Staredit Network > Forums > SC2 Custom Maps > Topic: Diablo - Mortal Shroud
Diablo - Mortal Shroud
Feb 10 2011, 1:00 am
By: Ahli
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Dec 17 2011, 1:41 pm shayoko Post #421



i see thanks :D. still wish they was epic classes for weapons. holy,demonic,ancient or mystical for swords XD tho i think they already have the msot weapon types so thats asking 2 much :D



None.

Dec 23 2011, 11:42 pm payne Post #422

:payne:

There should be a really brief tutorial for the first-time players: I often have to explain why and how they should use 'Alt' and 'Shift'. They some times have problems realizing what items are too.
Another thing that is hard for newbies is understanding how to 'Use' stuff. The button is too hidden I guess. Same problem with 'Drop' button.
I've had some complaints about how the Potions Belt doesn't expand when you hover it with the mouse.
I've also had a weird complaint about how the clicking (as in left-click/right-click) coordinate would be offset in relation to where the player would really click. Is that possible? So let's say the player clicks in the middle of the screen, the effect of the click would happen at [Center]+[10,5]px. (Random example.)

Else, you should pop the name of the items that have just dropped on the ground: it'd prevent players from having to press 'Alt' every single time something drops.

Do you plan on implementing a WayPoint system?



None.

Dec 24 2011, 12:13 am Ahli Post #423

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from payne
There should be a really brief tutorial for the first-time players: I often have to explain why and how they should use 'Alt' and 'Shift'. They some times have problems realizing what items are too.
How should I do that tutorial?
If they get 4 sentences to read they forget it or just don't read it and ask how to get rid of the text in their screen.
Sometimes I have the feeling that I need to lower the difficulty within the first levels to basically give the players an easy first level to be able to teach everything they need.

Quote from payne
Another thing that is hard for newbies is understanding how to 'Use' stuff. The button is too hidden I guess. Same problem with 'Drop' button.
Drop button isn't required. The use button, yes, it's not optimal. I would prefer to add a right click on buttons, but that's impossible in SC2 right now.
I don't know how to improve it. Dropping already works with clicking on the ground while you got the item selected/floating within inventory.

Quote from payne
I've had some complaints about how the Potions Belt doesn't expand when you hover it with the mouse.
I think I could do that. I'm hitting "I" twice for that atm. But the new stuff might accidentially be triggered. I think I need to try to add some delay or leave the tooltips (item name + description) out.

Quote from payne
I've also had a weird complaint about how the clicking (as in left-click/right-click) coordinate would be offset in relation to where the player would really click. Is that possible? So let's say the player clicks in the middle of the screen, the effect of the click would happen at [Center]+[10,5]px. (Random example.)
The player will run on the ground position where he clicked on, if he really only clicked.
It's possible to misplace the orders, if you clicked and hold your mouse without moving at a position where the hero wasn't in the middle of the screen and the screen is able to center above the hero again (you moved away from the map's border). Then you run to a place that is offset from your mouse pointer. But moving the mouse fixes that. This really only appears, if you click and hold the mouse button without moving the mouse.

Quote from payne
Else, you should pop the name of the items that have just dropped on the ground: it'd prevent players from having to press 'Alt' every single time something drops.
Ok, I can add that.

Quote from payne
Do you plan on implementing a WayPoint system?
There will be entrances to the 5th, 9th, 13th level within town. You will be able to enter them, if you "unlocked" them from inside the dungeon once.




Dec 24 2011, 1:48 am shayoko Post #424



thier was a drop button :O? i was selecting the item and them pressing I to close the inventory and it would drop where im standing is pretty quick once you get used to double tapping I i h8 to ask but how many floors are you planning on adding if its not a secret :O.
forgetting about the special weapon clasess i really wanted. maybe some high requirements. i love having sexy strong weapons in games like these i belive for the swords the highest str lvl needed is only 75 maybe something op that needs 200 XD. just a thought. i havent played in a while because i cant get past lvl 15 i beat the entire thing solo 6 or so times and i finaly made it past the half way point XD



None.

