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ok guys, SC2 update to 2.0.4 tomorrow (or now rather). update broke a few things in my mod, easy fixes however.
BEST thing however. is i can now use models with some nice extra features.
(dat grin on the Siege Tank Portrait)
Dragoons will now nice a much nicer death animation, some added particles and physics/ragdoll. fun times. i havn't yet updated all the models to support these features. will likely come slowly. but fun stuff.
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Could we have a new screeny showing off all the new models? (Maybe buildings too, just the ones that you added_)
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holy shit those goons must have exploded nicely. :D looking great, wanna see it in action, hehe.
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With the new SC2 patch, you should create a SC2BW group.
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i've updated NA, waiting on EU now, will update KR aswell.
then hopefully no updates for a little while unless theres any major bugs. takes me forever to do these huge updates lol.
created the SC2BW group on NA aswell. you can transfer ownership of a group? i saw some administrative features in groups. because it doesn't seem to give any warning when you create a group, if you try to join a non-existing one it just creates it. hopefully i get it first but should be ok.
i've also forced the dragoon ragdoll/death animation to work on low settings. keep an eye on this people with low spec machines, i just didn't want people missing out on the coolness of it but if it causes lag i will create a low quality version or just put in the standard protoss low quality death animation.
*EDIT* EU now updated. KR tomorrow.
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On February 20 2013 08:57 MavercK wrote:i've updated NA, waiting on EU now, will update KR aswell. then hopefully no updates for a little while unless theres any major bugs. takes me forever to do these huge updates lol. created the SC2BW group on NA aswell. you can transfer ownership of a group? i saw some administrative features in groups. because it doesn't seem to give any warning when you create a group, if you try to join a non-existing one it just creates it. hopefully i get it first but should be ok. i've also forced the dragoon ragdoll/death animation to work on low settings. keep an eye on this people with low spec machines, i just didn't want people missing out on the coolness of it but if it causes lag i will create a low quality version or just put in the standard protoss low quality death animation. *EDIT* EU now updated. KR tomorrow. Ill be joining!
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Hi mate, just want you to know how much I appreciate your work. I've given up sc2 for more than 1 year as a result of the overwhelming disappointment (got even more disappointed after watching the new units of Swarm). But because of this mod I downloaded this game again. You are one incredible guy! I'm from China and I guess most of westners and even koreans dont know about the hugh influences sc1 has had in my country. I'm quite sure your mod will be popular all over the world soon. I hope there would be a team supporting you in the future. Thank you very much indeed. Keep going!
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thanks, hopefully what you say comes true
do you know when the 2.0.4 patch will hit China? i will update the mod there then. updated KR server today.
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I'm not sure. Sina didn't tell the date.
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Oh god the blue goo. I have to boot up SC2 just to see it.
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I just tried SC2BW for the first time. Hadn't played SC2 at all for a long time (and BW even longer) but i wanted to try this. I was chobo but the AI is pretty bad so i beat it very easily, haha.
Anyway, wanted to see the blue goo mostly as well, given there is no tournament to watch this week. I tried Match Point 1.3 on the Arcade EU Server and for some reason the Dragoon was all shiny and didn't look like on Mavercks pic at all, it was pretty shiny and white. I assume a texture was missing or something, perhaps because i haven't completed the blizzard launcher download yet and it was lagging like shit too (crappy internet + background downloader is pretty bad), so perhaps it's just me. But all other units i've seen were fine. Played on extreme settings.
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On February 23 2013 19:19 HolydaKing wrote: I just tried SC2BW for the first time. Hadn't played SC2 at all for a long time (and BW even longer) but i wanted to try this. I was chobo but the AI is pretty bad so i beat it very easily, haha.
Anyway, wanted to see the blue goo mostly as well, given there is no tournament to watch this week. I tried Match Point 1.3 on the Arcade EU Server and for some reason the Dragoon was all shiny and didn't look like on Mavercks pic at all, it was pretty shiny and white. I assume a texture was missing or something, perhaps because i haven't completed the blizzard launcher download yet and it was lagging like shit too (crappy internet + background downloader is pretty bad), so perhaps it's just me. But all other units i've seen were fine. Played on extreme settings.
hey, thanks, confirmed it, something must have gone wrong in an upload and just a missing texture bug. will fix it tomorrow.
