• 0

    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    I've made work the nydus canal! This was a really hard ability. I'm adding it now to the mod.

    It still has some troubles. Principally, if two are placed extremely close, you can end in the wrong extension of the nydus. I should make smaller the search area or some sort of fix.

    Posted in: Project Workplace
  • 0

    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    @Miles07: Go

    EDIT: The data was there! I've missed the column "attack mod" that is the modification per upgrade. The shields and armor is always +1. Thanks miles!

    Other subject:

    I think I've found a way of making the nydus canal work like in SC1, but it will have 2 problems:

    • The second nydus won't be able to be preplaced (the extension should be created by triggers)
    • The new nydus won't be compatible with the old ones. I'm planning removing from them the transport ability.

    That means that all the maps that have them preplaced should be modified to have the new ones. I believe that the best way to make them is leaving the previous units and creating new ones with the new ability.

    Posted in: Project Workplace
  • 0

    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    Does anybody have a table with the armor and weapon upgrades and the modification that they make in each unit stats? Or at least in general?

    Posted in: Project Workplace
  • 0

    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    Infestation fixed! (sort of :P)

    I'll finish normalizing the bwmod and then go back to the bugs. I want to give a shot to the nydus canal.

    Posted in: Project Workplace
  • 0

    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    @Miles07: Go

    It's good that you've said that because I hadn't noticed that the mods could use different models for the same unit. Anyway, is still possible and eficient to have the scbwmod depending of the sc1mod, but I should make some changes to the dependencies.

    I'm sure that must be better ways, but the easiest should be separating the exclusive models of the bw campaign and inserting them in a new mod. If I make scbwmod depend of this assets mod with a higher priority than the sc1mod, all the models that need to be replaced would be overridden by default.

    EDIT: Are there already some models that I should switch between mods?

    Posted in: Project Workplace
  • 0

    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    We can always switch back to the previous one =D

    Posted in: Project Workplace
  • 0

    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    @Zarxiel93: Go

    I think I''ve found a way to fix almost all the problems of the cc infestation. I'll be applying it tonight. I've also made a mistake with the mind control ability, I have to fix it too.

    I've uploaded a .rar to the dropbox with the mods reorganized. Now most of the modifications to the sc1mod should affect the sc1bwmod (there are some exceptions, between them is the problem with the cc =S). I've also added the maps that I use to test them if somebody wants to use them too.

    Posted in: Project Workplace
  • 0

    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    I don't know how to change the nickname (I did it long ago).

    To upload videos I use camstudio.

    Posted in: Project Workplace
  • 0

    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    I've converted all the sound files to .ogg and created 2 dummy mods (one with the unit/building sounds and other with the rest of the assets) and set them as dependencies of the sc1mod, witch is also the dependency for the scbwmod.

    That brought a good amount of annoying bugs, so I'll have entertaining for a while...

    Anyway, most of the assets seem to work. I just have some lost attachment in several models that I don't know how to fix... Nothing that prevents its playability.

    EDIT: =D. The bugs I've detected are caused by the duplicated units/abilities/efects/actors/models/etc. It's tedious to solve, but possible.

    More bugs:

    • Corsair doesn't hit devourer
    • Alexander has a wrong attack animation
    • Yamato of alexander and battlecruiser don't face the enemy.
    • Alexander doesn't obbey stop command
    • Infested command center lifts up and down. Should it be able to do that?
    Posted in: Project Workplace
  • 0

    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga
    Quote from SoulFilcher: Go

    @Cacho56: Go I made several suggestions to improve file size of these mods. I too think BW mod should use SC1 mod as a dependency, but these guys won't listen. I also suggested making separate assets mods, because simply saving the mod file takes almost a minute in my pc.

    I think the extra 100Mb comes from SC1 campaign units and structures.

    LOL. It's been a day and I already hate having to save the mod.

    I've already splitted an older bwmod version for my campaign. You can download it from battle.net to see that it can work.

