Please stay on topic guys. TChosenOne, it shoulds like you fear that if we publish all the tools, someone else is going to make a RPG more polular than SCU and therefor killing it off? If so, I would argue that its still a lot of work to pull off (Lots of content), and if it happens, I honestly think it would be pretty cool to see a successful project emerge out of our previous work.
The primary intend of publishing the mod would be to have an asset for people to learn from, and/or have them use specific systems for their own projects.
Player names are not unique, so thats generally not a very good option.
Regarding the question, I dont think its possible. At least I wouldnt know a way. I also quickly looked into some old replays of mine, but failed to find any non-hex information within them, so it probably got changed.
i would suggest hosting it as sc2components on github or equivalent.
Cool idea, however I dont think that the community is quite professional enough for that kind of stuff. Also, I should clarify, we are not talking about "open source" as "everyone can work on patches", but much rather that we simply publish all code and people can learn from it / use it in their projects. I probably wasnt clear enough on that, sorry.
Good points, however I think thats perfectly fine. If someone just wants to use a small portion of it or learn from the code, why not? We are fine with that. :)
I think if you do let us use your resources make it so we can't just take your stuff and do a republish of the exact thing.
We have thought about that as well, and its certainly an interesting question to think about. Currently we think that we would leave pretty much everything in (all items, spells, classes etc.), so people can immediately start creating content. In addition to that, the existing content is a great way to understand how the core engine systems function and how to use them.
The only thing we will remove are probably bank encryption stuff (so people cant easily figure out SCUs bank protection) as well as donation stuff.
Recently we have been thinking about making the SCU Engine public and open source.
As an explanation, the SCU Engine is the backend of the Starcraft Universe mod (You can find more info about the mod HERE) and can be used to create maps similar to SCU. It contains all the core game systems, such as:
Custom Mission system, including automatic generation of standard missions (collect, kill, visit, ... and all combinations)
Fully persistant characters and progression through banks, including encryption of data
Custom Achievement System
Custom Spell System
Custom Item & Gear System with Item Database
WASD Movement with jumping
Custom Physics System
Fully custom UI with movable elements
Custom GPS and Minimap
Extensive Game Options
Clans
Custom Experience System
A Terrain Generator allowing create terrain on the fly
A Donator Reward System based on player handles
Custom Camera and Cinematic System with object collision
Fully custom NPC interaction: Class Mentory, Talk-NPCs, Vendors, Item-Enhancement and more
Custom Vehicle System
Difficulty System and automatic player scaling
... and a lot more.
The engine allows you to focus sorely on content creation, without having to create all the backend systems in advance. Also it contains some of the most advanced technology in modding so far, so it may be of big value for the community to learn how to do certain things.
It is not yet set in stone that this will happen and would mean some work on our end, so we would be interested if there is a general interest in going open source or not. If we decide to go open source however, we will not be able to provice excessive support, so it would be pretty much on you! :)
Please let us know what you think. Is there an RPG community left?
As you didnt tell us anything about how exactly the level system is supposed to work, all we can say is "use triggers". Represent the level as integer and increment it when appropiate. Save and load the integer from banks to remember the player levels between games. Use dialogs or layout XML to create a user interface for displaying the level and progress.
If so, try to remove "Wait for bank" (This is usually just for reloading) as well as the bank exists check, as it isnt necessary.
If it still doesnt work, it is most likely related to moving your documents folder. I cannot tell because I never tried that before. Might be a bug.
There are no other obvious mistakes in the code you have posted.
Well thats very easy to figure out. Just look at the bank file XML and see which attributes get saved per unit. I believe the default unit store action is very basic though.
Its not so much about how many dialog items are displayed, but rather which type of item and what it displays.
For example, when displaying a portrait, showing a story mode model, then yes, your performance will certainly suffer because the game needs to render a high polygon model. When you have 1000 empty labels... probably nothing will happen.
Talking about labels. The amount of text in a label can influence performance as another example.
