I reworked some of the timing for the text and the events to make it more smooth instead of, for example, having to wait 27 seconds (!) for the Cerberus Dropship to show up in your base.
Also, the Cerberus units are still named "Devil Dog" and "Spartan Company" (WoL Mercs), so that will have to change in the Mod.
Also found one more issue with Precursor01: the "Vicolo cieco" region. The trigger with that location should only fire ONCE, but it happens every time I bring a unit there. I'll fix that and upload it.
Mission 5:Look at the image and you will understand...
Problem found. Has to do with Environmental Fog setup. I disabled those features until they could be sufficiently fixed, so I will be uploading the fog-less map immediately. That way other parts of the map can be tested until I can find a solution for the fog.
Posted a few changes to Enslavers01. It should at least be completable now, and not super-impossible. Test it out for balancing, and I'll adjust if need be.
Like "Param/Value/86ADEEE" replacing the text of the mission briefing buttons and the in-game transmissions. I will be needing all of the text again in order to make them work again.
Thanks, because the in-game italian text in Enslavers01 is all replaced by placeholder variable names, so the text has to be put back in ALL OVER AGAIN. Let me know when that's done.
I can already notice that there are some obvious balancing issues in the Enslavers Campaign, as I was destroyed by Zerg rushes in 20 minutes in the SC1 (not BW) version of the scenario, whereas I can killed in 5 minutes in the current version of the mod. I'll probably need to work around the A.I. and the attack waves...
But sure, I'll look into the Precursor02 mission and check out that bug. *away*
Thank you. I'll be taking charge of making the triggers, the attack waves, and the enemy A.I. work on the Enslavers (I) missions. I have the SC1 maps available for side-by-side comparison, so I will let you know when I have made significant progress. Thanks for letting me join the team!
EDIT: Of course, I will be needing the Italian text in order to actually place it into the missions themselves...
Regardless of my skill level which you have not even seen, so how could you even know? , another set of eyes on the code and another tester is good for getting the bugs out and for making the game better playable. I'm ready to start right now.
Ooo! I want in! I'm definitely good at programming, so triggers is my game. Just let me know what I have to do (via PM) in order to officially join the team.
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@DEFILERRULEZ: Go
Boy, please.
But yes, SCMR is getting reworked thanks to HotS. Maybe we'll finish our mod before their team does, so they could use our mod?
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I reworked some of the timing for the text and the events to make it more smooth instead of, for example, having to wait 27 seconds (!) for the Cerberus Dropship to show up in your base.
Also, the Cerberus units are still named "Devil Dog" and "Spartan Company" (WoL Mercs), so that will have to change in the Mod.
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I'll get on that.
Precursor01 is up. Let me know if I broke anything.
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Also found one more issue with Precursor01: the "Vicolo cieco" region. The trigger with that location should only fire ONCE, but it happens every time I bring a unit there. I'll fix that and upload it.
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Problem found. Has to do with Environmental Fog setup. I disabled those features until they could be sufficiently fixed, so I will be uploading the fog-less map immediately. That way other parts of the map can be tested until I can find a solution for the fog.
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In that case, I'm sorry. As long as it works on your comps, then.
To Precursor (Loomings)!
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Posted a few changes to Enslavers01. It should at least be completable now, and not super-impossible. Test it out for balancing, and I'll adjust if need be.
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@Zarxiel93: Go
Like "Param/Value/86ADEEE" replacing the text of the mission briefing buttons and the in-game transmissions. I will be needing all of the text again in order to make them work again.
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Mechalings w00t! THOSE textures will be much appreciated. =D
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@Zarxiel93: Go
Thanks, because the in-game italian text in Enslavers01 is all replaced by placeholder variable names, so the text has to be put back in ALL OVER AGAIN. Let me know when that's done.
I can already notice that there are some obvious balancing issues in the Enslavers Campaign, as I was destroyed by Zerg rushes in 20 minutes in the SC1 (not BW) version of the scenario, whereas I can killed in 5 minutes in the current version of the mod. I'll probably need to work around the A.I. and the attack waves...
But sure, I'll look into the Precursor02 mission and check out that bug. *away*
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@DEFILERRULEZ: Go
You mean from Enslavers? I'll take a look at it today.
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Thank you. I'll be taking charge of making the triggers, the attack waves, and the enemy A.I. work on the Enslavers (I) missions. I have the SC1 maps available for side-by-side comparison, so I will let you know when I have made significant progress. Thanks for letting me join the team!
EDIT: Of course, I will be needing the Italian text in order to actually place it into the missions themselves...
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@JacktheArcher: Go
Don't mind him; he's British. They have a thing against Americans and July 4th.
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@TeaLSC: Go
Regardless of my skill level
which you have not even seen, so how could you even know?, another set of eyes on the code and another tester is good for getting the bugs out and for making the game better playable. I'm ready to start right now.@DEFILERRULEZ: Go
And "expert" seems like too much of a stretch. I plan on improving my skills through practice on this project. I just feel up to it now.
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Ooo! I want in! I'm definitely good at programming, so triggers is my game. Just let me know what I have to do (via PM) in order to officially join the team.