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Hi, I have tested the version 6.0 And i have someone question about it.
- How can we access to the "retro unit appearance" ? (I try to check "UED model custom" but nothing happened)
- And why at the score screen there is nothing that appeared in "kill, produce, Lost unit" ?
However despite some little bug it's a very good job thanks all
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@strobopop : Try to set your Locale to English. I know you're french so you probably have your game in French. Or you can help me on the french version =) There's actually some problems if your locale is set to another locale than english and you play the english version.
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@Khyinn : Yes i am french but i took the english local (because don't find french locale ^^) so normaly all my game is in english so i ask for this.
edit: ok khyin
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ahah, it's me
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The cinematic mod doesn't work all the way for me. Until Open Rebellion everything worked fine, but for every cinematic afterwards, I 'only' get the placeholder cinematic animated in the SC2 engine, but not the actual one. I also can't figure out a way to replay cinematics I already unlocked. When I replay the mission 'Norad II', I don't get 'The Downing of Norad II' shown beforehand (neither is it shown after 'Revolution', the mission before. Not sure where exactly it's supposed to show up) I also don't have any options regarding the cinematics in the menu. All it shows me is 'Cinematic Notes', which was unchecked, but checking it didn't change anything.(Italic part was edited later)
Additionally, I get erroneous loading screens. When I replayed 'Norad II', it showed the loading screen for 'The Big Push'. I'm not sure whether it's an error with Rebel Yell or with replaying missions. I'm currently playing Ep. II and when I advance through the campaign, the loading screens are fine. I'm not 100% sure, whether it was the same while playing Ep. I, but I think it was. So I suspect this is caused by replaying the missions.
And I noticed that some of the taller buildings don't have collision detection. Air units just pass through. New Gettysburg (City Terrain) was definitely affected. Extermination was also somewhat affected, but in that mission there where other buildings that had collision detection, but weren't factored in by the pathing, leading to Wraiths trying to fly through the building, but getting stuck.
Edit: Even though I checked 'Cinematic Notes', I didn't get anything, cinematic or notification of any kind, after playing 'The Amerigo'. Also I get param/values errors in that mission when reaching the supercomputer marker at the end.
Edit2: I deleted all SCMR files in the Starcraft II directory and reinstalled (with the auto-installer). Now the cinematics seem to work again. They're shown in the Campaign overview and play when manually prompted to there. Not sure whether they'll play automatically after their missions, though. I replayed The Amerigo and hit continue afterwards and got sent directly to The Dark Templar, without the cinematic playing inbetween. The loading screens seem to be the correct ones now.
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I will report an other bug: i can't selected ennemie or neutral unit in the game. Is it known?
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China6326 Posts
On September 12 2016 01:33 strobopop wrote: I will report an other bug: i can't selected ennemie or neutral unit in the game. Is it known? Nothing to do with this. Selecting non-friendly units is disabled by default in Starcraft 2's settings, check option - gameplay for that.
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On September 12 2016 01:55 digmouse wrote:Show nested quote +On September 12 2016 01:33 strobopop wrote: I will report an other bug: i can't selected ennemie or neutral unit in the game. Is it known? Nothing to do with this. Selecting non-friendly units is disabled by default in Starcraft 2's settings, check option - gameplay for that. Speaking of this: Anybody else having the issue that SC2 (or maybe it's Mass Recall) resets some of your options to default from time to time. Specifically I noticed the aforementioned option getting disabled again and the simple command card getting activated again. It's no big deal. Just a small annoyance. But I'm curious as to why it resets. Anyone else affected?
