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    posted a message on Why is the Sc2Galaxyeditor not hyped as wc3we?

    Hiho,

    this is a very interesting topic to me. during the time when starcraft 2 was released I really tried to get myself into the new editor with all the cool functionality and features. however, in the first time it was just frustrating to work with it. nearly all "cool" features such as banks, release system, map marketplace etc. weren't working at all. the data editor was just not what I as a experienced warcraft III actually wanted - I wanted to code things and I really didn't want to sticks objects together just like in the more or less hated object editor of warcraft III. I just wanted a cool language with a nice syntax which was powerful enough to handle everything I could imagine to create games. however, this was also pure frustration - as in the warcraft III editor the essential scriting language "galaxy" was/is only poorly supported - blizzard just made a very basic syntax highlighting and that's it. they suggested to use GUI which was better than the wc3 GUI but not the thing I wanted - in the scripting language itself many "features" were still missing when I tried to create maps such as nice dialog functionality and stable timer functionalities. the memory cap was basically a bad joke - even in wc3 I was able to keep more memory around for the gameplay purposes ...

    Another really bad thing is the dependency of battle.net as modder for starcraft 2 maps. in warcraft III you were much more independent and could easily publish your maps in several different plattforms which is one reason why warcraft III is still alive btw ... (garena, eurobattle.net etc.)

    Besides that most people prefer to create maps and stories for medieval themes just like warcraft and not for galactical interventions such as starcraft 2. The aspect of creating models before one could actually start a cool medival map is just horrible ...

    The model section is also not as great as it was in warcraft III because models now take much longer to develop and it isn't that easy anymore to pump out some proper models for games.

    All in all I can just say that the first time (first few months or perhaps even longer!) was too frustation to actually continue working with the editor for starcraft 2. I by myself looked for alternatives and found the unity project which was much cooler in my opinion.

    Robbepop

    Posted in: General Chat
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    posted a message on High Stalkers??? LAWL

    looks very nice! can we download your skin anywhere?

    Robbepop

    Posted in: Artist Tavern
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    posted a message on Variable Organization

    hiho,

    there are so called presets. you can easily define a new preset as your class-type and make this variable a preset var for your custom preset. presets are nothing else than integers like you want, in gui they just got some nice make-ups so that you can organize your codes a way better. =)

    Robbepop

    Posted in: Triggers
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    posted a message on [Model Showcase] Warcraft Units

    wow, really nice models!

    I WANT WC4 NOW !!! :-(

    Posted in: Artist Tavern
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    posted a message on (Solved) Poison Behavior

    hiho,

    i think it is similar to wc3. just exchange the negative regeneration with a periodical damage every 0.25 seconds for example. =)

    Robbepop

    Posted in: Data
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    posted a message on Things preventing you from making awesome maps right now

    hiho,

    for me it's mainly ...

    1. Time

    2. And some things I really hate in the new editor and which were much better in Wc3 ...

    • a) No galaxy support.
    • b) Game-Loop with "amazing" 1/16 timer. -.-
    • c) No possibility to do everything with codes, data editor is required 100% for a good map.

    3. Other projects. (Wc3) ^^

    Robbepop

    Posted in: Off-Topic
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    posted a message on Tower Ground Texture

    hiho,

    can't seem to find OneTwo's TD anywhere in the bnet folder in my sc2 editor. :-/

    could one of you please upload it for me if it is really public?

    Robbepop

    Posted in: Data
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    posted a message on Tower Ground Texture

    hiho,

    sorry, but that didn't really help me. :-( i made a custom footprint and linked that to my tower. but when i built such a tower there were no footprints on it ... perhaps I made something wrong but the tutorial does not describe how to link your custom footprint properly to a unit.

    Robbepop

    Posted in: Data
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    posted a message on Tower Ground Texture

    hiho,

    im making something similar to a Line Tower Wars map. therefore i need ground texture for my towers to make the pathing clearer for the players. i already saw maps like Shrink TD where there are fine ground textures and even with different colors. =)

    here a screenshot: http://img64.imageshack.us/img64/8636/shrinktdtooeasy.jpg

    could you please explain me how to make these? i already tried to handle flat actors and events and used to use the terrantarmac model, but without success. model didn't show up.

    Robbepop

    Posted in: Data
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    posted a message on [Warlords ORPG] - Official Thread

    hiho,

    funny to see a newer version of "Monster Master RPG" in sc2. :D the videos and screenshots look very promising. i really get the feeling that your new key elements will improve the gameplay towards Monster Master RPG greatly! =)

    perhaps i will add advertisement in the old MM RPG for your project to help you. ;-)

    Robbepop

    Posted in: Project Workplace
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    posted a message on Making Icons for requests

    hiho,

    hey dude you seem to be very professional and talented. a friend also made 3 icons for my map but when i converted them to .dds and imported them to my map and used them they just have no button edge. it looks like if they are passive buttons - but they are not. :-( do you know what i did wrong?

    Robbepop

    Posted in: Art Assets
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    posted a message on [Release] Onetwo's TD

    hiho,

    nice map but how did you manage to add a ground texture under your towers? =)

    Robbepop

    Posted in: Project Workplace
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    posted a message on Bank files - Situation report 1.1

    hiho,

    the maximum in single player is (LIMIT / (1²-1) = not defined) - so i guess no limit in single player, even if you play in bnet. but the limit with 2 players is defined - but i can't remember, sry. this could be the number which we can take as a base to calculate the real maximum constant. =) but for that we also need tests with more than just 2 players as we already mentioned ...

    Robbepop

    Posted in: Triggers
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    posted a message on Bank files - Situation report 1.1

    hiho,

    im the one who tested everything with Mille and i got a new theory how to calculate the bnet loading limit of banks. in my theory you can load as much data as you want if you play alone, but the more players there are, the more data must be swapped. so with 2 players, there are 2 swaps of data. but with 3 players there are already (1->2, 1->3, 2->1, 2->3, 3->1 and 3->1) = 6 data swaps. so the calculation of data swaps dependent on players is f(x) = x² - x. if there are 12 players in the game the data swap is immense -> 132. so we first have to divide the total loading limit value by 132 to get the real limit depending on the player count. however, this is just theory and still not tested!

    Robbepop

    Posted in: Triggers
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    posted a message on Last Campaign Mission - Explosion

    @Magi66: Go

    hiho,

    well after searching for some time i didn't find this unit. could please anybody tell me the right name to find it?

    thanks in advance!

    Robbepop

    Posted in: Miscellaneous Development
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