Wow thanks to everyone willing to make me a video. I really do appreciate it. It doesn’t have to be perfect just better than the current one as I can’t get any good shots of the fps cameras because my framerate drops to 1-5 frames per second when I try.
I am still curious about what my game looks like above medium settings and a little worried that depth of field or some other filter is messed up and I can’t see it.
@Keyeszx have you tried playing against the AI controlled lightbikes? Just add some in the game lobby and you’ll never have to play alone.
I played against a few but they mostly go in circles and sometimes I just can't find them. That might have to do with the map size instead of the comps, not the circle part though. I'll see what I can get later tonight.
@Keyeszx: I am remakeing the AI I have much better Idea I just have to build it. Only reason I haven’t done it yet is I been spending all my time trying to make the arenacam work how I want it to. I think I will put the camera stuff on hold for now because it does work its just not perfect yet. So expect and improved AI in a day or two and if it works like I hope it will, it should free up some recourses which should let me increase the FOV a little bit.
Lightwall lifetime increased from 30 seconds to 40 seconds
All cameras have a larger field of view.
AI improvements (old ai picked each unit 1 at a time and turned them, new ai each unit has it own little brain there still pretty dumb but their getting better.)
I’m working out a way to teach the ai to jump, but for some reason the event unit enters range of unit does not want to work for me.
Custom, All, Faster. Or a better way is to go to Create Custom Game, then sort by Popular, Custom and, search for Star Lightbikes then scroll down to the 8 player maps and you should see it.
@Omarishh
I hate to make you wait but I have been making lots of little updates and I don’t want to have to make someone have to upload new version to EU everyday or every other day but it will happen I just can’t say exactly when yet.
Sorry for the slow response been busy with family for the last few days. but thats all taken care of now so I’m getting back to work on the map tomorrow.
Sorry for double posting but, in one of the biggest duh moments of my life I figured out the camera problem I was having. YAY so I published a new version with the fix.
As far as I can tell to do with with beam will require just about as many persistent effects placed almost in the same manner that you are creating the "wall segments". Im sure spawning persistant effect will still be less resource demanding, but it may suffer from the same limitations if I find that there is a cap as to how many you can have active at once.
Bummer but thats kinda what I thought was gunna happen when I was making my 1st map I figured out how the firebat attacks work. the beam animation has nothing to do with targeting thats all done in the search area, the beam is just pretty, sure it points to where the damage is being done but thats because they made it that way. I think what I really need is a better model that won’t show the overlaps and while I am making wishes a few curved models to make the circles look perfect. Still for me the biggest problem is I and using the Force Field Wall as my base model the tinting it to player color on creation, that model is mostly blue with white edges so when I tint it to player color it adds too much blue and the white edges really highlight the seams. Just a little re-texture would make it look so much better.
I tried your map a little I looks nice I like the skinny lightbike mine was like that in an earlier version but when I scaled the whole map down it got to be to hard to see from the arena cam.
yeah its unfortunate theres no way to create something of a specific length in data .... Im not quite sure about using the shape models as beams either because beam models require specific start end points.
did you like the way I had the directional controls? They kinda suffer from the bnet input lag. If the patch next week fixes input lag, I may take it further then just getting beams to work for the walls.
for the "force field wall" why dont you jsut use the shapes? they tint to the player color on thier own correctly? Or is that some kinda cosmetic upgrade you making away from the shapes as walls?
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The reason is I would have to rework all the scaling stuff I have, my first test version used the box shape and when I make it transparent it has similar problems with the overlapping at the seams, and the force field wall model has that cool line animation.
Map Updated.
Lobby will now allow Parties of 8 or less join. Flame effect added to jump so its a little easier to see from camera 6 Adjusted camera 4 to see the horizon.
Wow thanks to everyone willing to make me a video. I really do appreciate it. It doesn’t have to be perfect just better than the current one as I can’t get any good shots of the fps cameras because my framerate drops to 1-5 frames per second when I try.
I am still curious about what my game looks like above medium settings and a little worried that depth of field or some other filter is messed up and I can’t see it.
@Keyeszx have you tried playing against the AI controlled lightbikes? Just add some in the game lobby and you’ll never have to play alone.
@Keldrif: Go
I played against a few but they mostly go in circles and sometimes I just can't find them. That might have to do with the map size instead of the comps, not the circle part though. I'll see what I can get later tonight.
