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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    Hi there, I want to change the command card to have a width of 8 buttons and possibly change the height also. I want the commandcard to stay in the normal position just stretch further into the middle of the screen.

    I'm trying to get my head around all this but I've never tried writing in this script. Would anyone be able to help me? The command card code on the 2nd page was a bit confusing for me as I don't really know what I'm looking at. I can import and use the layout files fine.

    Thanks

    Posted in: Tutorials
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    posted a message on Osama Bin Laden

    @TheAlmaity: Go

    Some people claimed Obama wasn't born in the USA, meaning he wouldn't be eligible to be the president, so were demanding to see his birth certificate. Its just been released.

    Posted in: Off-Topic
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    posted a message on The Royal Wedding

    Theres a lot of ignorance in this thread.

    For starters sorry for quoting but it was the previous page:

    Quote from Reaper872: Go

    they are the descendants of the ex most influential people in England. They themselves don't really have power but it is pretty much all for British traditions. Can you imagine the prince enlisting in the army and being a general in actual combat? I certainly can't.

    If you actually googled your sentence you would see Prince Harry was performing frontline combat in Afghanistan for several months until the media outsted him, and there is a long tradition of Royals fighting in the services. Prince Andrew fought in the Falklands for instance.

    Prince William has gone back to work today as a RAF search and rescue pilot after having the weekend and monday off like most other people in the country for the bank holiday.

    The Royal Family does take some public money but does provide a lot of tourism money. Most of their income comes from their own private assets. They are used to represent Britain abroad and are heavily involved in charities.

    They don't have any real powers, they are now more of a very wealthy family who perform traditions relating to government. Theres no disgrace in a democratic country keeping a bit of tradition and ceremony that in no way affects government policy.

    Posted in: Off-Topic
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    posted a message on Osama Bin Laden

    Unless Osama was already dead Obama is not going to lie about him being dead. Otherwise when Osama turns up again and suddenly he's back from the dead to fight the West. How do you think that would look to his supporters...

    @Vicboy: Go

    I think Hookah604 was saying you should worry more about cigarettes than terrorism, I'm sure he wasn't supporting it.

    Posted in: Off-Topic
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    posted a message on [Release] Genetic Lab Wars

    Thanks for the replies!

    Im actually away friday night, if I feel its in a good enough state I may release it to public so maybe you guys could test it but it would probably be better to wait until im around so I can make changes on the go. I need to sort the terrain out before a public release though which I such at.

    Thanks for the interest though. Feel free to play the first one on map night, its died off a bit recently :)

    If im ready to beta test on thursday, sunday or monday I'll have a look in sc2mapster channel.

    Posted in: Project Workplace
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    posted a message on [Release] Genetic Lab Wars

    Well this received a few final updates about a month ago fixing bugs and graphical glitches. There was also a few game play improvements, unit balancing and slight changes to the way some technologies were researched. The Engineering bay was merged with the Breeding Lab to reduce the number of buildings and the SCV complete with hardened shields was introduced.

    Short of something game breaking happening this is a closed project as I am now working on Genetic Lab Wars 2.

    Genetic Lab Wars 2 will be similar in principle, upgrade a periodically spawning army of Zerg through research and being able to change which lane they attack. However there will be three teams of two players forming a triangle.

    The code has been completely rewritten reducing the number of triggers and variables by about 70% and massively improving loading times. There are a number of other improvements:

    Income

    -A center zone gives each player 3 lanes to choose to attack meaning at least one lane will be undefended at any time. Holding the center zone will grant additional income that increases the longer the zones held.

    -Holding one of the outside lanes gives periodic income similar to how it currently works.

    UI

    The interface part that shows what units you have sleeted has been hidden and replaced with a dedicated dialog showing your Breeding Pods, as in what Zerg will spawn and allowing you to train more. The minimap and command card are still visible.

