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    posted a message on Problem of sovrapposition with portaits

    @BurningTemplar: Go

    I know this is an old post but for future reference it is important to note that when you create your portrait you should set it to "wait until loaded" before setting the render type to LDR, otherwise it may not work.

    Posted in: Miscellaneous Development
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    posted a message on Extracting the Entire WoL Campaign

    @RileyStarcraft: Go

    Yeah that is pretty remarkable that all of that is possible just with the editor...

    Posted in: General Chat
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    posted a message on SCII DotA: Storm of the Imperial Sanctum: Beta Testing

    @Lucan77: Go

    Yeah I agree with most of the suggestions you made. Mainly the mana regen, then skills being available at every level, and the laning. I think the whole laning phase is somewhat missing because the creeps aren't strong enough in comparison to the heroes. Also, creeps take attack priority over heroes, and this is VERY easy to abuse. You can free attack as long as there is at least one of your allied creeps still alive because they will automatically attack it before you (same thing with towers). I think if this was fixed the game would slow down a bit but still keep a faster pace than dota which I think is good. Starcraft fans like Starcraft because it is fast paced, and so I think it is appropriate to maintain that fast pace.

    Posted in: Miscellaneous Development
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    posted a message on SCII DotA: Storm of the Imperial Sanctum: Beta Testing

    @ekcolnovkol: Go

    Yeah the Infestor bug is pretty big :p but other than that so far it's pretty good. One thing I would recommend is changing the animation for Shadow Walk. When you use it it's very very hard to see what is actually going on, so you can't really target what you want to. Those are the two major things I have noticed so far. But the game does have that dota feel to it and I think thats good. It's also much faster paced than dota which I think is a good thing. Keep up the good work.

    EDIT: Units spawn with any sort of effects that were on them when they died, which is what is causing the Infestor bug. I also got 2 kills with the Dark Templar spell that gives him bonus armor and does extra damage to all units in the bubble around him, I forgot what it is called. But yeah if I kill someone with that they die again until it runs out. Hope this helps!

    Posted in: Miscellaneous Development
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    posted a message on Optimizing full screen dialog for all resolutions

    @fernsauce: Go

    Hmm ok... well this makes things even worse. And for me when changing the screen resolution in game the dialog items do not stay the same, they reposition themselves based on the new dialog size. Yours probably stays the same because your dialog is not set to fullscreen so it does not adjust. When it is on full screen it will adjust to the size of the screen depending on the resolution, which makes the dialog items reposition.

    Posted in: Miscellaneous Development
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    posted a message on Optimizing full screen dialog for all resolutions

    @s3rius: Go

    Yeah my laptop is 16:9 :p

    Posted in: Miscellaneous Development
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    posted a message on Optimizing full screen dialog for all resolutions

    @s3rius: Go

    Yeah I play on the highest resolution myself, as I said, so in my opinion it just looks stupid to have it so much smaller than the screen... Hopefully when they release it there will be something to detect screen resolution but i doubt it. Just wishful thinking I guess. Or just make it so that when setting the dialog size to full screen it doesn't just read the height and width as 0.

    Now that I think about it more I might make it small and just give it a scroll bar so you can scroll through the characters. But at the same time I don't really want to do that either. I don't know... whatever I guess lol.

    Posted in: Miscellaneous Development
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    posted a message on Optimizing full screen dialog for all resolutions

    @s3rius: Go

    Oh... I don't know that seems rather obnoxious... I tried doing it by setting the dialog so fullscreen = true so it will be full screen no matter what the resolution is, than making everything a fraction of the dialog's height and width, but it doesn't seem to be able to figure out the dialog's height and width when set to fullscreen because when i set the dialog item width or height to (dialogItem = (width of mainDialog / 3)) it just disappears, so I am assuming that it is reading the width of the mainDialog as 0.

    P.S. I use 3 as the divisor because their is 3 columns and 3 rows.

    Posted in: Miscellaneous Development
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    posted a message on Optimizing full screen dialog for all resolutions

    @s3rius: Go

    Hmm ok thank you. Is there a way to set it depending on resolution size with triggers? Like something along the lines of "for screen resolution (blank) set variable to (blank).

    Posted in: Miscellaneous Development
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    posted a message on Optimizing full screen dialog for all resolutions

    Ok so in my map I have a character selection screen which is full screen and it looks pretty good, the only problem is it only fits on a few resolutions. I play on the highest resolution myself, so I made it so that it fits my screen without really thinking about it til most of it was already done. So now my question is what is the best way to make a full screen dialog work on all screen resolutions? I realize this is pretty vague so I will attach my map so anyone can see exactly what I am dealing with.

    Thanks in advance for any help... I realize this is an odd question but I am new at this stuff and I am hoping there is a fairly simple way of doing this that I am just not realizing...

    P.S. I know I could make it fit the lowest resolution and than it would work for all resolutions... but I want it to be full screen for all resolutions if that is possible, which I am sure it is.

    Posted in: Miscellaneous Development
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    posted a message on How to remove the selection marker?

    @TreantBG: Go

    Well if you don't actually need to select the unit like with WASD movement systems, you can just check off the 'Unselectable' option in the 'Unit - Flags' area in the data editor.

    Posted in: Miscellaneous Development
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    posted a message on Spash Damage for unit

    @TreantBG: Go

    Go into the data editor and find the zealot's weapon, than look at what it says for 'Effect - Effect'. Find that effect and change the damage type from melee to splash, than change the 'Search - Area+ ' field how you want it. Arc specifies where relative to the unit the enemy must be in order to take damage. For example 360 is a full circle around the unit, and 180 would be anything that is in front of the unit. Someone can probably explain that better than me... but I think you get the idea. The rest of the fields are pretty self explanatory I think.

    Posted in: Miscellaneous Development
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    posted a message on Using abilities via dialog items

    @Metrael: Go

    As far as I know you can't do it... which doesn't make a whole lot of sense. But what you can do is have the dialog item trigger the effect that causes a nuclear launch. Now since there is probably more than one effect involved in the ability, you'd have to use the first effect in the sequence. You can do this by using the 'environment - create effect at point from unit' trigger.

    Posted in: Miscellaneous Development
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    posted a message on Problems with GIMP v2.6.8

    Ok so I was trying to make custom icons for my map and I read about GIMP so I gave it a try. I got the .dds plugin but the problem is that when I try to put it in the plugins folder I get an error saying that .dll files are missing. So I read up on it and I found that the path in the default.env file needs to be edited or something like that... but I don't know how to edit environment files and I couldn't figure it out. So if anyone knows how I can fix this please let me know! I'm sure it would be helpful to people in the future as well.

    Posted in: Third Party Tools
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    posted a message on Idea for Capture the Flag Terrain Layout

    @7MM3: Go

    Yeah :p maybe instead of adding a path I will move the ramps for the high ground paths so that they are closer to the middle so you don't have to go so far... Or maybe I'll do both. But having that path so long probably isn't a good idea because it probably won't be used very much.

    Posted in: Miscellaneous Development
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