Dec 24 2011, 2:35 am Ahli Post #425

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I need to add further high level item content when it is needed. Atm with level 21 the highest base item spawns which can be achieved in dungeon level 10+ with default monsters.
The magic on the items already got some very high level ones.




Dec 24 2011, 3:25 am shayoko Post #426



i had been going for massive str on a warrior but not only did i have issues hitting people i found that the amount of extra dmg isnt worth it :( 8 points of strength gave me 1 extra melee dmg :O. so going for the sky or moon armor since those seem to be the current best ones



None.

Dec 25 2011, 10:08 am mrdorkus Post #427



I just started playing this game and I must say, I'm impressed with this remake. Was a huge fan of Diablo series and still am (can't wait until Diablo 3 comes out). My assumption is that level 4 is the deepest floor the game has right now (Catacombs doesn't seem to be unlocked yet, so the caves and hell is probably not in either) and also, there are no unique items in the game as of yet right? (Since quest item gives unique items, which this game just gives a magical item instead). If you don't mind, can I give a few suggestions/questions.

1. Diablo 2, in my opinion, was a series that outdid Diablo 1 in almost every way (except making less scarier). I'm wondering if you mind making some changes to it that will improve it such as getting rid of all the negative prefix/suffix items. I really see no point to this in the original game besides pissing off the player and I was glad D2 got rid of this (at least I'm glad to see everything is identified and doesn't require Deckard Cain to do so and that gold is automatically picked up).

2. You should allow books and other miscellaneous items to be stored in your stash.

3. Is the character level same as D1 being 50?

4. Is there a maximum cap for the stats the same as D1? (hopefully there is)

5. Will there be stat potions and shrines in this game? (Shrines not necessary but I do hope to see the stat potions eventually. Like showing up near the end of the caves or in hell).

6. Is there a reason you had monster regenerate in this game? This makes the dungeon much longer than necessary and wasn't in the original game or even D2. I can understand for grinding purposes but I rather have the game restarted instead. This made retracing steps much longer than it has to be.

7. Will there be nightmare/hell difficulty in the game?

8. Will there be Apocalypse and Nova books to read? (Never played hellfire but I believe they did that in that non-Blizzard expansion).

9. Is the max level for spells still 20?

Thanks for the remake, so far I haven't seen any good RPGs in Starcraft 2, I'm glad to see this game there now and hope it will see a final version.

Post has been edited 1 time(s), last time on Dec 25 2011, 10:17 am by mrdorkus.



None.

Dec 25 2011, 1:47 pm Ahli Post #428

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from shayoko
i had been going for massive str on a warrior but not only did i have issues hitting people i found that the amount of extra dmg isnt worth it :( 8 points of strength gave me 1 extra melee dmg :O. so going for the sky or moon armor since those seem to be the current best ones
Strength is part of a damage multiplier that doesn't effect your damage on low char levels. Different chars and weapon types can have different equations to modify the damage displayed.

Quote from mrdorkus
I just started playing this game and I must say, I'm impressed with this remake. Was a huge fan of Diablo series and still am (can't wait until Diablo 3 comes out). My assumption is that level 4 is the deepest floor the game has right now (Catacombs doesn't seem to be unlocked yet, so the caves and hell is probably not in either) and also, there are no unique items in the game as of yet right? (Since quest item gives unique items, which this game just gives a magical item instead). If you don't mind, can I give a few suggestions/questions.

1. Diablo 2, in my opinion, was a series that outdid Diablo 1 in almost every way (except making less scarier). I'm wondering if you mind making some changes to it that will improve it such as getting rid of all the negative prefix/suffix items. I really see no point to this in the original game besides pissing off the player and I was glad D2 got rid of this (at least I'm glad to see everything is identified and doesn't require Deckard Cain to do so and that gold is automatically picked up).
I don't want to get rid of the cursed items as they were a special part of my Diablo experience. ;D Gold and identification was nessecary because it was annoying.

Quote from mrdorkus
2. You should allow books and other miscellaneous items to be stored in your stash.
I'm struggling with this because then you will give that to every new character that you create. But I will think about it again, so maybe I will add more.

