00:16.13 | Saltpeter | So, there's a model I'm looking for, I'm not sure if it's part of Liberty or if it's a user-made and I need to download it. It's used in several popular custom games, and I can't find it in the editor(I only have vanilla resources). It looks like a pylon, but the frame is steel blue and the crystal is green, and it's larger than a standard pylon. Anyone know where I might find it? |
00:16.50 | Vailreth | its an unused model in the campaign dependencies i believe |
00:17.26 | Saltpeter | What's its name? |
00:17.38 | Vailreth | there is no reference for it so you would have to make a new Model in the models tab and i believe its DarkPylon |
00:17.50 | Vailreth | hold on let me fire up the editor to check for sure |
00:20.20 | Vailreth | yes it seems to be DarkPylon |
00:20.28 | Saltpeter | I found the dark pylon model. It's close, but not the one I had in mind. Are there any other fancy pylons that might be the one I'm thinking of? |
00:20.59 | Saltpeter | Doesn't look like it. I'll use this one, it's good enough for my needs. Thanks! ^_^ |
00:21.13 | Vailreth | welcome. |
00:21.20 | Vailreth | wait a sec if you can |
00:21.36 | Saltpeter | I'll be here all evening. :D |
00:24.29 | Vailreth | could you point me to a sceen shot of this other pylon? |
00:25.35 | Kueken | its not dark pylon, I know what he means |
00:25.49 | Vailreth | ah |
00:25.55 | Kueken | sec |
00:26.36 | Vailreth | sorry i pointed you in an incorrect direction then. |
00:26.57 | Saltpeter | It's the same one that Desert Strike 1 uses for Fade Initiates. |
00:27.07 | Saltpeter | I can go make a screen if you need. |
00:27.32 | Vailreth | thats ok i think he has an answere |
00:27.33 | Saltpeter | I believe it's used in Mineralz as well, for the highest level Crystal wall. |
00:27.53 | Kueken | I might be messing things up, though |
00:28.05 | Vailreth | but a screen shot would help |
00:28.23 | Kueken | there is a dark protoss pylon, which is basically the normal pylon in green |
00:28.28 | Kueken | but thats not a real model |
00:28.36 | Kueken | just the regular pylon texture-swapped |
00:28.51 | Kueken | and there is a model called DarkPylon |
00:28.53 | Vailreth | yeahi was lookinag at that version |
00:29.02 | Kueken | which looks distinctively different |
00:29.09 | Vailreth | the dark protoss skined pylon.. |
00:33.46 | Kueken | well, the thing I had in mind was indeed the DarkPylon.m3 model |
00:37.13 | Vailreth | i believe the pylon in question is a retuexture of the normal pylon but scaled diffrently but id have to see it to be sure |
00:47.45 | Saltpeter | I'll have the screen for you shortly. |
00:47.50 | Saltpeter | It's definitely not a dark pylon. |
00:52.35 | Vailreth | i see |
01:05.18 | Saltpeter | http://i.imgur.com/WLQ8O.png |
01:05.20 | Saltpeter | There we go. |
01:05.54 | Saltpeter | I want that to be the kill-this-building-to-win thing of my game. |
01:05.55 | ckSynergy | monolyth crystal |
01:05.59 | Saltpeter | Aha. |
01:07.04 | *** join/#sc2mapster Zandose (18f64fea@gateway/web/freenode/ip.24.246.79.234) |
01:07.09 | Zandose | hi |
01:07.15 | Saltpeter | Where can I find this model? |
01:07.32 | Saltpeter | Ah, found it. :D |
01:07.37 | Saltpeter | Thanks! |
01:07.45 | ckSynergy | youre welcome |
01:08.09 | Saltpeter | Wait... |
01:08.22 | ckSynergy | hmm? |
01:08.25 | Saltpeter | I found "Monlyth crystals", but they're just purple mineral-looking things. |
01:08.39 | ckSynergy | search monolyth |
01:09.15 | Saltpeter | I see four items "Temple Monolyth Large". |
01:09.24 | Saltpeter | They're just broken sandstone pillar looking things. |
01:09.39 | ckSynergy | hold on Ill find the exact term for you |
01:09.57 | Zandose | what did i miss? |
01:10.00 | ckSynergy | the unit name is monolyth but thats probably not the model name |
01:10.14 | ckSynergy | not much zandose |
01:10.38 | ckSynergy | computer is screaming at me lol |
01:10.47 | ckSynergy | too much taxation on it |
01:11.06 | Saltpeter | Ah, so it IS a dark pylon I'm looking for. |
01:11.19 | Saltpeter | Could've sworn the dark pylon was different. |
01:11.26 | Saltpeter | Thanks for clearing that up. :D |
01:11.47 | Saltpeter | I eve have a unit I can duplicate to make making this building easier. |
01:12.14 | ckSynergy | hmmm |
01:13.05 | ckSynergy | odd I cant even find it now |
01:13.12 | Vailreth | i created my own decal once, made it look like marios mustash |
01:13.20 | ckSynergy | I thought it was named monolyth at one point, but dark pylon isnt pulling up anything either |
01:13.27 | Saltpeter | "Monolith". |
01:13.32 | Saltpeter | The correct spelling of the word. :P |
01:13.49 | ckSynergy | AH HA |
01:13.56 | ckSynergy | sneaky little bastards. I knew I wasnt wrong |
01:14.00 | ckSynergy | monoLITH |
01:14.07 | ckSynergy | yea |
01:14.09 | ckSynergy | lmao |
01:14.24 | Saltpeter | Mono lith, "one stone". :o |
01:14.36 | ckSynergy | grins |
01:15.07 | ckSynergy | ok, so I have a unit that morphs... what controls the unit's morph speed (say for burrow) |
01:15.55 | ckSynergy | I thought it was under the unit's morph, but idk, not seeming to change anything |
01:16.55 | ckSynergy | nevermind |
01:23.55 | Repo | New announcement: GameSpot Arcade Highlight - http://www.sc2mapster.com/announcements/game-spot-arcade-highlight/ |
01:25.34 | Saltpeter | So, I kinda need a lot of help figuring out what I need to do for the data. I've looked at several basic and intermediate tutorials, but I still have a lot of questions about what is probably basic stuff. Is there am easy or good way to enlist the help of others in the making of my game? |
01:25.39 | Saltpeter | an |
01:33.35 | Zandose | just keep bugging people until you get a answer¿ |
01:38.56 | *** join/#sc2mapster FockeWulf (48ae8da0@gateway/web/freenode/ip.72.174.141.160) |
01:39.01 | Saltpeter | That tends to make people angry at me. :< I'll just continue on my own for now. :o The data module is a scary place. |
01:40.03 | FockeWulf | Lol hence the reason my skype contact list keeps on growing :) |
01:40.21 | Saltpeter | >.> <.< skype: saltpetertaffy |
01:40.39 | Saltpeter | *cough* Okay, back to looking up tutorials! |
01:41.09 | FockeWulf | Well what do you need? |
01:45.19 | Saltpeter | I need to figure out how to...like...make...buildings. Whenever I duplicate a unit, it gives me options for what to duplicate or link, and I'm never sure what things I NEED to duplicate or NEED to link. For instance, the item that I'm using the dark pylon model for is called a Grid Core. It's the kill-this-to-win/lose-this-and-lose macguffin that each team gas, like the nexus in Nexus Wars. The item I duplicated for it is "Monlit |
01:45.26 | Saltpeter | abilities, movers, models, upgrades, etc. |
01:45.46 | Saltpeter | All I need this item to do is animate and look pretty and maybe have a couple custom abilities. |
01:45.50 | FockeWulf | ok to start |
01:45.52 | FockeWulf | you need the unit |
01:45.54 | FockeWulf | and its actor |
01:46.04 | FockeWulf | actor being the graphical aspect of it thats ontop of the unit |
01:46.18 | FockeWulf | a unit is just a point |
01:46.30 | FockeWulf | the actor gives it a visual appearance of some kind. |
01:48.32 | Saltpeter | Okay. |
01:50.43 | Saltpeter | So, the actors of this item are "Monlith", "Monolith(Unnamed)", "Power", ad "PowerLow (Unnamed)". How do I know whethe ri want to duplicate or link these when duplicating the monolith? |
01:56.21 | FockeWulf | you making items or units? |
01:56.31 | FockeWulf | Or doodads? |
02:00.16 | Saltpeter | Buildings. So, units. |
02:05.59 | FockeWulf | ok |
02:06.11 | FockeWulf | you want to duplicated, from the unit, and check the actor as well. That should be it. |
02:11.06 | Saltpeter | Aha! This looks to be exactly what I wanted. :D Now, there are two other actors in the duplicated item, "Power" and "PowerLow (Unnamed)". I'm assuming those have to do with pylon power. Is there any way to remove those actors from the duplicated item? |
02:11.57 | FockeWulf | umm its either in the actor events for the power actors or the actor you just duplicated creates them in its events. |
02:12.56 | Saltpeter | Aha. |
02:13.06 | Saltpeter | When I removed the power source behavior, that removed the two actors. :D |
02:13.11 | Saltpeter | Progress. ^_^ |
02:14.08 | Saltpeter | I think I might even be good for now. Thanks for the help! :D |
02:15.20 | FockeWulf | np |
02:15.31 | FockeWulf | now back to this custom model im making |
02:22.24 | *** join/#sc2mapster Taintedwisp (adbd366a@gateway/web/freenode/ip.173.189.54.106) |
02:22.42 | Taintedwisp | hey everyone back from New york. |
02:22.46 | Taintedwisp | damn yankees |
02:22.47 | Taintedwisp | lol |
02:23.21 | Taintedwisp | hey vailreth how did everyone go? |
02:23.36 | Saltpeter | I was gonna make my first post in that shiny religion topic, but decided better of it and introduced myself and my project instead. >.> <.< |
02:24.01 | ckSynergy | oh dear god hes back |
02:24.07 | Taintedwisp | ill get back to that topic tomorrow, I spent the past 5 days listening to a preacher... |
02:24.08 | Taintedwisp | lol |
02:24.09 | Vailreth | been working on that Unit Leak how ever i have nearly completed two tech hero abilities as well |
02:24.11 | Taintedwisp | My grandpa |
02:24.20 | Taintedwisp | nice |
02:26.42 | Taintedwisp | well I just wamtd to say hey |
02:26.46 | Taintedwisp | Im getting off, I ma sleepy |
02:27.02 | Vailreth | see you tomorrow |
02:27.03 | Taintedwisp | 16 hours o f being in a car with 5 other people tend to do that to you |
02:27.11 | Vailreth | yeah |
02:27.21 | Taintedwisp | Peace |
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02:38.58 | Vailreth | man this is baking my brain |
02:42.14 | Bommes | Is there an EU "Call for tutorials" news? |
02:42.21 | Bommes | As always |
02:42.42 | Bommes | I feel slightly discriminated by being european :-( |
02:42.51 | Vailreth | Punches the editor Behave damn you |
02:45.32 | Bommes | Hm |
02:45.46 | Bommes | The International completely screwed with my sleeping rhythm |
02:45.50 | Bommes | somehow |
02:46.35 | Bommes | I hate time zones |
02:52.46 | Vailreth | i hate conflicting triggers |
02:53.10 | Vailreth | or i dont think conflicting is the right world |
02:53.12 | Vailreth | mord |
02:53.25 | Vailreth | WORD DAMNIT |
03:27.33 | Vailreth | test |
03:27.35 | ckSynergy | LMAO |
03:27.41 | Vailreth | LMAO? |
03:27.47 | ckSynergy | your word issue earlier |
03:27.52 | Vailreth | ah |
03:29.32 | Vailreth | i still have an and its weird... when some units kill units in the map the counter remains fine, how ever when heroic or other units kill units in the map each kill is alloted to the killing players controlled units amount. |
03:29.39 | Vailreth | an issue * |
03:29.57 | ckSynergy | ? |
03:30.08 | ckSynergy | thats rather vague |
03:30.18 | ckSynergy | you know the routine lol. pm me the code and Ill take a look |
03:30.42 | Vailreth | i cant find any Code for why this is happening. |
03:30.48 | ckSynergy | O.o |
03:30.57 | ckSynergy | its adding to a variable? |
03:31.02 | Vailreth | yes. |
03:31.29 | ckSynergy | well then find anythig with a "unit dies" or a "unit takes fatal damage" event and compile it for me |
03:31.36 | Vailreth | i will try to narrow it down father |
03:31.46 | Vailreth | ok |
03:31.58 | ckSynergy | I'll be back in 5-10 though |
03:32.18 | ckSynergy | need to step afk for a few miutes but Ill be back |
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03:37.03 | cksmobile | I wonder if they're ever going to update the topic. 1.3 was awhile back lol |
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03:44.25 | Vailreth | it seems to be when a player kills a unit belonging to the debug player and the create unit trigger for that event fires the created unit is alloted to the killing player and added to their variable... |
03:44.37 | Vailreth | as if the two triggers were connected some how.. |
03:47.05 | cksmobile | Pm my main nick the code lol |
03:47.26 | Vailreth | ok give me a sec |
03:48.12 | cksmobile | Take your time. I'm still afk lol |
03:56.07 | ckSynergy | back |
03:57.08 | Vailreth | wb |
03:57.20 | ckSynergy | ty |
03:57.30 | ckSynergy | got something for me to look at? |
04:00.02 | Vailreth | pmed the paste.. |
04:00.42 | ckSynergy | looking |
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04:09.28 | ckSynergy | are you sure your leaderboard positions) are correct? (Im guessing your basing the information off that |
04:11.46 | Vailreth | yes |
04:11.55 | ckSynergy | not sure whats going on if those are the only two triggers |
04:12.04 | ckSynergy | personally Id change the function a little but thats just me |
04:12.05 | ckSynergy | http://pastebin.com/HqjKy1f8 |
04:12.09 | Vailreth | when a unit is spawned for the proper player the leaderboard updates correctly |
04:12.51 | ckSynergy | actually, ignore that paste |
04:13.00 | Vailreth | ok |
04:13.28 | ckSynergy | and those are the only two functions? |
04:13.53 | Vailreth | those are the only related ones i have found so far, its Messy |
04:14.02 | ckSynergy | ha I can relate |
04:14.24 | ckSynergy | how many functions? |
04:14.30 | ckSynergy | erm triggers |
04:15.00 | Vailreth | also it seems to be preplaced units that cause this bug but if the same unit types are created in play it happens Less but still happens |
04:15.40 | ckSynergy | well, you are using "unit enters map" as your event, so that can cause a lot to go wrong |
04:16.09 | Vailreth | i thought that was the case as well but with out a custom event i do not see an alternative |
