Well, there is already the Galaxy++ dialog editor. Does your tool make it differently? Is it better? Do you plan any other features?
A little bit more information would be nice that makes me want to use it. Maybe I'm not your audience since I just use these tools to find border images and the corresponding border type.
Generally you should avoid parallel vectors (e.g. forward and up to (0,0,1)) since that would result in an ambiguous third vector and as kueken said "malfunction" but anything else (even non orthogonal vectors) would be valid. But, luckily, Starcraft is pretty robust when it comes to that. It seems that if it finds an incorrectly set up coordinate system it just assigns the up vector to (0,0,1) as a backup. If the vectors are still parallel (e.g. forward = (0,0,-1)) it fails.
You can easily test this out with the explicit rotation actor, since it allows setting the forward and up vector. Remember to set the "Is Local" flag to true, otherwise it would not be relative to the host.
The whole up vector business continues to confuse the hell out of me, not really sure what to make of it. Whole issue I am having is not being able to make visual sense of all this.
Try to think in coordinate systems. I have attached some images that may make it clear to you. The red/green/blue axis are the x/y/z axis of the global coordinate system. You are basically creating a new coordinate system for the model in which it is drawn.
I haven't worked on it for a long time. I am busy with a new job, another project, and some exams, but truth be told, part of it is probably also that it is not as interesting anymore as it used to be. I think it's time to make the project public. I'm not really sure how is the best way to go about that, but I will keep the server components and the actual server private. One of these days I will look at publicizing it. I don't think I will stop working on it, but if someone else has more time to fix bugs or add features, then they can look at it, and send the changes to me. Then I might decide to include them in an "official" version.
Sad to hear that but it's good that the tool is already in a pretty advanced stage, so it stays usable and I will continue using it. Also I'm really glad that it will not simply get abandoned like Andromeda before this. Making it easy to add native functions would definitely add to its life-span. I will try to take a look at the tool if/when you will make it publicly available and send in some patches but I'm in a similar spot where I don't have that much time.
One way of making it publicly available would be to upload it on bitbucket/github/googlecode/... Then you would have an issue tracker and people could fork your project.
If this tool wouldn't exist, I would have left sc2 mapping already.
Thank you very much for the work you have already done :)
Well, the solo mode would be a different playmode - more of a lite-version. One guy had the idea to add potions so you don't have to rely on your medic to heal you in critical situations. The current idea is to add potions/medipacks when playing in single player. Of course that would not be the only adjustment. The boss fights would need to be changed a little bit too.
Hey, is there any way to use the new script functions from the arcade beta with g++? I have gotten the editor to start the map with the new version but I'm not able to use the new trigger functions as the editor cannot find the function definitions.
Thanks to everyone who has played the map and for making me publish the map on arcade beta. The custom map system is so much better. I have already abandoned the old, non-beta starcraft and new versions will only be published on arcade.
Based on the feedback I got, these will be the next changes:
Difficulty settings (easy/medium/hard - the game as it is now would be somewhere between medium and hard)
Balance Tweaking (tweaking the obelisk and endgame area; balancing the game will never stop but the map should get into a stage where it gets gradually harder, but is still beatable by non pros)
Corpsman reworking (I will redesign some skills to make him more interesting, he will be somewhat combat viable)
Conversation skipping (per player based, players will be able to "rewatch" conversations if unintentionally skipped)
Fixing some dialogs and actors that got messed up while converting to the arcade
Maybe I will implement a "single player" mode in the final release of the map.
It would also be nice with one more skill for each class.
The plan is that each of the following parts will add something to the map, and skills are an example of that. I don't want to make it overly complex in the beginning.
Thanks again for playing. New version has been uploaded to EU and arcade beta.
Players not having shared vision was not intended. Don't know when this bug slipped into the code. Regardless, it's fixed.
Thanks for the "Hide Game Lobby" info (I don't want to hurt baby pandas :( ).
Heroes of leaving players are now removed from the game. Don't know if this will stay that way in the long run.
