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StarCraft Mass Recall: SC1 campaigns on SC2 thread - Page 83

Forum Index > SC2 General
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Eonflare
Profile Joined November 2010
Australia2 Posts
October 19 2016 04:58 GMT
#1641
Hello everyone on Mass Recall, just got v6.1.1 and I really adore projects like these. Here's hoping that one comes out for Warcraft when Warcraft IV comes out, lol. Two small things I'd like to inquire about if anyone can spare the time.
1. Is there any way I can donate to this? Mass Recall is free to download, and I love that, but I really feel that the people who made this and continue to make it deserve something from me personally.
2. This is less to do with Mass Recall and just something to do with me personally wanting to know more about the editor. How exactly do you get the Vespene Geysers to still be harvested (but with reduced rate) when they're depleted? I was thinking of making maps on my own, and Mass Recall is the first place I saw that implemented but I had no idea how to do it myself, so I was wondering if I could know how exactly that is done? And, if possible, it could be done with mineral fields as well.
Life is short? What the heck??? Life is the longest damn thing anyone ever does! What can you do that's longer?
FiveToeWill
Profile Joined November 2016
1 Post
November 01 2016 06:04 GMT
#1642
On the new edition of Mass Recall after install 6.1.1 on a Mac book pro I get weird coloring on my units of a green shell no true colors has anyone experanced this same issue. I have compared my coloring to the display on Jay Borinos and is is really nice so I am not sure I have a problem or not

ANY HELP

Please Fred
Burpcycle
Profile Joined November 2016
1 Post
November 03 2016 16:53 GMT
#1643
I downloaded the following files from your website:
SCMRcinema_v6.0_to_6.1_patch
scmrlesetup
SCMRlocal_v6.1.1_EN
SCMRmaps1_v6.1
SCMRmaps2_v6.1
SCMRmod_v6.1.1
SCMRmodretro


I watched the youtube video someone made and ran the auto-installer. It did create a shortcut on my desktop, but when I click it, I get the opening loading screen and a message that "The launch of this game makes reference to mod or map dependencies which are no longer available," and the game launches the real Starcraft II. What am I missing?
Zeerk
Profile Joined November 2016
1 Post
November 05 2016 16:40 GMT
#1644
Ive been playing this today and are Zergs supposed to do this much damage?
Im playing the terran campaign on normal and one small squad of zerglings is enough to destroy a bunker and kill half of the units inside it. Im stuck at mission 6 because i cant do anything to the zergs. I can barely defend their attacks, much less attack them.
Koetetsu
Profile Joined March 2016
4 Posts
Last Edited: 2016-11-12 17:12:58
November 12 2016 16:58 GMT
#1645
Great Job on the new update. I'm getting a bug on the sound though. It seems that my marines and zealots aren't talking in the retro mod. is there a way to fix this or is this already a known issue?

Also it seems that the HotS model for Tass is only available in the retro mod. Would like it if it was the same for the standard mod as well.
ramon
Profile Joined April 2011
Germany4842 Posts
Last Edited: 2016-11-21 21:19:01
November 21 2016 20:19 GMT
#1646
What changes when I replace the normal mod with the retro version?
tried both for 1 mission, looks like different models.
bisu
Eregos
Profile Joined July 2013
United States34 Posts
Last Edited: 2016-11-30 05:10:26
November 27 2016 03:13 GMT
#1647
Good update as always. A couple of bugs to report (APPARENTLY WITH 6.1, SHOULD'VE WAITED A FEW DAYS TO INSTALL):
1. I get a black screen after 'operation silent scream' in rebel yell. The new cutscene is really nice, but even going a couple saved games back the mission would irrevocably hang after the victory cutscene finished. I could still access the menu and bypassed the issue by returning to the SCMR menu. After cheating through the mission with 'terribleterribledamage' just now the hang didn't manifest itself again, so I'm not sure I can reliably reproduce it. I'm playing on SCMRmod with cinematics enabled and almost all the extra options enabled and BW sounds. It could be the same bug the SCMR 6.2.1 log talks about where the game can't load player scores. now that 6.2.1 is available I'll see if the bug ever reappears.
2. I really like the planetside remake of New Gettysburg, much better this way since that SC2 cutscene unnecessarily retconned it . However they do cause some unit pathing issues where they traverse under the map briefly due east of the starting position. I'd recommend trying to use more evenly scaled buildings as some of the windows are bigger than siege tanks.
[image loading]
3. At the start of every terran mission I've been cancelling nukes on my academies due to this being added in from the recent Nova covert ops pack. I can't use these nukes obviously since I don't have Nova, but it'd be good to find some way to remove them.
Calion
Profile Joined April 2014
United States30 Posts
Last Edited: 2016-11-27 20:22:25
November 27 2016 19:21 GMT
#1648
Is there any hope of animating the talking heads in the mission screens? I miss that bit.

