• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 17:40
CET 23:40
KST 07:40
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Behind the Blue - Team Liquid History Book5Clem wins HomeStory Cup 287HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info4herO wins SC2 All-Star Invitational14
Community News
Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2RSL Season 4 announced for March-April7Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8
StarCraft 2
General
Behind the Blue - Team Liquid History Book How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Rongyi Cup S3 - Preview & Info Clem wins HomeStory Cup 28 HomeStory Cup 28 - Info & Preview
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV Winter Championship 2026 HomeStory Cup 28 RSL Season 4 announced for March-April
Strategy
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 511 Temple of Rebirth The PondCast: SC2 News & Results Mutation # 510 Safety Violation Mutation # 509 Doomsday Report
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Can someone share very abbreviated BW cliffnotes? StarCraft player reflex TE scores [ASL21] Potential Map Candidates
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Diablo 2 thread Battle Aces/David Kim RTS Megathread EVE Corporation Nintendo Switch Thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Safe termination pills Johannesburg+27 63 034 8600
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1525 users

Program to resume games from replays - Page 34

Forum Index > SC2 General
Post a Reply
Prev 1 32 33 34 35 36 39 Next All
Traditional Fire
Profile Joined July 2011
United States60 Posts
April 17 2012 01:53 GMT
#661
We need to make this happen. Blizzard please listen to us and put this in game. Doesn't only solve lan, but can be used for practice. Imagine if you could pick up a game with a buddy right before a big engagement or a huge blunder and see if you could have handled the situation better. This could raise the level of play dramatically and removes all problems with the lack of lan.
That is not traditional fire!
heartlxp
Profile Joined September 2010
United States1258 Posts
April 17 2012 02:54 GMT
#662
amazing stuff sir, thanks for the hard work!
rotegirte
Profile Joined April 2011
Germany2859 Posts
April 17 2012 03:06 GMT
#663
On April 17 2012 07:48 Wegandi wrote:
Remember Blizzard needs us, we don't need them. Is it me or are most people completely oblivious to the leverage at hand? Blizzard risks alienating a large percentage of their clientale if they went and banned tournaments and large swaths of their playerbase. They still have two more expansions they want to sell, and they still have a reputation to uphold. Sure, they can make the suicidal decision, and if they are that dumb then they get their just deserts and we have the truth about the quality of the company. Win/win in either case.



They don't need us. We are nice to have. The worst to happen would be a week-long uproar on Reddit. They are financially well on the safe side with Diablo 3 alone. In regards to HotS and ItV, it really depends on their marketing strategy. They could appeal to the base customer. On the other hand, gamers come and go, every year a new generation grows into it.
TheSuperCow
Profile Joined February 2011
12 Posts
April 17 2012 07:06 GMT
#664
On April 17 2012 04:59 Proseat wrote:
Show nested quote +
On April 17 2012 02:33 vaderseven wrote:
On April 17 2012 02:29 TheSuperCow wrote:
So I fixed the join order thing & updated OP.

I don't know if there should be a pause at the start or something in case players joined in the wrong slots... They might see something they shouldn't :o

I guess I could also make it so AI players could take over for players, as this will not work right now.




You should add that pause thing if your goal is to provide a usable program for fixing tournament issues.

Thank you btw, good thing you are doing here.


The contingency usecase for a tournament using this tool in the event of a disconnect would be the following:

  1. Upon disconnect, record the game time of the disconnect, agree on a resume time, and inform the involved players/teams and third parties.

  2. Take the game off the stream and have casters keep the audience entertained or roll some commercials/overlays.

  3. Check/review the replays on the various client computers for corruption, then pick and salvage the best copy to distribute later.

  4. Resolve internet and/or computer problems that led to the disconnect.

  5. Distribute the chosen replay copy to the client computers of the players and casters.

  6. Start up the SC2 clients and this resume tool on all the involved client computers.

  7. Have all parties pick the distributed replay copy, set the agreed time to resume from, and press the inject button of this tool.

  8. Create a new custom game the same way you did the game that the disconnect happened in (same host, players and casters in their previous slots, possibly go by a screenshot made earlier).

  9. Start the new custom game and let all involved SC2 clients fast forward to the agreed time shortly before the disconnect.

