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Save/Load multiplayer games - implemented - Page 5

Forum Index > SC2 General
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stanik
Profile Blog Joined June 2010
Canada213 Posts
February 22 2012 03:44 GMT
#81
On February 21 2012 12:57 turtles wrote:
Show nested quote +
On February 21 2012 11:47 WigglingSquid wrote:
Ask Blizzard to give you a few thousands dollars...


*sigh*, if only

about 10 minutes ago I saw that this thread had been bumped which will probably bring in some new users. So I have uploaded the newest version for people to use which is much more user friendly. When you save the game you no longer have to manually select each control group. Just type "save" and it is all done automatically!

Also a few other changes and bug fixes.

If you use custom hotkeys for control groups though you will need to edit a file to let the game know which keys you use. The first post has been updated with details about this.

As for disconnects during a tournament I do not want to save periodically as this might be a cause of lag. However I can detect when 1 player drops and save the game when that happens. But this will only be AFTER I have found a way to squeeze a save game into a tiny file (Blizz imposes small file size restrictions which to be fair is a good idea most of the time)

Hope you guys like


Would it be possible for you to create a script that will convert the local SC2Hotkey file that we use into your version of SALT.SC2Hotkey?
Reason.SC2
Profile Joined April 2010
Canada1047 Posts
February 22 2012 03:49 GMT
#82
This has the potential to be revolutionary both in its tournament and training implementations. You sir, are a gentleman and a scholar.
turtles
Profile Blog Joined August 2011
Australia360 Posts
February 22 2012 04:08 GMT
#83
On February 22 2012 12:44 stanik wrote:
Would it be possible for you to create a script that will convert the local SC2Hotkey file that we use into your version of SALT.SC2Hotkey?


That would be good, however for security reasons the only files we are allowed to read/write are bank files inside the players "Banks" folder. The easiest solution would be if Blizzard implemented a function that lets custom map code know what units are in a control group. You can add and remove units from player control groups, just not know whats in there at any given time. Hence why it is awkward to keep track of.
PlateCaptain
Profile Joined February 2012
United States26 Posts
February 22 2012 04:12 GMT
#84
This is great. Thanks for all the hard work.
getSome[703]
Profile Blog Joined December 2009
United States753 Posts
February 22 2012 04:15 GMT
#85
I haven't tried this, but it seems to be an awesome development and a great training tool. Definitely deserving of a spotlight imo
Running Log! http://www.runningahead.com/logs/5081b4d7a4a94c5e8fa20b01e668dfb6/calendar
turtles
Profile Blog Joined August 2011
Australia360 Posts
February 26 2012 19:13 GMT
#86
By popular demand.... I have some good news!

SALT is now finally up and running on EU

instead of the 4 maps that there used to be there are now 13 maps
+ Show Spoiler +

LADDER / TOURNAMENT:
SALT Antiga Shipyard
SALT Entombed Valley
SALT Cloud Kingdom
SALT Metalopolis
SALT Shakuras Plateau
SALT Shattered Temple
SALT Tal'Darim Altar

TOURNAMENT:
SALT Dual Sight
SALT Crevasse
SALT Daybreak
SALT Terminus

NOT IN COMPETITIVE USE:
SALT Xel'naga Caverns
SALT Bel'shir swamp (one of my own maps, not balance tested)

on which SALT has been ported to which are now all available on NA, EU and SEA*

On top of that I have edited the OP to reflect some other news items. usability is now greatly improved with control groups now recognized automatically, QXC has graciously offered to help host the maps to NA and SALT has been covered by H-to-the-usky-HUSKY


(note, near the end of the clip his opponent clicks on the "restart" button hence the confussion)

I do not plan on spamming the general forum everytime there is an update, but given the number of people who got in contact with me requesting this be uploaded to Europe I think this definitely warrants a good hearty bump.

One last item, I recently learned that if a game is private it does not count towards the amount of time played on a map. It would help out if games played on SALT were set to "open to public" even if it is a private game between you and a friend as this would help spread the visibility of this project. there is a maximum of two players so if you create the game and add your friend there will be absolutely no difference.

Thank you for your time patience. Now get out there and "practice being a better gamer"
Turtles

+ Show Spoiler +

*SEA will have to wait until after the new patch which occurs tomorrow
Moochlol
Profile Joined August 2010
United States456 Posts
Last Edited: 2012-02-26 19:26:33
February 26 2012 19:26 GMT
#87
Been using this bit since I heard about it from reddit, truly awesome idea, I have some input for the OP, It seems there is a bug when loading states, Worker rally seem to be destroyed, causing workers to try and travel to your opponents base, and the severity of this seems to depend on the map.

