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    posted a message on Where are the campaign units?

    You need to go to File/Dependencies/Add Standard and check off all four of the items.

    Posted in: Miscellaneous Development
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    posted a message on [Info] Patch 0-1.03 Undocumented Editor Changes

    @MasterOfPwning: Go

    file/dependencies/add standard/check all four options.

    That's how you get all the campaign and special units...

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Duplicated Siege Tanks don't rotate?

    Seems like a simple concept, I'm working with a siege tank for a map I'm making and I don't like to mess with the original unit's in the editor, because if a patch comes out and changes something then all the work I've done on that unit is messed with. So I create a duplication of the Siege Tank in Siege Mode, and check off all the various bits I think I'll likely be messing with (Actor, Turret, Etc...). I haven't even begun to modify any parts of this duplicated siege tank when I run into a problem. The duplicated siege tank's turret doesn't rotate in the editor, its just stuck focused at 45 degrees.

    Is there a reason for this? Can I fix it or am I going to have to try something else?

    Posted in: Miscellaneous Development
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    posted a message on [Info] Patch 0-1.03 Undocumented Editor Changes

    @KorvinGump: Go

    What are you talking about? The water textures are working fine from what I can see...

    Also I found an incredibly subtle change, something has been modified with the zealot model. The ponytail model on the back of the zealot's head used to be free from the rest of the model, meaning that if you were to rapidly shake the zealot around in the editor its hair would stretch and look really goofy. It looks like the model has been revised as this is no longer possible.

    Incredibly non important change, but I thought it might be worth mentioning, lol.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Custom Dialog Authorization Issue

    @TheOtherChuff: Go

    the trigger broke when phase two of the beta came around, and it appears that blizzard just ignored all the threads started because of it on their forums, because they haven't even addressed the issue yet, weeks later.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on "Reset" - Open RPG

    @FyreDaug: Go

    My only initial complaint about the terrain is that set up how it is now, it might feel too similar in different runthroughs. No matter what main area you end up going through, its going to look like a winding labyrinth, which is good for some layouts, but you need to have more complex and different terrain setups that feel really unique if you want people to play it more than twice.

    Other than that, its a great map idea and I'd love to try it out when you are done.

    Posted in: Project Workplace
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    posted a message on Reaper Arena

    Getting back into the groove of things, I plan on resuming my 3 day updates like I was doing before. Here's v.0.1.9, it doesn't have any new features, but it fixes all of the problems that the previous versions got when the beta 2 thing happened. v.0.2.0 should be a pretty large update.

    Uploaded v.0.1.9

    • Fixes: Molotovs repaired, Healing Shield model changed, Cloaking fixed, Reaper Pistol and Taser repaired, Odd doodads on bottom of map have been removed, Decal on center of map removed, Dialogs are positioned correctly again, Seeker Drone fixed, item halos restored.
    • Modified Weapons: Grenades now deal 75 damage instead of 100, but their AoE has been increased to 2 (from 1). Flamethrower now deals slightly less damage per second.

    I can't fix the custom dialog problems as of yet, because the action used to create it is flat out broken now, but the other things should be working. Tell me if you see anything off if you try the map, any feedback would be very much appreciated.

    Posted in: Project Workplace
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    posted a message on What to change in the Galaxy Editor

    The trigger command "UI - Display Custom Dialog" doesn't work at all as of phase two beta, and still remains broken upon game release. Attempting to use this trigger in any way causes an error message. Honestly there's no reason this bug has lasted this long without being addressed...

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Reaper Arena

    Well, SC2 is officially out now, and it looks at first glance that I'll be able to resume work on repairs with this. Plus, the contest I have it entered in recently just got a huge deadline extension, so I'm remotivated to finish this and really polish it up again.

    I'll need assistance though. There are still plenty of bugs, annoying visual glitches, and things that the phase two beta messed with, and I need testers to report EVERY single thing that seems off. Below is a list of all the things I've caught so far, along with the progress I still have to make. I've fixed over half of the bugs, but its demotivating work having to redo large sections of data and scrap ideas simply because the editor no longer will allow them... Not to mention most of the problems stem from the data editor, which I really still don't like to work with.