Quote from mrdorkus
3. Is the character level same as D1 being 50?
It was 51 called "MAX". But you get the leveling health and mana boost on reaching that level, too.

Quote from mrdorkus
4. Is there a maximum cap for the stats the same as D1? (hopefully there is)
Yes, there is. Vitality has no cap anymore.

Quote from mrdorkus
5. Will there be stat potions and shrines in this game? (Shrines not necessary but I do hope to see the stat potions eventually. Like showing up near the end of the caves or in hell).
Maybe I will add very rare stat potions, but I don't like implementing items that make your character stronger forever. However I like having buffs for some limited time.

Quote from mrdorkus
6. Is there a reason you had monster regenerate in this game? This makes the dungeon much longer than necessary and wasn't in the original game or even D2. I can understand for grinding purposes but I rather have the game restarted instead. This made retracing steps much longer than it has to be.
Without the respawning there are to few monsters to kill to level up fast enough OR there are so many monsters that they keep streaming to you because I can't disable vision.

Quote from mrdorkus
7. Will there be nightmare/hell difficulty in the game?
I hope so. :D
But currently I have no idea how I could implement its activation in a proper way. I can't restrict players from joining games with higher difficulty. Having it selected while the map is running, will result in players leaving because they have no high level char.

Quote from mrdorkus
8. Will there be Apocalypse and Nova books to read? (Never played hellfire but I believe they did that in that non-Blizzard expansion).
Nova, yes. Apocalypse isn't in the game right now. I've added a few spells already.

Quote from mrdorkus
9. Is the max level for spells still 20?
There are no spell level restrictions atm. They are limited by your magic equipment which you will need to read them.
I tried to balance their values with level 15 in my head, thought.

Quote from mrdorkus
Thanks for the remake, so far I haven't seen any good RPGs in Starcraft 2, I'm glad to see this game there now and hope it will see a final version.
:)




Dec 26 2011, 11:04 am Fitasakitten Post #429



Heya! I just got done playing your remake of Diablo 1. Amazing job! Now, it seems that we can only get to catacombs level 4. Is there going to be more levels added soon?



None.

Dec 27 2011, 7:25 am mrdorkus Post #430



Thanks for the reply.

1. I didn't get a reply for two questions (but I guess that's my fault as it wasn't numbed). Can you actually go to the catacombs now or is it not available in the current version? Level 4 seems like the deepest I can go.

2. Are there uniques in the game as quest that gives uniques as rewards only give magical weapons. It seems only normal, magic and rare items are in the game. If not, will there be uniques in the game?

3. Also, I don't see anything wrong with stat potions especially since stat will have a cap to it (besides vitality as you said) but since stat potions only give 1 stat at a time and the rarity of it, even with no vitality cap, it will take a very long time before you to be overpowered.

4. I actually didn't realize that the stash is for all your characters to access, I thought it was just for the current character so I find it very annoying to be holding books on my character so I can read the book later...there should be a way to remedy this. Either make another stash just for current character or just enable storing of any item in the game. The former is probably preferable for you. I still don't see why I can't store potions though. Even if you could give your books to other characters, I'm not exactly sure what's wrong with that idea.

5. Here's another suggestion, adding hotkeys, customizable like F1~F8 in the original game or anything you want, probably qwerty will suit it better. (Ignore this, I just read that it was in the game as QWERT..stupid me).

6. As for the original D1, I remember you can read any book up the the max level of 20 with a magic stat of 255, is that still the case for this game especially after you saying there is no level cap for skill book level? (If there's no level cap for skill book, I can understand why you don't want books to be shared with your other characters as making it more scarce is better, but at least make a stash just for current character.)

7. You should add a repick feature where if you type "-repick" (or whatever you desire), your character will be saved, killed off and take you to the new/load screen allowing you to repick your character in the current game (the only problem I can think of from this is that current quest might be bugged but you can transfer that over or just ignore for now if it's too much work to program).

8. Your vision seems to be buggy as you should be able to see over chairs, tables, etc... so I'm not sure why you have to move right next to the corner of a room for that corner to be revealed, is there a way to alleviate this issue, minor as it may be?

