• 0

    posted a message on Versus Evolved [Extension Mod] – Feedback

    The Nova Update

     

    Nova:
    – Added Nova, a new Terran hero.
    – Nova is recruited from the Command Center, Orbital Command, or Planetary Fortress for 450 minerals and 450 gas.
    – Nova functions as she does in the Covert Ops campaign missions. Select her loadout from her Stasis Shell between respawns.

     

    Balance Changes:
    – Reduced the range on the Orbital Command’s Combat Drop ability from 50 to 30.

     

    Bug Fixes:

    – Fixed an issue where matches would immediately end in a draw.
    – Solved numerous dependency conflicts that resulted in recent balance changes not taking effect.
    – Fixes several instances where AI-controlled units were not fleeing when damaged by certain Mutator hazards.
    – Fixed an issue where collection-selected consoles were not being properly disabled.
    – Resolved an issue where Kerrigan’s Queen of Blades model was not displaying correctly.

    Posted in: Map Feedback
  • 0

    posted a message on How change race tint?

     In reply to zarxiel93:

     I've been having trouble with this too. What I've done for my mod is create a custom commander for each UI skin, linking in the correct console skin for each. Then use the "Set Player Commander" trigger to set the commander and change the console. Unfortunately, it still doesn't fix the console colors – they'll still appear as the default.

     

    After much testing, what I've figured out is that you have to use a series of triggers on initialization to get the console colors to fix themselves. The trigger series is as follows:

     

    1. Using triggers, change the player race from the current race to a different one. For some reason, neutral won't work. A custom race will, but it has to have the four-letter identifier of one of the others.
    2. Then have a wait trigger of 0.1 seconds. Without a long enough pause, the fix won't work. You could try it with less, for example a wait of 0.01, but that's when things start getting glitchy. If it doesn't work, change it back to 0.1. If you're still having trouble, increase that to 0.2.
    3. With another trigger, change the player race back to the original race.
    4. With a trigger, set the player commander to the custom commander with the console that you want.

    However, if you are working within an individual map and not a mod, you can just eliminate the first two steps and have the starting player race not be the final one. For example, in a Protoss campaign, you can have the starting player race be Terran, then set it to Protoss using triggers and then set the commander.

     

    Unfortunately, switching the race might introduce lag while the triggers resolves, especially if you have to switch the race twice. Also, certain buttons may appear white after a second test without quitting the application in between. (This issue hasn't been giving me trouble on battle.net, but it does appear after more than one subsequent Editor test.) I have no explanation for why this happens, but it might be an issue with custom campaigns.

     

    It's a ridiculous workaround, but I haven't discovered anything better. I haven't found any other way of setting the player console through triggers while getting the correct UI colors. I have no idea why this series of actions works, but it does. If I knew how, I could probably come up with a better workaround, but after many hours of head-scratching I still don't know how Blizzard links the button colors to each console skin. I suspect this is what we'll all be stuck with until Blizzard decides to create a trigger allowing you to choose the console skin like you can with unit skins.

    Posted in: UI Development
  • 0

    posted a message on Versus Evolved [Extension Mod] – Feedback

    Hi, everyone. This is the feedback thread for my extension mod, Versus Evolved. I actually released it earlier this year, but it hasn't gotten a lot of attention so far. I'm hoping to get some feedback on it so I can continue to release updates, improvements, balance-changes, and bug fixes.

     

    • If you encounter any bugs, report them here or on the thread on the SCII forums. I will do my best to address them.
    • I am hoping to get all sorts of suggestions on balance changes, because right now there are some Augments (or combinations of Augments) that are extremely overpowered.
    • Any ideas or suggestions for future content are welcome. 

    Currently the mod is only uploaded to the Americas region. When I get around to creating a character for the Europe region, I will upload it there too.

     

    I hope you all enjoy it, and I am interested in hearing what you have to say.

     

    From the official SCII forums thread:

     

    "This mod introduces dozens of units, options, and upgrades from the Campaign and Co-op Missions into Versus mode. You can select up to 5 points worth of Augments from the starting menu. Everything has its price though– you must always give something up in exchange, and even the strongest of additions may introduce drawbacks. These Augments range from individual units, to gameplay-modifying mechanics, to powerful factions like the Black Ops Terrans, Tal’darim, and Purifiers. You can even call upon powerful heroes such as Kerrigan and Alarak, command the might of the Spear of Adun, or collect biomass as Zerg to evolve your most lowly units into towering monstrosities.

