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    posted a message on Corruption RPG

    @JakeCake26: Go

    Solo play test seemed a bit boring.

    Clicking to select units was problematic, I relied on tab most of the time, it should find the closest unit first. I played as a Spirit Hunter (I think, mana burn, firebolt, frostbolt etc). Also, moving while casting seemed untidy and unclean. Looks promising however, I look forward to the 'final' release :p

    Posted in: Project Workplace
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    posted a message on Kingdom of Strife [turn based, medieval RTS]

    @Nardival: Go

    Texture variation preview

    http://content.screencast.com/users/Cardinal.dsc/folders/Jing/media/452c9ea1-ca30-49bc-83ad-fb06c54dcf1e/2012-01-08_1655.pnghttp://content.screencast.com/users/Cardinal.dsc/folders/Jing/media/16383210-c97d-4f58-b240-aa2485e3614f/2012-01-08_1654.pnghttp://content.screencast.com/users/Cardinal.dsc/folders/Jing/media/f7e357f2-a72b-49bb-97c3-f220dda2c7e9/2012-01-08_1654.pnghttp://content.screencast.com/users/Cardinal.dsc/folders/Jing/media/2306f26d-11e5-4626-a93e-e674df2c68af/2012-01-08_1653.png

    Map is progressing nicely. World generation script is completed 100% and scales to the available map sizes (64x64 to 192x192). Alpha test will continue as planned with a 6 player maximum per game (free for all, 2v2v2, or 3v3).

    Edit: The hair renders funny in 3ds max but has it's alpha layers (opacity) applied properly in the sc2 engine. I'll have some game play shots once the terrain textures are completed.

    Posted in: Project Workplace
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    posted a message on Stumble death kill animation?

    @DrakenStark: Go

    The flames are part of the death model. I just looked at the zergling upgraded death (ie: with wings), and the entire texture changes to blackened out with orange/yellow charred pieces (emissive map). You could try duplicating the model (zergling fire death) and applying the usual Zergling texture to it. But, as for removing the flames... I am not entirely sure it is even possible with the current .m3 exporter that NiNToxicated created.

    Posted in: Data
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    posted a message on Top games of the year?

    Skyrim will win Game of the Year, hands down. Everything else is irrelevant.

    Posted in: Off-Topic
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    posted a message on SC2 - Y u no be warcraft?!

    @Neonsz: Go

    I was looking into the cliff models and stuff a while ago to try and see if there would be an easier way to 'fake' more cliff levels. But essentially, the method and screenshots posted by Sheogorath provide an easier outcome and a (possibly) less time consuming way to go.

    Posted in: Terrain
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    posted a message on creating custom sensor tower

    @Bilxor: Go

    The Sensor Tower has either a Behaviour with a Radar field. It is default at 30. You can set this to whatever you like and the according circle in the minimap will shrink or grow. If you want to delete it entirely, you will need to look at Range Actors.

    Posted in: Data
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    posted a message on Noob questions on unit creation

    @Bilxor: Go

    Wow that tutorial is rubbish :D

    Yes - the Abilities > Field requires filling out.

    If I am honest, most of the time when I create a unit - I 'base' it off of another existing unit. Usually a well known one such as the Marine. This way, when I look at the unit object I can easily distinguish what still needs to be changed...

    Combat - Weapon: Gauss Rifle will need to be changed to the custom weapon that my unit is going to use.
    Abilities - will show Stimpack, and Move, Attack, Hold Position etc so I can just edit the ones I want to remove.
    Stats - will show the 40hp no shields, no energy etc so I can change that according to the new unit I want.

    Hope this helps! Also, hangout in the SC2Mapster IRC channel, plenty (sometimes) of help available in there.

    Posted in: Data
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    posted a message on What language would be most useful to learn?

    @Tolkfan: Go

    Thames is pronounced "Tems".

    Just be glad that it was English and not Scottish that became the Lingua Franca, och ye dinnae ken wit am takkin aboot, dae ya?

    Posted in: Off-Topic
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    posted a message on Kingdom of Strife - Alpha Testers (EU)

    @o3210: Go Welcome aboard, above post edited to include yourself Dwarfius.

    @TheAzureguy: Go Yup, the alpha play testing phase is still going ahead at late January through February. The project has recently expanded exponentially, and so I am afraid the alpha play test will be of a game that might not be very indicative of the final product. It will still be integral to capture the 'gameplay' aspect and make sure everything functions.

    Cool, so that makes 4 of us in total now (myself included obviously).
    And of course, all Alpha and Beta testers will have custom skins for their models unlocked in the final release!
    Anyone else? :D

    Posted in: Team Recruitment
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    posted a message on Kingdom of Strife - Associate Developer

    I recently stopped learning about the editor and decided it was time to create my map.

    I use this thread here to quickly post ideas and status of current things I am implementing. Please read more about the project there before posting here.

    The time frame for completion of my map is from now until the release of Heart of the Swarm (and hopefully the Map Marketplace).

    The reason I am recruiting is because as much as I try to confine the game to its design brief - I cannot stop improving upon, or creating new features for the map. This is quite a problem if I am aiming for a release in the next 6 to 12 months.

