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    posted a message on Video Card driver Issue with 1.4 and Bel'Shir terrain

    Awesome thanks, saves me a big hassle =)

    Posted in: General Chat
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    posted a message on Video Card driver Issue with 1.4 and Bel'Shir terrain

    Can anyone confirm this patch fixes the DDS issue?

    Posted in: General Chat
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    posted a message on Video Card driver Issue with 1.4 and Bel'Shir terrain

    @BloodClud: Go

    On my map not everyone is getting the crash, only a few people. So I don't know what the exact situation is.

    I might need to make a test map to show each DDS image one by one to find the culprit - but if it doesn't crash for me it's impossible ;(. Did you say it only crashed when you showed the DDS? (Not just by having the DDS there)

    Posted in: General Chat
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    posted a message on Video Card driver Issue with 1.4 and Bel'Shir terrain

    I made a bug post on it so feel free to reply to it there http://us.battle.net/sc2/en/forum/topic/3280528780

    Posted in: General Chat
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    posted a message on Video Card driver Issue with 1.4 and Bel'Shir terrain

    Hmm... most of my images were done in Gimp, only a couple in photoshop.

    The problem is it works fine on my video card, so I have no way to test it.

    Posted in: General Chat
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    posted a message on Video Card driver Issue with 1.4 and Bel'Shir terrain

    What a pain, they worked before so I wonder what they did to break it. Blizzard or driver issue?

    Does TGA have alpha channel?

    Posted in: General Chat
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    posted a message on Video Card driver Issue with 1.4 and Bel'Shir terrain

    So saving them as TGA works? I think some are having issues on my map as well.

    Posted in: General Chat
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    posted a message on Sky Fortress Open Beta (Battle for Sky Fortress)

    Well the feedback overall has been great, and people are enjoying the new invasion mode.

    If you have been following the official forums, you will notice talk of a sequel game focused purely on co-op play. So if you are a fan of co-op and enjoyed Battle for Sky Fortress, be sure to check it out and join in the discussion: http://www.battleforskyfortress.com/forum/index.php?topic=167.0

    Posted in: Project Workplace
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    posted a message on Starcraft II Modding

    I've only got 100kb/s unfortunately.

    They really need to increase the timeout, especially with the new limits. I'm not entirely sure why such a strict timeout is needed at all? The publishing system will prevent you from uploading bigger files, and you need to be logged in to publish, so if anyone tries to maliciously upload a really big file you would know the account it's linked to.

    Posted in: General Chat
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    posted a message on Starcraft II Modding
    Quote from Sixen: Go

    @KratsAU: Go

    Yeah, but the difference between a Map and a Mod is that a map is one single instance. If there was a DotA Mod, it would be like using DotA heroes in melee maps, TD's, Line Wars, Footies, etc.

    There is no where that specifies a mod has to be used on multiple maps =).

    I think the main issue here is that there is a difference between "A Mod" (as in SC2mod) and "Modding".

    You could move the DoTA data (heroes, abilities) to a mod, include it in the same map as a dependency, and then by your definition it is a mod, even though you are using the exact same modified data.

    So I guess if you want to be technical, you could say DoTA is a map, not a mod. However it's not possible to make DoTA without modding. But the thread of this title is about "Modding", not "Mods" =)

    Posted in: General Chat
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    posted a message on Starcraft II Modding
    Quote from IskatuMesk: Go

    @KratsAU: Go

    Well, the thing is, calling it a map is calling the environment a map. It doesn't really matter how "big" the map is in its content, if the content is still limited to a map it's still just a map.

    Your missing the point, there is much more to DoTA than the map. In fact you can not create a DoTA map with just mapping. I never said anything about how big the map is, but DoTA involves heavy trigger work and lots of data editor modifications.

    Whether it's 1 map or more is irrelevant, a mod doesn't HAVE to be a total conversion that works with multiple maps.

    Even if you think it does, you could easily take DoTA, modify the map and have the same game mechanics. I.e. It's a mod even by your own definition.

    Posted in: General Chat
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    posted a message on Starcraft II Modding
    Quote from IskatuMesk: Go

    Dota is just a map because its elements are confined to a single map. A mod, or a conversion if you prefer, applies to every map so long as it is active.

    I don't really agree with this, and you could easily take DoTA across multiple different maps (hell, people do). The fact that the concept has be made in to standalone games should be enough evidence to warrant calling it a mod.

    At the end of the day it purely comes down to which definition of modding you want to use.

    I mostly agree with the wiki definition of a mod http://en.wikipedia.org/wiki/Mod_%28video_gaming%29

    Quote:

    Mods are made by the general public or a developer, and can be entirely new games in themselves, but mods are not standalone software and require the user to have the original release in order to run. They can include new items, weapons, characters, enemies, models, textures, levels, story lines, music, and game modes.

    Mods that add new content to the underlying game are often called partial conversions, while mods that create an entirely new game are called total conversions and mods that fix bugs are called unofficial patches.

    At the very least, most custom maps should be considered partial conversion mods. The fact that we have tools to create these modes (SC2 editor) is irrelevant.

    Posted in: General Chat
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    posted a message on Starcraft II Modding
    Quote from progammer: Go

    I always consider mapping is making melee map that use the rules or sc2 or just drawing nice terrain, while modding involves those tasks and any other changes to the gameplay/visual. Maybe the dictatorship of the map publication changed your perspective a bit.

    +1

    Mapping = making maps (for which you don't need to open the data or trigger editor)

    Modding = making modifications to gameplay, modifications to artwork etc. I.e making modifications.

    Just because you have an interface that makes it easier, doesn't mean it's not modding. Modding is not some 'elite' thing that only kiddies that think they are hackers can do because they are editing MPQ files directly.

    Hell I used to have to put in way more effort editing LUA and writing mod files for Supreme Commander, to do less complex things that you can do directly in the SC2 Editor.

    Modding is not directly related to complexity if you ask me, it really just comes down to what you consider modifications are. Do you consider new gameplay elements modifications? New models, sounds, assets?

    The difference with mapping is you are not adding anything new, not modifying anything, you are just displaying the terrain and existing assets in a different way.

    Posted in: General Chat
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    posted a message on Whats your profession? Why do you map?
    Quote from FuzzYD: Go

    @KratsAU: Go

    What exactly do you do in automation?

    It's essentially designing automated machinery that does a process for you. Like it might put car parts together, test them etc, Often it involves lots of sensors, pneumatic cylinders or servos, sometimes it involves robots.

    It can be fun, and I had fun coming up with some interesting designs. It's always good to see it working afterwards too!

    There are different engineering roles, the purpose of my degree was basically to cover all of those required (mechanical, electrical & programming), so technically I could design the entire thing and build it. My focus ended up being on mechanical which involved concept designing and building the equipment in 3D in engineering/cad software.

    As a side note for anyone in school interested in game design, pay attention to maths and physics it is important. You often need to understand matrices and vectors. Honestly they should be teaching game design along side physics/maths to keep it more interesting for students.

    Posted in: Off-Topic
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    posted a message on Whats your profession? Why do you map?
    Quote from Jinxxx123: Go

    i used to like mapping, and game design in general, but seeing how much effort /troubleshooting problems take and sitting around all day just watching a monitor , i couldnt care less about game design anymore.

    Nothing wrong with that. Honestly sometimes I think if you enjoy games you are better off just playing them.

    Getting into game design can actually lessen your enjoyment of games imo. You become supercritical and analyze every aspect without just playing and enjoying a game.

    Posted in: Off-Topic
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