@Keyeszx: I am remakeing the AI I have much better Idea I just have to build it. Only reason I haven’t done it yet is I been spending all my time trying to make the arenacam work how I want it to. I think I will put the camera stuff on hold for now because it does work its just not perfect yet. So expect and improved AI in a day or two and if it works like I hope it will, it should free up some recourses which should let me increase the FOV a little bit.
Running fraps in SC2 on my gaming computer gives me about 10 fps in ultra settings, so I'm pretty sure medium settings would run fine.
Map Updates
Lightwall lifetime increased from 30 seconds to 40 seconds
All cameras have a larger field of view.
AI improvements (old ai picked each unit 1 at a time and turned them, new ai each unit has it own little brain there still pretty dumb but their getting better.)
I’m working out a way to teach the ai to jump, but for some reason the event unit enters range of unit does not want to work for me.
If it's only AI left you're working on, can you send it EU? Most people will play PvP anyways
I'm having trouble finding the map. Are there any filters I can apply to find it more easily?
@RAWB3RRY:
Custom, All, Faster.
Or a better way is to go to Create Custom Game, then sort by Popular, Custom and, search for Star Lightbikes then scroll down to the 8 player maps and you should see it.
@Omarishh
I hate to make you wait but I have been making lots of little updates and I don’t want to have to make someone have to upload new version to EU everyday or every other day but it will happen I just can’t say exactly when yet.
Sorry for the slow response been busy with family for the last few days. but thats all taken care of now so I’m getting back to work on the map tomorrow.
Sorry for double posting but, in one of the biggest duh moments of my life I figured out the camera problem I was having. YAY so I published a new version with the fix.
Updates
R key now cycles through all 6 cameras!
well my testing is getting to the hard part.
As far as I can tell to do with with beam will require just about as many persistent effects placed almost in the same manner that you are creating the "wall segments". Im sure spawning persistant effect will still be less resource demanding, but it may suffer from the same limitations if I find that there is a cap as to how many you can have active at once.
Started a couple threads in regards to trying to do these walls with beams.
http://forums.sc2mapster.com/development/data/16289-limits-maximum-persistent-effects-possible/
http://forums.sc2mapster.com/development/data/16230-beam-need-beam-that-does-constant-aoe-dmg/
Havent gotten to the actual beam animation yet but It may end up not looking as good as the wall segments either.
If you wanna take a look at what I got so far its on USA server as "Classic Light Bike"
@SouLCarveRR:
Bummer but thats kinda what I thought was gunna happen when I was making my 1st map I figured out how the firebat attacks work. the beam animation has nothing to do with targeting thats all done in the search area, the beam is just pretty, sure it points to where the damage is being done but thats because they made it that way. I think what I really need is a better model that won’t show the overlaps and while I am making wishes a few curved models to make the circles look perfect. Still for me the biggest problem is I and using the Force Field Wall as my base model the tinting it to player color on creation, that model is mostly blue with white edges so when I tint it to player color it adds too much blue and the white edges really highlight the seams. Just a little re-texture would make it look so much better.
I tried your map a little I looks nice I like the skinny lightbike mine was like that in an earlier version but when I scaled the whole map down it got to be to hard to see from the arena cam.
@Keldrif: Go
yeah its unfortunate theres no way to create something of a specific length in data .... Im not quite sure about using the shape models as beams either because beam models require specific start end points.
did you like the way I had the directional controls? They kinda suffer from the bnet input lag. If the patch next week fixes input lag, I may take it further then just getting beams to work for the walls.
for the "force field wall" why dont you jsut use the shapes? they tint to the player color on thier own correctly? Or is that some kinda cosmetic upgrade you making away from the shapes as walls?
@SouLCarveRR:
The reason is I would have to rework all the scaling stuff I have, my first test version used the box shape and when I make it transparent it has similar problems with the overlapping at the seams, and the force field wall model has that cool line animation.
Map Updated.
Lobby will now allow Parties of 8 or less join.
Flame effect added to jump so its a little easier to see from camera 6
Adjusted camera 4 to see the horizon.
New Updates!
Starting Lives reduced from 15 to 10
You now gain Extra Lives at 100,000, 250,000, 500,000, and 1,000,000 points
Default Camera changed to Overhead view it seems to be everyones favorite. You can still press R to switch.
More camera tweaks it's now even smoother than before.
Updates!
Scoreboard fixed and improved
Added minimap
sorry I haven't updated for awhile I have been playing NOTD:SO its awesome go try it.