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    posted a message on site operators (explicit rotation) and the new patch

    @oldschool01: Go

    well all my site operators worked just fine, but since beta came back now they wont work... i dont get it. oh well ill figure out what my deal is i guess... :(

    Posted in: Miscellaneous Development
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    posted a message on site operators (explicit rotation) and the new patch

    @oldschool01: Go

    yeah, now that its a list is nice. the site operators are working fine for units, but i cant get them to work for a doodad. i cant remember if i duplicated the actors of the doodads or not, or the site operators. but ive created a fresh site oeprator from scratch and just plugged it into a default doodad i was never using. and it wont flip. you can get your static doodads to flip to a site operator? my projectiles etc... are working with site oeprators correctly. its like some setting is different with the doodads and i cant recognize what it should be....

    edit; ive even taken a default doodad, and plugged in the default SoP180 and it wont work for doodads....

    Posted in: Miscellaneous Development
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    posted a message on site operators (explicit rotation) and the new patch

    mine are, well i dont see a 'local rotation' but i did set the 'is local' to true. i thought that just allowed the model to rotate if set to true, and if set to false made the model face the way the site operator made it face always (static). is there a field here im not seeing?

    and it all worked before the patch. i made some things that were faced 'sideways' by default, face 'upwards' with the site operator. now that i open the map, the doodads with the site operator have flipped back to their default direction. please elaborate. :)

    Posted in: Miscellaneous Development
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    posted a message on site operators (explicit rotation) and the new patch

    i just started back today since the beta went down weeks ago. the doodads that used a site oeprator (explicit rotation) arent 'flipping / rotating' properly. i tried making brnd new site oeprators and using fresh doodad/actors but they dont seem to respond to them anymore. anyone got any insight?

    Posted in: Miscellaneous Development
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    posted a message on Hi, my name is Maarten "Eagle" Tops...

    what could also be ground breaking for sc2 ai, would be when the next 'dota' (not necessarily that style of map) but the next HUGE custom map that becomes a staple of the community if you talked to the map maker and made good custom AI for those games. people have made AI for custom games, but they are pretty basic, itd be neat to see what someone can really do to a custom game with AI, it would open the door to everyone trying to keep up with that. :)

    Posted in: Off-Topic
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    posted a message on Hi, my name is Maarten "Eagle" Tops...

    whats up? the AI's i've most enjoyed for RTS games growing up (throughout warcraft I, II, & III, C&C, etc) were ones that were REALLY HARD but also that DIDNT CHEAT (now they really werent out there, or capable of that, but thats what i was wanting to play). basically make them the best bad ass player you can make. it was kinda lame in war 3, when id go against multiple insane AI, and id harass a computer, killing their resource men, but it didnt matter as they cheated and got double resources. and when one guy can beat 2 or more of the 'hardest' Ai that cheat, well theres room to grow there. But, playing against a dumb AI thats easily duped with walls, or harassment etc... is lame as well.

    Possibly to make AI's with 'gimicks' such as air focused units, an AI that harasses YOU, or ones that rush or wait 10 mins to build up a large army could be fun / options to change it up from 'the best build order every time' to add a bit of variety, kind of like personal player strategy but in the end, to me, its about an AI thats 'impossible to beat' (aka a HUGE CHALLENGE) but also that DOESNT CHEAT.

    thats my 2 cents to say what ive enjoyed about aprticular AIs. Im sure if you put that time and effort into building a custom AI you will no doubtely build the premier AI for SC2 in due time. there was an AI contest a while back, you can always use that as a launch pad to see how people are doing it currently. see you around-

    Posted in: Off-Topic
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    posted a message on Moving the in-game UI?

    so from reading this, this is modding the base mpq, not necesarrily importing to just overwirte the small part needed correct? so would i be correct in understanding this to be that its only implementable if you overwrite your base mpq with an edited one? (which would therefore change all maps, and not update by itself with a 'map download' but would have to 'map download' and 'mpq download/overwrite')?

    edit; im on vaca and getting back tommorow. i wonder if you just edited the custom script or galaxy code to try to overwrite the specific frames. like if you just edited 'commandbutton04' would it knw to reference the same frame from the mpq or would it come back invalid if your specific map didnt hve a 'commandbutton04'? i will try playig with this as that would solve the cursor splat problem for custom dialogs etc...

    Posted in: Miscellaneous Development
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    posted a message on [FREE] Sc2 Beta Keys 25

    mine didnt redeem haha, i hope itll work out!