     

    Everything has been altered to better suit Versus mode, in the aim of providing a balanced gameplay experience, so that all players are evenly matched no matter what options they pick.

     

    Currently, this mod is by no means balanced at all. While I doubt Blizzard-level balance will ever be achieved, I am hoping to get it to a place where the gameplay is as fair as possible, and there are no options that are overly game-breaking or unfun to play against.

     

    The lobby host can also enable Mutators, allowing each player to choose one Mutator that will affect gameplay. Unlike in Co-op, Mutators in Versus Evolved affect all players equally. An alternate mode is “Chaos Studios Mode”, which randomly cycles Mutators with 3 active at a time. Not all Mutators from Co-op are available, due to gameplay conflicts, but many of the classic Mutators have been implemented. It is possibly to play with Mutators without Augments, or both at the same time.

     

    Another option available in the lobby is 'Big Game Hunters Mode', which implements the classic Blizzard extension mod, increasing the resource quantity of mineral fields and vespene geysers."

     

    Balance:

    • I have received feedback in mod reviews that the Terran Augments are weak compared to those of the other races, or that they lack powerful Augments. This suggests to me the Terrans actually ended up more balanced than the other races, but I am interested in hearing if this is the common consensus.
    • I have also heard that Splitterlings might be too powerful, and I am also interested in collecting feedback in this regard.
    • Another thing I have heard is that the combination of the Reconstruction Beam with the Purifier Faction may be too powerful.
    • Currently, Purifier Instigators have no ability. This is only a temporary state, but I can't think of what they might do. I am hoping to receive feedback on what sort of ability might compliment and synergize with the faction without having to design a whole new AI Champion. Perhaps some sort of map-wide teleport on a global cooldown that allows a few at a time to teleport to the locations of AI Champions? If the ability had three global charges, it would be in keeping with the spirit of their original ability, Hyperblink.
    • I am also trying to implement a levelling mechanic for Kerrigan similar to that from the Heart of the Swarm campaign. However, I can't think of how she'd actually gain levels, as in the campaign she gained levels by completing missions and securing bonus objectives. 

    Known Issues:

    • There is a slight stutter during the camera zoom at the beginning of the match with certain factions, which is a side-effect of another fix. Currently not high-priority.
    • Some unit models in the glossary appear ridiculously enlarged, to the point where only a part of the model is visible. Although they didn’t used to, the glossary camera values are now specified in a locked (unmodifiable) UI file – as I can add no data for those models, there is nothing I can do.
    • The battle.net images have somehow been bugged – the color values for red and blue have been completely reversed, which makes the images look very strange. This is odd, as they look perfectly fine in the editor.

    Resolved Issues:

    • Purifier Stargate and Carrier skins were not displaying correctly.
    • Kerrigan's Queen of Blades model is not displaying properly, and is replaced by a placeholder sphere. I will fix this issue with the next release.
    • Certain factions are not displaying the correct console UI colors.
    Posted in: Map Feedback
  • 0

    posted a message on Brand new, unseen Xel'Naga and Hybrid Concept Art from "The Cinematic Art of StarCraft"

    Now that these designs are out there, somebody should totally make custom models based on them. Particularly that black-and-orange Hybrid Destroyer could be done.

     

    This one would also be really interesting (in the lower right). I wonder what animation set would best suit it.

     

     

    Also, this one:

     

    Posted in: General Chat
  • 0

    posted a message on Brand new, unseen Xel'Naga and Hybrid Concept Art from "The Cinematic Art of StarCraft"

    In reply to DefilerRulez:

     At least we got the Hybrid Nemesis. I notice there are clear similarities between it and some of these concepts, particularly the weirder ones. But more variety would have been excellent, especially considering all the hard work that was put into the concepts.

