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    posted a message on "lighting status: out of date"?

    I think it has to do with the option to "Generate Static Shadows" located in the Data main menu (Terrain window > Data > Generate Static Shadows... shortcut: Ctrl+Shift+L)... I have this message very often but it's not a big deal, and I think that's how I fixed it. The message appears when you publish the map as well I think, though it won't prevent you from uploading it anyway. Sometimes it causes surprisingly weird glitches (messed up terrain lighting while ingame, probably because you modified the terrain after generating shadows)... Usually, generating shadows again fixes the problem.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Fixing projectiles... again!

    Sorry for bumping such an old thread...

    EDIT: Nevermind, my so-called "fix" wasn't enough... I'm afraid I'll have to entirely redo every single shooting pattern in my map from the ground up. I can't seem to be able to make the photon impact show up when I want it to happen, and with a tint and scale matching the weapon it was fired from. No matter what I try, I end up with either a photon impact duplicate (no tint) or no model showing up at all... except that duplicate which only shows up when the bullet vanishes. I have multiple weapons to edit, some of which are sharing their damage effects, thus preventing me from adding a different tint per weapon. To sum up, I'm really stuck.

    Posted in: Data
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    posted a message on Fixing projectiles... again!

    Getting closer, but I'm not sure if it works yet. Thanks anyway. I had to use something else than Effect.Collisionset.Impact in the actor events, because Impact does not exist. I tried other events (@damage.start, @launchmissile.start) but I can't seem to get the impact model to show, no matter if it hits the ground or a unit.

    Posted in: Data
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    posted a message on Fixing projectiles... again!

    Hey there,

    I'm trying to improve the way the projectiles are done in my Ikari Warriors map, since patch 1.5 it seems they no longer behave correctly... As DuckyTheDuck said in his review in the Arcade, it kind of ruins the game (thanks by the way, some issues are well-known and it confirms how mandatory it is to fix them ASAP).

    Normally the projectiles are supposed to move until they hit an enemy, if they don't they will just keep going until they reach the end of their lifespan. With the patch, they no longer go beyond the target unit/point, and start to behave randomly at that point (sometimes going upwards, sometimes just staying there until they die,... you get the idea, they're doing it wrong).

    I have tried modifying the mover, which worked perfectly as far as targeting units is concerned, but obviously the projectile still dies when it reaches a target point instead of keeping in movement. I have checked the fireball spell found in another thread, along with the Diablo fireball tutorial from OneTwoSC... but when I try to clone the results, when the search effect finds a unit to damage, the impact model is created beyond the target unit/point (with an offset matching the value applied in the persistent effect). This is really irritating, the persistent effect which is supposed to offset the target point does not seem to work as it should... I have probably done something wrong but I can't figure what, so I'll just share a test map to let you see by yourself.

    Posted in: Data
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    posted a message on New RTS Game ($1,000 budget)
    Quote from SluggaSlamoo: Go

    I have set aside $1,000 to create a prototype semi-original RTS game that I am willing to invest 90%+ of on 3d models.

    A thousand bucks is not even enough to pay for coffee during the whole production process, you're just going to waste them pointlessly if you don't learn some advanced game design rules first, after which you will see with your own eyes what a production process actually is, and the huge amount of work it requires (even with a full team). Having fun with the SC2 editor is barely scratching the tip of an iceberg. Any hardcore gamer with a little bit of creativity can do it. It seems obvious to me you don't know the basics of game design.

    You'll probably think twice about going further once you will realize how much you went "hollywood style" on this one... You're cutting corners (rookie mistake that everybody does), you shouldn't have 3D models until the game is close to the end. I've worked professionally as a level designer in 3 independent studios so far (and I have a master degree in game design), the models and most of the graphics are usually added one or maybe 2 months before the release of the game, and we are used to work with placeholders until then.

    Not that I'm willing to discourage you, but I've seen a lot of amateurs trying to start a project, just like you, and fail at some point because they either give up (too much work), they're not skilled enough, or just because they have more important matters in life. You cannot do as good as a team of 50 professionals who are paid for it and have years of experience in the industry. Don't be too hasty, learn to start small and you can improve your project later on (you're an amateur after all, you don't have to meet deadlines). Your project is nothing but a SC2 custom map and should remain as is, you're not going to achieve better than that with the knowledge you have.

    Posted in: Team Recruitment
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    posted a message on Weird Occurrences
    Quote from Eiviyn: Go

    @ZealNaga: Go Clearly you weren't.

    I am indeed, as a response to your attitude. Don't try to put the blame on me, you started it and just got what you deserved.

    Posted in: Off-Topic
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    posted a message on Load All command doesn't load uncommandable units
    Quote from SoulFilcher: Go

    @DrSuperEvil: Go Yes, that's what I'm trying, but which order should I use? Move order doesnt do it.

    Have you tried using the "smart command" (I think it's in the presets tab) on the unit that is supposed to go in the transport? Usually, ordering an uncommandable unit to move via triggers does work, so if it fails it may be related to something else (orders overridden, targets not found, etc...).

    Posted in: Data
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    posted a message on Weird Occurrences
    Quote from Eiviyn: Go

    @ZealNaga: Go Because, like most medical terms; it's not English. "apnœa" is the Greek source word. Should be pretty obvious why the British spelling is the way it is.

