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    posted a message on SCII RS Extension Mod: Testing needed

    :) :) :) :) Thank you!

     

    I think it has something to do with the default user camera that each map uses. I only edited the main one but I found some maps (used mainly for installation-sort-of-games) use some different ones, I'll edit all of them to match the good one. It should be fixed within the next 24 hrs as I'm currently working on another couple of bugs and I'll upload a new version fixing them all.

     

    Thanks so much for your reply!

    Posted in: Map Feedback
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    posted a message on SCII RS Extension Mod: Testing needed

    @FritoTheDemon:

     

    Wonderful feedback! I'm gonna check the mantis and probably nerf it ot tier it up, for zerg & terran drop pods; they'll take more time to reload and you'll have less charges. This will be fixed on the next patch by the end of the week. Feel free to post anything else you might find so I can include it. Thank you.

    Posted in: Map Feedback
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    posted a message on SCII RS Extension Mod: Testing needed

    That's weird, I don't recall enabling any colorblind stuff, I haven't even tried to do so and the mod should play on full color. Have you tried any other maps without "void"? I'll look into it but honestly, I've got no idea of what is happening.  :(

    Posted in: Map Feedback
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    posted a message on SCII RS Extension Mod: Testing needed

    @nolanstar: Go

    I'm not sure of what you mean but you have my full cooperation if needed. That being said, I must ask... what's the name of your mod? I checked your profile but only found the "CMO Enhancement Mod" and even though it has similar content (in terms of campaign units as most mods in here have) we seem to be focused on different goals so I don't understand how is it that my mod (released on 2013) is infringing yours (from 2014) in terms of content. If this is the case maybe we can work it out somehow? I'm only working on my mod as a base project for a custom campaign (been working on it for almost 4 years now) and I don't mean any harm to anyone in this forum, I feel a lot of respect for everyone here and tha's why I'm giving full credit for every artist, modder and collaborator from this site in my mod.

    If you feel there's an issue we should clarify please PM me and I'll be glad to hear from you. :)

    Posted in: Map Feedback
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    posted a message on SCII RS Extension Mod: Testing needed

    @I_am_Mun_C: Go

    Could you please list them for me either here or by PM? I'm not a native english speaker.. :)

    Posted in: Map Feedback
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    posted a message on [SOLVED][BEHAVIOR VALIDATORS] Player is Human or Pc Is not working properly

    @DrSuperEvil: Go

    Hello again! You were absolutely right, I've got no idea why, but after I remade the validators in the exact same way it worked. I also rechecked the behavior that issues the research order and set everything to "caster" or "caster unit". Also checked the research ability had a button on command card, requirements and a small research time. Finally in the behavior I changed the effect from "expire effect" to a "periodic effect" while also adding 1 period count & a small period duration within the full behavior duration.

    I'm not sure which of this actions fixed it because I did them all at once, but I thought I'd just describe them all, so other viewers may check their own if needed.

    Thank you so much.

    Posted in: Data
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    posted a message on [SOLVED][BEHAVIOR VALIDATORS] Player is Human or Pc Is not working properly

    Hi guys, I've been away for several months but I'm now working on a couple of personal projects, one of which is an Extension Mod so players may use my customizations on any melee map they wish.

    BACKSTORY

    Back when I was working on the first version of the mod, there were no Extension Mods so I used to make the mod and upload each map with a trigger folder in it, which contained timed upgrading systems for AI players so humans could play against the AI with all of the mod's custom upgrades & units.

    Now with the Extension Mod, I've been working on a couple of basic upgrades (which are supposed to go off at game start) and behaviors on each specific building (with validators for the basic upgrades) to allow, disallow, upgrade or produce the custom units. The AI can use them, but it will not upgrade or create some of them.

    TL;DR

    Now, I made one upgrade called "Melee Upgrade" and gave it with a research ability ("Melee Research") to each Hatchery, Command Center & Nexus, also made a behavior called "Melee Upgrade Launcher" which is supposed to order the building into researching the Melee Upgrade (expire effect, after 5 game secs for behavior duration).

    My main issue is that this behavior is supposed to work with a validator "Player Is Pc" in the remove validator field, this validator seems to be bugged, so I'm asking if anyone has successfully used it or knows a workaround to my issue, I'd like to do it with pure data as I don't really know about trigger libraries and making them work on extension mods. I made one with my old triggers and linked it but it doesn't seem to work either.