04:16.16 | ckSynergy | not by default, but because it leaves a lot open to intrepretation |
04:16.38 | ckSynergy | Unit is created? |
04:17.10 | Vailreth | as near i can tell that requires a unit to be creating another |
04:18.07 | ckSynergy | nope |
04:19.12 | ckSynergy | Honestly though, Im guessing there are a lot of repeat events interfering |
04:19.30 | ckSynergy | whe honestly, there shouldnt be more than 10-20 triggers, each with a unique event |
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04:20.09 | Vailreth | yeah |
04:20.31 | Vailreth | its not my work im just debugging the issue that creeped up recently |
04:21.27 | ckSynergy | well your created unit is set to player 5 |
04:21.31 | ckSynergy | the zergling |
04:21.36 | ckSynergy | is that intentional? |
04:21.52 | Vailreth | yes five is the current debug player |
04:22.10 | Vailreth | i believe it was chosen at random though to be between 2 and 6 |
04:22.45 | ckSynergy | ok |
04:22.55 | ckSynergy | so we have player X and player 5 |
04:23.52 | ckSynergy | so youre saying its adding to player X |
04:23.55 | ckSynergy | is it adding to player 5? |
04:23.58 | ckSynergy | or just player X? |
04:24.40 | Vailreth | there is no debug counter for all players units so as far as i know just player x. |
04:25.55 | ckSynergy | so the counter only increments for player X and not player 5 |
04:26.51 | Vailreth | there is a leaderboard and i would assume that its counting up for the player but not dispalying as that player has no base |
04:26.58 | Vailreth | and is not consdiered In Play |
04:30.18 | ckSynergy | theres gotta be some other event firing |
04:30.42 | Vailreth | likely but i have no idea where. |
04:31.04 | Vailreth | if you didnt have your own project id ask out team leader if i could get you to look this one over. |
04:31.21 | ckSynergy | I can still look |
04:31.40 | ckSynergy | ask him. You have my curosity sparked |
04:31.53 | Vailreth | very well |
04:37.44 | ckSynergy | but anyway yea, I dont see anything inherently wrong with those triggers |
04:37.59 | Vailreth | yeah me neither. |
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09:22.47 | tordy | wassup dudes and dudettes |
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10:06.53 | Kueken | Hey :) |
10:07.35 | Exaken | hello |
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11:09.51 | zenx1 | magnificent |
11:10.11 | zenx1 | my 2 day spell looks still good even after good nights sleep |
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11:30.45 | Bommes | Is there a "Post your tutorial" thread in the EU Blizzard forums too? |
11:31.21 | zenx1 | why not just post on master |
11:31.32 | zenx1 | mapster |
11:31.33 | Bommes | I feel like over half of the ones posted in the US one are really bad :/ and all the really good ones missing from Renee, Kueken etc |
11:31.45 | zenx1 | exactly |
11:31.56 | zenx1 | if they are serious mapsters theyll find mapster |
11:32.04 | zenx1 | that has the good tutorials |
11:32.08 | Bommes | yeah but that logic is flawed |
11:32.13 | zenx1 | I dislike idea of splitting tutorials to another place |
11:32.14 | Bommes | the whole purpose behind this is that good tutorials are in the spotlight |
11:32.19 | Bommes | so new mappers have an easier introduction |
11:32.24 | Bommes | without having to search for hours |
11:32.33 | Bommes | they dont want to |
11:32.38 | Bommes | they just want links to the good ones |
11:33.06 | zenx1 | Well if they are starters then the tutorials should be really really basic |
11:33.24 | Bommes | I disagree |
11:33.30 | Bommes | the really basic ones are already up |
11:33.31 | Bommes | by blizzard |
11:33.36 | Bommes | and they are not bad |
11:33.42 | Bommes | about basic actors, effects etc. |
11:33.51 | Bommes | but after that many people probably have no idea where to go and what to do |
11:34.07 | Bommes | so having a more complicated tutorial that just says "do that" helps a lot to figure stuff out |
11:34.14 | Bommes | imo |
11:34.24 | zenx1 | I wonder how many people are really like that |
11:34.32 | zenx1 | I think editor will scare most people away anyway :D |
11:34.40 | zenx1 | wc3 editor wasnt scary |
11:34.43 | zenx1 | but this editor is |
11:34.46 | Bommes | dont know |
11:34.47 | Bommes | i mean |
11:34.50 | Bommes | it scared me away |
11:34.53 | Bommes | but once you find the good tutorials |
11:34.56 | Bommes | half the work is done |
11:35.03 | Bommes | or more than that even |
11:35.21 | Bommes | because figuring the stuff out is the hard and annoying part |
11:35.24 | zenx1 | Is it like you need to post tutorial on their forums or they just link it? |
11:35.32 | Bommes | they just link it afaik |
11:35.35 | Bommes | and probably spotlight it on the mainpage |
11:35.39 | Bommes | if the tutorials are really good |
11:35.43 | zenx1 | Ok I guess theny you dont miss out |
11:36.34 | Bommes | I mean if you follow the Data Section of SC2M 90% of the questions are about really basic stuff that has been answered hundreds of times before in slight variations |
11:36.48 | Bommes | but it can be pretty hard to find, even with the search bar |
11:37.03 | zenx1 | well mapster search sure sucks |
11:37.09 | Bommes | actually the search bar just gives confusing results, i always use google :D |
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11:45.48 | Bommes | lol |
11:45.52 | Bommes | proposal on gsl stage |
11:45.58 | Bommes | wtf |
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11:47.01 | zenx1 | ? |
11:47.07 | FockeWulf | ? |
11:47.08 | FockeWulf | wha? |
11:47.17 | zenx1 | haa? |
11:47.18 | FockeWulf | http://www.sc2mapster.com/forums/development/artist-tavern/42534-showcase-focke-wulfs-models/#p5 |
11:47.20 | FockeWulf | :) |
11:48.31 | zenx1 | look at your plane, your plane is amazing |
11:48.59 | Almaity | saw the thread, looks neat |
11:49.50 | zenx1 | how are the pokemons doing |
11:50.42 | Bommes | idd looks nice |
11:51.32 | Almaity | been a bit slow lately, been playing too much LoL |
11:53.36 | Almaity | oh god, testing on bnet... |
11:53.40 | Almaity | the delay... oh god... |
11:53.56 | zenx1 | :/ |
11:54.15 | zenx1 | you would think you expect they delay by now |
11:54.42 | Almaity | Never really used much that was affected by the delay >.> |
11:56.46 | Bommes | Yeah it is unbelievable |
11:56.55 | Bommes | I really hope they introduce the option for Singleplayer maps on the Arcade |
11:57.04 | Bommes | with no delay, just like testing documents on the editor |
11:57.15 | Almaity | this is supposed to be multi though, so it wont help >.> |
11:57.17 | Bommes | so I can upload my map on the Arcade and use all the cool features :/ |
11:57.31 | Bommes | but would help me :D |
11:57.33 | Almaity | I'll make Zelda put in some stuff to make the delay less noticeable |
11:57.56 | Bommes | btw, do you get map size problems for that project? |
11:58.14 | Bommes | I mean from what I read you got a lot of different monsters to catch etc |
11:58.17 | Bommes | seems like a lot of content |
11:58.44 | Bommes | looks really cool :) |
11:59.25 | zenx1 | yea |
11:59.26 | Almaity | currently at 20ish MB |
11:59.29 | zenx1 | you should suggest that |
11:59.29 | Almaity | we've got enough space |
11:59.33 | zenx1 | and hope they will take notice |
11:59.45 | zenx1 | I also think single player feature would be cool |
11:59.47 | Almaity | just gonna stuff things into mods |
11:59.53 | zenx1 | allthou not super useful, but still cool ^^ |
11:59.57 | Almaity | I've got roughly 33 WoW models in less than 17 MB |
12:00.20 | Bommes | well while they are at it they could link the Singleplayer feature to a Campaign |
12:00.28 | Bommes | would encourage a lot of projects I think |
12:00.35 | Bommes | *Campaign feature |
12:00.46 | Bommes | I don't know how much work it would be though |
12:01.07 | Bommes | @Almaity I meant more in terms of map size |
12:01.13 | Bommes | Isn't there some kind of cap for map size? |
12:01.27 | Almaity | oh, right, terrain size |
12:01.27 | Bommes | I thought I've heard someone complain about that |
12:01.32 | Almaity | yea, that one is a bit problematic |
12:01.38 | Almaity | texture limit is more annoying though |
12:01.55 | Almaity | but looking at the one zone we have right now, the zones themselves shouldn't be much of a problem. |
12:02.02 | Bommes | ah yeah :/ thats really problematic for this kind of map |
12:02.26 | Almaity | the bigger problem is fitting all zones AND the seperate areas for battles into it... |
12:02.32 | zenx1 | I use 50% of mapsize for just 2 "main areas" for my rpg :/ |
12:02.35 | Almaity | right now 1 battle area takes up as much as a zone |
12:02.56 | Almaity | and I need one area per player, and wanna have many players... |
12:03.35 | Bommes | didn't even think about the battle zones you need |
12:03.45 | Bommes | yeah I hope it doesn't get too problematic |
12:03.54 | Almaity | we'll manage |
12:03.58 | Bommes | but you have to see the bright sight |
12:03.58 | Almaity | might have to cut the ocean zone though |
12:04.01 | Bommes | with this amount of textures |
12:04.12 | Bommes | you can't make too many different zonetypes anyway! |
12:04.18 | Bommes | so you won't need as many battle zones! |
12:04.22 | Almaity | Moz spent 2 days setting up the perfect texture set |
12:04.23 | Bommes | yeeeaaaaah |
12:04.29 | Almaity | we'll just use one battle zone per player |
12:04.39 | Almaity | and use Texture select by ID and a flat model to change the texure :p |
12:04.51 | Almaity | and create/destroy doodads using triggers |
12:05.06 | Bommes | ah kk |
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13:47.48 | uxneZ | fixing mah bugs |
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14:07.59 | taintedwisp | mmmmm soooper meal noodles |
14:18.30 | uxneZ | noooooodleeeeeees |
14:20.05 | taintedwisp | lol |
14:21.11 | uxneZ | no? |
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14:52.53 | Bommes | does anyone here already have a beta account / access to the beta client? |
14:53.30 | TheSkunk__ | No accounts have yet been flagged for beta access, but anyone can download the |
14:53.32 | TheSkunk__ | client |
14:53.40 | TheSkunk__ | provided they have a link to it |
14:53.57 | TheSkunk__ | I did download and successfully launch the client, but there is nothing you can really do right now |
14:54.12 | TheSkunk__ | Only way you can even do anything offline is by editing MPQ files |
14:54.13 | Bommes | ah ic |
14:54.15 | Bommes | found it |
14:54.20 | Bommes | ah |
14:54.21 | Bommes | okay |
14:54.31 | TheSkunk__ | And I decided it wasn't work it, just gonna wait for it to actually start :P |
14:54.49 | TheSkunk__ | Sides, there are vidoes of just about everything I would want to do offline already uploaded... :P |
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14:56.23 | Bommes | well I'd be interested if you can already start offline WoL maps with the HotS beta client |
14:56.33 | Bommes | would be nice for testing purposes etc. |
14:57.00 | TheSkunk__ | Yeah, you can.. ie, things like the new "select all idle war units" show up when you test map |
14:57.06 | TheSkunk__ | Just none of the HotS units appear |
14:57.22 | Bommes | kk |
14:57.26 | TheSkunk__ | Actually, I didn't try *opening* a current WoL map yet.. hmm |
14:57.32 | TheSkunk__ | Think you should be able to, though |
14:58.08 | Bommes | well I'd just like to know if stuff breaks / if you have to fix additional stuff for WoL maps before they work |
14:58.22 | Bommes | but I guess there's enough time to figure that out |
14:58.25 | Bommes | at some point ;) |
14:58.45 | TheSkunk__ | Yeah I actually got it working on a different computer, not the one I'm currently on.. |
14:58.56 | TheSkunk__ | So I can't go back and try anything atm |
15:05.11 | *** join/#sc2mapster tordy (627449b7@gateway/web/freenode/ip.98.116.73.183) |
15:05.16 | tordy | are the hots units out? |
15:05.29 | tordy | noticed a couple vids of people getting them |
15:05.32 | TheSkunk__ | Yea, sort of |
15:05.42 | TheSkunk__ | Client is availible for download, but nobody can log on yet |
15:05.50 | TheSkunk__ | They managed to do that by MPQ editing |
15:05.52 | tordy | where's the client |
15:06.15 | TheSkunk__ | You can find a prety good summary here: http://www.reddit.com/r/starcraft/comments/zakjw/the_hots_beta_seems_started_people_have_posted/ (includes client) |
15:07.17 | tordy | i wanna mess around with the new units |
15:07.45 | tordy | im guessing it's bad idea to publish the hots assets in WoL |
15:07.45 | TheSkunk__ | Yeah, well, good luck :D |
15:07.46 | tordy | <_< |
15:07.59 | Tolkfan | does the beta editor work? |
15:08.13 | TheSkunk__ | Yeah, but it doesn't let you use HotS units |
15:08.30 | TheSkunk__ | Like I said, only people who have managed to do that did it by editing MPQ files |
15:09.28 | Tolkfan | i wonder if they added anything significant, like that interface editor they showed at blizzcon |
15:09.53 | TheSkunk__ | Don't think so.. not yet, anyway |
15:10.04 | TheSkunk__ | Might be patched in later though; who knows.. |
15:10.31 | TheSkunk__ | brb restarting |
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15:15.39 | Blizz-Deletarius | morning |
15:15.48 | TheSkunk__ | Morning Delete :D |
15:16.33 | Bommes | hello |
15:17.39 | tordy | Blizz-Deletarius are we allowed to mess around with Hots stuff? |
15:18.10 | Blizz-Deletarius | what do you mean? |
15:19.28 | tordy | there's a client available for dl and was wondering if we can like login to dl then play around with the units despite not having a beta key |