On another topic, I thought adding a countdown after loading a state might be nice. Of course you CAN just observe the state and soak in the following tasks to follow, but i just thought it could make it a little easier to jump back in, idk just an idea.

Love this custom, great tool.
blaaaaaarghhhhh
sVnteen
Profile Joined January 2011
Germany2238 Posts
February 26 2012 19:39 GMT
#88
absolutely AWESOME

big thanks for doing this for us

have to test it right away
i think this is going to be sooooo helpful to find out if you made the correct choices
AWESOME it just adds so much much much more to practice
MY LIFE STARTS NOW ♥
dacimvrl
Profile Joined December 2011
Vatican City State582 Posts
February 26 2012 19:44 GMT
#89
this sounds like a very interesting add on, thanks!
skeldark
Profile Joined April 2010
Germany2223 Posts
February 28 2012 15:05 GMT
#90
I uploaded "SALT Antiga shipyard" to KR.

Can someone with kr client please confirm, that the text ingame works?
Then i upload the rest too.
Save gaming: kill esport
venom0us
Profile Joined November 2010
United States60 Posts
February 28 2012 16:34 GMT
#91
Never realized the importance of such a tool. Plan on using this when i get home, nice job!
Tarz
Profile Joined October 2011
Canada106 Posts
February 29 2012 06:14 GMT
#92
I remember saving in BW. Can't believe Blizzard didn't implement this for SC2
This mod is great, thank you.
anvi
Profile Joined November 2010
United States22 Posts
February 29 2012 06:20 GMT
#93
I've always been wondering (in showers) why this isn't implemented into the game. Thank you for doing this!
bobsire
Profile Joined December 2011
Canada296 Posts
February 29 2012 06:32 GMT
#94
really handy for practice!
skeldark
Profile Joined April 2010
Germany2223 Posts
March 01 2012 17:52 GMT
#95
ask again:
can pls someone from kr confirm that the map
SALT Antiga Shipyard
runs without errors?

thx alot.
Save gaming: kill esport
Danglars
Profile Blog Joined August 2010
United States12133 Posts
March 21 2012 01:50 GMT
#96
If you need help deploying the latest versions to KR, lemme know via PM
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
memcpy
Profile Blog Joined April 2010
United States459 Posts
March 21 2012 01:55 GMT
#97
I love this map so much. If you're still working on it I would appreciate if you could fix these bugs:
Larva doesn't start on the ground. You have to wait a second before you can make your first drone.
If the game was saved while a hatchery was building and the state is loaded after it completes, the creep is still there.
Rallies sometimes are not saved.
turtles
Profile Blog Joined August 2011
Australia360 Posts
March 26 2012 19:24 GMT
#98
If you need help deploying the latest versions to KR, lemme know via PM


SALT Antiga Shipyard is uploaded to KR server. I'm not sure about the others. Could you check if it works on KR server? Does it work with KR language pack?

Thank you for the offer. skeldark uploaded to KR with a friends account but if he can't upload there and I need help I might send you a message


On March 21 2012 10:55 memcpy wrote:
I love this map so much.


Thank you, I'm glad to know it's getting some love. <3

If you're still working on it I would appreciate if you could fix these bugs:

Yes, I am still working on it, I have a new patch 70% done. I'm going camping for 2 weeks starting Thu so I'm trying to push out the newest version before I go but I don't know if I can make it in time. I might release a beta version on one map so people can have a look and give feedback.

new version has several tweaks, better menus and the ability to swap to help demonstrate things in coaching scenarios or to have fun fighting the same battle from the other side.

Larva doesn't start on the ground.

problem fixed already in the new patch

If the game was saved while a hatchery was building and the state is loaded after it completes, the creep is still there.

I'll add it to my very long list of tweaks that need to happen

Rallies sometimes are not saved.

If an outright bug happens it might help if you sent me the replay file. It has sometimes been helpfull to look at the replay of when problems have occured. The map has my email add in it or you could just PM me.

Thanks for support,
Turtles
WigglingSquid
Profile Joined August 2011
5194 Posts
April 08 2012 02:48 GMT
#99
Bump for GSTL finals drama.
mastergriggy
Profile Blog Joined May 2010
United States1312 Posts
April 08 2012 02:50 GMT
#100
If only blizzard implemented half of the amazing things their community has created...
Write your own song!
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