*EDIT* tried to fix it, spent all day updating all the realms, i think it's fixed on some. far out what an ordeal it is updating. will continue working on it.
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On January 21 2013 15:43 MavercK wrote:Show nested quote +On January 21 2013 06:45 Pr0nogo wrote:IIRC the Brood War Psi Storm spell dealt 14 damage per second, enough to bring Goliaths down to something like 1HP (meaning a total of 124 damage). I haven't opened up the modding tools for BW in a few months, though, so take that estimation with a grain of salt. The bug report below only applies to outdated versions of the mod and does not reflect the mod on Fighting Spirit. + Show Spoiler +For Zerg, Extractors don't seem to have a mineral cost. The Creep Colony morphing animation is busted (just use the one from the Spore Crawler), and the Sunken Colony model should be replaced with the one by GnaReffotsirk (if you go into any given Cortex RP map and type '@spawn sunkencolony', you'll know what I mean). Not sure about the Spore Colony model since I didn't check it out but Gna has a model for that, too. Lurker Aspect tooltip says 'Morph to Lurker Den' instead of 'Evolve Lurker Aspect'. I'm really enjoying the mod so far, despite the issues outlined above (which seem to be concentrated around the Zerg). I've always wanted SC:BW to play a bit faster, and between SCII's game speed and the updates of a modern RTS (no selection limit, smartcasting, multi-building select, automine, slightly-smarter pathing, etc.), SC2BW is shaping up to be far more interesting and entertaining than SCII's classic melee. Good stuff all around. I'll be playing it for a long while. Edit: Any chance I can grab the mod and add it to some other melee maps? The map listing as it is only has two that aren't money maps. I can see some great replays being had if I cannibalise an eight-player map and publish it with this mod. Eight-player FFAs are the best. Edit 2: Only Fighting Spirit seems to be updated to the most recent version of the mod. i have storm doing 112 damage total over 8 seconds. seems accurate in my tests. theres some bugs on maps but it's a Blizzard problem, some maps dont get updated properly, others have a bug where sc2 patches override values in my maps (which should never. ever. happen). i dont have a solution for this. i had a blizzard guy contact me, but i havn't heared back from him in ages. no idea whats going on there. i might reupload my Fastest Map Possible?
8 seconds is way off. Even a simple in game comparison to unit attacks shows it to be more than twice as short - in BW it's approximately as long as 3 zealot attack cooldowns or 2 dragoon attack cooldowns, while 8 seconds in SC2 would be enough for more than twice as much.
My old hard drive failed, and I no longer have the data I had compiled 10+ years ago, so I looked at iscript.bin to check the exact values for the animation.
The ability displays nothing for the first 6 frames(tmprmgraphicstart at first frame and then a wait 5, followed by tmprmgraphicend), which matches up with the HT casting animation, so technically the ability is instant cast, but it starts dealing damage and displaying the storm animation only after the HT casting animation is complete(the difference it makes is that if the HT is killed during casting, it won't stop the ability from going off, since it has already gone off).
Then the animation is played, with each graphic frame staying on the screen for 2 game ticks/frames(there's a "wait 2" between each "playfram" in the script). The animation is 14 frames long and repeats twice, and then plays the first 3 frames again and stops, so it would total 31 frames displayed with 60 game ticks between the first and the last.
The first damage tick is dealt after the first animation frame and the last damage tick is dealt before the last animation frame. That makes the delay between damage ticks 8 frames(7 or 9 would be way off), so the duration between the first and the last damage tick would have to be 7 * 8 = 56 game frames. This also effectively increases the casting time to 8 frames(since it doesn't deal damage until 2 frames later).
1 frame in BW = 0.0574 seconds in the SC2 editor, which results in a delay before the first damage tick of 0.4592(8 frames) seconds and the same delay between each following damage tick, totaling 3.6736(64 frames) seconds between the start of casting and the final damage tick.