15:19.56 | TheSkunk__ | I don't really think thats within Delete's range to reply too, but I could be wrong |
15:20.07 | Blizz-Deletarius | I can't really speak on that |
15:20.46 | TheSkunk__ | I don't really see how they can stop you, when they made the client availible for anyone to download, though =) |
15:20.48 | Blizz-Deletarius | obviously I'm not going to agree to or consent to you downloading and using the client prior to being allowed to do so |
15:20.57 | TheSkunk__ | You'll just never be able to log on to Battle.net |
15:20.59 | ckSynergy | Morning |
15:21.33 | ckSynergy | Does anyone know if theres a way to control the time-out duration for players? Right now my mod has a 60 second timeout and it takes forever. |
15:21.44 | ckSynergy | Is there a trigger or mod setting? |
15:22.11 | A1win | I haven't seen anything related to that anywhere |
15:23.03 | Blizz-Artestru | Morning |
15:23.12 | TheSkunk__ | Morning Art |
15:23.20 | ckSynergy | well thats a bummer |
15:23.23 | tordy | i know you cant login to the actual hots online |
15:23.28 | ckSynergy | 60 seconds is way to long to wait for someone to time out |
15:23.41 | tordy | but looks like you gotta login to dl the beta or something |
15:23.46 | tordy | uless there's a direct link |
15:23.52 | TheSkunk__ | Oh.. I think there is a direct link |
15:23.56 | TheSkunk__ | Yeah |
15:24.19 | Bommes | But the direct link only works if you are logged in |
15:24.24 | tordy | D: |
15:24.25 | ckSynergy | especially if you have more than one person lagging out, or one person has the infamous "lag, timeout box, normal, lag, timeout box, normal, lag, timeout box, normal, etc etc" making a 60s countdown literally more like 5 minutes |
15:24.26 | TheSkunk__ | Does it? |
15:24.30 | Bommes | yes |
15:24.47 | TheSkunk__ | I've only seen people been linking too https://us.battle.net/account/management/sc2/dashboard-hots-beta.html |
15:24.48 | Bommes | similarly to the blizzard downloader |
15:24.52 | Bommes | that only works if you are logged in |
15:24.54 | TheSkunk__ | which is NOT a direct link |
15:25.56 | tordy | well worth a try i guess |
15:26.00 | TheSkunk__ | yeah |
15:26.05 | TheSkunk__ | direct link doesn't require log in |
15:26.32 | tordy | could just login to an alt |
15:26.35 | tordy | if worried about main |
15:26.59 | TheSkunk__ | Either way; I don't think it does ban you just for downloading it without a key.. tons of people have already logged in to download it, and none of them are "officially" flagged yet :P |
15:28.16 | tordy | so anyone dl'd hots beta yet? |
15:28.22 | tordy | and tried testing new feautres/units? |
15:28.44 | Tolkfan | does it re-download everything or does it copy stuff from the normal sc2 install? |
15:28.58 | TheSkunk__ | Heck, I downloaded it and I'm not "technically" flagged yet, hasn't banned me from regular sc yet |
15:29.07 | TheSkunk__ | Seems to redownload it all =| |
15:29.12 | TheSkunk__ | Was big enough file size, anyway |
15:30.08 | Tolkfan | 1.5 beta copied, was hoping the same for this beta :( |
15:30.36 | TheSkunk__ | Well, thats the thing --- 1.5 didn't copy for me |
15:30.41 | TheSkunk__ | So it might be case-by-case |
15:30.46 | TheSkunk__ | You can always hope, I guess.. |
15:31.08 | Tolkfan | no no, there was a bug at the start, it did copy once they fixed it |
15:31.17 | TheSkunk__ | Oh, OK |
15:31.21 | tordy | hwat copy |
15:31.43 | Tolkfan | I just hate downloading 10gb just to try out the editor and see whats new :[ |
15:32.33 | tordy | eh ive wasted more bandwidth before |
15:32.37 | tordy | 10gb is not that much to me |
15:32.38 | TheSkunk__ | Well, I can't say for sure. I didn't check the filesize very carefully. |
15:32.47 | TheSkunk__ | Coulda just been my interenet being extra sucky |
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15:37.07 | TheSkunk__ | Installing worked fine on my computer that didn't have 1.5 on int |
15:37.27 | TheSkunk__ | But the one that does, it borks up terribly, despite having deleted all old 1.5 files I could find.. |
15:38.15 | TheSkunk__ | Oh, odd. Can launch it using sc2switcher |
15:41.34 | *** join/#sc2mapster tordy (627449b7@gateway/web/freenode/ip.98.116.73.183) |
15:46.22 | tordy | does installing the beta break anything in the normal game? |
15:46.27 | tordy | i know it's a separate installation |
15:46.31 | tordy | but sometimes ther's funky things |
15:46.37 | TheSkunk__ | Hasn't seemed too |
15:56.09 | Vailreth | hello folks |
16:01.37 | Bommes | hello |
16:01.42 | Saltpeter | Oi. :D |
16:02.25 | tordy | why does the launcher even have sound |
16:02.35 | tordy | it scared the heck out of me when it completed |
16:02.40 | Vailreth | no idea |
16:03.09 | Vailreth | because sound makes it more what ever i guess |
16:03.33 | tordy | can they at least tone the volume down |
16:04.13 | Vailreth | tone it done? why not Crank it up till 11 |
16:04.16 | Vailreth | ? |
16:06.35 | Vailreth | scare the whole neighborhood when its done Yeah!! |
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16:12.55 | Vailreth | Rock and Starcraft Whoooo |
16:13.12 | Taintedwisp | Yo Vailreth, did you put those 2 new Textures I adjusted in the latest version? |
16:13.22 | tordy | hello |
16:13.24 | Vailreth | i believe so |
16:13.31 | Taintedwisp | and if so, can you upload it to dropbox? |
16:13.36 | Taintedwisp | Hey Tardy |
16:13.37 | Taintedwisp | :)P |
16:16.01 | Taintedwisp | so you said you started working on the tech hero? :P |
16:16.03 | Vailreth | uploading now |
16:16.18 | Taintedwisp | I still need to make the actor and everything for that one lawl |
16:16.28 | Taintedwisp | Ill start working on it later today, unless you wanted to do it |
16:16.41 | Vailreth | im using swan copy as a placeholder. |
16:16.47 | Taintedwisp | Ah okay |
16:16.49 | Taintedwisp | cool |
16:18.55 | Vailreth | i have nearlly determined the cause of the Unit Leak from what i can tell units being spawned by your testing trigger are being attributed to the unit count of the player 1 when the zerglings are killed by certain units |
16:19.22 | Taintedwisp | okie |
16:19.33 | Taintedwisp | Good then, Thats just for test and I can Disable that |
16:19.43 | Taintedwisp | thanls |
16:19.45 | Taintedwisp | Thanks |
16:20.01 | Vailreth | also for testing purposes i have added a Pause and Unpause Unit cheats ... |
16:20.32 | Taintedwisp | Nice |
16:21.34 | Taintedwisp | Once we can get all our heroes up, I will start working on Mercenaries. Which will each have 1 simple ability, Some an Aura, some a heal. |
16:21.57 | Vailreth | ok |
16:23.16 | Vailreth | we will need to figure out how to ballance the mini factor( though for the moment its still full size ) |
16:23.25 | Taintedwisp | All the support units should be relativity easy to make I will use the medic for one, The observer for one, and such |
16:23.36 | Vailreth | yeah. |
16:23.38 | Taintedwisp | lol |
16:23.48 | Taintedwisp | yeah the balancing of that factory will have difficult |
16:23.51 | Vailreth | factory* |
16:24.14 | Taintedwisp | Add 100 Health each level, and +3 Damage to teh units it spawns or something like that |
16:24.16 | Taintedwisp | I dunno yet |
16:24.28 | Taintedwisp | 100 health to the factory |
16:24.35 | Taintedwisp | 10 health+ 3 damage to the units |
16:24.40 | Taintedwisp | perhaps |
16:24.42 | Taintedwisp | I dunno yet |
16:25.03 | Vailreth | right now its spawns the same units just more of them and spawns them slower |
16:25.41 | Vailreth | but i only have three of the five teirs completed |
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16:28.59 | Taintedwisp | kk awesome |
16:29.29 | Taintedwisp | With lash, do you want to retexture him, or do you want me to get the textures and Re-Color them like I did for Fenix? |
16:29.46 | Taintedwisp | Or I could go and get the Psionic Hydra textures and we could use those |
16:30.31 | Taintedwisp | if I recolor him in Photoshop then I will just make him a tad Reder and darker I guess |
16:34.07 | Vailreth | not the psi hydra it wouldnt mant the tentacles but lets try some recolors for now i dont really have the time or patcience to retexture it atm |
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16:34.23 | soulcarverr | anybody home? |
16:34.39 | Vailreth | i am home |
16:34.53 | soulcarverr | busy? |
16:35.07 | Taintedwisp | lol |
16:35.18 | Vailreth | yes |
16:35.24 | soulcarverr | hey tainted... i think |
16:35.33 | soulcarverr | youve played my spacewar game before |
16:35.45 | Taintedwisp | nope |
16:35.59 | soulcarverr | well you posted on the topic a while ago |
16:35.59 | Taintedwisp | I was going to, but then... i forgot |
16:36.02 | soulcarverr | ah |
16:36.35 | soulcarverr | well give if a shot when you have 5 minutes to kill |
16:37.00 | Taintedwisp | But yeah vailreth, it doesnt have to be done any time soon, just be thinking about what you want |
16:37.21 | Vailreth | yeah. |
16:37.23 | Taintedwisp | if you dont want to retexture it, add mroe tenticles or something. |
16:37.31 | Taintedwisp | Just something to look more... heroey |
16:37.32 | Taintedwisp | lol |
16:38.29 | Vailreth | i will keep that in mind |
16:38.50 | Taintedwisp | Well alright vailreth, imma start testing on my local verson some good looks for our tech hero |
16:39.07 | Vailreth | ok |
16:40.40 | Vailreth | we need to use my Mario Mustache decak |
16:40.42 | soulcarverr | any body really good with beams around? |
16:40.46 | Vailreth | decal* |
16:40.52 | Taintedwisp | :P |
16:41.19 | Taintedwisp | You have Creative control too, LOL, add it where its cool, I still have to create more bosses too lawl |
16:41.57 | Taintedwisp | Bosses, Mercs, Items, Heroes, Upgrades, Minor Triggers, and Balance, is whats left |
16:42.39 | Taintedwisp | bosses, mercs, Items and upgrades i dont have any real Ideas for, I was just going to Wing them.. so if you have any ideas feel free to go with it as long as it can be balanced |
16:42.57 | Taintedwisp | heroes feel free to create any hero you think can add to the game |
16:43.16 | Vailreth | ok |
16:43.52 | Vailreth | well upgrades will be easier to come up with once more of the other content is there |
16:44.05 | Taintedwisp | Yeah as of right now, OUr only boss is the rainbow archon lawl |
16:44.12 | Vailreth | nice |
16:44.27 | tordy | double rainbow |
16:44.29 | Taintedwisp | I think Our Weapons and Armor Upgrades are going to work in a Rock Paper Scissors format. |
16:44.45 | Vailreth | hold on a sec |
16:44.51 | Taintedwisp | Zerg kills Protoss, Protoss kills terran, Terran kills zerg |
16:45.13 | Taintedwisp | bio kills Psionic, Psionic kills Mech, Mech kills bio |
16:46.17 | Taintedwisp | RainbowCon is the name of the Rainbow Archon |
16:46.19 | Taintedwisp | Hes cool |
16:46.25 | tordy | how do you import assets again so they're in the correct asset folder |
16:46.53 | Vailreth | hmm thats a hard one because both mech and psi best bio |
16:47.10 | soulcarverr | anybody good with beams around that knows how to create a simple dynamic beam from scratch? |
16:47.25 | Vailreth | sorry soul man i am no good with beams |
16:47.35 | soulcarverr | its cool you guys are busy from the sounds of it |
16:47.47 | Vailreth | Tainted do you watch Extra Creditz on Penny arcade? |
16:47.59 | Saltpeter | Ooh! I do! |
16:48.08 | Saltpeter | That series is magnificent. :D |
16:48.25 | Taintedwisp | no but I have time to check it out lol |
16:48.37 | Saltpeter | You're gonna ask him to watch the episode about perfect imbalance, aren't you? ;>.> |
16:48.48 | Vailreth | That and Power Creep |
16:49.36 | Taintedwisp | kk ill watch both of them |
16:50.14 | Vailreth | http://penny-arcade.com/patv/episode/power-creep |
16:50.14 | Vailreth | http://penny-arcade.com/patv/episode/perfect-imbalance |
16:51.00 | Vailreth | they are around five minutes a piece to so so it wont take too long |
16:52.04 | Taintedwisp | kk |
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16:55.39 | Taintedwisp | hmm |
16:55.42 | Taintedwisp | Sooo imbalance... |
16:55.57 | Taintedwisp | Okay Think I understand... but this is a terrible terrible concept for someone like me to knwo MWHAHAHA |
16:56.13 | Taintedwisp | Because I will go in every week and change 1 or 2 points Vs something just to screw with people lawl |
16:56.26 | Taintedwisp | Power creep time |
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17:03.53 | Taintedwisp | hmmm |
17:03.58 | Taintedwisp | okay I think i understand powercreep |
17:04.07 | Taintedwisp | Something to really consider when Creating Items |
17:04.14 | Taintedwisp | And somewhat to consider with the heroes |
17:05.18 | Taintedwisp | Thanks for the Info Vailrteh |
17:05.26 | Vailreth | welcome |
17:25.57 | uxneZ | Blizz-Deletarius: any chance to give few hots beta keys to mappers btw? |
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17:29.03 | uxneZ | (you should give beta keys to everyone over 1000 posts on mapster) |
17:29.05 | uxneZ | ^^ |
17:29.48 | Vailreth | or instead to the most helpfull people on the chat and forums >..> |
17:30.14 | uxneZ | well that is more hard to confirm |
17:30.22 | Saltpeter | >.> Or just the people who play a bajillion custom games every day. ;>.........> |
17:30.24 | Vailreth | true. |
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17:41.25 | Taintedwisp | lol |
17:41.38 | Taintedwisp | hahaah Uxnez... I hope they do that without telling anyone.. |
17:41.39 | Taintedwisp | lawl |
17:41.46 | Taintedwisp | otherwise mapster would be spammed |