    This should allow for far more screen space (the current Genetic Lab Wars suffers from overcrowding)

    Units

    -The first release will contain the same units as version 1: Zergling -> Swarmling -> Drone -> Pygalisk/Hydralisk/Roach.

    -I aim to create four linear evolutionary trees once the game mechanics are sorted: Melee, Ranged, Flying and infested Terran.

    -Different combinations of the final unit from each tree will allow you to create powerful final tier units.

    I will be looking for beta testers either Thursday, Sunday or Monday evening!

    Posted in: Project Workplace
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    posted a message on Show/Hide minimap

    Hi

    I'm trying to hide the bar at the bottom middle of the screen where the unit portrait and selected units are. Is this possible?

    So far the closest I've got is hiding the game UI then showing individual bits, however any parts from the bottom of the screen which I want to keep (minimap, comman group and command card) don't show.

    Is there anyway to get them to show?

    Thanks

    Posted in: Miscellaneous Development
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    posted a message on [Graph] Popularity of Blizzard-Made Custom Maps

    Tomura is on the ball. Satrjewled is still doing incredibly well and left2die is still very popular. They've only seen the drop because litteraly everyone on bnet must have played them on release.

    Posted in: General Chat
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    posted a message on [POOL][Graph] Map's Quality vs. Popularity

    But maps don't stay at the top forever, plenty of maps have risen to the first page then after a couple of weeks go down. Maybe its not as changing as you like but the fact is people find a map they like then they play it constantly for a while.

    The maps which stay at the top for what seems like forever manage that because they have larger communities or are very competitive like SOTIS or marine arena.

    Also its clearly not true that the maps on the first page have had no effort put in and could be based out in a couple of hours. Other than that occasional new map that for some reason shoots to the number 1 spot and is a broken mess of course ^^

    Posted in: General Chat
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    posted a message on CoreFight

    I understand where your coming from but I can play the campaign with a decent frame rate.

    Also its highly unlikely people will be prepared to lower their settings for one map. It looks like theres quite a bit of space you can chop of the edges of the map which may help a little.

    Posted in: Map Feedback
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    posted a message on CoreFight

    I had a go at playing this, the terrain was really impressive but it made the game really laggy right from the start, so much so that all 3 other players had left within 5 minutes so did not get the chance to try it out properly. Looked promising though.

    Posted in: Map Feedback
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    posted a message on Suggestions for Improving The Popularity System, discuss here!
    Quote from DarkRevenantX: Go

    A quick three steps: 1. Add search to the join list. 2. Filter out empty (no hosts) maps from the join list. 3. Allow sorting and inverse sorting by popularity, name, type, date of publish, and time of hosting. For bonus points, 4. Do the thing as seen in the first post with the drop-down thing showing all the hosts, the amount of players in those games, the modes, etc.

    1. Yes they desperately need to implement this.

    2. This wont and shouldn't because that defeats the point a centralised system. A popular map disappears and 6 people will go and host it sitting in their empty lobbies while if the map had stayed up they could be playing. This obviously affects less popular maps more probably making the entire situation worse.

    3. Would be nice but lets face it most people would never use it unless number 2 was implemented also.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Tower Wars?

    Freax Tower Defence is a really good remake of Tropical Tower Wars from WC3 and you can play with 2 or 4 teams. Gets a bit laggy at the end though.

    Posted in: Map Suggestions/Requests
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    posted a message on [Video] Pictionary

    Great map!

    Posted in: Project Workplace
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    posted a message on Change multiple upgrade cost before research complete

    Hi thanks for looking,

    I've got an upgrade with multiple levels and it all works fine, however the upgrade has a research time so when queing.

    This means that if I que up the upgrade 5 times, it all gets charged at the first levels cost. The cost does not update until an upgrade is complete.

    So basically the costing works fine if the upgrade time is 0seconds, but not if it does take time.

    Does anyone know a way around this? Otherwise I've got a vague idea using triggers to get around it but I'd prefer to use the data editor.

    Thanks for any help!

    Posted in: Data
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