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On February 26 2013 17:26 lololol wrote:Show nested quote +On January 21 2013 15:43 MavercK wrote:On January 21 2013 06:45 Pr0nogo wrote:IIRC the Brood War Psi Storm spell dealt 14 damage per second, enough to bring Goliaths down to something like 1HP (meaning a total of 124 damage). I haven't opened up the modding tools for BW in a few months, though, so take that estimation with a grain of salt. The bug report below only applies to outdated versions of the mod and does not reflect the mod on Fighting Spirit. + Show Spoiler +For Zerg, Extractors don't seem to have a mineral cost. The Creep Colony morphing animation is busted (just use the one from the Spore Crawler), and the Sunken Colony model should be replaced with the one by GnaReffotsirk (if you go into any given Cortex RP map and type '@spawn sunkencolony', you'll know what I mean). Not sure about the Spore Colony model since I didn't check it out but Gna has a model for that, too. Lurker Aspect tooltip says 'Morph to Lurker Den' instead of 'Evolve Lurker Aspect'. I'm really enjoying the mod so far, despite the issues outlined above (which seem to be concentrated around the Zerg). I've always wanted SC:BW to play a bit faster, and between SCII's game speed and the updates of a modern RTS (no selection limit, smartcasting, multi-building select, automine, slightly-smarter pathing, etc.), SC2BW is shaping up to be far more interesting and entertaining than SCII's classic melee. Good stuff all around. I'll be playing it for a long while. Edit: Any chance I can grab the mod and add it to some other melee maps? The map listing as it is only has two that aren't money maps. I can see some great replays being had if I cannibalise an eight-player map and publish it with this mod. Eight-player FFAs are the best. Edit 2: Only Fighting Spirit seems to be updated to the most recent version of the mod. i have storm doing 112 damage total over 8 seconds. seems accurate in my tests. theres some bugs on maps but it's a Blizzard problem, some maps dont get updated properly, others have a bug where sc2 patches override values in my maps (which should never. ever. happen). i dont have a solution for this. i had a blizzard guy contact me, but i havn't heared back from him in ages. no idea whats going on there. i might reupload my Fastest Map Possible? 8 seconds is way off. Even a simple in game comparison to unit attacks shows it to be more than twice as short - in BW it's approximately as long as 3 zealot attack cooldowns or 2 dragoon attack cooldowns, while 8 seconds in SC2 would be enough for more than twice as much. My old hard drive failed, and I no longer have the data I had compiled 10+ years ago, so I looked at iscript.bin to check the exact values for the animation. The ability displays nothing for the first 6 frames(tmprmgraphicstart at first frame and then a wait 5, followed by tmprmgraphicend), which matches up with the HT casting animation, so technically the ability is instant cast, but it starts dealing damage and displaying the storm animation only after the HT casting animation is complete(the difference it makes is that if the HT is killed during casting, it won't stop the ability from going off, since it has already gone off). Then the animation is played, with each graphic frame staying on the screen for 2 game ticks/frames(there's a "wait 2" between each "playfram" in the script). The animation is 14 frames long and repeats twice, and then plays the first 3 frames again and stops, so it would total 31 frames displayed with 60 game ticks between the first and the last. The first damage tick is dealt after the first animation frame and the last damage tick is dealt before the last animation frame. That makes the delay between damage ticks 8 frames(7 or 9 would be way off), so the duration between the first and the last damage tick would have to be 7 * 8 = 56 game frames. This also effectively increases the casting time to 8 frames(since it doesn't deal damage until 2 frames later). 1 frame in BW = 0.0574 seconds in the SC2 editor, which results in a delay before the first damage tick of 0.4592(8 frames) seconds and the same delay between each following damage tick, totaling 3.6736(64 frames) seconds between the start of casting and the final damage tick.
thanks, will check it out
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This is really cool!
I have really been getting bored of SC2 recently and been hitting myself for not playing BW back in the day.
I can only hope KeSPA picks this up, hehe.
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guys im new in here and i dont understand were to find the mod files ? i want to play so much but cant figure out where is the download help me
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On March 01 2013 22:47 DBZDante wrote:guys im new in here and i dont understand were to find the mod files ? i want to play so much but cant figure out where is the download help me no mod is needed, you can find maps at either the arcade or at custom games.
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I just played on Fighting Spirit. Are you sure the b2 entrance isn't bigger ? It seemed really small compared to the real BW. Maybe it's just the building dimensions though
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Hi. The CN has updated to 2.0.4. Please update the mod. We might have our own tournament soon.
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On March 02 2013 18:35 CBhai wrote: Hi. The CN has updated to 2.0.4. Please update the mod. We might have our own tournament soon.
ok, need to update EU and KR too, will do that asap.
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