    Posted in: General Chat
  • 0

    posted a message on Trying to enable console skins in triggers– UI colors not changing

    In reply to DrSuperEvil:

     I'm pretty sure Set Player Color and CCommander_Color only affect team color. It seems as if whatever's controlling the UI textures is more complex, but I can't find what's actually replacing the textures and why it's not working.
    Posted in: Triggers
  • 0

    posted a message on Trying to enable console skins in triggers– UI colors not changing

    MIn reply to DrSuperEvil:

     Are you talking about team color or the UI buttons? My issue is that the console buttons and textures are not changing color when I change the console skin with this method, but are instead remaining blue. They should be orange, as in the below image:
     
    I don't think the UI colors are controlled with triggers, as the colors are supposed to be tied to the console skin, which is just set using the commander data. But I could be wrong. Do you know of any triggers in the co-op dependencies that control the UI textures this way?
    Posted in: Triggers
  • 0

    posted a message on Trying to enable console skins in triggers– UI colors not changing

    In reply to DrSuperEvil

     Currently, I'm using the "Set Player Commander" trigger. I'm setting the commander to a custom commander I've created, titled "Purifier". In the console skin field for that custom commander, I have set the Purifier console skin. This changes the console graphics, but not the colors of other UI elements.
    I've also found that you can set the Blizzard commanders using triggers as long as you delete the product identifier string from their data. But even setting the player commander to Fenix does not cause the UI colors to change.
     
    Posted in: Triggers
  • 0

    posted a message on Trying to enable console skins in triggers– UI colors not changing

    I am trying to set the console skin using triggers, but there doesn't seem to be an option for it the way there is for unit skins. I ended up having to set it by enabling a custom commander that has the console skin specified. While the model for the console is changing successfully, unfortunately, the UI colors aren't changing to match it. For example, the button colors for the Purifier console are remaining blue, instead of changing to orange.

     

    The only workaround I have found to get the UI elements to be the right colors is to quickly switch the player race to a different race and back using triggers, with a slight time gap in between, just before or after the console is changed. Unfortunately, this creates significant lag.

     

    I have been investigating the game's files at this location on github, but the following is the best I've found. I don't know what's causing the issue, or how I'm supposed to get the correct UI colors to appear.

     

    https://github.com/SC2Mapster/SC2GameData/blob/master/mods/core.sc2mod/base.sc2data/UI/FontStyles.SC2Style

     

    https://github.com/SC2Mapster/SC2GameData/blob/master/mods/core.sc2mod/base.sc2data/UI/Layout/Common/StandardConsoleSkinConstants.SC2Layout

    Posted in: Triggers
  • 0

    posted a message on Where is the Tal'darim console?

    The Tal'darim and Simulant consoles are actually created with custom UI files, and don't have any models. Somehow having that skin equipped enables those UI elements.

    Posted in: General Chat
  • 0

    posted a message on Hybrid 4th Race Multiplayer Mod Assets

    Hey GhostNova, do you intend to fix those attachment issues you mentioned? If not, is there any chance that you could upload the original Blender/Max files, so that other modelers could try to fix the issues? Many of the models throw errors when I try importing them into Blender or 3ds Max, making it impossible for me to fix them.

     

    EDIT: I have so far managed to fix issues with both the Sentinel and Annihilator, using Blender. I would fix the Flayer, but it throws errors when it tries to import and instead imports nothing.

    Posted in: Project Workplace
  • 0

    posted a message on [Showcase]Ghostnova's models

    GhostNova, I would like to make a suggestion about the unit quotations for the Hybrid Mod. Because you probably won't be able to create any original dialogue for the Hybrids, my suggestion is to use Maar's quotes with different changes in pitch for certain units (probably the more Protoss-based ones), and the lines of Zerg units from the campaign (Brutalisk, Primal Zergling / Ultralisk, Leviathan, etc,) for the others, perhaps also with altered pitch to make them sound more unique.

    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase] SoulFilcher's models

    Hey SoulFilcher, do you intend to eventually release that Primal Drone model that you created with GhostNova? It was awesome, but you only ever released the purple evolution version.

    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase]Ghostnova's models

    GhostNova, I just thought I should warn you that the lights orbiting around the Annihilator don't change colour with the colour team colour on hostility option (Option + F).

    Also, do you intend to release these hybrid models? Or did you just make them for yourself? (The Zealot/Hydralisk hybrid was made for SC: Universe, if I am correct.)

    (PS: Those unit portraits are amazing. I've never before seen custom portraits this good. Most of the stuff out there is just retextures or minor edits, but these are almost like completely unique portraits. The Hybrid Adept portrait is my favourite.)

    Posted in: Artist Tavern
  • To post a comment, please or register a new account.