17:42.49 | uxneZ | ofc thats the way it shoul be |
17:48.36 | Taintedwisp | lol |
17:49.07 | Taintedwisp | Honestly they should observe it for a little bit, and weed out the actual mappers who are serious about mapping, and then Hand them a key. |
17:49.18 | Taintedwisp | most of the serious mappers from Mapster come here |
17:49.25 | Taintedwisp | Though there are a few |
17:50.57 | uxneZ | I dont think its super important from mappers point of view |
17:51.02 | uxneZ | but would be sort of nice anyway |
17:51.11 | uxneZ | since they only benefit from users creating content |
17:51.37 | uxneZ | I like when they sorta "pay back" even if its just beta keys :E |
17:52.07 | Saltpeter | >.> <.< For what it's worth, while I am brand new to SC2 mapping, I am dead serious about it. :o I'm making leaderboard triggers as we speak. |
17:52.13 | uxneZ | I sure dont want any stupid facebook contests for beta keys atleast |
17:52.17 | uxneZ | which they will most likely do |
17:52.34 | Saltpeter | Eww, facebook. D: |
17:55.06 | Tolkfan | twitter contests |
17:55.20 | Exaken | probably |
17:55.40 | Saltpeter | I may try to win one when HD starts giving them out. ;>.> |
17:55.43 | Taintedwisp | Kueken you there by chance? |
17:56.01 | Taintedwisp | I have a Problem, Is there a way to stop a floating units Animation.... |
17:56.20 | Taintedwisp | and make it follow the units animation its attached to |
18:02.18 | *** join/#sc2mapster Ice4smaster (56b7b4c7@gateway/web/freenode/ip.86.183.180.199) |
18:02.46 | Ice4smaster | Good afternoon! |
18:03.29 | tordy | are you guys a fan of seagate? |
18:04.37 | Ice4smaster | Could some one help me find a good tutorial to make a new victory condition for my map, it would be a resource gathering for a Team, so if team A collects collectively 1000 Minerals then they win |
18:04.55 | Ice4smaster | been searching, but so far couldnt find the one i looking for |
18:05.07 | tordy | cant you just use the resource chance event |
18:05.44 | Saltpeter | I think I could help with that. :D Someone correct me if I'm wrong, though. |
18:05.47 | Exaken | Ye, just use the "player property changed" event |
18:05.57 | Saltpeter | Or not. |
18:06.56 | Ice4smaster | not really a top with triggers, thus i looking for a tutorial, where i could go step by step through how to make this |
18:08.50 | Taintedwisp | Hey Vailreth That map you Uploaded a bit ago, have you done anything new since then? |
18:09.32 | Vailreth | yes i have completed an ability give me a sec to save and re upload? |
18:09.59 | Taintedwisp | awesome, nah, dont worrie about it :P |
18:10.17 | Taintedwisp | After re-looking imma try to improve my MechanoMaster Some |
18:10.25 | Taintedwisp | I guess thats the name of the Tech Hero |
18:10.42 | Taintedwisp | The best I could think up, if you can think up anything that sounds better go for it |
18:11.08 | Vailreth | ok i will work on that |
18:11.44 | Taintedwisp | So Blizz Devs you miss me? |
18:11.45 | Taintedwisp | kawk |
18:11.47 | Taintedwisp | lwal |
18:11.59 | Taintedwisp | Man all the great actors are dying... |
18:12.04 | Taintedwisp | Will Smith will be next... |
18:12.16 | Taintedwisp | Micheal Duncan died... |
18:12.30 | Taintedwisp | DONT PUT THAT EVIL ON ME RICKY BOBBY |
18:14.15 | tordy | seagate sucks i hate seagate i want to punch them |
18:14.23 | tordy | no offense |
18:14.43 | Taintedwisp | http://i.imgur.com/nNPsn.jpg?5217 |
18:15.13 | *** join/#sc2mapster CryptRat (440a8b94@gateway/web/freenode/ip.68.10.139.148) |
18:15.38 | CryptRat | If I create a healer, does it destroy itself when the unit is no longer missing any of the vital? |
18:16.20 | Taintedwisp | You can create a healer that does that |
18:16.31 | CryptRat | I don't want it to. |
18:16.38 | Taintedwisp | With this editor anything is possible.. cepts 512 x 512 mapsize :P |
18:16.47 | *** join/#sc2mapster XenoX101 (~XenoX101@ppp118-209-24-52.lns20.mel4.internode.on.net) |
18:18.07 | Vailreth | http://i532.photobucket.com/albums/ee324/vailreth/marinegunner.jpg i found this on mapster.. |
18:18.32 | Vailreth | so i took a screen shot maybe for a unit or something> |
18:18.57 | CryptRat | But i'm trying to figure out what healers default behavior is. |
18:19.01 | CryptRat | Do they stay on indefinitely? |
18:24.12 | uxneZ | now the immortal is super green :D |
18:24.14 | uxneZ | ugly |
18:24.31 | uxneZ | well i guess its not that ugly dunno |
18:24.57 | *** part/#sc2mapster G0A (~hookah604@82.131.189.80.pool.invitel.hu) |
18:25.14 | *** join/#sc2mapster Kueken1 (~Kueken@brsg-d9bef28b.pool.mediaWays.net) |
18:25.34 | Taintedwisp | hmmm |
18:25.37 | Taintedwisp | its alright |
18:25.47 | Taintedwisp | Just not completed for a hero |
18:26.02 | Taintedwisp | i would just use tychus instead |
18:26.40 | Vailreth | yeah if for a hero, i was thinking more some kind of non hero unit of some sort |
18:26.51 | Taintedwisp | hmm yeah, Maybe a boss. |
18:27.15 | Vailreth | or a boss escort |
18:27.26 | Taintedwisp | http://i.imgur.com/gnVOd.jpg |
18:27.36 | Taintedwisp | Hmm Yeah didnt think about that |
18:28.23 | Taintedwisp | The immortal and the rest of the units look a lot better with shaders on.. |
18:28.24 | Taintedwisp | lol |
18:28.30 | Taintedwisp | but my computer sucks |
18:28.53 | Vailreth | yeah mine isnt so great either. |
18:29.24 | *** join/#sc2mapster ducky__ (53f1057d@gateway/web/freenode/ip.83.241.5.125) |
18:29.25 | Taintedwisp | i can switch to shaders for screenshot purposes, but it lags sooo bad |
18:32.01 | Vailreth | ah |
18:37.27 | uxneZ | I might actually like the green color now |
18:37.30 | uxneZ | I got used to it |
18:37.33 | Taintedwisp | :P |
18:37.50 | Taintedwisp | With the shaders on it looks much better |
18:38.10 | Taintedwisp | it hads a Thin Shine to it, and such, making it look a bit more matalic |
18:38.17 | Taintedwisp | Metalic |
18:39.11 | Saltpeter | Ooh, I just remembered another question I have. |
18:39.42 | Saltpeter | So, in Vexal TD, players pick their roles in the race selection menu in the lobby. Does anyone here know a tutorial on that kind of function? |
18:41.49 | Taintedwisp | http://i.imgur.com/AEiRm.jpg?2450 |
18:41.54 | Taintedwisp | Thats on ultra |
18:42.02 | Taintedwisp | So as you can see the Green Immortal looks a tad better |
18:42.18 | Vailreth | yeah |
18:46.30 | Exaken | Saltpeter: http://www.sc2mapster.com/forums/resources/tutorials/5486-lobby-game-modes-the-complete-guide-reference/ |
18:49.52 | Bommes | I thought you scrapped the green immortal :D |
18:50.07 | Bommes | because you wanted to alter the team colors originally |
18:51.03 | Blizz-Deletarius | oh snaps, there's been activity in my absence! |
18:51.25 | Blizz-Deletarius | oh... |
18:53.55 | *** join/#sc2mapster Almaity (5d8871df@gateway/web/freenode/ip.93.136.113.223) |
18:54.38 | tordy | where were you, |
18:54.44 | tordy | long breakfast? |
18:54.53 | Exaken | He was probably playing HotS beta:D |
18:55.06 | tordy | lucky jerk |
18:55.46 | uxneZ | Blizz-Deletarius: |
18:55.48 | uxneZ | THAT KEY |
18:55.51 | uxneZ | give us! |
18:56.09 | uxneZ | does the beta have UI editor? |
18:56.28 | mille25 | there is an editor in the beta |
18:56.31 | mille25 | with build 23077 |
18:56.34 | mille25 | but didnt see any changes yet |
18:56.41 | mille25 | just quickly checked trigger module though. |
18:56.46 | Blizz-Deletarius | no I was working on providing more documentation and field hints |
18:56.54 | Blizz-Deletarius | aka, tooltips |
18:56.55 | Exaken | that editor instantly crashes when I'm trying to start up |
18:57.02 | mille25 | it works fine for me. |
18:57.05 | mille25 | i can even test games. |
18:57.37 | uxneZ | mmm so there is nothing really worth checking I guess |
18:57.46 | uxneZ | does it validate triggers faster t-t |
18:57.51 | mille25 | no |
18:57.51 | Exaken | Does it have the new models? |
18:57.52 | mille25 | checked that |
18:57.54 | mille25 | its same. |
18:57.55 | tordy | cool, we could always use more documentation |
18:58.40 | uxneZ | weird as it sounds Im pretty happy with the current editor |
18:58.43 | mille25 | im still waiting for the "future patch" that pretty much fixes everything :D |
18:58.46 | uxneZ | just grown used to it :( |
18:58.57 | Bommes | Because you said we can use the editor I'm now downloading the Beta client too :O |
18:58.59 | Bommes | hope its worth it |
18:59.05 | mille25 | like banks, trigger lag, trigger validation etc |
18:59.14 | Blizz-Deletarius | I didn't say anything of the sort? |
18:59.15 | uxneZ | yes the trigger validation is ridiculous |
18:59.18 | Bommes | oh damn the Blizz servers are good :D 10 MB/s |
19:01.18 | ducky__ | I already like hots just because It doesn't annoy me with raynors face in loading screen :D |
19:01.29 | Almaity | +lol |
19:01.32 | mille25 | all this is temp though |
19:01.36 | Almaity | I got all the HotS units to work |
19:01.39 | Almaity | Viper pull is fun |
19:02.09 | Exaken | I'm just gonna reinstall my beta, maybe the editor will then work |
19:02.09 | Bommes | with the assets too? |
19:02.09 | tordy | my loading screen is black |
19:02.14 | mille25 | @dela all issues are fixed in a future patch according to blues :D |
19:02.20 | Almaity | Yea, with assets Bommes |
19:02.25 | mille25 | at least the three :P |
19:02.29 | Almaity | Swarm Host spawning animation looks awesome |
19:02.51 | Bommes | would you mind pming it? would be awesome |
19:02.56 | Bommes | want to see it too :) |
19:03.01 | Almaity | those balls in its back just sort of bounce out, then blow up into locusts |
19:03.06 | Almaity | cant PM it |
19:03.08 | Almaity | too effing big |
19:03.12 | Bommes | ah kk |
19:03.16 | Almaity | since I had to convert all the stuff into a mod |
19:03.27 | Bommes | ic :) |
19:03.41 | Bommes | well we probably don't have to wait too long anymore anyway |
19:03.49 | Almaity | just save a mod as .sc2components, then extract all the Swarm modsinto its folder hierarchy |
19:04.11 | Almaity | had some problems with command cards though, most of em were still the WoL ones |
19:04.15 | Almaity | and AI wont work |
19:04.34 | Almaity | I also really like the auto-harvest and auto-rally point at the start of he game |
19:05.10 | Blizz-Deletarius | as a zerg player, it's quite nice |
19:05.36 | tordy | already see a bunch of people complaining |
19:05.40 | tordy | that it makes it "easier" |
19:05.42 | Almaity | the new simplified command cards look neat and will probably help newbies7 |
19:05.48 | Almaity | I hate such people |
19:05.49 | Blizz-Deletarius | it's an option |
19:05.57 | Blizz-Deletarius | that can be turned on or off |
19:06.04 | Almaity | there's a difference between making the game harder and making the game a chore |
19:06.37 | Almaity | Autocast on spawn larva for examply would be the wrong way of making the game easier |
19:06.57 | Almaity | cause that is pretty much the core of zerg macro (Im sure zergs would love it though :p ) |
19:07.13 | Almaity | it'd be like giving warpgates autocast warp or something |
19:07.35 | Almaity | but just making workers harvest at the start of the map, or displaying worker count... Thats just making the game less annoying |
19:07.56 | tordy | also complaining about the "select all units" feature |
19:08.12 | Almaity | whats the problem with that? You can just add everything to control group 1 anyway |
19:08.21 | Almaity | it will be useless for better players |
19:08.33 | Almaity | because it will also select observers and oracles and other units you dont want in your army |
19:08.35 | tordy | i dont even play melee so i cant comment much on these |
19:08.41 | *** join/#sc2mapster Tivec_ (~Tivec@ti0018a380-0044.bb.online.no) |
19:08.46 | *** join/#sc2mapster G0A (~hookah604@82.131.189.80.pool.invitel.hu) |
19:08.47 | tordy | just reading what im seeing on the forums |
19:08.51 | Almaity | yea, i just mean... All these complaints seem stupid >.> |
19:09.00 | tordy | i agree |
19:09.20 | uxneZ | wohoo fixing problems greaters new problems |
19:09.26 | uxneZ | creates |
19:09.32 | uxneZ | god I suck at english |
19:09.54 | uxneZ | atleast I learn bit by bit when some people post my typos as feedback |
19:09.56 | Almaity | Im having a terrible typo day as well |
19:10.07 | *** join/#sc2mapster kjar (~steffi@81-64-226-133.rev.numericable.fr) |
19:10.07 | ducky__ | The only thing that bothers me is that I'm not sure how hiding hold position and patrol commands can help newbies.. Instructions right in the middle of command card feel wierd :/ |
19:10.10 | tordy | i always miss a word here and there |
19:10.34 | Almaity | yea, it helps th most newbiest of the newbies |
19:10.42 | Almaity | but anyone who knows how to play the game will find those useless |
19:10.44 | Almaity | can be disabled |
19:11.13 | tordy | FRESH MEAT |
19:11.34 | ducky__ | I can already see the newbiest of newbies being endlessly confused by having different command card.. because those folks don't usually check options :/ |
19:11.49 | ducky__ | "hold position?" what's that? :D |
19:11.56 | ducky__ | oh team games rage :D |
19:12.09 | Blizz-Deletarius | afk - lunch |
19:12.21 | *** join/#sc2mapster UloseTheGame (640214f1@gateway/web/freenode/ip.100.2.20.241) |
19:12.42 | uxneZ | How large is the large grid in terms of ingame units |
19:12.47 | uxneZ | like 4 or what |
19:13.07 | uxneZ | (is the xy coordinates in editor same as ingame units?) |
19:13.14 | uxneZ | are |
19:13.14 | uxneZ | xD |
19:13.36 | ducky__ | units have different sizes .. |
19:13.39 | uxneZ | I wana mesure certain distance |