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No. Terrain is part of the maps, not the engine mod. Mods only contain data and script. As far as assets go, we may publish those as well.
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Please stay on topic guys. TChosenOne, it shoulds like you fear that if we publish all the tools, someone else is going to make a RPG more polular than SCU and therefor killing it off? If so, I would argue that its still a lot of work to pull off (Lots of content), and if it happens, I honestly think it would be pretty cool to see a successful project emerge out of our previous work.
The primary intend of publishing the mod would be to have an asset for people to learn from, and/or have them use specific systems for their own projects.
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@DrSuperEvil: Go
Player names are not unique, so thats generally not a very good option.
Regarding the question, I dont think its possible. At least I wouldnt know a way. I also quickly looked into some old replays of mine, but failed to find any non-hex information within them, so it probably got changed.
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Cool idea, however I dont think that the community is quite professional enough for that kind of stuff. Also, I should clarify, we are not talking about "open source" as "everyone can work on patches", but much rather that we simply publish all code and people can learn from it / use it in their projects. I probably wasnt clear enough on that, sorry.
How would it kill the game? Please clarify.
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@abvdzh: Go
Good points, however I think thats perfectly fine. If someone just wants to use a small portion of it or learn from the code, why not? We are fine with that. :)
We have thought about that as well, and its certainly an interesting question to think about. Currently we think that we would leave pretty much everything in (all items, spells, classes etc.), so people can immediately start creating content. In addition to that, the existing content is a great way to understand how the core engine systems function and how to use them.
The only thing we will remove are probably bank encryption stuff (so people cant easily figure out SCUs bank protection) as well as donation stuff.
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Greetings Mapster community! :)
Recently we have been thinking about making the SCU Engine public and open source.
As an explanation, the SCU Engine is the backend of the Starcraft Universe mod (You can find more info about the mod HERE) and can be used to create maps similar to SCU. It contains all the core game systems, such as:
The engine allows you to focus sorely on content creation, without having to create all the backend systems in advance. Also it contains some of the most advanced technology in modding so far, so it may be of big value for the community to learn how to do certain things.
It is not yet set in stone that this will happen and would mean some work on our end, so we would be interested if there is a general interest in going open source or not. If we decide to go open source however, we will not be able to provice excessive support, so it would be pretty much on you! :)
Please let us know what you think. Is there an RPG community left?
\\ Upheaval Arts
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As you didnt tell us anything about how exactly the level system is supposed to work, all we can say is "use triggers". Represent the level as integer and increment it when appropiate. Save and load the integer from banks to remember the player levels between games. Use dialogs or layout XML to create a user interface for displaying the level and progress.
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Note that selecting a list item by script will also trigger the event, so be careful of endless loops and other side effects.
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@Krystof74: Go
Ah, I didnt know you worked on an extention mod. Thats to bad. Seems like they are no longer working on it. :/
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And the game displays "BankFile not found"?
If so, try to remove "Wait for bank" (This is usually just for reloading) as well as the bank exists check, as it isnt necessary. If it still doesnt work, it is most likely related to moving your documents folder. I cannot tell because I never tried that before. Might be a bug.
There are no other obvious mistakes in the code you have posted.
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UI and visual polish.
In general, everything that requires lots of interactions and restarts of the game.
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Its really difficult to find the issue from the information that you have provided.
Please post all related code bits.
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@GlornII: Go
Well thats very easy to figure out. Just look at the bank file XML and see which attributes get saved per unit. I believe the default unit store action is very basic though.
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Its not so much about how many dialog items are displayed, but rather which type of item and what it displays.
For example, when displaying a portrait, showing a story mode model, then yes, your performance will certainly suffer because the game needs to render a high polygon model. When you have 1000 empty labels... probably nothing will happen.
Talking about labels. The amount of text in a label can influence performance as another example.
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You can not open banks from other accounts for good reason. It would allow manipulating/deleting bank files of other maps and similar things.
Also, the bank signature factors in the player handle of the publisher, so you would not be able to validate a bank created by another account.