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    posted a message on SC2 Arcade Alpha

    If there is a beta agreement, that should tell you what you may do and may not do, I guess.

    Posted in: General Chat
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    posted a message on SC2 Arcade Alpha

    Well, what do I know, but it also helps towards early reverse engineering and similar, would it not?

    Posted in: General Chat
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    posted a message on SC2 Arcade Alpha

    @TheAlmaity: Go

    No problem. It was more of a "since one can use the editor and play starcraft 2 normally without having to insert any credentials, this might be the same". I'm not trying to be an ass or anything towards anyone that didn't get an email, so don't get that wrong either.

    Posted in: General Chat
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    posted a message on SC2 Arcade Alpha

    Eiviyn, don't be offended, but isn't that quite dumb to give out a link to the arcade alpha, when the link was only meant to you?

    Posted in: General Chat
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    The drones behaved this weird in the first room I built. I had no treasure room, but I assume the hive is counted as one as well. In any case the hive wasn't full either. It was right in the beginning of the map. But it also occurred several times later on. I have attached a replay for you to further investigate it.

    Perhaps the health petals can be hidden behind by either changing the render-to-texture channel for the petals, or the render-to-texture channel for the dialog and/or the dialog items inside it.

    I recall another thing too now speaking of Hydralisks. Are they supposed to attack through wall:p?

    One more thing, it seems the map is still performance heavy, though not as much as it was back in the older versions (and I also have a newer computer now). I had 120fps when it started, and in the end it dropped to something like 70. Still, nothing I noticed if I wouldn't have had the fps debugger on, but it's a risk that the drop is much larger for less fortunate computers.

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    Seems something got broken in your latest update, I could imagine it is relevant to your recent change about drones and minerals. Whenever I destroyed walls of gold, the drones do drop minerals on ground and collects more minerals afterward, but then when they don't know what to do and just stands there idling. The only way I found them to go back to work was to drop them off at the hive. Slapping did nothing either.

    Drone Idle Bug

    Another bug (I suppose) is that you can select units when you're not using the Tools panel. All other panels seem to allow you to select units. Perhaps it is something you left there for debugging purposes, but it still look odd, It at least look buggy if a unit is selected and your hive dies :p

    Selection Bug

    Something else I also got was a trigger error saying "Invalid Real in Range -1 to 1: 1"

    I have a question about the Guard Room. Is it suppose to attract all units to patrol in that room? That's what most of my units were doing. If you're going to follow DK2 in that matter, the guard room attracted a specific unit (was it Ranger?) which then patrolled in the room.

    And finally there seems to be some visual issues with the research panel. It might be hard to see on the attached screenshot, but the area highlighted by the red rect seems to be just some black background which is outside of the dialog borders. Doesn't look all that nice:>. Also, there seems to be some visual issues that the unit's status is rendered on top here. The panel itself needs to be more polished; it lacks tooltips and does not provide much explanations.

    Visual Bug

    Other than that, it was more fun this time, mainly because I knew about the research panel this time. Since there's pretty much room next to the small buttons to the right in the command panel, why don't you just add a button there for the research panel to be opened with?

    Posted in: Project Workplace
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    posted a message on Galaxy++ editor

    Yeah, bytes can't be used as indexes. Another easy way to fix it (yet looking stupid) is to add 0 to the expression (eg. array[i + 0])

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    I wonder, Beier, why does your compiler enforce to convert code that is already valid galaxy code? For instance, that a += b becomes a = a + b, *= or for loops and similar.

    Posted in: Third Party Tools
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    @Bibendus: Go

    What I mean with the mood icons, is that they seem to change position too much when the camera is moved. Here's an example of what I mean. Depending on the camera angle, the icons are misplaced. Compare it to the health/level circles, I assume you use another method to attach these.

    Posted in: Project Workplace
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    posted a message on Photon Cycles, a luminous lightbikes map

    The replay might be sufficient, but it will only tell if someone is pausing if the other players will complain in the chat. It's a pity replays don't save pauses at all.

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    I had some few points to bring up, mostly small glitches or minor complaints.