19:13.55 | uxneZ | like in the editor not ingame mode :E |
19:14.03 | uxneZ | cause im lazy like that |
19:14.27 | ducky__ | what exactly you want to mesure burne? :D |
19:14.46 | uxneZ | arena size |
19:15.01 | ducky__ | and for what purpose? |
19:15.01 | Blizz-Artestru | There's a measuring tool in the Terrain Editor |
19:15.12 | uxneZ | cool |
19:15.14 | uxneZ | where |
19:15.20 | Blizz-Artestru | under the Tools menu in the Terrain Editor. |
19:15.30 | Blizz-Artestru | You click two positions and it'll tell you the distance. |
19:15.40 | uxneZ | well what you know. thanks |
19:15.52 | ducky__ | that's kinda cool |
19:16.21 | uxneZ | yes |
19:16.22 | ducky__ | it should be in one of editor tips that everyone always disables :s |
19:16.25 | uxneZ | it is |
19:16.44 | Blizz-Artestru | So that nobody can read it? |
19:16.45 | Blizz-Artestru | :) |
19:17.35 | Almaity | and yea, squares / coordinates are the same as ingame units (range/speed/radius/etc. values) |
19:18.01 | Almaity | you can enable build grid btw (shift ctrl h if I remember right) to get the 1x1 grid |
19:18.31 | tordy | is there a way to change the mod folder? |
19:18.44 | tordy | the editor only checks starcraft 2 beta / mod directory for mods |
19:18.53 | Almaity | Btw, my IRC froze the entire day so I didnt realise messages had been sent, did Deletarius/Artestru answer any "when is the beta" related questions? |
19:19.03 | Almaity | nop, just move your mods into that directory |
19:19.08 | tordy | lame |
19:19.17 | tordy | i always use the documents folder for all my work |
19:19.22 | Almaity | same |
19:19.27 | Almaity | having to use the mod folder is annoying |
19:19.36 | Almaity | each of my projects uses a mod for the imported assets... |
19:20.49 | ducky__ | whoa.. you can view diagonal grid.. :O |
19:21.26 | ducky__ | a completely random discovery that I probably will never find a use to :D |
19:21.32 | Almaity | lol |
19:21.43 | Almaity | I guess it might help with seeing terrain height differences? |
19:22.53 | *** join/#sc2mapster Bibendus (~Bibendus@ip-80-249-36-63.static.adsl.cheapnet.it) |
19:23.00 | ducky__ | maybe.. you know way too much about how to apply newfound knowledge :D |
19:23.20 | Almaity | :p |
19:23.30 | Tolkfan | I didn't know about diagonal grid either :O |
19:23.41 | Tolkfan | now how about diagonal regions? :> |
19:23.50 | Saltpeter | Thanks for the link, Ex. :D |
19:23.52 | Bommes | Btw, is there a UI Editor tutorial out already? |
19:23.56 | Bommes | Or being worked on by someone |
19:24.01 | Almaity | check Helral's stuff |
19:24.14 | Almaity | I think the UI editor is simply a built in interface for the xml editing |
19:24.26 | uxneZ | ducky__: finally got around on working to fix dissapearing bosses :D |
19:24.33 | Almaity | and Helral already covered a lot of the xml stuff |
19:24.46 | Almaity | also, who else here expects HotS to break Tofu? |
19:24.54 | ducky__ | or, it appears that you can just hook up UI emements to dialog items and move them accordingly |
19:25.11 | Bommes | ah ic :) thx |
19:25.17 | Bommes | not going to use it right now, was just curious |
19:25.25 | uxneZ | tofu is more of a myth? it has 10 years of development, its not starcraft but its made in starcraft 2 editor.... |
19:26.16 | ducky__ | I recently rewatched that trailer... no idead what they were thinking while making it :D |
19:26.34 | uxneZ | yea :D |
19:26.35 | Almaity | Id laugh so hard if they released it and everybody hated it |
19:27.24 | tordy | what're the new units again |
19:28.04 | tordy | tempest, mothership core, oracle, battle hellion, swarm host, viper |
19:28.04 | tordy | what esle |
19:28.04 | Almaity | Viper, Swarm Host, Oracle, Tempest, Warhound, battle hellion, Widow Mine, Mothership Core |
19:28.19 | ducky__ | yes, widow mine |
19:28.31 | tordy | im missing widow mine and warhound hmm |
19:28.42 | ducky__ | for some reason I'm thinking that if I'm gonna play melee in HOTS, I'm gonna play terran :P |
19:28.43 | Almaity | speed for hydras, burrow charge for ultras, regen for reapers |
19:28.56 | Vailreth | this is strange textue select by id is not workin' |
19:28.56 | tordy | oh nvm i found warhound but as a merc |
19:28.59 | tordy | where is widow mine? |
19:29.02 | tordy | where does it come from? |
19:29.10 | ducky__ | build in factory |
19:29.11 | Almaity | widow mine is the widow mine |
19:29.19 | Almaity | thats what its called in data |
19:29.28 | Almaity | unless youre not talking about the HotS client |
19:29.36 | tordy | yep |
19:30.50 | *** join/#sc2mapster Stranger (~whois@206-248-177-146.dsl.teksavvy.com) |
19:30.51 | Tolkfan | I think I asked already, but anyway.. does the hots editor have the full ui editor? The one with the live preview and stuff? |
19:31.01 | Almaity | btw, just to put this out there: None of you is interested in joining the forum RPG; right? |
19:31.09 | tordy | the wha |
19:31.28 | tordy | did zelda finish his bank proposal? |
19:32.00 | Tolkfan | http://www.youtube.com/watch?v=bWymJSal9IM#t=595s this ui editor |
19:32.14 | Almaity | he did, but he never released it |
19:32.18 | Almaity | bother him further about it |
19:32.46 | Almaity | currently its at 5 pages / 1749 words |
19:33.55 | ducky__ | what bank proposal? |
19:34.16 | Almaity | a big post about the pros and cons about implementing MySQL support for triggers |
19:34.22 | Almaity | so that you can use MySQL databases instead of banks |
19:34.32 | mille25 | wont happen |
19:34.32 | ducky__ | oh |
19:34.34 | mille25 | calling it now, |
19:34.39 | Almaity | yea, probably wont happen |
19:34.46 | Almaity | but maybe Blizz will do something similar |
19:34.57 | Almaity | worth a shot at the very least |
19:34.58 | mille25 | blizzard never really supported "third party" stuff |
19:35.09 | Almaity | yea, I meant if they make something similar, they are hosting it |
19:35.33 | mille25 | id be happy with 1mb local banks and a small server bank |
19:35.57 | Almaity | maps are supposed to be 1MB now, but I dont think anyone's confirmed it yet |
19:36.05 | uxneZ | ffffuuuuuu |
19:36.09 | mille25 | you mean banks? |
19:36.11 | uxneZ | I cant figure out what causes error |
19:36.28 | Almaity | yea, bank limit has been upped to 1 MB per player with 1.5 |
19:36.42 | Almaity | but no one managed to confirm that with tests yet |
19:36.43 | mille25 | banks were stated to be 1mb, i tested it and it didnt work, about 2 weeks later blizzard officially said its bugged and will be fixed in - guess what - the mysterious "future patch" |
19:36.55 | Almaity | great >.> |
19:37.09 | Almaity | I hope the mysterious future patch arrives before I and Zelda are done with our project |
19:37.24 | Almaity | We're still below the 8 KB limit, but we'd like to pass it |
19:37.27 | uxneZ | pff bliz should cut some parts from that video |
19:37.29 | mille25 | however, they promiced that it will "definatly" be in the patch notes |
19:37.32 | mille25 | whats pretty funny because |
19:37.33 | mille25 | t |
19:37.40 | uxneZ | seems like the how to use cutscene editor part could be useful now |
19:37.40 | Bommes | :D I love that 2011 blizzcon presentation |
19:37.41 | Tolkfan | ugh... user types and server-side banks is as close to mysql as we'll get :P |
19:37.42 | mille25 | the 1mb banks were NEVER called in the patch notes |
19:37.47 | Bommes | the trolololo raynor |
19:38.11 | mille25 | even though it was a huge change (if it would have worked) |
19:38.15 | Almaity | well, maybe they'll allow server side user-type-banks-whatever |
19:39.10 | *** join/#sc2mapster helral_mobile (~AndChat@62.140.132.35) |
19:39.28 | helral_mobile | Meoww |
19:39.46 | TheSkunk__ | http://www.reddit.com/r/starcraft/comments/zc37n/has_anyone_actually_gotten_accepted_to_the_beta/c63dx1o |
19:40.24 | helral_mobile | What beta? |
19:40.35 | helral_mobile | ;p |
19:40.37 | ducky__ | oh, so no beta this week >.> |
19:41.31 | helral_mobile | meows |
19:41.38 | Tolkfan | i wonder how they'll implement server banks... if we'll be allowed to write and read anytime we want, that would mean we could make mini mmo's, like those browser games (ogame and stuff) |
19:41.41 | Kueken1 | Taintedwisp: Now i am here |
19:41.55 | Kueken1 | did you solve your peoblem? |
19:41.58 | mille25 | the main problem with server banks would be parallel access |
19:41.58 | Kueken1 | *r |
19:41.59 | mille25 | like |
19:42.05 | mille25 | there could be alot of instances running |
19:42.07 | mille25 | at the same time |
19:42.16 | mille25 | so what happens if two games wanna write/read the bank? |
19:42.17 | mille25 | etc |
19:42.46 | mille25 | personally im happy with the 1mb per player already. |
19:42.50 | mille25 | the server banks would be cool but |
19:42.58 | mille25 | not really necessary for me. |
19:43.11 | Almaity | well, server side is more necessary for me and Zelda |
19:43.41 | Almaity | can easily duplicate powerful pokemon by backing up your bank, trading away a pokemon, then swapping your bank with the backup again |
19:44.15 | mille25 | add a unique id to each pokemon |
19:44.23 | mille25 | if its same it cant trade back or smth |
19:44.40 | mille25 | or kick players |
19:44.46 | mille25 | if the id is the same for both |
19:44.56 | A1win | you don't need to get it back |
19:45.36 | A1win | also, no way to create unique IDs because you don't know what IDs are already in use by all players |
19:45.53 | mille25 | use player handle |
19:45.58 | A1win | ...well you could add handle+id |
19:45.59 | mille25 | if a player has a pokemon |
19:46.00 | A1win | mm |
19:46.03 | mille25 | thats not his handly |
19:46.06 | mille25 | *handle |
19:46.07 | mille25 | kick |
19:46.11 | tordy | wasnt the tempest supposed to have 20 range? |
19:46.11 | A1win | but still, why'd you need to get it back |
19:46.12 | tordy | oor something |
19:46.23 | A1win | you could just trade it to someone for something good and then get it back |
19:47.29 | Almaity | if I kicked a player that had a pokemon with a different handle, Id screw up ALL trades |
19:47.35 | Almaity | tempest has 22 range |
19:47.43 | Almaity | but needs an upgrade for it (default is 10 range, upgrade adds 12) |
19:47.52 | tordy | (゚ヮ゚) |
19:48.09 | tordy | oh ok |
19:49.01 | mille25 | i think there could be a solution for the problem almaity. |
19:49.08 | Almaity | Ive got some ideas |
19:49.13 | Almaity | but none are perfect |
19:49.21 | Almaity | like logging trades in banks of both parties |
19:49.33 | Almaity | and locking pokemon that are where they shouldnt be |
19:50.00 | mille25 | or just save the played games count |
19:50.03 | mille25 | and trades count |
19:50.30 | tordy | Almaity is your swarm host working? |
19:50.40 | tordy | my swarm host is making sphere model units |
19:50.51 | Almaity | mine worked fine |
19:50.58 | Almaity | everything thats a races unit worked fine |
19:51.04 | Almaity | only got spheres for critters and things |
19:51.35 | tordy | how come the vid looks idff |
19:51.41 | tordy | widow mine shoots projectiles |
19:52.41 | TheSkunk__ | If you're trying to get HotS stuff to work in editor this might help: http://www.reddit.com/r/starcraft/comments/zcl42/how_to_set_up_custom_map_that_works_with_hots/ |
19:52.55 | tordy | i got it to work |
19:52.58 | tordy | just some kinks |
19:59.14 | UloseTheGame | Yo amaity |
19:59.18 | UloseTheGame | do you like league? |
20:01.07 | Vailreth | Taintedwisp tell me what you think of this lash coloring? |
20:01.12 | Vailreth | http://i532.photobucket.com/albums/ee324/vailreth/lash_color_trial1.jpg |
20:03.32 | tordy | Almaity can you check what the unit actor is for swarm host - locust? |
20:04.34 | Almaity | ill try tordy |
20:04.46 | Almaity | Ulosethegame, you mean LoL? |
20:06.31 | Almaity | or melee games? |
20:07.18 | Almaity | "LocustMP (Unnamed)" Tordy |
20:07.32 | tordy | that's weird im missing it |
20:07.39 | Almaity | I dont actually have the text though for some reason |
20:07.44 | Almaity | so I'm missing the actual names |
20:15.11 | tordy | xml says |
20:15.11 | tordy | <CActorUnit id="LocustMP" parent="GenericBurrowerStandard" unitName="LocustMP"> |
20:15.20 | tordy | but not showing up in the editor |
20:16.49 | *** part/#sc2mapster G0A (~hookah604@82.131.189.80.pool.invitel.hu) |
20:19.29 | Saltpeter | Silly question, but what's the syntax for posting images in the sc2m forums? |
20:19.43 | Saltpeter | I tried [img] tags, and they didn't work. ;>.> |
20:20.49 | tordy | ok i just created a new actor that's identical to locustmp |
20:21.47 | tordy | seems to work now |
20:29.05 | Almaity | <PROTECTED> |
20:30.33 | Saltpeter | Aha. Thanks. :D |
20:37.11 | tordy | oracle OP |
20:46.13 | Saltpeter | Except that it's made of paper and Elmer's glue. |
20:48.32 | tordy | elmer's glue is pretty good |
20:49.24 | Vailreth | Kueken1 I hope i am not disturbing you |
20:49.59 | Kueken1 | I dont have much time right now |
20:50.15 | Vailreth | ah very well it can wait them sorry to have disturbed you |
20:50.18 | Kueken1 | well, none actually |
20:50.27 | Kueken1 | gtg, might have time in an hour |
20:51.01 | Bommes | how complicated can it be to restore a password for a forum |
20:51.07 | Bommes | 3 fucking captchas |
20:51.17 | Bommes | each and every one of them an adventure on its own |
21:04.22 | Taintedwisp | Sorry was playing a diff game |
21:04.28 | Taintedwisp | Looks good Vailreth |
21:09.54 | *** join/#sc2mapster FockeWulf (48ae8da0@gateway/web/freenode/ip.72.174.141.160) |
21:12.32 | FockeWulf | Wonder if any of the Blizz devs are still around... |