    Yeah... For your information, French is a mix of Greek and Latin, so I think I'm "quite" aware of that (even more since my father was a GP)... What I was pointing out is the fact that there is a different spelling between US and UK, for no apparent reason (both US and UK use English but even though some words are different, the spelling usually isn't). Try not to be so demeaning next time. For once.

    Posted in: Off-Topic
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    posted a message on Weird Occurrences
    Quote from Taintedwisp: Go

    Well there is also the opposite, what my older brother has, called sleep actnea ?

    It's apnea (spelled "apnoea" in UK for some reason). It's actually a handicap, it can be quite dangerous at times... The name comes from the fact that you can stop breathing while sleeping, thus waking up with your heart racing because of the lack of air and your adrenaline level going through the roof. It's basically like falling in a coma but your brain reacts and wakes you up.

    Posted in: Off-Topic
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    posted a message on Patch 1.5: What can break your map?

    @zenx1: Go

    Seems like there is a real issue about unacceptable words in the Arcade beta... Read the following post in one of my threads for other examples of how stupid this issue is right now (and unfortunately, there is no solution yet AFAIK):

    http://www.sc2mapster.com/forums/player-zone/map-feedback/36966-the-last-hour/?post=6

    Funny though, the word "BattleNet" is forbidden but "BNet" isn't...

    Posted in: General Chat
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    posted a message on Weird Occurrences

    It happened to me countless times to wake up because of loud noises (objects falling in the room, klaxons/traffic and such) at the exact moment where I am about to witness explosions (and the likes) in my dreams. Sometimes I even hear a bit of the explosion AFTER waking up, during the very short period where you know you're awake but you still haven't moved. The same thing happens to me with voices, sometimes people appear or speak in my dreams just a few seconds before I wake up, and these persons are next to me when I open my eyes.

    By the way, from what I remember the feeling of deja vu is actually a matter of neurons reconnecting during your sleep, sometimes creating false memories, the same way your brain creates the images, sounds, odors, feels and tastes in your dreams. I should try to find a few articles about this, but basically the feeling of deja vu is not as extraordinary as it seems. It's basically your memory playing tricks, you're filling blanks with what you know when your memory is failing you, hence creating false memories (deja vu, but also wrong statements)... It's also what happens after psychological shocks (accidents, witnessing atrocities, break-ups, etc...), you're basically putting bad memories aside, but sometimes they will come back at you during (or after) sleep.

    Posted in: Off-Topic
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    posted a message on Unreal Engine 4

    Anyone interested in the Unreal Engine will probably be interested in watching these 2 videos:

    Showing off the real-time rendering:

    Embed Removed: https://www.youtube.com/v/OZmRt8gCsC0?fs=1



    Tech artist explaining in details:

    Embed Removed: https://www.youtube.com/v/MOvfn1p92_8?fs=1
    Posted in: Off-Topic
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    posted a message on Patch 1.5: What can break your map?

    I don't know if it's just happening to me and if it's due to the beta, but apparently some Strings value within the editor itself are missing... I get error messages everytime I load a window or menu from which these Strings are missing. It's actually pretty disturbing having placeholders instead of the phrase that is supposed to go there, especially when it happens on the Publish window or the Arcade Info tabs. Anyway, I've tried restarting the editor and it seems better sometimes, but some Strings are always missing anyway, apparently at random...

    I also had a problem where water layers were all looking the same (except their colors) in Ikari Warriors. Their parameters were unchanged but in the editor, they were just displayed as if it was the default texture with no rendering effects (reflections, etc...). Lighting was apparently not working either, because whether I was switching to game or editor lighting, it just looked exactly the same even after pressing V... At first I really thought my map was screwed up, but after a few reloads it was OK.

    Posted in: General Chat
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    posted a message on Patch 1.5 Review.
    Quote from TheAlmaity: Go

    I like the review system :) It's one of the main features I've wanted for a very long time. I'd just like it if it was possible to reply to reviews

    Same here. Nice system except the lack of replies...

    Quote from zeldarules28: Go

    Well once the beta is over, it's going back to region-locked.

    Y U NO listen to us, Blizzard!

    Quote from butterflo: Go

    or is it already possible with current editor..?

    You can use SC2Localizer, but as I've told in my feedback thread about The Last Hour, some (parts of) words are banished and will prevent your map from being published, so you'll have to change these words manually (by editing the content of your map with the MPQ editor). In my opinion, it's better doing the whole translation than just modifying a few banned words in order to get your map published, but unlike Blizzard we don't have a team of translators around here (that's actually a good idea, we should make a thread about this)...

    Posted in: General Chat
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    posted a message on Lagless WASD?

    I've noticed a very interesting map on the Arcade beta which seems to use WASD movement without lag, even though it's on BNet in the US and I live in Europe... The map is named "Mass Destruction 2", it's a PvP map where you control a tank. I don't how he (they?) did it but still, there is a very impressive amount of work on this map (UI, models, gameplay, physics, etc) and it seems to have accomplished the closest thing to a lagless WASD movement system I have ever seen. I'd like to hear from him (them), any advice/tutorial on how to achieve this would be of great help for a lot of us here...

    Posted in: Triggers
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