  10. When all SC2 clients have reached the agreed time, they should be in pause mode.

  11. Upon countdown, unpause the game and put it back on stream, continue the cast.

  12. When the game has concluded in an orderly fashion, re-start all SC2 clients and quit the resume tool on all client computers to leave contingency mode and operate normal again.


So a pause at the start before the fast forward isn't necessary I think as this can be done by an admin without the respective player present at that time. AI support would also just be a gimmick, and not used in a tournament setting.


I suppose when a disconnect happens, no replay is saved for the player who disconnected. This would indeed make it necessary to transfer the replay file between computers. It might be the best idea to ensure everything works anyhow.

Regarding the player slots: Starcraft 2 does not actually use player slots, it merely uses teams, and the order players appear in teams is the order they joined in; it is not possible to reorder players in the same team. This is okay for 1v1's, but it might be cumbersome to get the players into the right slots for 2v2's and so on.
Observers do not actually affect the game, so it does not matter what order they are in, or if there are more or less present than in the original game.

But yes, this usage would work.

Note that I have not actually tested this application (and especially the latest version) with more than two players, much less observers (although they should make no difference), so if someone could, I would much appreciate it.
3FFA
Profile Blog Joined February 2010
United States3931 Posts
April 17 2012 09:31 GMT
#665
Wow... just wow. This is just.... amazing...

+ Show Spoiler +
Insert witty comment that I can't come up with by myself here. Couldn't think of anything else to say. This is like meeting the most beautiful girl I've ever seen. Except... better.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
StarcraftMan
Profile Blog Joined January 2010
Canada507 Posts
April 17 2012 12:01 GMT
#666
On April 17 2012 05:18 kerpal wrote:
What ever happened with the 'stronger colours' mod? They claimed that blizzard supported that.

oh found it:
http://www.reddit.com/r/starcraft/comments/lsupz/finally_uploaded_rstarcraft_interviews_dustin/

half-way down someone has summarized. It could be that they'll support this too, although it might be hard for them to set it as an exemption from the warden thing.


Dustin Bowder just said "we support IT" in the video. "IT" doesn't necessarily mean the mod or hack. I take it as Dustin Bowder is saying they support the idea of adding a feature for stronger colors in the SC2 client but not that they support a mod. Blizzard cannot endorse mods, even if the mods are not harmful to Blizzard or the SC2 community. I guarantee you that if one of the big tournaments like IPL or MLG ran this color mod, they would hear from Blizzard.

While Blizzard cannot endorse any mods, Blizzard can turn a blind eye to certain mods. IMO, the color mod and this resume game mod may qualify as mods that Blizzard can turn a blind eye to because it does no harm to Blizzard and the SC2 community endorses it. However, Blizzard would only turn a blind eye to these mods for individual use or small tourney use - Blizzard would most certainly disallow it at large tournaments.
kerpal
Profile Blog Joined June 2009
United Kingdom2695 Posts
April 17 2012 13:27 GMT
#667
On April 17 2012 21:01 StarcraftMan wrote:
Show nested quote +
On April 17 2012 05:18 kerpal wrote:
What ever happened with the 'stronger colours' mod? They claimed that blizzard supported that.

oh found it:
http://www.reddit.com/r/starcraft/comments/lsupz/finally_uploaded_rstarcraft_interviews_dustin/

half-way down someone has summarized. It could be that they'll support this too, although it might be hard for them to set it as an exemption from the warden thing.


Dustin Bowder just said "we support IT" in the video. "IT" doesn't necessarily mean the mod or hack. I take it as Dustin Bowder is saying they support the idea of adding a feature for stronger colors in the SC2 client but not that they support a mod. Blizzard cannot endorse mods, even if the mods are not harmful to Blizzard or the SC2 community. I guarantee you that if one of the big tournaments like IPL or MLG ran this color mod, they would hear from Blizzard.

While Blizzard cannot endorse any mods, Blizzard can turn a blind eye to certain mods. IMO, the color mod and this resume game mod may qualify as mods that Blizzard can turn a blind eye to because it does no harm to Blizzard and the SC2 community endorses it. However, Blizzard would only turn a blind eye to these mods for individual use or small tourney use - Blizzard would most certainly disallow it at large tournaments.

do you mean 'almost certainly' in that last line?

because otherwise i don't really see where you're coming from. I don't see why blizzard can't/won't ignore the fact that tournaments (large and small) are using this feature to save games that would otherwise be hugely controversial. Well, not ignore so much as choose not to enforce the EULA in those cases.