9. Like someone else that mentioned, buying or picking up potions should go into similar slot (health to health slot, etc...) instead of the first empty slot. Minor, but makes the game more polished

10. Holding Alt, should highlight other things besides just items, such as bookshelves, corpses that can be looted and even dungeon level/stairs.

11. Is there a reason why this game is listed as "Dia blo" instead of "Diablo"?

12. Also, as someone else has suggested, make it so that hovering your mouse over your potion slot will expand it and allow you to move your potions around without having to go to inventory? (not that important but will polish the game).

13. Based on what you said regarding stat caps (except for Vitality) will be as follows:
Warrior: 250 Str, 50 Mag, 60 Dex = 360 Total
Rogue: 55 Str, 70 Mag, 250 Dex = 375 Total (The Rogue actually had 5 less stat points than the other 2 classes probably due to gaining 2 life and 2 mana instead of 1/2 or 2/1 like the other classes)
Sorcerer: 45 Str, 250 Mag, 85 Dex = 380.
I suggest giving Warrior 80 Dex cap instead making his total to 380 as well for balance purposes.

14. Based on what I see (this is just for confirmation), all prefixes and suffixes can now apply to any items right? (supposedly, balance suffix doesn't apply to shields but it does in the game as well as other things that are too much to name). This is interesting change to say the least, unless it's a bug?

15. One particular shrine was helpful in making your items indestructible (eventually after multiple times of increasing durability). Will there be shrines in this game and will you still allow indestructible items to be made (that would be awesome to work for it like back then where it becomes indestructible when the durability becomes 255 I believe).

Post has been edited 15 time(s), last time on Dec 28 2011, 4:38 pm by mrdorkus.



None.

Dec 30 2011, 2:19 am Ahli Post #431

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from mrdorkus
1. I didn't get a reply for two questions (but I guess that's my fault as it wasn't numbed). Can you actually go to the catacombs now or is it not available in the current version? Level 4 seems like the deepest I can go.
There are no catacombs, yet.

Quote from mrdorkus
2. Are there uniques in the game as quest that gives uniques as rewards only give magical weapons. It seems only normal, magic and rare items are in the game. If not, will there be uniques in the game?
I've planned to add uniques to the game, but there are none, yet.

Quote from mrdorkus
3. Also, I don't see anything wrong with stat potions especially since stat will have a cap to it (besides vitality as you said) but since stat potions only give 1 stat at a time and the rarity of it, even with no vitality cap, it will take a very long time before you to be overpowered.
If I add them, they will be very, very rare.

Quote from mrdorkus
4. I actually didn't realize that the stash is for all your characters to access, I thought it was just for the current character so I find it very annoying to be holding books on my character so I can read the book later...there should be a way to remedy this. Either make another stash just for current character or just enable storing of any item in the game. The former is probably preferable for you. I still don't see why I can't store potions though. Even if you could give your books to other characters, I'm not exactly sure what's wrong with that idea.
I had the intend to give new heroes a more difficult time to start, so this won't encourage people to buy half stash with full healing potions to support their new created character. They can still do that with items, but they have a small value or you need to invest time to go into the dungeon for that.

Quote from mrdorkus
5. Here's another suggestion, adding hotkeys, customizable like F1~F8 in the original game or anything you want, probably qwerty will suit it better. (Ignore this, I just read that it was in the game as QWERT..stupid me).
The F#-keys have some special functions by default like screen position, menu. Also QWERT became common in games like LoL. It's pretty much a standard as they can be reached easily.

6. As for the original D1, I remember you can read any book up the the max level of 20 with a magic stat of 255, is that still the case for this game especially after you saying there is no level cap for skill book level? (If there's no level cap for skill book, I can understand why you don't want books to be shared with your other characters as making it more scarce is better, but at least make a stash just for current character.)[/quote]There is no 255 magic cap. It will raise more and more. Atm it's about 20% like in the original. But that gaps might be to big, so I might tweak the function to use other calculations for some spells after a reaching a specific level.