    • Data Editor problems: Grenades have a noticably smaller area of effect and don't do lethal damage anymore. Reaper Pistol and Taser have completely stopped functioning. Molotovs duration of fire is now ridiculously long. Seeker Drone's sight range is drastically reduced. All Weapon Items no longer have the light halo. The model for the Healing Shield was changed, and unless I find a way to rotate it I won't be able to use it anymore. Most of these problems stem from sloppy use of the data editor back when I first started learning the editor. I edited a lot of default data items, and they all broke when the patch happened. Not only do I have to fix the broken links, but I also have to redo a lot of the work I did to not use any default data, and that is going to take a lot of time.
    • UI Problems: All the Dialogs will need to be resized and reworked. Over half of the pictures I used for ammunition and other things are no longer in the editor, and a few of them do not have any suitable replacement. This means I'll either have to settle with pictures that don't fit very well, or design my own, which will also take some time.
    • Trigger Problems: The movement has become noticably more delayed with each keystroke, moreso than before. I have no idea how I'll fix this, and I might just have to live with it.
    • I still have to do the following: Design 2 more weapons, the minigun and the EMP. Minigun will be easy once I get the reaper pistols working again, but the EMP will be a little annoying (Nothing like the molotov though, that was easily the most difficult weapon to make). Set up the 6 multiplayer modes (Deathmatch, Team Deathmatch, Capture the Flag, King of the Beacon, Zone Control, Juggernaut). (Possibly) Set up 2-4 single player game modes (Speed Trial, Dodge the Seeker Missiles, and maybe 2 others if there is time.) And probably quite a few minor details I'm forgetting at the moment that will end up being horribly difficult to set up in the future.

    Of the things left to do, getting the game modes set up is the real big final hurdle to get over. When that is done all that's really left is getting it all balanced out, adding any optional features that don't need to be in the game, and really giving the whole thing a final polish. After Reaper Arena, I plan on either starting work almost immediately on Reaper Arena 2 or taking some time to work on a different project I've been thinking of for the past few months...

    I've been having trouble staying motivated on this project, but I still really want to finish it and have it polished and fun. If anybody, anybody at all, wants to assist with some aspects of the map (Particularly the Data Editor, I am seriously beginning to hate that thing) I am open for assistance with this map.

    Posted in: Project Workplace
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    posted a message on Beta Usernames

    MrMagoo.438 is mine.

    Posted in: General Chat
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    posted a message on Reaper Arena

    Well this new patch basically caused this map to implode. Here's the issues I've seen so far.

    - I need to completely rebuild the taser and reaper pistols, as they were based off of default data apparently. - I need to redo all of my dialogs, because the patch changed their sizes and they no longer fit on the screen. - I need to find a bunch more images for my weapon ammunition, as nearly all the terran images have been removed. - I need to figure out why my weapons aren't doing as much damage anymore. Seriously they all do much less damage now and I have no clue why. - I need to redo the opening and closing parts of my map as they both are completely broken now. - Need to figure out why the molotov is now firing forever when I use it (Yay data editor...) - Need to fix cloak, as it doesn't do anything anymore. - They changed the model for the shield and it looks ridiculous now, so I'll have to find something new for that. - They changed what a bunch of doodads looked like. While this wouldn't be a serious issue for a normal map, my map is a sidescroller and I was relying on those doodads to look that way. Now I'll basically have to replace most if not all of them.

    And these are only the ones I've been able to find. Who knows how many other bugs have been created that I haven't noticed yet...

    EDIT: I've basically decided to halt production on this map until game release. The phase two patch set me back weeks in development, and I really don't want that to happen again.

    Posted in: Project Workplace
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    posted a message on Patch 16 Patch Notes

    A large amount of the button images are no longer available. Every single Upgrade image for the terran is now missing. There are a few added images for some abilities.

    Posted in: General Chat
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    posted a message on Unit Halo's no longer working?

    I had the white glowing halos available in the data editor applied to a group of custom item units I had set up, and with the latest patch these halos aren't showing up any more (along with about a million other problems), and I'm not sure how to fix it. Did anybody else use this halo feature?

    EDIT: Well it looks like one of them is still functional, but the other 5 aren't working. It's very strange, they are all custom units, not base units, so they shouldn't be acting up, but they are.

    EDIT AGAIN: Nevermind I found the problem. For some odd reason the target of the halos was switched to something called _HallucinationTinter, which didn't exist. Deleting that target fixed this particular issue. Its too bad the patch did a lot more damage than that though, its going to take weeks to repair this...

    Posted in: Miscellaneous Development
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    posted a message on Anyone else having weird issues?

    Well this certainly kills any hope of me finishing my map in time for the contest. It's going to be at least a week to put this all back together, and I still have a bunch more that I need to have done before release day...

    Posted in: Miscellaneous Development
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    posted a message on Odd timing on the SC2mapster forum.

    @Sixen: Go

    Its set up in an incredibly odd way. Whenever a post updates or I start a new thread, the time posted thing says "12 hours from now" implying that the post was written 12 hours in the future. It then ticks down to 0 hours then switches back to normal but 12 hours behind where it should be.

    Posted in: General Chat
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