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    posted a message on So how are we dealing with the patch?

    everyone whos crying because their BETA maps dont work anymore are a bit naive.

    do you really think they wont change smth about the editor and its mechanics during the beta? you should use the beta to practice and get used to the editor, but not for serious mapping work.

    Posted in: Miscellaneous Development
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    posted a message on [ORPG] Starcraft Universe

    @deleted_4447329: Go

    i remember looking at this "open project" and found nothing special in there. it wont work in mp either.

    the problem is that most people dont know whats the problem yet. their system work perfect in singleplayer but in mp they will fail because of the different conditions.

    i cant upload maps since a few days so i cant test bank files for phase 2 yet.

    Posted in: Project Workplace
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    posted a message on [ORPG] Starcraft Universe

    @Lucan77: Go

    thanks for your feedback.

    frist, nothing is final here, its all experimantal. i think you are kinda right with your point. the problem i had when thinking of active talents was, that they whould have to fit for zerg, protoss and terran the same, because each race will have the same talent tree. it seemed quite hard to me to find spells that do logically fit to all three races (for example the ghost character could learn some shots or something, the zerg maybe melee attacks).

    addicionally, i want that there is a difference between talents and spells. as you might now in my rpg you can learn spells with spellpoints. if i would make the talents active, it would be kinda the same as the spell system.

    Posted in: Project Workplace
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    posted a message on [ORPG] Starcraft Universe

    Update - 10.7.10

    hey guys!

    as you all know, phase 2 did start in the EU so i will continue developing.

    the current plans:

    - test bank files again, if there isnt anything changed, it doesnt look good for the project
    - experimentating with unit scale to simulate a 512*512 map, if this doesnt run good it doesnt look good for the project either (more infos about this later, its in progress)
    - experimentating with fog effects and skyboxes to create athmosphere

    first impressions:

    - edit boxes do still not work
    - my entire custom ui is f*cked up, because blizzard did change the dialog size

    first fog designs:

    http://www.hiveworkshop.com/forums/attachments/starcraft-ii-408/85249d1278760902-orpg-starcraft-universe-trottel.jpg

    the ui in phase 2 ~

    http://www.hiveworkshop.com/forums/attachments/starcraft-ii-408/85250d1278760931-orpg-starcraft-universe-screenshot2010-07-10-10_42_22.jpg

    Posted in: Project Workplace
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    posted a message on [Info] Patch 16 Undocumented Editor Changes

    cant tell much since bnet is down but:

    - new desktop icon - new icons in the upper menu bar - bnet login needed (maybe only one time, dont know) to use the editor

    hopefully the servers are up tomorrow so that i can start testing

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Terrain foliage scaling and desity

    hello!

    at the moment im experimentating a bit with unit scaling to simulate big maps. it runs quite good, but now the terrain foliage is to big. is there a way to scale it down and change density? i think i found it in data editor, but changing it didnt seem to have any effect. has anyone tried this already and has some experience?

    i just want that the foliage doodads are smaller and closer together.

    Posted in: Miscellaneous Development
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    posted a message on [Challenge] Make a map larger than 256*256

    if the game cant open it its senseless.

    even if we would be able to patch it, every player that wants to play the map would have to patch himself. this wont work at all. until blizzard doesnt change it themselfes we can forget it.

    Posted in: Project Workplace
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    posted a message on [Challenge] Make a map larger than 256*256

    i wanted more then 256*256 from begin on, but the problem seems to be map size, because in sc2 the largest amount of mb comes from the terrain and textures. if you would create a 512*512 map it would maybe already be to big for the publishing system (because of map size limit).

    i dont think it would be a real problem for blizzard to allow 512² but the size of the maps would get to big. however, i would really love to create a 512² map, even if i would have to host it somewhere else. for orpgs its very important to have a big world and the "scaling" is just bulls*it. its an insane amount of work and i wouldnt do it, really. we also need more then 8 tilesets imo. shit on mapsize, epic maps have epic size, thats it.

    Posted in: Project Workplace
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    posted a message on Find the size of an array?
    Quote from Nevir27: Go

    @Mille25: Go

    Yeah, as long as you're using a const int, it can be referenced for an array size in raw galaxy

    thats cool, but then they should add this to gui.

    Posted in: Miscellaneous Development
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    posted a message on Find the size of an array?

    @s3rius: Go

    this is really possible? cause in gui its impossible to create an array with size of an int variable, there you must enter specific values, what really sucks.

    Posted in: Miscellaneous Development
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    posted a message on Why is GE so slow?

    @overload119: Go

    what should we tell you? it sucks?

    post your system speccs first. for me it works quite well, only if i have very big triggers with alot of actions in them it starts to lag (i already added this to my issue list) and the data editor is also sometimes quite slow.

    but overall its ok for me.

    Posted in: Miscellaneous Development
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    posted a message on [Bug] Custom dialog (query) result
    Quote from o3210: Go

    I think it's because of a Wait. People can't chose an answer and pick it for 0.1 second.
    Back in Wc3 i had a similar problem. I created a dialog, gave a decision, but it registered only the Else variant.
    I worked it out by using the "Wait until ...". But there is no such action :S

    sry but no. if you look to the condition it also says "custom dialog", so its no specific dialog. if we use a wait it wold be possible that during this time another custom dialog gets dismissed and the restult of the first dialog wouldnt exist any more. also, waits suck.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Bug] Custom dialog (query) result

    @progammer: Go

    thats exactly how i tried it, but it always returns "no".
    the custom dialogs are really strange to me, i have no idea how to get the result of a specific custom dialog, its very confusing.

    there is an event that fires if ANY custom dialog gets dismissed, but you cant specify what custom dialog and you cant put it in a varaible.

    it would make work a lot easier if we could use this custom dialogs for simpel yes/no options, like for example in c# where they work perfect.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Effect scale?
    Quote from s3rius: Go

    Depends on.. if you mean the special effect you can do like JPL. said.
    If you mean the radius of an effect you can use use Set Catalog Field Value (no guarantee this works).

    Tut for that: http://forums.sc2mapster.com/development/tutorials/1250-triggers-catalog-field-value-get-set/#p2

    i just want to create an effect (ghost nuke) at a point and set its size depending on some variables.
    i found the actor msg style, but i dont really get it.
    at the moment im creating the effect like this:

    Environment - Create Ghost - Nuke (Detonate) (Persistent) at p from player 1
    

    i also tried to use an actor, but i couldnt select the effect right there (sry im really unexperienced with actors yet)
    so how do i use this exactly?

    PS: is it possible to make an effect last longer? i edited the "blend time" and "animation speed" in the data editor but i couldnt see any difference =/

    Posted in: Miscellaneous Development
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    posted a message on Effect scale?

    hello!

    is it possible to change the size of an effect with triggers? i know its possible to edit it in data editor, but i want to change it depending on situation. or do i have to create 10 effects with different size? =/

    greez

    Posted in: Miscellaneous Development
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