If you mean that in your opinion they won't allow it at high-profile events because it sets a bad precedent then i see what you mean, although i disagree. But if you mean that they for some reason CANNOT allow it at larger tournaments then i don't see why that's the case.
Proseat
Profile Blog Joined February 2012
Germany5113 Posts
Last Edited: 2012-04-17 13:46:07
April 17 2012 13:41 GMT
#668
On April 17 2012 16:06 TheSuperCow wrote:
Show nested quote +
On April 17 2012 04:59 Proseat wrote:
On April 17 2012 02:33 vaderseven wrote:
On April 17 2012 02:29 TheSuperCow wrote:
So I fixed the join order thing & updated OP.

I don't know if there should be a pause at the start or something in case players joined in the wrong slots... They might see something they shouldn't :o

I guess I could also make it so AI players could take over for players, as this will not work right now.




You should add that pause thing if your goal is to provide a usable program for fixing tournament issues.

Thank you btw, good thing you are doing here.


The contingency usecase for a tournament using this tool in the event of a disconnect would be the following:

  1. Upon disconnect, record the game time of the disconnect, agree on a resume time, and inform the involved players/teams and third parties.

  2. Take the game off the stream and have casters keep the audience entertained or roll some commercials/overlays.

  3. Check/review the replays on the various client computers for corruption, then pick and salvage the best copy to distribute later.

  4. Resolve internet and/or computer problems that led to the disconnect.

  5. Distribute the chosen replay copy to the client computers of the players and casters.

  6. Start up the SC2 clients and this resume tool on all the involved client computers.

  7. Have all parties pick the distributed replay copy, set the agreed time to resume from, and press the inject button of this tool.

  8. Create a new custom game the same way you did the game that the disconnect happened in (same host, players and casters in their previous slots, possibly go by a screenshot made earlier).

  9. Start the new custom game and let all involved SC2 clients fast forward to the agreed time shortly before the disconnect.

  10. When all SC2 clients have reached the agreed time, they should be in pause mode.

  11. Upon countdown, unpause the game and put it back on stream, continue the cast.

  12. When the game has concluded in an orderly fashion, re-start all SC2 clients and quit the resume tool on all client computers to leave contingency mode and operate normal again.


So a pause at the start before the fast forward isn't necessary I think as this can be done by an admin without the respective player present at that time. AI support would also just be a gimmick, and not used in a tournament setting.


I suppose when a disconnect happens, no replay is saved for the player who disconnected. This would indeed make it necessary to transfer the replay file between computers. It might be the best idea to ensure everything works anyhow.

Regarding the player slots: Starcraft 2 does not actually use player slots, it merely uses teams, and the order players appear in teams is the order they joined in; it is not possible to reorder players in the same team. This is okay for 1v1's, but it might be cumbersome to get the players into the right slots for 2v2's and so on.
Observers do not actually affect the game, so it does not matter what order they are in, or if there are more or less present than in the original game.

But yes, this usage would work.

Note that I have not actually tested this application (and especially the latest version) with more than two players, much less observers (although they should make no difference), so if someone could, I would much appreciate it.


So if a player joins a custom game and lands in slot 2 of a team, he is still handled internally as the first player of that team because he joined first? What if there is a player who joins first, lands in slot 1 of a team, a second player lands in slot 2, but then the former player leaves the game and his slot 1 will be filled by a third player, which player is handled internally as the first player for that team?

As for observers: I think they might be needed if they previously (before the disconnect) typed something in All chat? Or how will the fast forward of the replay react if that "player" of the observer team is not there? Will the chat text simply be filtered out?