21:13.36 | Taintedwisp | They are, but they go AFK for extended periods sometimes |
21:13.47 | Taintedwisp | They usually stay online from 11:00 AM- 9PM EST |
21:13.52 | *** join/#sc2mapster yuizy (yuizy@zen.zc.fi) |
21:14.23 | yuizy | hi, does anyone have a 1v1 map with ai for sc2 |
21:14.38 | yuizy | i can run a normal melee map from hots map editor but i don't know how to add an ai |
21:14.57 | yuizy | if i test the map, it just starts as 1v0 |
21:15.12 | FockeWulf | You just need to turn the melee AI on in triggers |
21:15.31 | FockeWulf | http://www.sc2mapster.com/forums/development/artist-tavern/42534-showcase-focke-wulfs-models/#p8 |
21:15.31 | Almaity | Dunno whether its like this for everyone, but AI is broken for me |
21:15.38 | FockeWulf | I'm just curious to see what they think of these. |
21:16.04 | A1win | yuizy, you need to make player 2 a Computer in map - player properties |
21:16.16 | A1win | assuming it works the same way as the WoL editor |
21:16.22 | A1win | which is likely ;p |
21:16.35 | yuizy | yeah it looks exactly the same |
21:17.31 | yuizy | is there a way to set the difficulty? |
21:18.07 | A1win | hmm I'm not really sure, haven't seen it anywhere |
21:18.28 | A1win | possibly with a custom trigger action |
21:18.42 | A1win | or in game variants |
21:18.50 | A1win | but that might only affect lobby |
21:19.16 | A1win | in map - game variants you could try setting the default difficulty for player 2 |
21:22.49 | A1win | but yeah that's where it's set for the lobby and I don't know if it affects editor tests |
21:23.35 | A1win | oh wait, there might be a setting in editor preferences |
21:23.43 | A1win | since you can set game speed there as well |
21:23.53 | A1win | I'll take a look ;p |
21:24.06 | yuizy | i got an opponent |
21:24.11 | yuizy | he's not building anything though |
21:24.15 | yuizy | could be very easy ai |
21:24.24 | yuizy | but i got a "ScriptError" at the start |
21:24.53 | A1win | is he moving his workers? |
21:25.09 | yuizy | yeah |
21:25.22 | A1win | ok so you can set it in editor preferences |
21:25.36 | A1win | File - Preferences: Test Document |
21:25.37 | Almaity | the AI is broken afaik |
21:25.47 | Almaity | it only auto-mines because that is a new function in sc2 |
21:26.08 | A1win | ah |
21:26.10 | yuizy | it defended my scout harrass succesfully |
21:26.26 | Almaity | thats probably tactical AI, independent of overall AI |
21:26.29 | yuizy | ah |
21:26.31 | yuizy | makes sense |
21:26.36 | Almaity | units will do the logical thing |
21:26.39 | Almaity | but the player doesnt exist |
21:26.50 | yuizy | :( |
21:27.08 | yuizy | any way to get rid of the error? |
21:27.13 | yuizy | i guess you'd have to do the whole ai |
21:27.18 | Almaity | if someone was bored enough, they could set up a custom AI |
21:27.25 | yuizy | isn't there one |
21:27.30 | yuizy | greentea or whatever it was called |
21:27.35 | A1win | it'd have to be remade for the new stuff |
21:27.36 | Almaity | yea, greentea was good |
21:27.40 | Almaity | not exactly sure how it works |
21:27.46 | yuizy | hmm |
21:27.47 | A1win | or re-edited rather |
21:27.49 | yuizy | A1win: you sure? |
21:27.50 | Almaity | and it wouldnt work perfectly due to the new units |
21:27.54 | yuizy | oh |
21:27.55 | yuizy | lol |
21:27.58 | Almaity | but it would work |
21:27.58 | yuizy | obvious |
21:28.13 | yuizy | stupid me |
21:28.13 | yuizy | http://i.snag.gy/b4mzs.jpg go me!! |
21:28.42 | A1win | the image doesn't show o: |
21:29.01 | Almaity | its lings killing the p2 CC :p |
21:29.04 | yuizy | yeah snag.gy works only with certain browsers |
21:29.10 | yuizy | no idea why |
21:29.20 | Almaity | use imgur, its pretty neat |
21:29.27 | yuizy | nope |
21:29.29 | yuizy | snaggy is much neater |
21:29.33 | yuizy | print screen -> ctrl+v |
21:29.37 | Almaity | same on imgur |
21:29.38 | yuizy | with imgur you have to save the image |
21:29.39 | A1win | except it doesnt' work :P |
21:29.45 | Almaity | nop, you dont |
21:29.50 | yuizy | oh! |
21:29.52 | yuizy | that's new then |
21:29.52 | Almaity | you can ctrl v stuff into imgur |
21:30.03 | yuizy | when was that added? |
21:30.08 | Almaity | no idea |
21:30.15 | Almaity | havent been using it that long |
21:30.33 | yuizy | cool |
21:30.40 | yuizy | because snaggy is really low on bandwidth |
21:30.59 | yuizy | http://i.imgur.com/xGFuS.jpg |
21:31.34 | yuizy | why is there a "(T) then [] to Attack Move" text |
21:31.48 | uxneZ | amaziiiiing |
21:31.54 | Bibendus | hum |
21:32.03 | yuizy | patrol&stop&holdpos are no longer clickable? |
21:32.11 | Almaity | not by default |
21:32.17 | Almaity | can disable simple command card in options |
21:32.20 | Almaity | hotkeys still work though |
21:32.25 | Bibendus | how do I set 1 hp to a creature by data editing? |
21:32.32 | yuizy | kk |
21:32.37 | Bibendus | I only found fixed damage or % damage |
21:32.55 | Almaity | check the "live" flag in the damage efect |
21:32.59 | Almaity | then give it insane damage |
21:33.07 | Bibendus | oh |
21:33.11 | Bibendus | nice |
21:33.19 | Bibendus | and it gives damage keeping min 1 hp? |
21:33.21 | Almaity | *should* work, never tried |
21:33.25 | Bibendus | lolz |
21:34.12 | Bibendus | let'z try it |
21:35.05 | Saltpeter | Anyone here not busy? Doesn't have to be someone who knows a bunch about editing. |
21:35.17 | Almaity | busy-ish, can answer simple questions |
21:36.00 | Saltpeter | I don't have any questions right now, I just posted a project thread for the game I'm making and wanted input on the concept. |
21:36.25 | Almaity | srry, dont have time to read anything right now >.> youll get feedback soon though, give ti a day |
21:36.55 | uxneZ | Was the CC too hard to use btw? or whats up with that simple change :/ |
21:36.58 | Saltpeter | Well, I COULD wait..., but I think I'll still ask periodically if anyone has time. :P |
21:37.46 | *** part/#sc2mapster yuizy (yuizy@zen.zc.fi) |
21:51.14 | Kueken1 | Vailreth |
21:51.18 | Kueken1 | I got time now |
21:51.29 | Bibendus | Almaity it works :P |
21:51.41 | Bibendus | another question for anyone |
21:51.41 | Almaity | :) |
21:52.02 | Bibendus | anyone knows how to remove the dead body dissipation effect? |
21:52.20 | Kueken1 | specify? |
21:52.34 | uxneZ | actors/death effects? |
21:52.36 | uxneZ | not sure thou |
21:52.37 | Almaity | remove the death model or keep the death model without it decaying? |
21:52.46 | uxneZ | but there are plenty of death options there :E |
21:52.49 | Bibendus | i m working |
21:52.51 | Kueken1 | not sure, which model you are referring to |
21:52.54 | Bibendus | on keeping the corpses of units |
21:53.00 | Bibendus | the animation doesn't contain the dissipation |
21:53.06 | Bibendus | so it's something in actor messages I suppose |
21:53.20 | Bibendus | what I'm doin is switching the model with the death model |
21:53.36 | Bibendus | if I do nothing the death model stays there without animating |
21:53.38 | Bibendus | forever |
21:53.45 | Bibendus | if I play the death animation it dissolves after some seconds |
21:53.53 | FockeWulf | Devs back yet? |
21:53.53 | *** join/#sc2mapster Taintedwisp (adbd32f0@gateway/web/freenode/ip.173.189.50.240) |
21:54.10 | Bibendus | may it be in actor events macro? |
21:54.35 | Kueken1 | possibly, at least there is a DeadAnimationMacro all unit actors share |
21:54.48 | Bibendus | yep |
21:54.53 | Bibendus | i ll try to remove it |
21:55.00 | Bibendus | and btw the dissolve effect is nice |
21:55.04 | Bibendus | it seems an actor message |
21:55.09 | Bibendus | that can be done to anything |
21:55.23 | Kueken1 | I still have no idea, what effect that is :D |
21:55.49 | Bibendus | mmm it was not that |
21:55.52 | Almaity | Kueken, kill a unit (make sure you have models set to high), then watch the death model |
21:55.54 | Bibendus | the corpse dissolves |
21:56.00 | Almaity | itll dissolve at some point |
21:56.02 | Bibendus | when the animation is complete |
21:56.09 | Bibendus | and it dissolves in particles |
21:57.26 | Bibendus | I removed all the macros |
21:57.31 | Bibendus | and it still dissolves |
22:00.42 | Kueken1 | the UnitDeathModel actor still uses the macro |
22:00.52 | Bibendus | but i m using the model |
22:00.53 | Bibendus | not the actor |
22:00.58 | *** join/#sc2mapster deathnight114 (~chatzilla@c-174-61-246-64.hsd1.wa.comcast.net) |
22:01.01 | Bibendus | mm |
22:01.03 | Bibendus | swap model |
22:01.06 | Bibendus | swaps to a model or an actor? |
22:01.31 | Kueken1 | model |
22:01.38 | Bibendus | so it should not happen |
22:01.48 | Kueken1 | but every unit uses a death model actor |
22:01.55 | Kueken1 | which gets created on death |
22:02.07 | Kueken1 | the default one us UnitDeathModel |
22:02.09 | Kueken1 | *is |
22:02.26 | Kueken1 | you can change that to use a custom one in the unit actor |
22:03.06 | Bibendus | i m using death prevention |
22:03.09 | Bibendus | and swapping manually |
22:03.14 | Kueken1 | ok |
22:03.19 | Bibendus | and the dissolve appears only when I play the death animation |
22:03.25 | Bibendus | else the swapped model stays there |
22:03.47 | Kueken1 | tried the ÃœlayForever flag? ;) |
22:03.50 | Kueken1 | *play |
22:03.54 | Bibendus | yep |
22:04.00 | Bibendus | only flag I tried |
22:04.08 | Kueken1 | and pausing the animation manually? |
22:04.30 | Bibendus | and I tried with |
22:04.34 | Bibendus | animation bracket start |
22:04.36 | Bibendus | and play animation |
22:04.41 | Bibendus | no sry "animation play" :D |
22:04.49 | Kueken1 | hm |
22:04.54 | Bibendus | not pausing |
22:05.09 | Bibendus | it dissolves when the animation is complete I suppose |
22:05.26 | Bibendus | may it be something inside the model? |
22:05.40 | Bibendus | still I don't see it dissolving in the cinematic editor |
22:06.11 | Kueken1 | no idea |
22:06.21 | Bibendus | the only discussion I found is this |
22:06.22 | Bibendus | http://www.sc2mapster.com/forums/development/data/21068-help-with-unit-corpses-decaying-dissapearing/?unread |
22:06.27 | Bibendus | but it wasn't solved |
22:08.08 | Taintedwisp | Anyone who wouldnt normally vote... go vote... against obama... not because of his crappy presidency... but because I am tired of hearing him on Ignorant Hatespeech Commercials... |
22:08.17 | Taintedwisp | and i'm from the south... |
22:08.27 | Bibendus | aaaand I don't care :D |
22:08.31 | Taintedwisp | its that bad..., that I think someone else is spreading too much hate speech |
22:10.41 | Bibendus | now the hell do I do |
22:12.03 | *** join/#sc2mapster Sevenix (pheonix@c-83-233-149-105.cust.bredband2.com) |
22:12.04 | Bibendus | maybe Blizz-Artestru or Blizz-Deletarius know something about unist death dissolve :| |
22:12.10 | Bibendus | units |
22:12.40 | Blizz-Deletarius | units death dissolve? |
22:13.00 | tordy | units fading? |
22:13.06 | Bibendus | yeah |
22:13.08 | Bibendus | hallo dele :P |
22:13.10 | Bibendus | when units die |
22:13.13 | Blizz-Deletarius | hi |
22:13.16 | Bibendus | their body dissolves after few seconds |
22:13.19 | Blizz-Deletarius | right |
22:13.21 | Bibendus | I was wondering what's causing that |
22:13.22 | Taintedwisp | into puddin. |
22:13.27 | Bibendus | because I don't see anything in actor's events |
22:13.28 | Blizz-Deletarius | that issssssssssssssssss |
22:13.31 | tordy | pudding is gross |
22:13.38 | Bibendus | is it into the model animation? |
22:13.41 | Blizz-Deletarius | oh I think I know this... |
22:13.44 | Blizz-Deletarius | hold on |
22:13.45 | Bibendus | who ho |
22:13.45 | Bibendus | :D |
22:14.04 | Taintedwisp | Its located in BigFoots model |
22:14.22 | Bibendus | wut |
22:14.39 | Bibendus | btw I love how I get into a lot of unanswered questions :D |
22:15.28 | Bibendus | mmm using the model suggested in the thread |
22:15.31 | Bibendus | the body stays there |
22:15.39 | Bibendus | so maybe it's something in model properties |
22:16.38 | Taintedwisp | I see that Marine Acid Death is its own model.. |
22:16.51 | Taintedwisp | Marine Death Acid* |
22:17.12 | Bibendus | y |
22:17.19 | Bibendus | every death type has his own model |
22:17.40 | Bibendus | well... |
22:17.44 | Bibendus | the model properties are THE SAME |
22:17.48 | Bibendus | FUDGE! |
22:17.59 | Bibendus | now I believe it's in the model animation |
22:18.01 | Bibendus | and I'm screwed |
22:18.05 | Bibendus | damnit |
22:18.23 | Taintedwisp | My best guess |
22:18.44 | Taintedwisp | Okay |
22:18.47 | Bibendus | m? |
22:18.52 | Blizz-Deletarius | there is a death animation |
22:18.53 | Taintedwisp | the attack effect triggers the death animation |
22:18.55 | Bibendus | yes |
22:18.57 | Blizz-Deletarius | ie Marine Death |
22:18.58 | Bibendus | but it doesn't dissolve |
22:19.00 | Taintedwisp | Thats my guess |
22:19.10 | Taintedwisp | ie Roaches attack |
22:19.11 | Blizz-Deletarius | I know, I'm checking something else |
22:19.12 | Bibendus | i m taking like |
22:19.14 | Bibendus | zergling death |
22:19.19 | Bibendus | normal death, not acid or whatever |
22:19.25 | Bibendus | and there is the model |
22:19.30 | Taintedwisp | So you want it to NOT have teh Acid right? |
22:19.42 | Taintedwisp | it could be on the effect of the attack used |
22:19.43 | Bibendus | cruiserbikedeath something |
22:19.48 | Bibendus | that doesn't dissolve on death |
22:20.04 | Bibendus | mm |
22:20.32 | Taintedwisp | Just go to Death Effects and remove disinergrate |
22:20.35 | Taintedwisp | and change it to the defualt |
22:20.41 | Bibendus | i m actually |
22:20.43 | Bibendus | not using normal death |
22:20.51 | Bibendus | I'm just playing the death animation manually |