    Validator Info:

    Name: Player Is Pc

    Validator Type: Player Type

    Parent: CValidatorPlayerCompareType

    Validator Value: Computer

    Validator Player Value: Player Origin

    Validator Compate: Equal To

    Validator Results (error or no player): Error

    Thanks a LOT in advance.

    Posted in: Data
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    posted a message on [Showcase] Kinky's Customs

    @ZombieZasz: Go

    Wow thanks a lot! I'll give them a try on your map and probably check out your mod and see first it's current state so I can make a map. Of course, all credit will be given, you make some pretty awesome models ;)

    Posted in: Artist Tavern
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    posted a message on [Showcase] Kinky's Customs

    Sorry about the old theme but did you ever release the starship troopers models? On any map? I've seen many starship troopers maps but with zerg models and it would actually be awesome to have some map with these. I might even try one myself but for now I'd like to shoot some bugs.

    Posted in: Artist Tavern
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    posted a message on Videogame Design/Development Studies

    @Alevice: Go

    Yeah, I didn't know anyone from Mexico here, nice

    Posted in: Off-Topic
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    posted a message on Videogame Design/Development Studies

    @Alevice: Go

    Thank you, I'll do that too starting with TIGSource. Noticed you're from Mexico too! ;)

    Posted in: Off-Topic
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    posted a message on Videogame Design/Development Studies

    Well I must say thanks for the dedicated answers, you've been by far the most helpful about this issue.I think you're right, knowing the right people is very important -I think- in every career to get the better opportunities.

    I'm just fightened about the Indie Games 'cause in Mexico there's nothing about videogames design, the studies are in some states but no real companies or indies. So I'm an ignorant about how this works.

    I think I'm gonna study in Canada and like you said, get the connections there, then I might move to Silicon Valley.

    Posted in: Off-Topic
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    posted a message on Videogame Design/Development Studies

    @Mozared: Go

    Thank you so much for your reply. It really clears out lots of questions an of course creates more.

    I want to go to study into Canada, I'm finishing my architecture studies and I've taken many graphic design and 3d diplomates, certificates etc. Also I've been working on many building visualizations, animations and of course playing around with a couple of games by making some custom units and (mostly) designing levels. My experience is bigger in the RTS genre though I've done a couple of FPS levels and skins.

    I decided to go to Canada anyway just to try what it's like, but I don't know really how much an architect can get into that industry, so I though studying something on the line would be nice. I simply do not consider programming as I don't have the minimum requirements in the studies to apply.

    Anyway, I'm already working on the portfolio 'cause in one university they didn't even ask for studies just the portfolio. Again, thank you for your answer it's been most helpful and I'll adjust my studies to something else, unless you still recommend it.

    Posted in: Off-Topic
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    posted a message on Videogame Design/Development Studies

    Hey guys, I'm thinking about studying a graduate program in the line of videogame design, nothing specific yet as I'm gathering information.

    I've got no real studies on programming stuff, but I've got some on graphic design aswell as 3d and animation. More like a level designer, creative development, 3d and animation or something like project management. I have some family in Canada and I was wondering if anyone here knows anything about universities or programs there, I'm from Mexico btw.

    I'm more interested on the british side of Canada as I don't speak french and that would be an issue. My family lives in Toronto and they suggested Waterloo, I got no idea of how far that is but I can investigate.

    So basically I'm just asking for opinions, names, places, suggestions or anything that might help me make my mind. Like: How's Canada placed in the videogame industry? Anyone knows wich are universities are good? How about jobs? Requirements? Recomendations?

    I'm only considering to go to study right now, probably moving somewhere else to work in the future but everything you can tell me is fine.

    Posted in: Off-Topic
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    posted a message on [Showcase] Learning how to model... urzaiz87

    @phanalax128: Go

    @ObsceneCereal: Go

    Yeah I know about the copyright issues, I'm gonna make some changes once I get to the level I think is fine. I'm gonna keep working and see if I can upload some new updates tonight.

    Also as a sidenote, I'm following this: http://www.sc2mapster.com/forums/development/artist-tavern/9662-article-modelling-and-exporting-for-star-craft2/#p1

    Are those plugins and stuff still working or there are new/better versions?

    Posted in: Artist Tavern
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