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    posted a message on Battle.net updates for the download of SC2 client~
    Quote from Zergmana: Go

    <<reply 11 if you download this it will install the game and if you preordered it and downloaded this when you go get your copy you come home put cd in cd tray and you wont haf to install the game its already installed on it you put the cd code in on your account and then you play its a awsome idea blizzard has so we dont haf to wait 5 hours to let install on july 27 im installing it right now but i also have the beta on my comp so :)

    Yea thats what i thought, it only makes sense, but for some reason blizzard said that if you plan on buying it boxed or pre ordered, then you shouldn't download the client.. I don't see why.. nobody seems to understand..

    Posted in: General Chat
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    posted a message on Battle.net updates for the download of SC2 client~
    Quote from AegisRunestone: Go

    @LeetBox: Go Quote:

    If you are planning to buy a boxed copy from a retail store, this is not for you!

    From blizz's download site. :(

    huh.. I don't see why.. The boxed copy and the downloadable client should be exactly the same.. I don't see why it would matter 0.o.

    Posted in: General Chat
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    posted a message on Battle.net updates for the download of SC2 client~

    @AegisRunestone: Go

    All it does it make you not have to wait 7 hours do install it on release, instead you can download it ahead of time, so when you buy the box copy it will be ready to play right away. All you have to do is put the cd key in your bnet account and then you can log in and start playing without ever having to insert a disk.

    Posted in: General Chat
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    posted a message on Battle.net updates for the download of SC2 client~

    Umm.. Howcome they haven't made any reference to this new website at all on their official website or in starcraft 2 news?? I'm really suspicious if this is even legit.. The forums section is completely empty.. I know they just released it yesturday, but they should have something posted by administrators. Also why haven't they themselves announced it? Also why would it be a new website? They would update their own website instead of make a new domain...

    I really think this is just a scam..

    Posted in: General Chat
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    posted a message on So how are we dealing with the patch?
    Quote from Vexal: Go

    If this helps anyone:

    The biggest change seems to be actor events. if you duplicated melee actors, the events will be screwed up.

    You can easily fix this simply by re-duplicating actors.

    Data paths are messed up.

    It is not difficult to track these down. Go through your data. Anything you've edited will be green. Check these, if anything says "unknown" after the entry, then your data is pointing to a non-existing asset. Change it to the new one.

    But, as for icons... I still can't figure this out. The ability to choose particular icons still exist, but many of them now don't work. I'm not sure why you can still choose them in the menu. It's annoying.

    Another thing: The way a unit's cost works is changed.

    Previously, you could only set the cost in the ability which trains/builds the unit. Now, you can both do that, as well as set the unit's cost in the unit's cost field itself. A side-effect of this change is that any duplicated units now have their cost field filled in with their melee costs. Go through and clear them to zero.

    For my map, that was about it. I had a large number of custom units, all of which required redoing actors and costs. It did not take very long.

    By the way, if you are using original melee assets, these are likely screwed beyond repair. I left some units with weapons from the melee game, and they're just gone. Completely.

    Are the errors you are running into more complicated than this? I'm curious as to what else was changed.

    yea i have some errors with things i never even changed in the first place, such as not being able to attack you own buildings with certain units.

    Thanks for the info though, it was pretty helpful.

    Posted in: Miscellaneous Development
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    posted a message on So how are we dealing with the patch?
    Quote from jarltheafro: Go

    Their promises don't really apply too explicity to the beta, if things like this happen when the retail version comes along it's a different story, ofc if something like the hashtable jumble, like in wc3 happens, then your maps may not be compatible at all, again.

    Yea that makes sense but to my understanding the beta wasn't suppose to mess anything up either.. Otherwise i would've waited.. It's just that i predicted this would happen -.-

    Oh well.. I guess i'll just hold off modding until they can get their patches under control.

    Posted in: Miscellaneous Development
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    posted a message on So how are we dealing with the patch?
    Quote from Ultraling: Go

    @38dedo: Go

    Trolling? Here? I thought I was on SC2Mapster. I'm sure that there are a lot of people affected by this but not everyone has the same amount of work done on a project as someone who does.

    I feel for you, LeetBox. I've got a total conversion mod that I was working on (check my Projects) and had a good amount of it completed. I had devoted every waking hour of my free time into it for 2 weeks. This latest patch broke nearly everything in my mod, undoing a good 200 hours of work, and I just don't feel motivated to go back and do it all again alone.