22:20.56 | Bibendus | so death event never happens |
22:20.57 | Taintedwisp | hmmm |
22:21.00 | Taintedwisp | damn |
22:21.05 | Taintedwisp | Still you could try |
22:21.06 | Bibendus | and if I use another model |
22:21.10 | Taintedwisp | Go to the Death effects and change it |
22:21.13 | Kueken1 | also, there is no unit I know of, which actually uses the disintegrate death |
22:21.26 | Bibendus | yep I don't think there is any |
22:21.30 | Taintedwisp | uhhh kueken a lot do |
22:21.31 | Taintedwisp | Marines |
22:21.33 | Bibendus | btw |
22:21.33 | Taintedwisp | Zergling |
22:21.37 | Bibendus | if i use zergling death |
22:21.39 | Taintedwisp | It is triggered by the effects of attacks |
22:21.40 | Bibendus | it dissolves |
22:21.45 | Bibendus | if I use CruiserQuadPhysicsDeath (Unnamed) |
22:21.48 | Bibendus | it's not dissolved |
22:21.52 | Bibendus | http://www.sc2mapster.com/forums/development/data/21068-help-with-unit-corpses-decaying-dissapearing/#p1 |
22:21.53 | Bibendus | like said here |
22:22.03 | Kueken1 | oh, yes, got it mixed up >.< |
22:22.12 | Kueken1 | disintegrate = die in acid |
22:22.15 | Bibendus | ooooooh wait |
22:22.19 | Kueken1 | well nvm then |
22:22.20 | Bibendus | it has a DEAD animation |
22:22.21 | Bibendus | after death |
22:22.27 | Bibendus | may it be the reason? |
22:22.33 | Kueken1 | possibly |
22:22.41 | Bibendus | it auto goes from death to dead |
22:22.43 | Blizz-Deletarius | look for Marine_Death and Marine Corpse actors |
22:22.43 | Bibendus | dunno how |
22:22.58 | Blizz-Deletarius | death is in libstory |
22:23.03 | Blizz-Deletarius | corpse is in liberty |
22:23.16 | Blizz-Deletarius | nm, death is a sound |
22:23.25 | Bibendus | lol |
22:23.28 | Blizz-Deletarius | corpse is an env doodad |
22:23.30 | Bibendus | the marine corpse has a lot of animations |
22:23.36 | Bibendus | that do nothing :D |
22:23.56 | Bibendus | i m lookin in the cutscene editor now |
22:23.56 | Taintedwisp | Yeah... But if you go to the Marines Actor you should be able to remove the death effect... but I dont know in your particular case |
22:24.07 | Bibendus | it's just a play animation |
22:24.10 | Bibendus | i have the zergling actor |
22:24.18 | Bibendus | I use a swap model into zergling death |
22:24.29 | Bibendus | if I play the animation death on it |
22:24.33 | Bibendus | it dissolves after a while |
22:24.37 | Bibendus | if I don't it won't dissolve |
22:25.16 | Taintedwisp | OOOOHHH |
22:25.18 | Taintedwisp | I SEE |
22:25.20 | Taintedwisp | LAWL |
22:25.25 | Taintedwisp | I thought you ment the green acid death |
22:25.30 | Taintedwisp | You just want the corpse to stay forever |
22:25.31 | Bibendus | can I see animation properties? |
22:25.33 | Bibendus | y |
22:25.43 | Bibendus | normal death |
22:26.06 | Taintedwisp | under the Units data type there is a field Stats - Death Time this determines how long after unit death the unit remains to be revived before it is removed. |
22:26.13 | Taintedwisp | If set to -1 it is forever if set to 1 he will be unable to be revived after 1 second. |
22:26.18 | Taintedwisp | Try setting it to -1 |
22:26.45 | Bibendus | already tried |
22:26.48 | Bibendus | it's not really dying |
22:26.52 | Taintedwisp | hmm |
22:26.58 | Bibendus | so actually it doesn't work :P |
22:27.10 | Taintedwisp | So you need it to be removed from the game... but you want the corpse to stay? |
22:27.20 | Taintedwisp | You want the Actor to stay right? |
22:27.21 | Bibendus | no actually |
22:27.25 | Bibendus | the unit is still alive unconscious |
22:27.28 | Bibendus | so I'm keeping the model down |
22:27.32 | Taintedwisp | hmm |
22:27.39 | Bibendus | when the unit is revived I swap the animation back |
22:27.47 | Taintedwisp | ahhh |
22:27.48 | Bibendus | the issue only happens if I play the death animation |
22:27.49 | Taintedwisp | hmmm |
22:27.50 | Bibendus | then it dissolves |
22:27.56 | Bibendus | if I don't it's all fine |
22:28.03 | Taintedwisp | hmmm |
22:28.13 | Taintedwisp | I see what your saying |
22:28.42 | Bibendus | damn it's all working like a charm |
22:28.46 | Bibendus | except this :| |
22:28.47 | Taintedwisp | LOL |
22:28.53 | Bibendus | Blizz-Deletarius did you find something? |
22:29.47 | Bibendus | I have an idea but I don't like it |
22:30.42 | Blizz-Deletarius | the person that I could ask isn't at his desk atm |
22:30.43 | Blizz-Deletarius | sorry |
22:31.43 | Bibendus | sigh |
22:31.44 | Bibendus | xD |
22:31.51 | Bibendus | I'm not so lucky with answers :D |
22:32.37 | Bibendus | and probably you can't say nothing but I would like to hear if something is happening on "attach dialog to units" front :P |
22:33.52 | Blizz-Deletarius | there was some discussion about that but I can't remember what was said |
22:34.17 | Bibendus | I REALLY need it :| |
22:34.34 | Bibendus | to decrease lag on my game |
22:34.46 | Bibendus | I'm actually doin some weird math on camera angle |
22:34.56 | Bibendus | to detect if units are below UI or not |
22:35.02 | Bibendus | and the game engine doesn't like it :| |
22:36.52 | Repo | Updated wiki entry: Galaxy / Data / Validators / Unit Compare Behavior Count - http://www.sc2mapster.com/wiki/galaxy/data/validators/unit-compare-behavior-count/ |
22:37.49 | Bibendus | Blizz-Deletarius did you read my suggestions about input lag temporary client side solutions? |
22:43.38 | tordy | Bibendus, lag compensation? |
22:43.44 | Bibendus | y |
22:43.56 | Bibendus | giving us the ability of doing client side triggers |
22:44.14 | Bibendus | would allow us to fix the lag thingy |
22:44.25 | Bibendus | cuz the user receives instant feedback |
22:44.49 | Bibendus | but the actions are done with the normal server lag thing |
22:44.50 | Bibendus | like any fps |
22:44.54 | Bibendus | your client moves instantly |
22:45.16 | Bibendus | but in reality you move a bit late when your commands are received by the server |
22:46.42 | A1win | that would be extremely hard to add to the engine like that since it's built without it |
22:46.51 | Bibendus | well |
22:46.55 | Bibendus | you already get things |
22:46.57 | Bibendus | client side |
22:47.04 | Bibendus | like ability targets |
22:47.08 | Repo | Updated wiki entry: Galaxy / Data / Abilities / Queueable / Train - http://www.sc2mapster.com/wiki/galaxy/data/abilities/queueable/train/ |
22:47.10 | A1win | client side triggers would only speed it up a bit but we can't have client side movement for example |
22:47.16 | Bibendus | no |
22:47.18 | Bibendus | just actors |
22:47.22 | Bibendus | and things client side |
22:47.28 | Bibendus | nothing that can unsync the game |
22:47.33 | A1win | mm |
22:47.39 | Bibendus | example |
22:47.47 | Bibendus | using it to move something with your mouse cursor |
22:47.49 | Bibendus | just client side |
22:47.49 | tordy | i'd expect things to skip around |
22:47.50 | Bibendus | OR |
22:47.54 | tordy | if they implemetn this |
22:47.56 | Bibendus | move the camera instantly in a fps |
22:48.11 | tordy | because lag compensation is not gonna be perfect considering we always get like 100+ping to sc2 servers |
22:48.13 | Bibendus | even if your unit moves later |
22:48.32 | tordy | animations might be inconsistent |
22:48.33 | Bibendus | that would be the only way |
22:49.00 | tordy | and inconsistency could give misinformation about what's really going on |
22:49.04 | A1win | I still think it'd be too much work for them that they'd even consider it |
22:49.07 | Bibendus | it always happens |
22:49.08 | tordy | that too |
22:49.11 | Bibendus | in any online game |
22:49.17 | Bibendus | in a fps you move instantly |
22:49.26 | Bibendus | but in reality your character is moving later |
22:49.30 | A1win | SC2 is built with consistency in mind for the replays and all that |
22:49.49 | A1win | it affects too many systems |
22:49.50 | Bibendus | ye that's why I was talking about the only use of actors |
22:49.52 | Bibendus | and cameras |
22:49.54 | Bibendus | and anything client side |
22:50.44 | Bibendus | sure it can be done |
22:50.51 | Bibendus | compared to the lag removal |
22:50.53 | Bibendus | it can't be done :D |
22:52.00 | tordy | sc2 is known for meleee not custom maps so i dont know if they're gonna spend that much time implementing a difficult feature just for custom maps |
22:52.25 | Bibendus | it's a custom map feature |
22:52.28 | Bibendus | that requires time |
22:52.35 | Bibendus | stll I think it can be done |
22:52.38 | Bibendus | without too many efforts |
22:52.46 | Kueken1 | well, they certainly put a lot of time in creating the editor in the first place |
22:52.46 | Bibendus | because the client already works client side |
22:52.54 | Kueken1 | and in updating it |
22:52.54 | Bibendus | for a lot of things |
22:53.05 | A1win | for a start, they'd need to do a client side part for the script engine |
22:53.16 | Bibendus | actually |
22:53.19 | Kueken1 | if they only cared about melee, the editor would be a lot more basic |
22:53.23 | Bibendus | you can already send actors to only 1 client |
22:53.32 | Bibendus | it's a lot hard to do |
22:53.34 | Bibendus | but it's doable |
22:53.40 | A1win | *actor messages |
22:53.42 | Bibendus | then you need events fired client side |
22:53.59 | Bibendus | y |
22:54.03 | A1win | and it's not hard, just inconventional |
22:54.07 | Bibendus | y |
22:54.20 | A1win | *un |
22:54.24 | Bibendus | what I mean is that the game already support client side actor thingy |
22:54.42 | Bibendus | the only thing missing are client side events |
22:54.45 | A1win | actors are just graphics |
22:54.50 | Bibendus | exactly |
22:54.52 | Bibendus | like player cam |
22:55.30 | A1win | I mean what would you exactly achieve by having client side triggers that only work for actors |
22:55.49 | Bibendus | giving instant feedback to the player |
22:55.57 | Kueken1 | oh, I could think of something :) |
22:55.58 | Bibendus | cheat him like any multiplayer game does |
22:56.10 | tordy | it's gonna be weird |
22:56.12 | Kueken1 | trigger-simulated spell targeting without delay... |
22:56.13 | Bibendus | follow mouse cursor with any actor |
22:56.15 | A1win | but other multiplayer games have lag compensation too |
22:56.20 | A1win | they predict the player's movement |
22:56.22 | Bibendus | move fps camera instantly |
22:56.23 | tordy | because you'll have instant feedback of one thing but not instant feedback of others |
22:56.29 | Bibendus | yeah |
22:56.33 | Bibendus | but let's start with basics |
22:56.42 | Bibendus | then I think you can do lag compensation triggers too |
22:56.47 | Bibendus | they are not mandatory btw |
22:57.30 | Bibendus | another thing needed would be the possibility |
22:57.35 | Bibendus | to send variables or events |
22:57.45 | Bibendus | from client event to game event |
22:57.51 | Bibendus | so you can do like |
22:58.00 | Bibendus | FPS game |
22:58.06 | Bibendus | aim, click mouse |
22:58.18 | Bibendus | if the target is in my crosshair client detects it's a hit |
22:58.22 | A1win | mm that would be the most useful thing to do |
22:58.26 | Bibendus | send message to all that I killed the dude |
22:58.45 | Bibendus | then everyone receive the message and the unit is killed for everyone |
22:59.01 | Bibendus | more or less what happens with hitbox weapons in FPSes |
22:59.48 | Bibendus | I don't see it as something impossible |
23:00.01 | A1win | no one's saying it's impossible |
23:00.10 | Bibendus | not even too hard |
23:00.16 | tordy | more like is it worth spending the time to implement it |
23:00.17 | Bibendus | the engine already supports part of it |
23:00.24 | Bibendus | it would open a lot of doors |
23:00.26 | Bibendus | in custom games |
23:00.33 | tordy | did you post it in the suggestions topic? |
23:00.36 | Bibendus | they invested a lot on remaking the arcade system |
23:00.37 | Bibendus | y |
23:00.46 | tordy | it might be more difficult to implement than you think |
23:00.48 | Bibendus | if they believe in their map market |
23:00.50 | tordy | deopending on how they did their engine |
23:00.57 | Bibendus | i m not saying it's easy |
23:01.10 | Bibendus | but that some parts already are done |
23:01.16 | Bibendus | and the engine seems compatible |
23:01.40 | Bibendus | actually |
23:01.42 | Bibendus | events like |
23:01.44 | Bibendus | mouse movement |
23:01.48 | Bibendus | are already taken client side |
23:02.01 | Bibendus | but before triggering they are sent to the server to sync with everything |
23:02.07 | Bibendus | with everyone |
23:02.07 | Bibendus | sry |
23:02.20 | A1win | that's how everything else works too :P |
23:02.20 | Bibendus | just add a flag on triggers that say client side |
23:02.31 | Bibendus | and they will skip this part |
23:02.36 | A1win | all UI acions are client side, silly you ;p |
23:02.38 | Bibendus | then it's up to the map maker to now screw up |
23:02.42 | Bibendus | doin something that may unsync |
23:02.48 | Bibendus | yep |
23:02.49 | Bibendus | UI |
23:02.49 | Bibendus | too |
23:02.54 | Bibendus | UI, actors, cameras |
23:03.10 | Bibendus | I remember doing something crazy like that |
23:03.11 | A1win | *everything* the user does goes through the User Interface |
23:03.12 | Bibendus | on wc3 |
23:03.23 | A1win | that's why it's called that |
23:03.27 | Bibendus | that didn't allow customized UI for each player |
23:03.36 | Bibendus | even on that editor |
23:03.44 | Bibendus | you were allowed to store custom variables for EACH player |
23:03.59 | Bibendus | so you could send a different value to all players |
