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[MOD] save and load in multiplayer. - Page 3

Forum Index > SC2 Maps & Custom Games
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turtles
Profile Blog Joined August 2011
Australia360 Posts
Last Edited: 2012-03-30 02:22:23
March 30 2012 02:20 GMT
#41
I have a new version out on Shakuras Plateau (NA and SEA).

It is only on that map for now until I can get more games on it to see how it works in practice.

The biggest change is that swapping is now implemented!

When you load the game there will be a portrait on either side of the menu with a unit in it (marine, zealot or zergling based on which race) and a short description underneath of race, spawn location (2 O'clock, 7 O'clock, etc) food supply and some other details. These will have the players name above them showing who was who when the game was saved.

To swap, click on the other players unit and you will see that the armies have now been swapped around. click on the "Go" button and the game will load back to the previous save but you will be in the opponents seat instead. (with their units, control groups, tech tree, resources etcetc)

This will be a big benifit for people using SALT as a coaching tool as you will be able to go over a scenario together from both sides. For instance how to leap frog tanks. If the student messes up his push the coach can swap and load back to before it happened and show the student how to do it. They can then swap back and load so the student can try the push again.

There are a few bug fixes/changes as well.

when the game starts there is a 3 second countdown before you can begin mining. This is because some people were experiencing lag spikes just as you were begining.

When over the maximum allowed units for a save (650 units from memory) the game will print out a message warning that there are too many units to save and let you continue.

hatches now start with 3 larva instead of being a slight (half a second?) delay before they appear.

few other tweaks.

Remember, it's on "SALT Shakuras Plateau" (NA and SEA) only for now. If you are not on those servers or want to try out a game on the older version I would still like to hear your thoughts on the previous version as a lot is carried over

contact me if you want a game or grab a friend and go practice a few games. Swap forces and see if you can teach him/her a thing or two

I'd like to know how you found it.

Thanks,
Turtles
AveSharia
Profile Joined April 2011
United States62 Posts
March 30 2012 14:35 GMT
#42
+ Show Spoiler +
When over the maximum allowed units for a save (650 units from memory) the game will print out a message warning that there are too many units to save and let you continue.


Please tell me it says "Cannot create more units."
turtles
Profile Blog Joined August 2011
Australia360 Posts
March 30 2012 17:09 GMT
#43
Bad news. It seems to break in 1v1 over Bnet.

It works perfectly fine for player vs comp though.

I have to go away for 2 weeks but I will leave the new version on Shakuras plateau so that people can test on it.

All the other maps have the old (working) version for people who use SALT.

I still encourage people to have a look at it player vs comp and tell me what they think of the new direction.

Thank you

Please tell me it says "Cannot create more units."


If you give me a test game in 2 weeks when I come back I promise it will say "Cannot create more units."
turtles
Profile Blog Joined August 2011
Australia360 Posts
October 31 2012 16:48 GMT
#44
Hi everyone!

development stopped on this project a while back but it is in full production right now and there is some big news:

SALT version 2 will soon be out!

Including new features like auto-save, swapping sides with your opponent, and build order support. Other changes are a greatly improved and simpler interface and various fixes, patches and tweaks.

Here is a taste of what SALT v2 has:

commands built into the main game interface (press F10 or click on the menu button to see all the features)
[image loading]

example of creating a build
[image loading]

working through a build order
[image loading]

improved saving/loading - now with both auto-save and the ability to swap sides with your opponent (click on their unit portrait)
[image loading]

adjustable auto-save duration
[image loading]

a list of credits with about 8 sections listing people who have helped to make SALT
[image loading]

I look forward to your feedback as always and hope this comes as a help to you all.

If you have any feedback please drop me a note in this thread or PM me.

For any map makers who would like this mod ported to their map just send me a PM and I'll set it up for you. You can begin saving/loading games on your map in no time.


current maps
As I am looking for testers I haven't put this version of SALT on all the maps yet. At the moment it is available on the map "SALT condemned ridge" in wings of liberty and "SALT fractured glacier" in the HotS beta. All other SALT maps will not work for the time being
turtles
Profile Blog Joined August 2011
Australia360 Posts
November 09 2012 02:20 GMT
#45
SALT version 2 is now up on all the ladder maps in Wings Of Liberty on the US server!

I have also added this mod to two custom maps:

Ravenous Depths by lefix from The Planetary Workshop

and

Wightbane Gorge by NewSunshine one of the finalists of the September MoTM competition.

Just search for SALT in the arcade on the US server and you will see all the maps available. The maps features can be accessed by opening the game menu (the same menu you use to change settings, leave game, pause etc)

If you would like to use SALT to test your map in depth then speak up and I will gladly add it on for you.

Thanks and happy map testing!
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
November 09 2012 02:45 GMT
#46
holy shit nice work
133 221 333 123 111
Fatam
Profile Joined June 2012
1986 Posts
November 09 2012 02:54 GMT
#47
Didn't know about this before, but really cool. Cheers
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
UncleVinny
Profile Joined April 2011
United States35 Posts
November 09 2012 06:53 GMT
#48
It took me a while to realize that you can't find SALT games in Custom Games, you have to go to the Arcade. I've never really understood why that is. Anyway, thanks for the updates!
<3 Sheth
BabyToss!
Profile Blog Joined October 2010
Czech Republic588 Posts
November 09 2012 11:32 GMT
#49
Awesome work. Definitelly an underrated practice tool, which should be getting much more love.