Which leads me to wonder: As the time for loading and fast forwarding of a replay upon entering a custom game largely depends on the type of computer, some will reach the resume time more quickly than others. Why does this not screw things up? Do the replayed commands from one client not translate to commands in the other clients? And is that why each client has to load the replay themselves?
The Rise and Fall of SlayerS -- a timeline: http://www.teamliquid.net/blogs/viewblog.php?id=378097
Grovbolle
Profile Blog Joined July 2011
Denmark3813 Posts
April 17 2012 15:18 GMT
#669
On April 17 2012 22:27 kerpal wrote:
Show nested quote +
On April 17 2012 21:01 StarcraftMan wrote:
On April 17 2012 05:18 kerpal wrote:
What ever happened with the 'stronger colours' mod? They claimed that blizzard supported that.

oh found it:
http://www.reddit.com/r/starcraft/comments/lsupz/finally_uploaded_rstarcraft_interviews_dustin/

half-way down someone has summarized. It could be that they'll support this too, although it might be hard for them to set it as an exemption from the warden thing.


Dustin Bowder just said "we support IT" in the video. "IT" doesn't necessarily mean the mod or hack. I take it as Dustin Bowder is saying they support the idea of adding a feature for stronger colors in the SC2 client but not that they support a mod. Blizzard cannot endorse mods, even if the mods are not harmful to Blizzard or the SC2 community. I guarantee you that if one of the big tournaments like IPL or MLG ran this color mod, they would hear from Blizzard.

While Blizzard cannot endorse any mods, Blizzard can turn a blind eye to certain mods. IMO, the color mod and this resume game mod may qualify as mods that Blizzard can turn a blind eye to because it does no harm to Blizzard and the SC2 community endorses it. However, Blizzard would only turn a blind eye to these mods for individual use or small tourney use - Blizzard would most certainly disallow it at large tournaments.

do you mean 'almost certainly' in that last line?

because otherwise i don't really see where you're coming from. I don't see why blizzard can't/won't ignore the fact that tournaments (large and small) are using this feature to save games that would otherwise be hugely controversial. Well, not ignore so much as choose not to enforce the EULA in those cases.

If you mean that in your opinion they won't allow it at high-profile events because it sets a bad precedent then i see what you mean, although i disagree. But if you mean that they for some reason CANNOT allow it at larger tournaments then i don't see why that's the case.


Orb uses the color mod when he casts some pretty big tournaments. Yet we haven't heard about him being banned for using it.
Lies, damned lies and statistics: http://aligulac.com
hillman
Profile Joined February 2012
United States162 Posts
April 17 2012 15:41 GMT
#670
On April 13 2012 14:11 ReachTheSky wrote:
Interesting but i can't see how this would actually be of use. Maybe, just maybe for tournaments but then again i can't see organizers allowing a third party program like this. Who knows though. Maybe you should add a poll to the OP to get the communities opinion on the matter.


Did you watch the GSTL finals dude? I'm pretty sure if Blizz would approve something like this or make their own similar program, this would have solved many problems similar to those seen in the finals...
TheSuperCow
Profile Joined February 2011
12 Posts
April 17 2012 16:27 GMT
#671
On April 17 2012 22:41 Proseat wrote:
Show nested quote +
On April 17 2012 16:06 TheSuperCow wrote:
On April 17 2012 04:59 Proseat wrote:
On April 17 2012 02:33 vaderseven wrote:
On April 17 2012 02:29 TheSuperCow wrote:
So I fixed the join order thing & updated OP.

I don't know if there should be a pause at the start or something in case players joined in the wrong slots... They might see something they shouldn't :o

I guess I could also make it so AI players could take over for players, as this will not work right now.




You should add that pause thing if your goal is to provide a usable program for fixing tournament issues.

Thank you btw, good thing you are doing here.


The contingency usecase for a tournament using this tool in the event of a disconnect would be the following:

  1. Upon disconnect, record the game time of the disconnect, agree on a resume time, and inform the involved players/teams and third parties.

  2. Take the game off the stream and have casters keep the audience entertained or roll some commercials/overlays.

  3. Check/review the replays on the various client computers for corruption, then pick and salvage the best copy to distribute later.

  4. Resolve internet and/or computer problems that led to the disconnect.

  5. Distribute the chosen replay copy to the client computers of the players and casters.

  6. Start up the SC2 clients and this resume tool on all the involved client computers.

  7. Have all parties pick the distributed replay copy, set the agreed time to resume from, and press the inject button of this tool.

  8. Create a new custom game the same way you did the game that the disconnect happened in (same host, players and casters in their previous slots, possibly go by a screenshot made earlier).