23:04.01 | Bibendus | on the same variable |
23:04.12 | Bibendus | for me X = 5 |
23:04.14 | Bibendus | for you X = 11 |
23:04.29 | Bibendus | then saying to the UI to read the variable for each player |
23:04.41 | Bibendus | caused to show the customized variable on the UI for each player |
23:04.59 | Bibendus | that worked on wc3, I believe it may work on sc2 too |
23:05.13 | Bibendus | I presue they are using the same engine improving it |
23:05.15 | Bibendus | presume |
23:05.17 | A1win | keeping track of camera position and mouse position client side would be awesome, so that when you send an action like "mouse clicked", it'd send the necessary data for the server along with it and not just the fact that the mouse was clicked |
23:05.30 | Bibendus | ye |
23:05.42 | Bibendus | it would open a lot of possibilities |
23:05.57 | A1win | err actually it already does that |
23:05.59 | Bibendus | if only Blizz-Deletarius or Blizz-Artestru were listening to me :P |
23:06.00 | A1win | <.< |
23:06.02 | Bibendus | ye |
23:06.10 | Bibendus | but the answer require the sync with other players |
23:06.30 | Bibendus | the thing missing is the instant feedback to the player |
23:06.41 | Bibendus | and it fucks up any possibility of fast arcade/fps games |
23:07.04 | Repo | New map: Hollow - http://www.sc2mapster.com/maps/hollow/ |
23:07.29 | A1win | mm... which is sad since their marketplace is called arcade ;[ |
23:07.36 | Bibendus | not so arcady |
23:07.38 | Bibendus | with that lag :P |
23:07.44 | Bibendus | and btw another option I proposed is |
23:07.48 | Bibendus | "flag map for single player" |
23:07.58 | Bibendus | well ... mmm |
23:08.06 | Bibendus | the engine already supports what I said! |
23:08.14 | Bibendus | in single player there is no communication with anyone :D |
23:09.35 | Bibendus | oh it would be so awesome to have this :| |
23:09.43 | Bibendus | I think I should open a thread on sc2mapster :| |
23:13.18 | Bibendus | lol |
23:13.26 | Bibendus | I was able to pause the animation of the dying zergling |
23:13.31 | Bibendus | and it doesn't dissolve anymore |
23:13.40 | *** join/#sc2mapster Taintedwisp (adbd32f0@gateway/web/freenode/ip.173.189.50.240) |
23:14.03 | Taintedwisp | Yeah Vailreth, I liked your Colors for lash, Did you change them any? |
23:14.27 | Taintedwisp | Since that picture |
23:15.30 | FockeWulf | Devs back yet? |
23:15.57 | Bibendus | AAAAAAA it works |
23:15.59 | Bibendus | AAAAAAAAAAAAAAAA |
23:16.03 | Bibendus | ahuahuahuha |
23:16.09 | Bibendus | unconscious creatures ftw! |
23:16.57 | Bibendus | ahauhua |
23:17.13 | Bibendus | i can even make the zergling bleed in loop |
23:17.17 | Bibendus | while he's unconscious |
23:21.05 | Blizz-Artestru | What's up Focke? |
23:21.12 | Bibendus | :D |
23:21.14 | Bibendus | hallo art |
23:21.26 | Blizz-Artestru | Hey Bibendus... that sounds pretty cool. |
23:21.32 | Bibendus | I made a wonderful discussion about client side triggers |
23:21.35 | Bibendus | did you read it? |
23:21.39 | Blizz-Artestru | I did :) |
23:21.41 | Bibendus | what sounds cool |
23:21.44 | Bibendus | oh the unconscious :P |
23:21.46 | Bibendus | nice |
23:21.50 | Blizz-Artestru | The dying zergling sounds cool. |
23:22.01 | Bibendus | I had to pause the animation |
23:22.05 | Bibendus | or the model auto fades away |
23:22.09 | Bibendus | dunno why |
23:22.10 | Blizz-Artestru | Right |
23:22.14 | Blizz-Artestru | It's part of the animation, no? |
23:22.16 | Bibendus | no |
23:22.19 | Bibendus | that's the weird thing |
23:22.20 | Bibendus | ! |
23:22.25 | Blizz-Artestru | There must be an anim event then. |
23:22.28 | Bibendus | nothing in actor messages found |
23:22.32 | Bibendus | nothing in actor macros |
23:22.39 | Blizz-Artestru | Animations can send events to the engine to do specific tasks, such as playing a sound. |
23:22.41 | Bibendus | and if I swap the model with another one |
23:22.41 | A1win | check the model |
23:22.48 | Bibendus | ooooooooh |
23:22.49 | Bibendus | ! |
23:22.50 | Blizz-Artestru | I'm guessing death may have a system like that? |
23:22.55 | Bibendus | probably yes |
23:22.56 | Bibendus | and in fact |
23:22.58 | Bibendus | there is a model |
23:23.07 | Bibendus | that when I play death on it |
23:23.18 | Bibendus | when the death animation ends it automatically swap to the DEAD animation |
23:23.25 | Bibendus | so the corpse doesn't fade |
23:23.46 | Blizz-Artestru | Fockewulf, did you need me? |
23:23.56 | Bibendus | no he's just missing you guys |
23:24.00 | Bibendus | and wanted to know if you were back :P |
23:24.43 | Blizz-Artestru | We never truly leave. |
23:24.57 | Bibendus | :P |
23:25.08 | Bibendus | btw did you read the huge discussion I made about client side triggers? |
23:25.08 | Bibendus | :P |
23:25.23 | Blizz-Artestru | I did |
23:25.31 | Bibendus | do you think it can be done? |
23:25.41 | Bibendus | does the engine support it? |
23:25.56 | Bibendus | there is a lagless single player part |
23:26.01 | A1win | *can it be made to support it |
23:26.10 | Bibendus | he can't say that for sure :P |
23:26.22 | Bibendus | but i'm asking anyway :D |
23:26.37 | A1win | it doesn't support it right now, singleplayer is the same as multiplayer except there is no latency |
23:26.50 | Blizz-Artestru | We've talked about similar things. We 100% very much want to get to the ultimate goal of fast asynchronous response times. |
23:27.10 | Bibendus | until lightspeed is reached it can't be done |
23:27.13 | Bibendus | without client side tricks :P |
23:27.27 | Bibendus | oh asynch |
23:27.29 | Bibendus | yes :P |
23:27.44 | Bibendus | it would be my dream |
23:27.51 | Bibendus | I could go back to work on my old projects |
23:28.03 | Bibendus | AND add some cool functionalities I disabled on hive keeper due to the lag :| |
23:28.36 | Bibendus | and Blizz-Artestru what do you think about a simple checkbox to enable single player maps? |
23:28.59 | Blizz-Artestru | It's a neat idea. I'll bring it up. |
23:29.01 | Bibendus | I don't get why if I'm playing a map alone on bnet it lags |
23:29.03 | A1win | it'd inrease the number of possibilities by dozens of times, the current engine only supports a very small fraction of games that can be made |
23:29.09 | Bibendus | if I play it on localhost it doesn't |
23:29.28 | Bibendus | at least single player FPSes can be done without problem |
23:29.30 | A1win | *increase |
23:29.37 | Bibendus | or any arcade single player game |
23:29.42 | A1win | mm |
23:30.02 | A1win | I have a neat third person map but I stopped working on it since it only works with no latency |
23:30.03 | Bibendus | I could enable my cool triggers while playing hive keeper in single player! |
23:30.13 | A1win | not that I'd continue that exact map but anyway |
23:30.26 | Bibendus | like terrain highlight on mouse movement |
23:31.45 | A1win | I really want to make a game similar to Alien Swarm, played that kinds of games in the 1990s and now there aren't any good ones available (even alien swarm is kind of boring) |
23:32.00 | Bibendus | it's fun |
23:32.01 | Bibendus | but short |
23:32.06 | A1win | but wasd movement is pretty much a requirement, anything else feels worse |
23:32.07 | Bibendus | and yes, arcade movements with mouse shoting |
23:32.09 | Bibendus | it would be nice |
23:32.12 | Bibendus | I tought to that too |
23:32.20 | Bibendus | top down love |
23:32.20 | A1win | mm |
23:32.33 | Bibendus | it would be awesome |
23:32.53 | Bibendus | mmm I'm thinking |
23:32.56 | Bibendus | that the single player thing |
23:33.03 | Bibendus | should work everytime you are alone in a game |
23:33.05 | A1win | http://www.youtube.com/watch?v=HCUMb5_ByRo |
23:33.05 | Bibendus | even if a player drop |
23:33.10 | Bibendus | it would be nice if it's auto detected :P |
23:33.11 | A1win | that was the best game ever at that time |
23:33.21 | Repo | New asset: bubble Sort - http://www.sc2mapster.com/assets/bubble-sort/ |
23:33.21 | A1win | it even has multiplayer (on same keyboard) |
23:33.24 | Bibendus | tough cannon fodder :P |
23:33.56 | Bibendus | oh nice |
23:33.57 | Bibendus | :P |
23:34.00 | Bibendus | we haz a sort |
23:34.16 | Saltpeter | Whoa. |
23:34.26 | Saltpeter | Would implementing quicksort be, like, groundbreaking? ;>.> |
23:34.27 | Bibendus | well I don't need it |
23:34.35 | Bibendus | quicksort better ye |
23:34.41 | Bibendus | I don't like bubbles |
23:34.41 | Bibendus | :P |
23:35.05 | Bibendus | i m really curious to see what will happen with next patch |
23:35.16 | Bibendus | after all the discussions made directly with the devs |
23:35.18 | Bibendus | and the forum thread |
23:35.20 | Bibendus | and everything |
23:35.36 | Bibendus | the problem is that blizz patches are LOOOOOOONG |
23:35.36 | Bibendus | :D |
23:37.08 | Blizz-Artestru | Remember that not every change goes into the most immediate patch. They are prioritized and assessed for risk then assigned to different patches depending on schedule. |
23:37.57 | Bibendus | the problem is that every patch comes after months :D |
23:38.05 | Bibendus | so if it misses 1 patch it goes like 6 months later |
23:38.06 | Bibendus | :P |
23:39.05 | Vailreth | http://i532.photobucket.com/albums/ee324/vailreth/lash_color_trial2.jpg |
23:39.30 | Vailreth | sorry i was next door |
23:39.31 | Bibendus | nice tentacles here |
23:39.34 | Bibendus | did u add only that? |
23:39.54 | Vailreth | tentacls and a recolor |
23:40.19 | Bibendus | mm |
23:40.22 | Bibendus | new texture? |
23:40.24 | Bibendus | or just player color? |
23:40.45 | Taintedwisp | looks really good |
23:40.45 | Bibendus | how the hell is the default game variant taken |
23:40.48 | Bibendus | while playing localhost |
23:41.01 | A1win | doesn't it use the default? |
23:41.06 | Taintedwisp | it looks heroish now AHAHAH |
23:41.20 | Bibendus | nope |
23:41.24 | Bibendus | i tried changing order |
23:41.26 | Bibendus | and default |
23:41.29 | Bibendus | and it still uses the same |
23:41.34 | A1win | no idea |
23:41.40 | Vailreth | we can save the blue for a boss or something maybe |
23:41.46 | A1win | there is a "is test level" function though |
23:41.46 | Bibendus | Blizz-Artestru do you have any idea on how game variants work in localhost? |
23:41.52 | Bibendus | mmm |
23:41.54 | Bibendus | and it's |
23:41.55 | Bibendus | localhost? |
23:42.26 | *** join/#sc2mapster harlicant (harl@dslb-088-077-115-196.pools.arcor-ip.net) |
23:43.20 | Vailreth | i wanted to team color the tentacles if possible but i cant figure out how to texture swap a ribbon |
23:43.30 | Bibendus | yes it works |
23:43.40 | Bibendus | thanks A1win :P |
23:43.49 | Bibendus | still I'm not able to do the thing manually but whatever |
23:44.01 | Bibendus | to choose the game variant |
23:44.04 | Bibendus | in localhost |
23:44.12 | Taintedwisp | i dont know either |
23:44.18 | Taintedwisp | YOu would have to ask someone who is good with models |
23:44.38 | Bibendus | :O |
23:44.51 | A1win | yeah I just meant that you could make it check for that function instead of the game variant... though that won't help if the game variant actually defines some stuff that you can't change with triggers |
23:45.57 | Bibendus | y |
23:46.13 | Bibendus | but whatever |
23:46.14 | Bibendus | :P |
23:47.34 | Bibendus | now let's try to make my zergling bleed |
23:47.36 | Bibendus | while unconscious |
23:47.42 | Bibendus | I haz to get the correct animation time |
23:48.11 | Bibendus | oh yes |
23:48.13 | Bibendus | BLOOD! |
23:49.41 | Bibendus | WHY WHYYYYYY |
23:49.49 | Bibendus | why flash sucks soo much that it freezes my computer |
23:50.55 | A1win | it works fine on Opera 11, other browsers seem to have problems with it (even Opera 12), no idea why it's been like that for so long |
23:51.08 | Bibendus | it's not a browser thing |
23:51.11 | Bibendus | it's flash... |
23:52.00 | A1win | yeah, but it still works fine on Opera 11 :P so I'm using that until they fix it up |
23:53.20 | Bibendus | it works on other browsers too |
23:53.24 | Bibendus | the problem is when you open too many windows |
23:53.26 | Bibendus | with flash inside :D |
23:53.50 | A1win | ah ;p |
23:54.13 | Kueken1 | vailreth |
23:54.31 | Kueken1 | still need help? |
23:56.02 | *** join/#sc2mapster Vetraeus (6219113f@gateway/web/freenode/ip.98.25.17.63) |
23:56.09 | Kueken1 | Blizz-Artestru: Out of curiosity: How many of you hang out in IRC channels and which ones? |
23:56.20 | Kueken1 | mapping ircs that is |
23:56.30 | Bibendus | btw guys did u check this? |
23:56.31 | Bibendus | https://developer.mozilla.org/en-US/demos/detail/bananabread |
23:56.36 | Bibendus | first browser game |
23:56.36 | Bibendus | :P |
23:56.42 | Bibendus | real browser game |
23:56.45 | Bibendus | made in html5 |
23:56.46 | Blizz-Artestru | Primarily the two of us in this chatroom, but if you have suggestions for other chatrooms to hang out in, I'd love to hear it. |
23:57.23 | Kueken1 | I don't know any other popular mapping channels, so no suggestion here |
23:57.27 | tordy | who was the other guy that went to this chatroom? |
23:57.35 | tordy | he like came one day but never came back :[ |
23:57.41 | Kueken1 | besides a german-only I usually use |
23:58.00 | Kueken1 | yes, you used to be 3 at some point |
23:58.12 | Kueken1 | but only like a couple of hours |
23:59.18 | Bibendus | damnit why does starcraft 2 heat up my computer so badly |
23:59.18 | Bibendus | :P |
23:59.25 | tordy | gaben |
23:59.33 | Taintedwisp | Appearently there is a channel for starcraft... but you must be invites |
23:59.44 | tordy | dont tell em! |