    • When you kill the gold walls, upon breaking them you see the death model of the doodad/unit it was based on. It shows only a short duration, but long enough to have the eye catch it.
    • For some reason, when my mutalisks went and created their "bed", after moving, their animation froze for a couple of seconds. When they started to move, the animation was proper again, and then froze again upon next idle. I don't know if it's in any particular scenario, but I expanded the nydus room to be 5x5 and put a lair there.
    • (I wasn't able to build the treasure room, workshop, nor the training room. They're all disabled, and I can't figure out why they are, or if I'm doing something wrong.)
    • (I was able to place out traps, but since I had no workshop, nothing more could be done with that.) Edit: I see the previous was mentioned by zenx1. I actually missed the teching part as well.
    • The mood/behaviours of your own seems out of place by angle (moving the camera back and forth). Perhaps you could tweak that a bit later on.
    • I also agreed that there was something bothering with browsing though the extra command panel buttons. In particular, there were several times I forgot that I wasn't having my hand selected, and thus failed to pick up my units in time from and to battle.
    • I don't agreed that the player should see the entire map, but perhaps the visibility radius could be increased a bit.

    Regarding that enemies will breach your dungeon, I agreed that while that is a key part of the game it fails to notify the player in time that the dungeon has been breached. In Dungeon Keeper 2 for instance, not only does it take longer time to destroy a player's walls, but it also notifies you immediately once someone tries to. "Your dungeon is under attack" or "Your dungeon has been breached" or similar messages appear once someone do. It also had a sort of action log system which allowed you to focus the camera to that specific place the action was happening on at once.

    For now, other than that, all I can say is, great work so far! You seem to have eliminated most of the lag there was in previous versions, and it's starting to take shape neatly. And I'm still going to follow the project occasionally you know. I just don't have that much time right now:P. I'll play it again soon, since I didn't know about the teching, and therefor lost pretty quickly. Keep up the good work too.

    Posted in: Project Workplace
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    posted a message on Galaxy++ editor

    There seems to be some new issues which halted my project abit again:>

    I'll include what's relevant, if you need more code, I could provide so.

    This is my usecase.

            fixed speed         = SquareRoot(velocityX * velocityX + velocityY * velocityY);
            fixed acceleration  = speed * speed * World.Drag - World.Gravity;
                
            if (Input.keyPressed[Input.KeyUp])
            {
                acceleration += 5;
            }
            else if (Input.keyPressed[Input.KeyDown])
            {
                acceleration -= 5;
            }
            else
            {
                acceleration = 0;
            }
    

    There seems to be an error at the compiling, as that transforms to_

    if(Input_keyPressed[c_keyUp - 70])
        {
            acceleration = acceleration + 5;
        }
        else
        {
            if(Input_keyPressed[c_keyDown - 70])
            {
            }
            else
            {
            }
        }
    

    So I wonder, what happend with the last if-else? My compiler settings does not remove unused things, and inline optimization is turned off. The -= operator seems to be irrelevant as well, since writing += instead there for instance is yielding the same result.

    Edit: The issue appears to lie in that local variables fail to be compiled properly in a such way that it is not detected that the variable is used later on in the function. I fixed it temporarily by setting acceleration to a struct member variable instead.

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor
    Quote from SBeier: Go

    @Mexaprone: Go

    I can't replicate this one : / you got some code?

    Oh, what? When I create a new project now and test that, it works like it should, but in my older, larger project it doesn't. I'll get back into if I can replicate it later.

    I have a suggestion as well. Right now there's one thing that is slightly annoying regarding the autocompleting popup window. How can I force this to show up without having to write anything? There has been a few times where I write something that it doesn't autocomplete at once, which I then want to force a popup to show up, without having to write the next letter. A suggestion could be (for instance like they have in visual studio) to have the autocompletion popup visible if you press ctrl+space (as that now seem to result in writing a space character now anyway).

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    Indeed, unfortunantly typedefs got broken with this patch.

    Take for instance:

    typedef point vector;
    

    Throws the error (in my example file typedeftest):

    typedeftest[1, 9]: Found multiple types matching point typedeftest[1, 9]: Matches primitive point typedeftest[1, 1]: Matching typedef

    This is probably also the underlying reason of why I can't enrich the desired typedef anymore.

    Edit: I did also take a look at the documentation regarding namespace nesting. There's a misspell of the word "reference" (it now says "refference"). I also recall this was an error in the editor itself before, but I haven't seen it recently so I guess you already fixed that by now. Anyway, not trying to be a grammar police or anything:P

    There's also an issue that you can't "right-click" warnings such as "unused struct: MyStruct", as that activates the error box which says it is unable to open the file. The label stating where the struct is declared seems to not be set properly either, as it says "Library file[1, 8]: Unused struct: MyStruct" when my struct isn't originating from any library.

    Posted in: Third Party Tools
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    posted a message on [RELEASE] Ling Ling Rocket! (REMASTERED EDITION)

    Nice that you found another uploader at last to pass this on to EU. Will I expect your other maps there now as well?

    Posted in: Project Workplace
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