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    posted a message on Official Custom Observer UI Information & Guide

    The problem of "DOCSTR_numbers" thing is in that these interfaces are for enUS game locale only. It can be fixed by duplicating enUS locale data to the locale similar to one used by the game client.

    Here's what I did to make it work with enGB and ruRU locales:
    1. Opened the UI in text module of Galaxy Editor.
    2. Selected "Mod -> Locale - Modify locales" and there selected which locales i want the interface to use in addition to enUS.
    3. Selected "Mod -> Locale - <enUS>".
    4. Selected "Mod -> Locale - Export locales" and exported enUS locale somewhere.
    5. Found the location of the exported text file and renamed it so its name ends with that locale in which need to import it. For me it was "GameStrings_enGB" and "GameStrings_ruRU".
    6. Selected "Mod -> Locale - Import locales" and selected this renamed file to import to the locale I wanted.
    7. Saved - the most important step which I ignored at first and had to start from the beginning :D

    This helped me and made me able to use these UIs while observing with English (GB) and Russian game client languages selected :)

    Posted in: Tutorials
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    posted a message on Official Custom Observer UI Information & Guide

    1v1_Launch interface works good after manipulations with locale texts (:

    http://i.imgur.com/ElexKw0.jpg

    Posted in: Tutorials
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    posted a message on Official Custom Observer UI Information & Guide
    Quote from RazorBladeHNT: Go

    @Totservis: Go

    i think it's should be automatic http://puu.sh/2xXjB

    Oh, I didn't mention that checkbox with which locales can be viewed =)
    Then enUS content just needs to be copied to other locales and DOCSTR thing should be fixed.

    Posted in: Tutorials
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    posted a message on Official Custom Observer UI Information & Guide
    Quote from Existor371: Go

    How to fix "DOCSTR_numbers" thing?

    Probably, by adding these strings manually for each observing tournament.

    http://i.imgur.com/WNAI2xS.jpg

    Posted in: Tutorials
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    posted a message on In game UI editor, how do I move stuff around?

    It is possible to move things by changing offsets in the desc section. Though it is not the same as dragging by a mouse and I didn't figure out how to make it yet.

    Posted in: UI Development
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    posted a message on Tower Defense Tycoon!

    He is still able to build them - just need to uncheck simplified command card option in game settings.

    But yes, the map looks like it has some incompatibility with the current patch. What I mentioned:
    1) speeches texts are not visible (intro's too);
    2) some avians (before levels with their mutating) may fly above the end of the track, die and then take some popularity as the cost of it;
    3) when park security is killed by a zombie there is an explosion but it doesn't any harm to zombies;
    4) some font styles look not the same as they were before patch (countdowns for showtime for example).

    Posted in: Project Workplace
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    posted a message on Characters you would like to see included

    Kel-Morian pirate with his cloak, lockdown, snipershot and placing watch-cameras.
    He could be a ganger for mid-game and a good support for late-game.
    I'd play a guy like this one :)

    Posted in: Heroes of the Storm
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    posted a message on Weekly Terraining Exercise #96: Star Trick

    I always wanted to see what's inside Krait ship from Elite.
    Now I got supersecret drawings what I'd like to share with everybody.

    There are four bays lighted with there own colors for easy navigation:
    - Bridge (white)
    - Left cargo with generators for weapons (green)
    - Right cargo with generators for weapons (yellow)
    - Sleeping bay with four sleeping tubes and a reactor under it what feeds engines (Red)
    - Corridor (blue)

    I don't know how to show these things on screenshots because shots from Editor catch so little... I guess it has to be implemented an FPS camera to walk inside Krait ship :)
    Anyway here's a look from outside and a map without cameras =)

    Update:
    Made a decision to hide the roof for screenshots :)

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #96: Star Trick

    @Nebuli2: Go

    I just buffed up the brightness of my monitor and realized how large is your... thing O_O
    Incredible!

    Posted in: Terrain
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    posted a message on Photon Cycles source
    Quote from johanakerblom: Go

    alt+f didn't work ingame.

    You can start a custom melee game and use alt+f there :)

    Posted in: General Chat
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    posted a message on Weekly Cinematic Excercise #1: Formation
    Quote from Tekaichi: Go

    @Totservis: Go

    How are we suppose to see? that?