Also, is there any way to search this thread?
Calion
Profile Joined April 2014
United States30 Posts
November 27 2016 22:31 GMT
#1649
On November 13 2016 01:58 Koetetsu wrote:
Great Job on the new update. I'm getting a bug on the sound though. It seems that my marines and zealots aren't talking in the retro mod. is there a way to fix this or is this already a known issue?


I'm having the same issue.

Also, when someone talks, their portrait shows up on the left only as a flicker, and then vanishes.
MAYDAY777
Profile Joined November 2016
2 Posts
November 28 2016 02:10 GMT
#1650
--- Nuked ---
Eregos
Profile Joined July 2013
United States34 Posts
Last Edited: 2016-12-07 17:56:28
November 28 2016 18:51 GMT
#1651
Minor bug (CONFIRMED IN 6.2.1): I cannot cancel probe production on my nexus via hotkey in either Protoss campaign. The only way is to click the probes in the command card.

Does anyone know which Mass Recall version first contained the cinematics? I know I got it some time in 2015. Given a few bugs and some minor taste differences with the latest version, I'd recommend that version to a friend. Hopefully subsequent SC2 updates haven't broken too much that's been fixed without my realizing. If not I'll have to dig up the version number.
Eregos
Profile Joined July 2013
United States34 Posts
January 05 2017 09:34 GMT
#1652
The SCMR mod has gone far beyond the point of excellence. The newest version introduced some minor bugs, but this does nothing to change my opinion. That said I do have a bunch of nitpicky criticisms of the latest version and reports on some bugs, but simply posting this comes across too much as an angry customer with a list of annoying complaints, which I don’t intend at all. I intend my nitpicky criticisms and bug reports purely as a resource for those looking to make future improvements to the mod. So I’m enclosing it as initially hidden text. I wouldn’t bother making a list if the mod weren’t already so great.
Nitpicky criticisms of SCMR version most recent as of Nov 29 2016 (6.2.1):
+ Show Spoiler +

• On Protoss 03, the intro music’s harp chords are a bit loud, even with significant SVM enabled (smart volume management, which dampens loud sounds)
• On Protoss 08, Raynor’s BC and the starting carrier have a ‘descent’ animation, but it never ends – they just descend down to the map floor and stay there. They can still go up over walls and I don’t think combat performance is affected but it looks weird.
• The BW voices are good but some of them, especially the executor/adjutant/overmind sound like each of their lines was remixed individually, and some have much lower and others much higher tones of voice. In BW it was rather consistent. There’s also a separate issue which is probably known already where you will still hear the SC2 adjutant/queen/executor for certain lines, including ‘maximum supply reached’ which was added to the game relatively recently, and some others.
• Some of the new sounds:
• “We are over maximum supply”
• “That must be built on a vespene geyser”
• “That must be built on Creep”
• “That must be built on a power field”
• In the briefing for Protoss x04 “The Quest for the Uraj”, there is a bug when replaying the briefing where Artanis’s entire model is shown, actually clipping into Aldaris. I’d also recommend increasing the delay between when Aldaris’s transmission cuts out and when Artanis’s comes in be increased by 2 seconds to give that element a little more time to settle.
• In Protoss x05 “The Battle of Braxis”, Artanis’s portrait became a hazy mist with Artanis not visible when he tried to speak in the mission itself (The briefing was fine).
• Protoss x08 “Countdown”, When accomplishing the mission by destroying all zerg structures, the ‘accomplish’ event triggers a gazillion times, triggering a gazillion overlapping dialogues about the Temple from Zeratul, a gazillion starts of the victory screen music, and then I can’t watch the cinematic at all because new victory screens pop up again and again. After a few tries I got it so the victory screen only came up 3 times, after which I could watch the cinematic, but clearly something wrong there. It’s a good idea to add this alternate victory condition, but I’d prefer it either work properly or be removed. Remember that players winning the mission this way know damn well how long it takes, and can time the Zeratul/Artanis entrance to the temple for about the length it’ll take them to clear the map anyways. In past attempts I’d clear the map with maybe 1-2 minutes left on the temple timer.
• Excellent Job on the Dugalle portrait! My one minor criticism here would be to make his lips somehow look more natural – adding some thickness to them would be good.
• Terran x04, the new cutscene where Stukov walks out might be a few seconds too long. In general I would recommend not making any of the pre- or post-mission cutscenes any longer than they already are, I think saturation point has been reached. I like the overwhelming majority of them, I just have nitpicky criticisms. My usual thing of destroying the physics labs and nuclear silos nearly simultaneously also bugs out the cutscene considerably but this is just an observation not a criticism.
• Terran x05 (Ground Zero), spider mines are no longer capable of killing cloaked enemy ghosts . Was this intentional? Because I really liked how in the original broodwar you could skip several minutes of economic buildup in this mission by using spider mines to kill the ghosts, allowing you to keep your initial army and use it to secure expansions, letting you be much greedier early on. In previous SCMR versions I was able to get sub ~40 minute full map clears this way mass BC without even trying hard to be efficient. For this playthrough, playing the ‘ground zero’ version of the mission felt like too much of a demotion since I couldn’t do my usual tactic, so I had to switch over to ‘birds of war’.
• End of Terran x06, the new warpgate model is really cool but when it blows up after Mengsk/Raynor escape on a shuttle it turns into a regular warpgate then blows up – the transition is incredibly unsubtle. I’d rather either make a workable explosion animation for the new warpgate (ideal solution) or just go back to the old one.
• End of Zerg X07 (Drawing the Web), The zealots protecting Razshagal and the Zerg don’t properly battle each other, mostly just stand there. If that’s supposed to be because of the *confusion* caused by the Talematros detonation, get rid of it and just have them fight normally.
• Energy upgrade on Defilers no longer appears to work – After researching it I morphed some defilers and they spawned with 22 energy. They spawn with 50 energy WITHOUT researching the upgrade. Their max energy does properly increase by 50 though.