Good News: it's now also available on the arcade beta. Some dialog images are different but I did not want to change them since the arcade is still in beta.
Wonderful news. Any chance you'll upload it to arcade? It's worldwide and I can't really stand current b-net.
I will see what I can do. Problem is: I don't even have the arcade beta installed. I have to download it first (I don't have the fastest Internet) and then hope that the map will just work in the arcade beta. If it does I will upload it there, if not I won't make any adjustments until the real 1.5 patch arrives.
I can't see heroes weapon and its basic damage(marine);
Yeah, thats a problem with him I don't know how to fix. Since he has multiple (three) weapons and is a hero, There is not enough room to show the weapons and every weapon is hidden... I have already tried the "hidden" option on two of the weapons but that does nothing...
Add some sort of brief hero description (role/playstyle), reading what all skills do just to get the hang of what you're gonna be doing isn't a great start for 1st 2 minutes of the game;
Would like some indication when exhaust vent hits enemy (the little *poof* animation makes this skill look so incredibly weak and lackluster);
Yes, there are many missing effects right now. As a quick fix damage numbers can be activated in the options menu in the top right, showing what enemies were hit.
Medic can only heal and has no any damage output possibility? Being a fan of diablo-style games I'm upset when some classes are completely excluded from single-player, but it might just be me;
He had damage abilities in the early versions but the problem was that nobody used them and used the healing abilities instead. I'm also pretty happy with a dedicated (team fortress 2 style) healer.
Speaking about single-player, I got a feeling it doesn't scale in any way (other than you get exp that would otherwise be divided between all players) and is really designed to be played with 3-4 players;
Yeah, as said earlier the map is meant to be played with more players (sorry, I missed that in the description). The final version will feature difficulty settings but I don't know if it will ever be playable in singleplayer.
Thanks, I'm waiting for the 1.5 units-as-missiles feature to get the banelings launched a small distance ahead. I don't want them to spawn "instantly" but still want them to be killable.
I gave up on Queen, no way it can be done in single player (at least with marauder).
Wow, getting there alone is pretty hard. I have tested it multiple times with the different characters and I die so very often on the way to the queen...
Overall, I'm not sure of what to think yet, I'll give this another try when I get a chance to play with 4 players (regular b-net makes me feel forever alone).
Thank you VERY much for your feedback. Maybe we can get some people together and play the map. I don't have any time this week but maybe the next one.
I couldn't help noticing in your intro video that just about EVERY fight had zerglings involved, I would definitely aim to mix that up more. Looks interesting anyways, even if someone does have to be stetmann :)
Well, yeah, there are many zerglings involved but they die pretty fast most of the time. And there are other enemies, maybe playing the map will change your mind. If not, I will see what can be done. And, yes, one has to be (or should be) Stetmann. But I tried to make him fun to play so it's not a punishment to play him.
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Well, there is already the
Galaxy++
dialog editor. Does your tool make it differently? Is it better? Do you plan any other features?A little bit more information would be nice that makes me want to use it. Maybe I'm not your audience since I just use these tools to find border images and the corresponding border type.
0
Generally you should avoid parallel vectors (e.g. forward and up to (0,0,1)) since that would result in an ambiguous third vector and as kueken said "malfunction" but anything else (even non orthogonal vectors) would be valid. But, luckily, Starcraft is pretty robust when it comes to that. It seems that if it finds an incorrectly set up coordinate system it just assigns the up vector to (0,0,1) as a backup. If the vectors are still parallel (e.g. forward = (0,0,-1)) it fails.
You can easily test this out with the explicit rotation actor, since it allows setting the forward and up vector. Remember to set the "Is Local" flag to true, otherwise it would not be relative to the host.
0
Try to think in coordinate systems. I have attached some images that may make it clear to you. The red/green/blue axis are the x/y/z axis of the global coordinate system. You are basically creating a new coordinate system for the model in which it is drawn.