    I do this like this:
    1. Launch cutscene editor
    2. File -> Open Cutscene and then select the cutscene.
    Then just search for proper cameras and click play :)

    Oh, tried to do this with mine attached - it is broken >_< Custom camera and terrain didn't save T_T

    Update:
    Added video to previous post.

    Posted in: Cinematic Creation
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    posted a message on Weekly Cinematic Excercise #1: Formation

    Terrans hold the line in every situation.
    When they train before a battle - they HOLD THE LINE!
    When they face an enemy - they HOLD THE LINE!
    When they tactically flee - they also HOLD THE LINE!

    These three marines are in a line formation :D

    Update:
    Attachement removed: cutscene was broken and didn't have its cameras and terrain. May be it is normal and cutscenes don't have to include terrain, don't know.

    Still I got video saved before closing editor - it is coming soon (:

    Update again:
    Here goes the video!

    Embed Removed: https://www.youtube.com/v/OJZ_eg1SPcc?fs=1
    Posted in: Cinematic Creation
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    posted a message on Weekly Terraining Exercise #96: Star Trick

    I believe a living machine from The Doctor Who universe counts for anything that can fly through space :)

    http://i.imgur.com/6947H.jpg
    Hello, ladies and jentlemen! My name is The Cook, I am a timelord and this is my war TARDIS. Welcome to My Crib!

    First, let's take a look at my sleeping console room.

    http://i.imgur.com/DJQzF.jpg
    http://i.imgur.com/G6DqK.jpg
    In a console room I got several monitors to look at what's going on around my house. Also this room is merged with an armory. You can see from here one of these bright circlin' tubes - it is a time vortex gun TV-1000. A huge swarm of nanobots are maintaining the circling process and indicate me when something goes wrong by painting green symbols among blue lines. Right now it's all good. Oh, and don't try to pass these chain walls - nanobots cloud can melt your body in a second, remember?

    http://i.imgur.com/CD60O.jpg
    Let's walk around and see the next tube - the Red one. It is not a weapon but a giant energy transformator what takes power from the generator and makes it useful for almost every system in the TARDIS. Those two open tubes in the far are for air filtering and nanobots. Oh, pay these symbols no mind - i just forgot to switch off green stabilizers, that's why nanobots scream that they're not o'k.

    http://i.imgur.com/PPY31.jpg
    I'd show you my room if... there... umm... was no tyranosaurus! Big bity tyranosaurus! Yarr!
    So we'd better come closer to console. Don't touch anything!

    http://i.imgur.com/PHf4T.jpg
    Now you've seen how it is easy to stay in front of the control panel of a powerful 78th class war TARDIS. But you can see more if you like. All the time and space, the stars and planets are waiting. Where do you like to start?

    http://i.imgur.com/wxSzO.jpg
    "Spacetime engine turns on"

    http://i.imgur.com/A5GDZ.jpg
    A look on TARDIS without a disguise.

    Posted in: Terrain
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    posted a message on What can (or should) be done about abandoned maps?

    I wish there could be a possibility to deliver rights to edit and update a map to someone so the map won't be abandoned.
    Thus It can save stats in the same banks so people who would like to play the fresher version will not have to lose their stats because of the map has a new author and its banks are saved in another folder.
    Also the map won't lose its rates and bookmarks.
    Just dreams... :)

    For now, I think maps don't need to be removed from BNet. If they are abandoned and they are in a special list then after some time without updates they must be removed from there but still allowed to play them. If someone wishes to make his version of the map - let him do it but there always has to be a possibility to play the old one version even if it is abandoned. Just because newer doesn't mean better. As for chance to get play time of a new map... it's in hands of author/team - they got to tell about their map as many people as they can and don't hope on BNet :)

    Posted in: General Chat
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    posted a message on Wonderful year$ of photocycling
    Quote from Habacookie: Go

    ...but i really liked it how it was. Now, steering is way more responsive ant thus, the game way too easy.

    We shall blame 1.5 patch for improving latency :)
    I believe it will be possible to return old delay between mouse and b.y.k.e. move.

    Posted in: General Chat
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