    I'm feeling pretty smashed about it, I don't know if I'll ever feel the drive I used to have to complete the project. I just can't get that feeling back when I know that every patch that looms on the horizon is going to break something. This patch has been by far the worst, probably the worst it's ever going to get, to say the least. But, knowing that, I still can't pick myself back up and work on it. I might just settle for something less ambitious and simpler that a stupid patch isn't going to render totally useless.

    As far as I know, there is no way to get this data back. You have to edit it again yourself. Nonetheless, I'll just leave my mod alone and hope it fixes itself through a patch. If it doesn't, it's screwed.

    Ugh yea thanks i feel exactly the same way -.-. Maybe there's a way to launch the maps with an older version of the editor? I think if that would work it would be a good first step..

    But yeah it sucks losing so much work. I only risked it because they said they wouldn't let something like that happen, otherwise i wouldn't of invested so much time and effort into it :(.

    Posted in: Miscellaneous Development
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    posted a message on Cant log into sc2 =-(

    @Alec0124: Go

    Yea it's down without notice.

    Posted in: General Chat
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    posted a message on So how are we dealing with the patch?

    @Vexal: Go

    Quote from Vexal: Go

    @LeetBox: Go

    There are specific things which do not work, and almost all of them have causes pertaining to data paths being renamed, or data fields being optimized for more intuitive use. They are easily fixable if you know what you are looking for. I think the exception to this is the camera bug.

    If you could be more specific than "all of my mods are messed up", people might be able to help you.

    Well i do not want to redo everything, that's not an option, i've spent way to much time on it. Besides half my data disappearing, (missing abilities, reset stats, etc.) my maps are also getting some strange bugs that i can see how in any way they're related to the data editor. For example, some units won't attack their own units/buildings when commanded, but some other will do it just fine. If the selected unit is orderd to attack his own building, it'll just click right through it like the building wasn't there (as a walk and attack action).

    What I'm asking is for the people who have lost a massive amount of data, how do we get it back without redoing it manually?

    Posted in: Miscellaneous Development
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    posted a message on So how are we dealing with the patch?
    Quote from 38dedo: Go

    @LeetBox: Go

    Surprised? really?

    No, but you asked. Why did you ask in the first place then? Actually don't answer that its okay.

    Posted in: Miscellaneous Development
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    posted a message on So how are we dealing with the patch?
    Quote from 38dedo: Go

    @LeetBox: Go

    Yes they did.

    So?

    So they lied.

    Posted in: Miscellaneous Development
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    posted a message on So how are we dealing with the patch?

    Nobody seems to care all that much.. All of my mods are messed up in ways i have no clue how to fix. I assumed there was a way to restore our mods, but i can't seem to find it.. Anyone know how to get our maps working again? Or do we just wait for a newer patch to fix them themselves? Surely all my weeks of hard work hasn't gone to waste... right?...

    PS: Didn't they say we wouldn't have to worry about stuff like this happening when ever there's a new patch?

    Posted in: Miscellaneous Development
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    posted a message on Is it possible to make something like DotA in SC2?

    lol this thread made me laugh..

    Posted in: Miscellaneous Development
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    posted a message on No point in creating more maps - popularity sort

    yea honestly i dont know how the fucked that up.. its such an obvious mistake, like wtf were they thinking. a simple fix would just to be like every other game where the front page only shows the games with active lobbies. on the list page, you'd be able to see things like how many players are currently in the lobby / max players, map popularity, possibly latency, screenshot, name, description, etc. the fact that you have to actually select a map and enter a lobby to see any info on the map is also bullshit..

    also obviously you'd be able to sort the map list by map type, popularity, lobbies with players, etc.

    and btw the popularity system is flawed.. heres a tip for map makers while the system is still abusable: -the popularity is determined by how many time the game is played -if you make map that lasts for a short time, but gets played more than once in a session, it gets popular -if you make a map that lasts for a longer time, it will get played less, so it wont be as popular

    they should determine map popularity by the total amount of time spent on a map over a certain period, not how many times players have made a game with it

    Posted in: General Chat
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    posted a message on How does map popularity actually work?
    Quote from Sixen: Go

    I believe it's the amount of time a game is played divided by the number of times it's played... Something along those lines.

    This would make sense, but i know at first it was just the number of lobbies created. I think now they changed it to number of games started, but I'm not totally sure.

    Posted in: General Chat
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