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    posted a message on Whats your profession? Why do you map?

    I have a Robotics Engineering degree, but I've been doing databases, programming and graphic design for the better part of the last few years or so.

    I've played around in a few game engines as well, and could probably get a standalone game together if I wanted, but at this stage I've decided to keep this as more of a hobby and make my money elsewhere. Getting into paid game design is a very competitive industry, and in most cases it won't pay well, and your not going to be leading with your own ideas, this is why map making as a hobby is going to be preferable for many people. Your ideas, you're in charge. (This is the reality: )

    I made a bunch of wc3 maps, but never released them, only laned them with friends, and I did some modding for supreme commander (lua) and a few other things as well. I'm fairly competent overall with programming, graphic design and interface design, but it's been quite a while since I did any 3D modelling so I'm quite rusty in that area.

    I guess the main thing that drives me is that I just like learning, I just like figuring out how to do things and make things. Working for years as an engineering specializing in automation was fun, but I enjoy programming where you don't run into the "physical" limits I guess =)

    Posted in: Off-Topic
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    posted a message on Sky Fortress Open Beta (Battle for Sky Fortress)

    Hey everyone, the new update 3.11 is now live, complete with the all new Invasion mode! This adds a new day/night cycle and weather system as well. Zerg will invade and attack your flanks during the night, they will even hack your bases!

    You will need to use your wits and protect your forward bases against this new threat.

    You can read the full update notes here: http://www.battleforskyfortress.com/forum/index.php?topic=120.0

    Posted in: Project Workplace
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    posted a message on Signature Protection Hacked
    Quote from progammer: Go

    WoW use subscription payment model to pay for server cost and storage. SC2 does not, every incurring costs will have to be from sales only.

    They are only going to add a marketplace if they think it will make them money somehow, so they should allocate some of that money to online banks imo.

    In reality though, they should be able to create a signature that isn't easily hacked if they use character ID, author etc. So even offline banks could work properly if they would fix them and stop them getting wiped.

    Posted in: General Chat
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    posted a message on Signature Protection Hacked
    Quote from s3rius: Go

    @Mille25: Go

    Even a few KB will generate terrabytes of traffic. Banks are such a small and unimportant feature (on the grand scale) that they'll probably not put that much work into making it better.

    I don't think it would be much of an issue even then, considering the amount of traffic they would already use - every time you do anything in battle.net, like view the custom games list - every time you try a new map and download that 6mb file etc.

    Posted in: General Chat
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    posted a message on Signature Protection Hacked
    Quote from DogmaiSEA: Go

    Keep doing what you're doing mate :) Every time the local bank file gets hacked it brings us closer to server side bank files.

    That would only be true if blizzard actually gave a crap unfortunately =)

    Posted in: General Chat
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    posted a message on Signature Protection Hacked

    Hopefully they plan on adding online banks when they add the marketplace. If they don't, then I have no hope in them.

    If they are smart they will also add a special 'global' bank for each map, so you can store high scores etc.

    Posted in: General Chat
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    posted a message on Signature Protection Hacked

    My map is 100% protected against hacking.

    I use no protection, there is nothing to hack, so you can't hack it. =P

    Posted in: General Chat
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    posted a message on Introduction: Battle for Skyfortress

    Thanks! There are one or two bugs in there somewhere though I'm sure. I am considering increasing the map size for co-op later on, which would double the size and add new content.

    The bosses were only nerfed in easy/medium, but are more difficult on hard/insane now. I suspect people just understand how to take them out now.

    The new Invasion mode should be out this week which will spice things up and make it a bit more challenging.

    Normally getting 6 players isn't an issue, but due to a blizzard bug we have taken a big hit in popularity the past week. The map was featured and now it doesn't show up in the Co-op VS AI category. Unfortunately being featured hurts your map more than it helps :(, and blizzard don't care enough to fix the issue with any sort of haste.

    Posted in: Project Workplace
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    posted a message on Create Actor at Point Woes

    Yeah i checked for that, the Large Rain actor doesn't have it =(...

    Just doesn't make sense why it happens on some parts of the map and not others as well.

    Posted in: Triggers
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    posted a message on Create Actor at Point Woes

    Hmm, no one had this issue before?

    I can just use create actor model, just don't understand why create actor isn't working everywhere.

    Posted in: Triggers
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    posted a message on Create Actor at Point Woes

    So I'm using Create Actor at Point to create rain, the same method that has been shown in a few tutorials.

    I have a strange issue however, where the rain simply won't be created, no errors or anything, and it only effects some areas of the map. Also using the same function but changing the actor to something like Tree - Agria instead, works fine, all actors are created.

    Does anyone know any reason why the Rain actor wouldn't work on certain parts of the map? If I place the Rain doodad in the terrain editor or ues Create Actor Model at Point it works fine, but why not Create Actor at Point.. ?

    Posted in: Triggers
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    posted a message on Sky Fortress Open Beta (Battle for Sky Fortress)

    I probably wouldn't split all of the income over all players, but I could make it work like experience, where it gets shared with heroes in range of the unit that died. Although I'm not sure I would include kills from AI in this.

    I'll have a think about it and see what I can come up with. It's a bit like score though, which is not intended to be exactly equal among all players, the main issue being that all heroes have different capability as far as killing units goes.

    Posted in: Project Workplace
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    posted a message on Sky Fortress Open Beta (Battle for Sky Fortress)

    Yeah next update I will be splitting bounty at least for the bigger units like titans/titan bosses. Some players have suggested awarding bounty per damage, but that doesn't help healing classes either.

    Posted in: Project Workplace
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    posted a message on [Trigger]Make rain appear with triggers (video tutorial)

    Does this still work? Even with my graphics on Ultra the rain actors aren't showing up.

    If I use Create Actor Model instead they show up, but not with Create Actor =(

    Posted in: Tutorials
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    posted a message on Set rain to everywhere?

    I'm having an issue with the Create actor at point action, it doesn't seem to show the rain (even with graphics all on ultra).

    If I use Create actor model at point however, it shows the rain.

    Anyone know why the former wouldn't be working?

    Posted in: Miscellaneous Development
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