  9. Start the new custom game and let all involved SC2 clients fast forward to the agreed time shortly before the disconnect.

  10. When all SC2 clients have reached the agreed time, they should be in pause mode.

  11. Upon countdown, unpause the game and put it back on stream, continue the cast.

  12. When the game has concluded in an orderly fashion, re-start all SC2 clients and quit the resume tool on all client computers to leave contingency mode and operate normal again.


So a pause at the start before the fast forward isn't necessary I think as this can be done by an admin without the respective player present at that time. AI support would also just be a gimmick, and not used in a tournament setting.


I suppose when a disconnect happens, no replay is saved for the player who disconnected. This would indeed make it necessary to transfer the replay file between computers. It might be the best idea to ensure everything works anyhow.

Regarding the player slots: Starcraft 2 does not actually use player slots, it merely uses teams, and the order players appear in teams is the order they joined in; it is not possible to reorder players in the same team. This is okay for 1v1's, but it might be cumbersome to get the players into the right slots for 2v2's and so on.
Observers do not actually affect the game, so it does not matter what order they are in, or if there are more or less present than in the original game.

But yes, this usage would work.

Note that I have not actually tested this application (and especially the latest version) with more than two players, much less observers (although they should make no difference), so if someone could, I would much appreciate it.


So if a player joins a custom game and lands in slot 2 of a team, he is still handled internally as the first player of that team because he joined first? What if there is a player who joins first, lands in slot 1 of a team, a second player lands in slot 2, but then the former player leaves the game and his slot 1 will be filled by a third player, which player is handled internally as the first player for that team?

As for observers: I think they might be needed if they previously (before the disconnect) typed something in All chat? Or how will the fast forward of the replay react if that "player" of the observer team is not there? Will the chat text simply be filtered out?

Which leads me to wonder: As the time for loading and fast forwarding of a replay upon entering a custom game largely depends on the type of computer, some will reach the resume time more quickly than others. Why does this not screw things up? Do the replayed commands from one client not translate to commands in the other clients? And is that why each client has to load the replay themselves?


Basically, there is an internal order of the players, which is the order in which they joined. I am not sure what happens when a player leaves and another joins; the new player might take the old players spot in the "join order", or he might be added at the end. I have not tested this.
When Starcraft 2 runs through the players to determine spawn locations and create starting units, it iterates through them in this internal order.
The index in this list is used as a unique identifier for each player.
Each player is additionally assigned to a team. Players are sorted within a team by their internal index, ie. by the join order.
My code tries to match players in the game to the players in the replay by rearranging the internal order so that it matches the order from the original game. It associates them by their position within each team. eg. the first player in the first team is moved to where the first player in the first team was in the original game.

It is not possible to land in slot 2 of team 1 unless slot 1 of team 1 is already occupied. If slot 1 is occupied, it will then be impossible to "swap" those two players, again since Starcraft 2 merely maintains which team each player is on, and then sorts them by the join order. There is no slot number.

Observers are somewhat treated as their own team, although my code sort of ignores observers since they have no effect on the game, perhaps besides chat as you mention. Any events from players not present in the game (including chat) is ignored, so chat from observers who are no longer present will not appear (theoretically, I have not tested this specifically).


As for your last question: none of the events present in the replay (which are quickly processed upon starting the game) are transmitted over the network, not even the pause at the end when the time is reached. For what the game is concerned, these actions might as well be part of the map. It is as if the entire replay was scripted into the map, or at least up until the specified time. This is why all players must choose the same replay (or replay from the same game) and the same resume time. The players can both choose their own replay from the same game, but they must be identical (eg they must both last) until the specified resume time. If something is different between the computers, it is as if they are playing on two different maps; the game cannot possibly stay synchronized then.