0
Sad to hear that but it's good that the tool is already in a pretty advanced stage, so it stays usable and I will continue using it. Also I'm really glad that it will not simply get abandoned like Andromeda before this. Making it easy to add native functions would definitely add to its life-span. I will try to take a look at the tool if/when you will make it publicly available and send in some patches but I'm in a similar spot where I don't have that much time.
One way of making it publicly available would be to upload it on bitbucket/github/googlecode/... Then you would have an issue tracker and people could fork your project.
If this tool wouldn't exist, I would have left sc2 mapping already.
Thank you very much for the work you have already done :)
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Version 0.4 released:
Next on: skippable conversations
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Hm, my map works fine on the arcade and uses G
++
. Works as always.0
Well, the solo mode would be a different playmode - more of a lite-version. One guy had the idea to add potions so you don't have to rely on your medic to heal you in critical situations. The current idea is to add potions/medipacks when playing in single player. Of course that would not be the only adjustment. The boss fights would need to be changed a little bit too.
0
Hey, is there any way to use the new script functions from the arcade beta with g
++
? I have gotten the editor to start the map with the new version but I'm not able to use the new trigger functions as the editor cannot find the function definitions.0
Thanks to everyone who has played the map and for making me publish the map on arcade beta. The custom map system is so much better. I have already abandoned the old, non-beta starcraft and new versions will only be published on arcade.
Based on the feedback I got, these will be the next changes:
Maybe I will implement a "single player" mode in the final release of the map.
The plan is that each of the following parts will add something to the map, and skills are an example of that. I don't want to make it overly complex in the beginning.
0
@DuckyTheDuck: Go
Thanks again for playing. New version has been uploaded to EU and arcade beta.
Players not having shared vision was not intended. Don't know when this bug slipped into the code. Regardless, it's fixed. Thanks for the "Hide Game Lobby" info (I don't want to hurt baby pandas :( ). Heroes of leaving players are now removed from the game. Don't know if this will stay that way in the long run.
0
Good News: it's now also available on the arcade beta. Some dialog images are different but I did not want to change them since the arcade is still in beta.
0
I will see what I can do. Problem is: I don't even have the arcade beta installed. I have to download it first (I don't have the fastest Internet) and then hope that the map will just work in the arcade beta. If it does I will upload it there, if not I won't make any adjustments until the real 1.5 patch arrives.
Will change it sometime in the future, but is not high priority
Will do that, but the map is not really meant to be played in singleplayer
Yeah, thats a problem with him I don't know how to fix. Since he has multiple (three) weapons and is a hero, There is not enough room to show the weapons and every weapon is hidden... I have already tried the "hidden" option on two of the weapons but that does nothing...
It's on the todo list.
Yes, there are many missing effects right now. As a quick fix damage numbers can be activated in the options menu in the top right, showing what enemies were hit.
He had damage abilities in the early versions but the problem was that nobody used them and used the healing abilities instead. I'm also pretty happy with a dedicated (team fortress 2 style) healer.
Yeah, as said earlier the map is meant to be played with more players (sorry, I missed that in the description). The final version will feature difficulty settings but I don't know if it will ever be playable in singleplayer.
Will add an option for that
Good idea, will add that. Skipping transmissions is also on the todo list.
Somehow I missed that... Will get changed.
Thanks, I'm waiting for the 1.5 units-as-missiles feature to get the banelings launched a small distance ahead. I don't want them to spawn "instantly" but still want them to be killable.
Wow, getting there alone is pretty hard. I have tested it multiple times with the different characters and I die so very often on the way to the queen...
Thank you VERY much for your feedback. Maybe we can get some people together and play the map. I don't have any time this week but maybe the next one.
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Bump, "Pit of Infestation I: The Arrival" is now available as an open beta (on EU).
Hope you have fun with it!
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I'm trying to get a beta of the map released this week. If everything fails, the map will be released next week.
Well, yeah, there are many zerglings involved but they die pretty fast most of the time. And there are other enemies, maybe playing the map will change your mind. If not, I will see what can be done. And, yes, one has to be (or should be) Stetmann. But I tried to make him fun to play so it's not a punishment to play him.
Thanks, she also has a lurker egg as head ;)