ZedEcks
Profile Joined January 2017
1 Post
January 05 2017 12:56 GMT
#1653
Having a small issue with updating to 6.2.1 it seems.
I've downloaded all the newest versions of the files and I did follow the most recent version instalation guide video on youtube (https://www.youtube.com/watch?v=OYJuB6TrliA), and the game does work fine, it just won't update past ver 6.1.
Am I doing something wrong?
Also, amazing job, this mod is just heavenly.
nico2b
Profile Joined January 2017
1 Post
January 19 2017 19:53 GMT
#1654
boujour j'ai une question ses normal que mes infanterie parle anglais pourtant j,ai telecharger la version francaise
Eonflare
Profile Joined November 2010
Australia2 Posts
January 25 2017 11:42 GMT
#1655
Well 6.2 came out recently didn't it? I was wondering if anyone else is having an issue with the hotkeys? I didn't like the Corsairs being binded to 'O', but for some reason when I tried to change it, not only did it never work, it always changed the Scout's hotkey to the same thing as well. Anyone know how to stop this?
Life is short? What the heck??? Life is the longest damn thing anyone ever does! What can you do that's longer?
Slider1
Profile Joined February 2017
1 Post
February 04 2017 03:02 GMT
#1656
It would be nice if the autorepair feature of SCVs from StarCraft II was made available as an option in this otherwise amazing mod. It was the one thing in SCII that I found was a massive improvement over the original game.
digmouse
Profile Blog Joined November 2010
China6330 Posts
Last Edited: 2017-02-06 03:47:20
February 04 2017 09:43 GMT
#1657
There are issues with the Chinese translation, the main menu and the start mission buttons have no readable text. Game plays otherwise fine. Due to the launcher is hardcoded into using the English original font I guess? This didn't happen in older version where the Chinese version is a separate release.

Screenshots here: http://imgur.com/a/9iZFT
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
Zoar
Profile Joined February 2013
United States39 Posts
February 07 2017 07:44 GMT
#1658
yeah the hotkeys are having lots of conflicts and will not save, makes the game nearly unplayable
markG
Profile Joined October 2015
7 Posts
March 15 2017 19:29 GMT
#1659
Honestly I cannot thank each and every person that put in the time and effort into making this. I am a die hard fan of the original Starcraft series back in the late 90s and this was perfection to me.

Also, tfw "Ride of the Valkyries" plays on Episode 5 mission 6 right when Terran Valkyries are being introduced. I lost it there LOL.

PS - is it just me, or is mass hydra build REALLY strong in this game?
AranciataExcess
Profile Joined December 2015
5 Posts
March 26 2017 08:24 GMT
#1660
On January 20 2017 04:53 nico2b wrote:
boujour j'ai une question ses normal que mes infanterie parle anglais pourtant j,ai telecharger la version francaise


It uses the US "Brood War" asset files/ Il utilise les fichiers d'actifs américains «Brood War»
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