Also, sent you a pm, turtles!
Nowadays a Filthy Casual | Follow your dreams |
moskonia
Profile Joined January 2011
Israel1448 Posts
November 09 2012 14:12 GMT
#50
Man you're freaking awesome!! I have used the SALT maps many times to practice builds and stuff and with the new improvement its going to be much easier it seems Thanks!
therockmanxx
Profile Joined July 2010
Peru1174 Posts
November 09 2012 14:31 GMT
#51
Why couldnt blizzard implement this in the real game? BW and W3 have this option xD
Tekken ProGamer
turtles
Profile Blog Joined August 2011
Australia360 Posts
Last Edited: 2012-11-10 15:40:24
November 09 2012 18:25 GMT
#52
Japu was sharp enough to point out that some of the more recent game patches were removed from the maps.

I have no idea why this happened but it is fixed now.

Thanks for your patience

EDIT: typo
BabyToss!
Profile Blog Joined October 2010
Czech Republic588 Posts
November 13 2012 04:30 GMT
#53
We've been testing the maps with my teammates during practice - it seems there's an issue with the maps, when you add spectators to it now, since the new version was released. As in the previous one, it worked just fine with spectators.

What it does is, that the buttons stop working properly. You click "load" and nothing happens. In one case, the whole map became unclickable. It may be because of the spectators, however, like I said, it worked just fine in the previous release od the maps.
Nowadays a Filthy Casual | Follow your dreams |
turtles
Profile Blog Joined August 2011
Australia360 Posts
November 15 2012 02:20 GMT
#54
Sorry, I don't know what changes I made to make it stop functioning properly with spectators.

From day 1 I have assumed there would only be 2 players or player vs comp. It never occured to me to make it spectator friendly so I'm surprised it worked with spectators to begin with.

I won't have much free time till Mon and it will be hard to fix because testing would require publishing and testing with other people. But I'll get on it
Mr. Black
Profile Blog Joined May 2011
United States470 Posts
November 15 2012 04:26 GMT
#55
Thanks for the mention in the credits, brother. This map is exactly what I was hoping for. :D
Make more anything.
BabyToss!
Profile Blog Joined October 2010
Czech Republic588 Posts
November 15 2012 20:30 GMT
#56
On November 15 2012 11:20 turtles wrote:
Sorry, I don't know what changes I made to make it stop functioning properly with spectators.

From day 1 I have assumed there would only be 2 players or player vs comp. It never occured to me to make it spectator friendly so I'm surprised it worked with spectators to begin with.

I won't have much free time till Mon and it will be hard to fix because testing would require publishing and testing with other people. But I'll get on it

We wanted to use it during team practices & we also tend to help each other and commentate on the games, hence why it was used with observers. It'd be good if it worked again with them, as the map is a lovely practice tool. Will gladly test it for you.
Nowadays a Filthy Casual | Follow your dreams |
Doominator10
Profile Joined August 2012
United States515 Posts
November 15 2012 20:51 GMT
#57
errmahgaaawwsh its up! ^_^ :DDDD Will be testing shortly. D@M IRL needs to go away TT
Your DOOM has arrived,,,, and is handing out cookies
turtles
Profile Blog Joined August 2011
Australia360 Posts
November 25 2012 10:57 GMT
#58
Working on getting SALT working for multiple people with the ability to swap controll between different players.

When it was just 2 players allowed in a game I would keep the unit colours and swap the colour of players. For example if I am a red zerg and you are blue terran then if we swap sides then I become a blue terran and you become a red zerg.

I kept the colours of each army because I thought it would make things less confusing.

But with up to 14 players in a game and the ability to swap around who is in charge of which army I am thinking it will make things simpler if each player keeps their own colour. For example if I am a red zerg and your colour is blue and we swap then you become zerg but keep your colour.

Wondering which others think would make the most intuitive sense

Poll: Which makes more sense

Players assume the colour of the army they are controlling (3)
 
100%

Players maintain their own colour (0)
 
0%

3 total votes

Your vote: Which makes more sense

(Vote): Players maintain their own colour
(Vote): Players assume the colour of the army they are controlling

BabyToss!
Profile Blog Joined October 2010
Czech Republic588 Posts
November 25 2012 22:29 GMT
#59
I'd say make it, that it's easier to program for you. The colours are not that significant, and if this map works for group of people practicing, then something like what the colour of my army is the last thing bugging me, really.
Nowadays a Filthy Casual | Follow your dreams |
MrBrunk
Profile Joined September 2011
Canada428 Posts
November 28 2012 22:09 GMT
#60
Just want to say awesome map. been using this just to hammer out BO's. After new update somethings I have noticed, and probably you are aware of but just in case!

Upgrade bug after restarting. Say on the first play through i do like my full build order and have 3/3 upgrades for bio. If I restart and then try upgrading +1/1 attack, once it finishes, my bio seems to get +3/3 attack right off the bat. (Only tested with terran on SALT Antiga)

I get this Issue too when practicing on Darleign Multitasking trainer with the vehicle upgrades.

Anyhow, liking the new updates!
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