    It's called SCBWCampaign and it has as dependencies SC1BWmodummy1, SC1BWmodummy2, SC1BWmodummy3, SC1BWmodummy4, SC1BWmodummy5, SC1BWmodummy6 and SC1BWmodummy7

    EDIT: I've been watching and both mods share around of 1290 files (260 mb). I think that merging at least the assets would be a more efficient way of editing the data. I still believe that BWmod should depend of SC1mod, and I want to give the reorganization a try (don't worry, I won't overwrite your mod, I'll test it locally and share it in the dropbox if it works).

    In adition, if the sound assets are separated in another mod (apart from the rest of the assets), then the mod could eventualy support multilanguage.

    EDIT 2 with a question: Why you don't use this reaver? Is extremely loyal to the original.

    Posted in: Project Workplace
  • 0

    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    I don't understand very well the problem with the structure portraits. If the structures have different portraits, you can just change the model portrait in the model tab of the data editor and it's done for everything that uses that portrait.

    My suggestion was to make the sc1mod depend of bwmod, disable in the sc1mod the abilities added in bw and change the stats & models that could be different. The main data and assets would be all gathered in the bwmod.

    EDIT: 100 mb extra? Are there that many assets in sc1mod that bwmod hasn't?

    Posted in: Project Workplace
  • 0

    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    I haven't modified the SC1Mod yet.

    Have you considered merging both mods in only one (or at least make one a dependency of the other) to save space and avoid rewriting code?

    About the infestation... Does it happens after my modifications? Or the bug was always there?

    I'm sending you a pm with the email.

    Posted in: Project Workplace
  • 0

    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    Here is how is looking the archon merge while I'm testing how to move his aura.

    EDIT with the progress so far.

    SOLVED:

    • EMP no full energy/shields
    • Sunken colony size
    • Fleet beacon/Command center no cancel
    • Armory no upgrade animation
    • Defiler burrow
    • SCV build animation
    • Templars merge/aura.
    • Dark Archon Mind Control. I haven't add an animation to it, and I haven't checked if it affects the supply.
    • Esnare color bug. I left the color, but I've made it much less stronger than before.
    • Infested Command center.
    • Consume missworking
    • Defiler doesn’t recharge energy
    • Nuclear silo placement size
    • Hydralisk evolution

    NOT SOLVED:

    • Shield battery/Reaver/probe/archon_merging no shield attached
    • Citadel of Adun/Robotics facility/Dragoon/Carrier shield small
    • Arbiter tribunal shield too big
    • Ultralisk animations
    • Nydus unified. I don't believe I can do this, but i'll give it a try.
    • Sunken colony attack
    • Goliath and Corsair don’t turn to shoot
    • Description Esnare, Hallucination and Spawn Broodlings
    • Ghost lockdown/Medic/Dark Archon/Archon/Duran attack animations
    • Esnare doesn't attach to a carrier nor aldaris
    • Shield battery unit selection
    • Supply when mind control is used in another race isn't duplicated. It can be solved by making a resource (supply) for each race, but it feels like too much work.

    I'm uploading it here just in case someone wants to make changes. I won't be working again until tonight

    Link Removed: http://www.mediafire.com/folder/08co00dcuc8ch/SCBWMod

    Posted in: Project Workplace
  • 0

    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    Actually, I've taken your mod to learn a little about data. I suck at it, and I think that analizing and fixing things already made is an easier way to improve that building stuff from the scratch. So, I should thank you for making the mod public.

    And about the thing of "campaign maker" I don't consider myself as a campaign maker, not until I finish a campaign and it works as I like (I estimate a decen of years from now until that moment)... my project is still more an idea than a campaign.

    Posted in: Project Workplace
  • 0

    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    Maybe the placement model is bigger than the building model. I recall the same happening with the sunken colony. I thought it was on purpose.

    Posted in: Project Workplace
  • To post a comment, please or register a new account.