    The title is Associate Developer because you will be as much a part of the team as I am. I will be willing to share between 15 and 50% of total Map Marketplace profits with you. This is negotiable depending on the amount of work you take on, the amount of advice/input and feedback you give, and, very subjectively, the level of use that you are to me, ultimately, in the creation of this project.

    Everything I am about to list below is also a rough estimation of what I am capable of:

    • What you will need:
    • A strong understanding of the Data editor,
    • including but not limited to: actor events, custom models, custom textures, site operation (attachments), etc.
    • An efficient method of practice with the Trigger editor, custom scripting preferable.
    • One of either: Skype, AIM, ICQ or gTalk (google talk)
    • An average weekly availability of between 8 and 20 hours.
    • Hardworking, honest, loyal and extremely passionate about games and game design.
    • A strong etiquette of non-disclosure regarding the maps production status and features.
    • What is not essential, but will give you an edge over other applicants:
    • A reference. Someone, from this community, who can vouch for your validity.
    • Trust. In me, as being a relatively new, but keen and passionate developer who wants this project done.
    • Access to Photoshop and able to create custom 2d art, such as Icons for example.
    • An understanding of .xml and it's application in editing the .SC2Layout files.
    • A solid grasp of the English language, both spoken and written.
    • Fluent in another major European language (German, Spanish, French, any Scandinavian/Russian etc)
    • Active within GMT+ or -3. Not required, I work at all hours of the day and night, and plan to continue to do so.

    Thank you for your time. Also, a sense of humour would be good too.
    Feel free to PM me any questions, your application etc.

    Posted in: Team Recruitment
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    posted a message on [Solved] Create random unit (between two) without triggers

    @Bommes: Go

    Bommes - your version will either
    1 - Create 1 of each unit.
    or
    0 - Create no units at all.

    Many ways to skin a cat :p

    Posted in: Data
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    posted a message on [Solved] Create random unit (between two) without triggers

    @playpong: Go

    I was looking through a validator that might work for you but turned up fruitless.

    The 'Condition' validator seems like it might work. Except the core, melee and multi mods don't give you an example on how to get it to work.

    Derrp. Just read the playpongs' reply in more detail:

    You want an effect that will Spawn Unit A with a 50% chance of happening.
    Then a Search Area that will search for Unit A (tiny area, at point of unit creation)
    Tied to a Validator that returns True or False.
    If Unit A isn't there, spawn Unit B.

    Posted in: Data
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    posted a message on Expanding on AI Melee

    @CSMakoInfused: Go

    Search over at sc2nibbits:

    http://sc2.nibbits.com/assets/3/ai-mods

    They were pretty active during the early days of SC2.

    Posted in: Miscellaneous Development
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    posted a message on Hiding Bnet Lag for Action games

    @GreyHunter4: Go

    In short:

    Basic Online First Person Shooter
    An FPS engine calculates mathematical formulae, angles of bullets ricocheting off walls, bullets entering flesh, explosions occurring and hurling glass in x, y and z directions. And ultimately whether or not a player has been hit, and by whom.

    All that the network (or the "online engine") needs to know, is the co-ordinates in 3d space which are considered "toBePlayer". The local engine handles everything else (more or less), and simple passes this information across to all players in game.

    Summary: it is a very efficient and lag-less method of transmitting as little information as possible, while retaining good gameplay mechanics, graphics, visuals etc.

    A Game Like Starcraft 2
    It essentially works in the opposite sense to the above example. There is a hell of a lot of information needed to be synced between up to 16 players at once. All units, statistics, health, energy, shields, cooldowns, resources, research progresses etc, unit progress per production structure etc... ALL need to be passed across the network, all the time... ...AND then us custom map makers come along and throw megabytes of triggers, functions and libraries at the already straining network - and expect it to work laglessly.

    Summary: To create a synthetic environment which will minimise or create the illusion of 'no lag' - at this stage - would be impossible. The way the Starcraft 2 engine is hard-coded in conjunction with Battle.net2, is pretty much a brick wall in your face.

    Conclusion: Your best bet is to wait for Blizzard to optimise their server-side code. Or, the unlikely scenario that we are given even more power within the Galaxy Editor to customise raw data (ie: optimisation).

    Posted in: Miscellaneous Development
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    posted a message on Angry Pro Editors

    @DarcZaFire: Go

    I spent the first few months from about July 2010 until December 2010, religiously learning all I could about the Editor and compiling into various wiki's which existed at the time..

    It was a thankless task, and when it dawned on me that I had university exams, a girlfriend and a social life to uphold - I stopped. But mainly, I realised just how much knowledge the editor contained.

    I do agree with you on a certain level, however. I wish all threads on sc2mapster would have detailed replies, explaining how to do stuff. I understand if you've been here a while, you can get fed up of the same questions over and over again - resulting in a blunt but to the point answer - such as "Use this field", or "Look under this object".

    But, to balance this people must learn to use the forum search because otherwise what is standard common knowledge is simply being regurgitated thousands of times. Yet, still, when I use the search for a slightly obscure problem I'm having, because I'm convinced others have experienced it in the past... I turn up a handful of threads, each with vague, nondescript answers - or my favourite... when the thread author has replied with: "Omg, never mind. I fixed it."...

    Oh, people replied... had this tab amongst my hundreds of others. Oh well :) Random Topic, Random Rant Reply.

    Posted in: General Chat
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