In fact, the first action sent over Battle.net (besides any chat) is an unpause. This might seem weird since Battle.net saw no preceding pause, and from a little googling it appears maps can not actually pause the game (unlike in wc3), but it is okay since Battle.net cares not about the state of the game; it merely relays the actions between players.
The players can speed through the game at different speeds, this is true, but one game can only progress past a "tick" (the game runs at 16 ticks per second) at which it is certain it will not receive further actions for. Most likely, the game always runs with a "gap", a number of ticks that it can progress without worrying about receiving an action saying that something happened during those ticks. All clients must continually confirm that they have reached a particular point in the game, and that they will not send new actions until a specific tick. This introduces delay. The "gap" of one client will equal the lowest confirmed tick from another client - current tick. In other words, one client can progress up until the point at which all other clients have confirmed they will not send actions. If that made any sense. I'm confusing myself.
So, uh, what was my point again... uh, the gap increases according to game speed I guess? Yes, it does. Before I introduced the pause, I had it so it reduced the game speed 40 seconds before it reached the desired time. The reason for this is that the delay/gap had grown so large due to the high game speed that it overshot the time by a few seconds. The pause gives the game some time to realize we are back at normal speed and reduce the delay.
If the gap reaches 0, the lag screen will appear, since not all clients are keeping up, and if it grows too large the game will speed up since the game thinks it's lagging behind.

I could be wrong on any point here, since I have not actually reverse engineered the network parts of Starcraft 2, but I'm probably not so far off. It could also be that Battle.net decides the tick at which actions will occur, instead of the client working out a delay on it's own. This would decrease lag but increase delay.

Anyways, I was on a roll so I typed a lot. This is all just my current understanding, so I could be wrong on any part of this post.
Eschaton
Profile Joined May 2010
United States1245 Posts
April 17 2012 16:47 GMT
#672
Didn't you get the memo? The technology IS NOT THERE YET AND WHO ARE YOU TO PROVE US OTHERWISE!?!?

/troll
StarcraftMan
Profile Blog Joined January 2010
Canada507 Posts
April 17 2012 16:51 GMT
#673
On April 18 2012 00:18 Grovbolle wrote:
Orb uses the color mod when he casts some pretty big tournaments. Yet we haven't heard about him being banned for using it.


When I say "big tournaments," I mean tournaments like IPL, MLG, and GSL. I don't recall Orb using the color mod at IPL or MLG (heck, I don't even recall Orb casting at IPL or MLG before but I may be wrong).
StarcraftMan
Profile Blog Joined January 2010
Canada507 Posts
April 17 2012 17:00 GMT
#674
On April 17 2012 22:27 kerpal wrote:
If you mean that in your opinion they won't allow it at high-profile events because it sets a bad precedent then i see what you mean, although i disagree.


^^^^^^

this

If Blizzard allows the color mod at IPL, MLG, or GSL, then it opens a whole other can of worms. What if smaller tournament organizers see IPL, MLG, and GSL are allowed to use mods and want to gamble that Blizzard won't enforce LAN hacks - we all know that Blizzard has already made mistakes in "blacklisting" tournament IPs that properly regiestered in advance with Blizzard for the tournament.
coolcor
Profile Joined February 2011
520 Posts
Last Edited: 2012-04-17 21:01:25
April 17 2012 17:28 GMT
#675
On April 17 2012 05:18 kerpal wrote:
Show nested quote +
On April 17 2012 05:08 Shinobi1982 wrote:
So it would defiantly be against Blizzards terms of use to use the program. But if tournaments would use and they did not show the 3rd party program at work... Let's say someone disconnects, stream director switches the stream video to the casters, casters don't mention anything about the 3rd party program in use. Then when the game resumes from the point of disconnect stream director switches to the ingame footage 3-5 sec after the disconnect point. Well basically however the stream director seems it fit... bla bla.

My point is, if the 3rd party program is not shown on stream "at work" nor being talked about, how much would it hurt Blizzard???

in no way does it hurt blizzard, but the danger is that accounts will be banned for hacking and tournaments will lose licences.. i think that the most likely scenario is a quiet few emails are exchanged and the tournaments quietly start using it and blizzard turns a blind eye.

What ever happened with the 'stronger colours' mod? They claimed that blizzard supported that.

oh found it:
http://www.reddit.com/r/starcraft/comments/lsupz/finally_uploaded_rstarcraft_interviews_dustin/

half-way down someone has summarized. It could be that they'll support this too, although it might be hard for them to set it as an exemption from the warden thing.


I want to note that the first question in this interview was about any alternate solution to tournament disconnects and browder's answer was that some of these solutions are big engineering tasks and some of them may be impossible for them to do.

I guess by some of them he meant the ones that aren't this one because it doesn't seem like a big engineering task or impossible. But then why even think or talk about the impossible solutions at all and instead talk about the reasons they haven't done this solution?

