition of SCMRmod**. (see also: this thread for some proposed solutions)


These issues are on hold, for now. We're waiting for an update from Blizzard, especially regarding the mining/low ground object issue.
If you wish to try a quick fix for this yourself, open a map with this issue in the editor, and using the terrain height tools, try raising the terrain height
around mineral fields that are affected. Back up your map before you do this, in case the map just breaks even more. Reports of affected maps are welcome.

Also will appreciate confirmation that the issues listed in the change log are working as described, along with a mention of which mod (standard or retro) you're using, as I've only done a quick test all by my lonesome.

Updates for other languages hopefully coming within a couple of days.

Jones
Blazethesage
Profile Joined June 2012
108 Posts
October 14 2015 23:40 GMT
#1380
Note that the mineral fields issue does affect other maps as well, but it only affects SOME of the fields in your starting base - some could be targeted, others couldn't. 1-10 was the first (or only, I haven't exactly gone through everything again since the patch) I saw where it affected your *entire* mineral field.
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