    Posted in: General Chat
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    posted a message on Moving the in-game UI?

    i have not seen a way to simply move the minimap (this would seemingly be a nice and almost MANDTORY feature in creating custom UI). i dont believe its possible atm. in blizzards fps demo from blizzcon, the minima they used was a custom created one, as thee were no 'unit' icons or 'fog of war' display in it, it was just an image in a dialog like how most of us are making our custom minimaps. you can make minimaps pretty darn close to the built in ones, though it winds up calling quite a handful of functions to update all the units locations in the minimap regularly. there is an example of one in the asets section. i made one for my map that only updates the heroes locations but also has a zoom in/out feature. you can make them pretty customized, but yeah, no simply moving built in currently. hopefully this will be changed as it wouldnt take much changing on blizzs part i wouldnt think!

    Posted in: Miscellaneous Development
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    posted a message on [FREE] Sc2 Beta Keys 25

    placeholder....

    Posted in: General Chat
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    posted a message on [FREE] Sc2 Beta Keys 25

    Well i've got almost 300 posts (i try to help people on here if i think i may be of service), and a map ive worked on for countless hours with no beta key to test it (though i know some stuff on it works great, itd be nice to see how smooth all the systems were in an online manner before launch)....

    that is the main reason why im asking for a key. the other reason is ill beg if need be, or because my avatar of the hamster has the biggest balls ever!!! if you require bigger i can try to photoshop them. thats win, huh? thank you-

    edit; im not just joining n makng a post pleading for a beta, im a legit fan. throw me a bone plz. :) (thats me begging in an edit...)

    Posted in: General Chat
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    posted a message on SCII DotA: Storm of the Imperial Sanctum: Beta Testing

    please make this thread again tommorow-

    Posted in: Miscellaneous Development
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    posted a message on Too many doodads in terrain cause lag?

    yeah, its the far clip for the most part, but a shortened far clip looks lame to me as you can just really notice things being drawn in on the fly.

    the main problem with this performance-wise i think is even when a doodad is clipped/blocked by a doodad infront of it, your processor still 'draws' it behind it. so even when you are facing asingle doodads / wall with everything blocked behind it it will still lag with too many doodads / too far of a far clip.

    even with zero doodads and full far clip you can notice a performance issue with how smooth the unit will move in 1st/3rd person. so yeah, doodads arent the biggest problem as the far clip is. but evrey thing does add up and its a matter of what youre happy with for your map. i made mine about (150) far clip and it starts to fade/get fuzzy at 75 and fully fuzzy/blurred at 150 so you cant notice the drawing in as much to me. my computer is pretty good so the 150 works pretty well for me, and im on all ultra / highest resolution settings.

    some people have done a 'zoning' method to kee far clip at max (to keep the skybox in, but hopefully bliz will make the skybox drawn in at ANY clipping distance soon, if not currently as I'm on vaca and havent checked since the last patch). But, by zoning, say you move a region every 10 seconds to the center of the unit, and make every unit/thing you can NOT in the region hidden etc... so it wont draw the stuff far away etc.. but still keep the skybox so it looks really smooth. This is a workaround currently to an issue that SHOULD be automatically fixed IMO and hopefully so.

    Posted in: Miscellaneous Development
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    posted a message on Any way to tone down how bright the flood lights are?

    by changing the map lighting settings you can alter the way the floodlights look.

    Posted in: Miscellaneous Development
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    posted a message on Headsets, gaming gear, etc.

    as being a bit of an audiophile you cant beat my hdj-1000s. but ive been mxining trance for over 10 years, and those phone hurt my ears after a few hours. ive got a bigger head than most people as im 6'5 so that could all be working against me. but my personal recomendation for gaming, screw the sound quality (i mean dont get garbage) but just go for comfort. and screw the wireless, sure its cool, and its nice neough to always have a pack of batteries around, but those few tiems when they run out at bad tiems, or you run out of batteries, its just not worth it imo. so id get some nice big headphone that completely enclose AROUND your ear and not ON your ear as that can hurt after a while (at least to me). some of the best comfort wise headphone ive had were some off the wall radio-shack ones that were just the most comfortable things ive ever put on. then my pet ate the cord and i tossed them as they were old. but still to this date, ive never had a pair of phone that were that comfortable.

    i did try to go the bluetooth route about 2 years ago for gaming. im not a fan of it for gaming, but i thought they would be comfortable, but they just didnt work for me. Im not being the most helpful but hopefully youll take my advice and try a few pairs on before just ordering the best sound quality ones that will end up making your ears feel raw / bruised after so long. but thats only if youre putting some major hours under them as i am. :)

    Posted in: General Chat
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