• 0

    posted a message on How I fixed 4.0 related bugs

    It seems that the optimizations to code generation delivered by 4.0 are automatically applied to the trigger actions created by GUI.

     

    But in my case I frequently combined GUI actions with custom scripts, where I used some API functions that seem to be obsolete since 4.0 released.

     

    Unlike GUI shit, custom code hasn't been automatically changed to the new standard, so I have to fix it manually.

     

    The first thing I had to fix is:

     

    I have the gui-created "pick each player in a group" loop. And inside that loop I have (amongst other stuff) a custom script, where I manually call PlayerGroupLoopCurrent()

     

    PlayerGroupLoopCurrent() doesn't work anymore.

     

    GUI loop now uses another function PlayerGroupNextPlayer()

     

    So, I added a variable to the trigger, created a new gui action, that assigned (picked player) to my new variable.

     

    And used this variable in the script instead of PlayerGroupLoopCurrent()

     

    And it fixed this particular issue.

     

    But I'm afriad it's not the only issue my map has since 4.0, so I'll put more solutions in this thread.

     

    The second issue is similar:

     

    UnitGroupLoopCurrent() function doesn't work anymore in my custom script that is placed inside a gui created "pick each unit in a group" loop. So, again I had to create a variable, assign (picked unit) to this variable in a gui created action. And then use this variable instead of UnitGroupLoopCurrent() in my custom script.

    Posted in: Triggers
  • 0

    posted a message on Patch 4.0 Sudden Errors [Partially SOLVED]
    That's why I announced to others out there that I'm DONE with map making. The errors are continuing... Without reason.
     
     Don't panic, dude, we can fix this shit.
    Posted in: Triggers
  • 0

    posted a message on Patch 4.0 Sudden Errors [Partially SOLVED]
     

    there were errors in the "Pick Each" triggers

     

     all I had to do was fix them up by giving those triggers proper values and such.

     Could you please give an example of what exactly you had to do to fix these guys?
    Posted in: Triggers
  • 0

    posted a message on Patch 4.0 Sudden Errors [Partially SOLVED]

    Yea, describe please your solutions for the 4.0 related trigger fuckups.

    Posted in: Triggers
  • 0

    posted a message on Stuff I do in Unity

    Ok, after 10 months of a rather lazy but still enthusiastic and sometimes obsessed development, I finally released it to Steam. It's an early access version, unfinished and possibly buggy, but at least people can experience how is it to play an arcade game in a physical simulation.

     

    Steam link

    Posted in: Off-Topic
  • 0

    posted a message on Stuff I do in Unity

    I keep working on the game. It has been greenlit. Hope to release it in a month.

     

    Posted in: Off-Topic
  • 0

    posted a message on Stuff I do in Unity

    I've uploaded the game to Steam Greenlight. So, if anyone has Steam account, I'd be grateful for the vote.

     

    Here's a new video, showcasing gameplay process:

     

    Posted in: Off-Topic
  • 0

    posted a message on [Showcase] NanaKey&Delphinium's Models

    Best wishes from the moon base!

    Z.

    Posted in: Artist Tavern
  • 0

    posted a message on Command & Conquer Remake in HD Mod
    Quote from Domper: Go

    Just want to forewarn you: CC is not Blizzard IP so there is a high chance they will remove your map from Battle.net if it contains copyright materials.

    You know any examples? I created remakes of HoMM, Z, Civilization and Rise of Legends. None were removed.

    @OmegaWeaponX85: Go

    Those are your models, right? They look great!

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on [Showcase] Fire Effects
    Quote from Caevrane: Go

    I mean i can use the FumeFX simulations to create textures to use in the game engine, not directly using fumefx to make fire in-game, that'd be utterly ridiculous.

    Actually, not as ridiculous as it was before GPU became available for general purpose calculations. Some game engines simulate suff like fire, fluids, fur or clothes in realtime. It looks much better than the ones made with animated textures, and can interact with the environment and player characters, can realistically react to wind and shit. So when computations are not the limit, simulated effects have distinct advantages over the premade ones.

    Posted in: Artist Tavern
  • 0

    posted a message on Help Merging Dependencies with Map File

    In easy case you need to save the map and the dependencies as components, copy dependencies' files to the map, then open the components folder as map and save as map.

    Easy situation is when, for example, map has only triggers, and dependencies only have data. If each have both, you'd need to merge per file, like actors to actors, effects to effects, and so on.

    Posted in: General Chat
  • 0

    posted a message on [Showcase] AV Reinforces

    Wow, this primal zerg hatchery looks pretty neat. Just as I would imagine a primal building.

    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase] Fire Effects

    @Caevrane: Go

    Your fire is nice.

    @IskatuMesk: Go

    Your fires are badass.

    I don't know if you sc2 snobs consider it as a legitimate example, but I'd like to show some particles based fire effects I made in unity. Unity particle system is almost the same as we have in Art Tools, so if I created those in sc2, they'd took the same efforts and looked the same. Fire effects are showed between 2:40 and 3:45.

    Embed Removed: https://www.youtube.com/v/P6UaElzWG9U?fs=1
    Quote from Caevrane: Go

    That moment when you realize all your studies into fire were for naught, because technology can do that all for you.

    Actually, realtime fire simulations cost alot of performance. Particle effects based ones are so much cheaper, that in most cases they are being preferred, so it doesn't matter what technology can do. Also, it's rather math then technology.

    Posted in: Artist Tavern
  • 0

    posted a message on Stuff I do in Unity

    @QueenGambit: Go

    Both, working on a project, and having fun.

    It's a serious project that I invested lots of time into, and plan to complete the game and release it on Steam. But look at this, how can this not be fun:

    Embed Removed: https://www.youtube.com/v/ZcN9l0W5jvc?fs=1
    Posted in: Off-Topic
  • 0

    posted a message on Progress with the Actor Events page

    Hmm, I remember seeing that enormous tooltip covering all actor events one by one and going deep out of screen without scrolling interface. But I just tried to hover where it used to appear, and it's not there anymore.

    Posted in: Wiki Discussion
  • To post a comment, please or register a new account.