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On September 12 2016 18:25 sanschan wrote:Show nested quote +On September 12 2016 01:55 digmouse wrote:On September 12 2016 01:33 strobopop wrote: I will report an other bug: i can't selected ennemie or neutral unit in the game. Is it known? Nothing to do with this. Selecting non-friendly units is disabled by default in Starcraft 2's settings, check option - gameplay for that. Speaking of this: Anybody else having the issue that SC2 (or maybe it's Mass Recall) resets some of your options to default from time to time. Specifically I noticed the aforementioned option getting disabled again and the simple command card getting activated again. It's no big deal. Just a small annoyance. But I'm curious as to why it resets. Anyone else affected?
got the same issue, although, but with Gradius Origin's (didnt play 6.0 MR yet)
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Hi, First, id like to thank those who worked on this mod, im having a blast playing it ! It brings back some long lost memories. Now id like to signal a bug i encountered during the mission "ruins of tarsonis" in the terran campaign of broodwar. I killed all the hives, but Duran wont trigger the end of the missions when i walk on the beacon. Is there a workaround ?
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On September 18 2016 09:56 Frunobz wrote: Hi, First, id like to thank those who worked on this mod, im having a blast playing it ! It brings back some long lost memories. Now id like to signal a bug i encountered during the mission "ruins of tarsonis" in the terran campaign of broodwar. I killed all the hives, but Duran wont trigger the end of the missions when i walk on the beacon. Is there a workaround ? I think it happens when you skip the starting cutscene, we fixed that in the upcoming 6.1. Type "there is no cow level" if you don't want to play the mission again.
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Hi guys, I just want to notice somethig: in the 6.0 the spell "defensiv matrix" (launch by scientist vessel) isn't the same than in original SC1 (give a shield at an unit instead of turn in invulnerable a unit for short time). Is it a problem or just voluntary?
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On September 12 2016 18:25 sanschan wrote:Show nested quote +On September 12 2016 01:55 digmouse wrote:On September 12 2016 01:33 strobopop wrote: I will report an other bug: i can't selected ennemie or neutral unit in the game. Is it known? Nothing to do with this. Selecting non-friendly units is disabled by default in Starcraft 2's settings, check option - gameplay for that. Speaking of this: Anybody else having the issue that SC2 (or maybe it's Mass Recall) resets some of your options to default from time to time. Specifically I noticed the aforementioned option getting disabled again and the simple command card getting activated again. It's no big deal. Just a small annoyance. But I'm curious as to why it resets. Anyone else affected?
I get this from time to time after playing arcade or co-op. Not sure, but it's definitely a SC2 bug, not specific to SCMR.
Another issue which probably can't be fixed: I had no internet the other day and when I tried to play SCMR, my hotkey profile was reset to "Standard", and when I tried to change it back to my custom hotkey profile, it complained that there were a bunch of unbound hotkeys:
![[image loading]](http://i.imgur.com/tdlrLRt.png)
For example, the hotkey for the decloak button on the ghost's command card was unbound:
![[image loading]](http://i.imgur.com/OPosiLy.png)
Actually, there were two buttons for Decloak on the command card. However, I was unable to fix the issue without causing a bunch of other hotkeys to become unbound.
I was able to fix that one by enabling "Allow Toggle Conflicts". However, another unbound hotkey was Halt on the SCV's command card, and this one I couldn't fix without unbinding a bunch of other hotkeys like Stim even with "Allow Toggle Conflicts" enabled.
![[image loading]](http://i.imgur.com/dttQNFS.png)
I tried playing with the Standard profile but it was too frustrating.
Once I got my internet connection back, I was able to play SCMR again without problems.
TL;DR playing offline fucks up your hotkey profiles.
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On September 25 2016 22:54 strobopop wrote: Hi guys, I just want to notice somethig: in the 6.0 the spell "defensiv matrix" (launch by scientist vessel) isn't the same than in original SC1 (give a shield at an unit instead of turn in invulnerable a unit for short time). Is it a problem or just voluntary?
Actually, even in Starcraft 1, the Defensive Matrix only absorbed 250 damage, just like the shield here. However, it also allowed a little bit of damage to leak through - it could only reduce attacks as low as 1 damage, making it more potent against fewer, larger units than it was against swarms of smaller units. The Defensive Matrix seen here in Mass Recall is actually more powerful than it used to be, as it doesn't have that small leak damage, making it just as effective against lots of little guys as it is against bigger units.
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Version 6.1 is now out! This should fix most of the bugs left from 6.0, though not the hotkeys problems, which we noticed too late to deal with.