Did Blizzard really not see this solution or was Browder just trying to make the problem seem much harder to fix than it really is to trick the fans?
Jotoco
Profile Joined October 2010
Brazil1342 Posts
April 17 2012 17:36 GMT
#676
This is the greatest tool ever for SC2.

Not only does it help solve a huge problem of the community, but it is a POWERFUL training tool.

Suddenly, you do not need to ask: "What if I did this differently?"

You could very well just do it and see for yourself!



But the MAJOR problem (for Blizzard) is that this is technically a hack, and it could get you banned for using it.

What I would do (and I suspect many will do) is use it anyway, but instead of using it in their clients, they would download a pirate copy of the game (that can play outside B.net) and use this tool offline, so they can't get banned.

So this would promote piracy, all because Blizzard is too blind and greedy for their own good.
Attribute
Profile Joined April 2012
United States6 Posts
April 17 2012 20:57 GMT
#677
TheSuperCow, would you consider putting this project on a website such as Github, Google Code, or Sourceforge? Or if you don't want to do that yourself, would you mind formally giving your work a permissive license so someone else can? I'm sure there are a number of coders on TL that appreciate you have released your source code and would like to help if they can.
LordWeird
Profile Blog Joined November 2007
United States3411 Posts
April 17 2012 22:13 GMT
#678
Is this any different than this?????

http://www.teamliquid.net/forum/viewmessage.php?topic_id=67365
Chains none
theBullFrog
Profile Blog Joined April 2010
United States515 Posts
April 17 2012 22:57 GMT
#679
You know what i'd really love ? if you were to stream and explain how this work as a tutorial or just for us peopel who want to learn
thebullfrog
JackDT
Profile Joined January 2012
724 Posts
April 17 2012 23:34 GMT
#680
On April 18 2012 05:57 Attribute wrote:
TheSuperCow, would you consider putting this project on a website such as Github, Google Code, or Sourceforge? Or if you don't want to do that yourself, would you mind formally giving your work a permissive license so someone else can? I'm sure there are a number of coders on TL that appreciate you have released your source code and would like to help if they can.


++ please do.
Prev 1 32 33 34 35 36 39 Next All
Please log in or register to reply.
Live Events Refresh
Ladder Legends
19:00
Amateur Showdown #1
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft620
Nathanias 106
ForJumy 37
StarCraft: Brood War
Shuttle 56
NaDa 13
Dota 2
LuMiX0
League of Legends
JimRising 374
Super Smash Bros
hungrybox405
Mew2King74
Heroes of the Storm
Khaldor367
Other Games
tarik_tv17816
gofns13463
summit1g7305
Grubby4616
FrodaN3835
ToD271
KnowMe166
ViBE42
Maynarde17
minikerr5
Organizations
Other Games
gamesdonequick2148
BasetradeTV88
StarCraft 2
angryscii 44
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 21 non-featured ]
StarCraft 2
• HeavenSC 42
• Hupsaiya 40
• musti20045 30
• RyuSc2 15
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• blackmanpl 51
• RayReign 26
• Azhi_Dahaki20
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV600
League of Legends
• Doublelift4771
Other Games
• Shiphtur357
• tFFMrPink 16
Upcoming Events
Replay Cast
1h 20m
uThermal 2v2 Circuit
13h 20m
WardiTV Winter Champion…
16h 20m
OSC
1d 1h
Replay Cast
1d 10h
Wardi Open
1d 13h
Monday Night Weeklies
1d 18h
Sparkling Tuna Cup
2 days
LiuLi Cup
2 days
Reynor vs Creator
Maru vs Lambo
PiGosaur Monday
3 days
[ Show More ]
LiuLi Cup
3 days
Clem vs Rogue
SHIN vs Cyan
The PondCast
4 days
KCM Race Survival
4 days
LiuLi Cup
4 days
Scarlett vs TriGGeR
ByuN vs herO
Online Event
5 days
LiuLi Cup
5 days
Serral vs Zoun
Cure vs Classic
LiuLi Cup
6 days
Liquipedia Results

Completed

Acropolis #4 - TS4
HSC XXVIII
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
LiuLi Cup: 2025 Grand Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.