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[List]New Features in 2.0.1 (HotS) Beta Editor

    #21 Nov 07, 2012 at 02:33 UTC - 0 likes

    Well, I known it since 1.5 beta.

    More accurately, it can be traced, just in actor layer only.

    And I made it clear in another thread the physics are all actor thing.

    No matter is can be tracked in logic layer though, I still have multiple ways to use cameras to trace them. Just like what I did in this video.

    http://www.sc2mapster.com/forums/44838

    Last edited Nov 07, 2012 by Renee2islga
    #22 Nov 07, 2012 at 03:35 UTC - 0 likes

    @Renee2islga: Go

    Really? Awesome will read up on that tomorrow, I might make a Ragdoll Soccer :P

    my maps will always be Free. and Available to the public at the earliest possible date.

    If you need a tester feel free to ask IShadowWolf.258

    You can also catch me on the IRC most times.

    #23 Nov 07, 2012 at 21:32 UTC - 0 likes

    AhA! Ive been whining about introducing a weblink system to ingame content. Perhaps the blizzard folks listened! Have anyone tried it out? Is it possible to start up games from lets say youtube?

    #24 Nov 08, 2012 at 09:31 UTC - 0 likes

    Tons of excellent improvements Except this: New Mouse coord system In 2.0.1, the size of full SC2 game screen is always considered to be 1600x1200 in mouse coord system, not matter what the current resolution ratio is.

    What is this?! Sounds awful.

    #25 Nov 08, 2012 at 09:41 UTC - 0 likes

    @MusicGTELife: Go

    ooo, thats nice. It means for mapping we have a constant size that we can mount dialogs too. Previously everything was scaled by like a percentage or ratio to match but now it will consider whatever resolution and ratio your in to be the same for every computer ie every computer screen will act the same without weird stretching or squishing.

    Last edited Nov 08, 2012 by hobbidude

    When I want your opinion...I'll give it to you!

    http://www.sc2pod.com/achievement.php?id=13361

    #26 Nov 08, 2012 at 10:25 UTC - 0 likes

    @hobbidude: Go That is actually one thing it does not mean. "Note, the mouse coord system is different the UI Layout/Dialog coord system (Which would affected by your ratio)." To me it sounds like the mouse coord system will behave weirdly and interacting with it could yield distorted results whenever you're not on a 4:3 resolution

    I used to use 2d mouse coordinates to fake 3d world coordinates in some bastardized workaround for some things for some reason, maybe that's not even necessary anymore, but it used to be the only way to do what I was trying to achieve. Now it seems that system will be completely broken and unreliable. I would rather personally compensate for differences in aspect ratio and have complete control over it, knowing things would consistently make sense for the user, than take dirty shortcuts and work with a resolution that doesn't accurately represent the user's display. Meh. My issue with this is not easy to explain I guess, but I do not like the idea of a 1600x1200 grid trying to account for a 1920x1080 display. If it was previously just a 1:1 ratio, maybe it wasn't, I don't know how it was set up before. I could just be making a big fuss about nothing. :P

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