And yes, we had to remove the leaking damage from the defensive matrix because it was directly leaking to Protoss health. Particularly problematic was that casting Defense Matrix on an Archon caused it to die very quickly...
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I can confirm that the issues I was experiencing with the older version are now fixed in version 6.1! Thanks so much!
But there are hotkey issues!? I use Grid and it seemed to be working on the first tutorial map I started just to test. Being able to play the classic StarCraft campaigns with Grid keys feels like a large part of the main point of this mod to me personally because I hate the original StarCraft key bindings with a passion. I hope Grid works for everything!
Another problem I noticed is that the download for the SCMR retro mod isn't packed into a .zip file so that it plays nice with the automated installer. Sure, people can copy it into their Mods folder manually, but can't that be fixed so that people don't have to think about that? It doesn't need a new version: you just need to put SCMRmodretro.SC2Mod file inside a "Mods" folder and put that folder inside a .zip file you could call "SCMRmodretro_v6.1.1.zip" and upload that to SCMapster to replace this here.
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I have some minor problems.
1) I can't use corsair's disruptive web because it doesn't have energy bar (it hurts gameplay) And the unit portrait is missing (shown as gray block). 2) BW Terran 02, those siege tanks somehow share visions. I blinded one but the second tank not blinded saw me and both the blinded and unblinded tanks shoot at me, instantly killed all my 3 medics. At least someone tell me a way to walk it through otherwise I'm stuck here if no using power overwhelming. 3) Those stupid Queen keep casting ensnare on my missile turret and photon cannon.
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Okay I just finished 6.1 and considered mind blown!
Last year I asked for custom UED models to show the influence on SC2 terrans.
http://www.teamliquid.net/forum/starcraft-2/303166-starcraft-mass-recall-sc1-campaigns-on-sc2-thread?page=66#1315
I even said I looked forward to MR in Legacy of the Void just to see what you guys would add. So there was much squee'ing and falling over when I saw them in MR 6.1.
In fact I had only two problems with the mod, some issues with the end of Emperor's Fall when its stock SC2 battlecruisers in the cutscene and that being the only time and Protoss building don't catch on fire and burn. If this has already been replied to then forgive me.
I only have three small suggestions, that being that when you deliver the psi-emitter to the Confed base on Antiga Prime, that there should be Zerg drop pods falling onto the Confed base with Zerg spawning and start to destroying it. On New Gettysburg, that if you have any air units the moment the mission ends they start moving away from base to show them abandoning Kerrigan and the base/planet (also that attack should overwhelm whatever base defense people put up whatever it is, to reinforce that there will be no change to canon). Also if you could have the SC2 flashback of Kerrigan cutscene start to play after the mission as an option. Third and finally, at the end of Emperor's Fall after you destroy the Mengsk command center it would be cool if UED battlecruisers start tactical jumping in all over the place. You already have the coolest background sounds of explosions on the map that sounds like tactical BC jumps now, just to add to flavor.
These are little things and I am just so happy and astonished with everything in the mod, that words will never do it justice.
No matter what I just want to say thank you, to all of you and know you made this SC nerds dreams come true.
Oh and before I forget, I found the coolest AI, I don't know if its a bug or just an artifact of the SC2 game AI on Hard. But I started Emperor's Flight and then had to leave the game for a moment. But I forgot to come back, so the Zerg destroyed all my ground units and chased my buildings back over the water, but the Valkyries prevented them from being the destroyed. So after that the Zerg and the Protoss AI ignore me and went all out on each other. After I came back after almost an hour the two Zerg bases attacks was about to finish off the Protoss base and destroyed the command center for me winning the mission.
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My cmd installer runs as a text file. I tried running this in command prompt but it still doesn't work. Windows 10.
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Anyone else unable to start Rebel Yell for no reason?
I can play it if I unlock all missions, but it just feels so cheaty
Update: Can't start the BW terran campaign either.
Second update: Found a workaround, for anyone else suffering the same bug. Go to the campaign, select 'start campaign', then select play. But then go back to the main menu, and hit exit. It'll load the first mission and it will save your progress from there.
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