Quote from mrdorkus
7. You should add a repick feature where if you type "-repick" (or whatever you desire), your character will be saved, killed off and take you to the new/load screen allowing you to repick your character in the current game (the only problem I can think of from this is that current quest might be bugged but you can transfer that over or just ignore for now if it's too much work to program).
In theory I could add a hero change. But I would add that to Wirt's menu, if I ever add that.

Quote from mrdorkus
8. Your vision seems to be buggy as you should be able to see over chairs, tables, etc... so I'm not sure why you have to move right next to the corner of a room for that corner to be revealed, is there a way to alleviate this issue, minor as it may be?
Only bookshelves and pillars block vision and arrows right now. I might be able to tweak that by modifying the footprints for the walls. I would need to add a footprint for every wall type (vertical, horizontal, every T cross combination, cross). That's something I won't try to add soon as I don't even know if that will work out. Atm every wall has a square vision blocking footprint.

Quote from mrdorkus
9. Like someone else that mentioned, buying or picking up potions should go into similar slot (health to health slot, etc...) instead of the first empty slot. Minor, but makes the game more polished
I will add that, it just makes to much sense. :D

Quote from mrdorkus
10. Holding Alt, should highlight other things besides just items, such as bookshelves, corpses that can be looted and even dungeon level/stairs.
Interesting idea.

Quote from mrdorkus
11. Is there a reason why this game is listed as "Dia blo" instead of "Diablo"?
"Diablo" is a word that can't be used. It's on their bad words list like Blizzard. That's why I wrote "Bliz zard" and "Dia blo".

Quote from mrdorkus
12. Also, as someone else has suggested, make it so that hovering your mouse over your potion slot will expand it and allow you to move your potions around without having to go to inventory? (not that important but will polish the game).
Since there will be a bigger delay between hovering over the belt and the belt dialog appearing due to the network latency, I won't make it clickable as it could be the hero's death, if that happens accidentally when you wanted to flee.

Quote from mrdorkus
13. Based on what you said regarding stat caps (except for Vitality) will be as follows:
Warrior: 250 Str, 50 Mag, 60 Dex = 360 Total
Rogue: 55 Str, 70 Mag, 250 Dex = 375 Total (The Rogue actually had 5 less stat points than the other 2 classes probably due to gaining 2 life and 2 mana instead of 1/2 or 2/1 like the other classes)
Sorcerer: 45 Str, 250 Mag, 85 Dex = 380.
I suggest giving Warrior 80 Dex cap instead making his total to 380 as well for balance purposes.
Never thought about modifying these limits after removing the vitality cap.

Quote from mrdorkus
14. Based on what I see (this is just for confirmation), all prefixes and suffixes can now apply to any items right? (supposedly, balance suffix doesn't apply to shields but it does in the game as well as other things that are too much to name). This is interesting change to say the least, unless it's a bug?
I wanted to add more diversity in items and builds. This is not a bug and it's true that still some rules left. There are obvious ones like +mana and "of corruption" (forces 0 mana) isn't possible on a single item. But there is a restriction for good +CtH prefixes to appear only on Weapons and Jewelry.


Quote from mrdorkus
15. One particular shrine was helpful in making your items indestructible (eventually after multiple times of increasing durability). Will there be shrines in this game and will you still allow indestructible items to be made (that would be awesome to work for it like back then where it becomes indestructible when the durability becomes 255 I believe).
Items won't become indestructible, but I planned on adding oils and shrines that can alter the durability of items. This is something good regarding that items lose their max durability after losing their durability value. So you have a chance to improve your items much more. There will be changes to min damage, max damage and armor, too, but these will have a cap.

edit:
news:
- Belt items are shown as long as you hover over the first belt items (needs online test)
- Raised Warrior's body stats limit: DEX from 50 to 75, MAG from 50 to 55
- Raised Rogue's body stats limit: MAG from 70 to 75
- Allowed potions, books, scrolls, relics to be stashed
- added visual blood effects on hits (zombies bleed yellow), corrected some death effects regarding fire death
- fixed a bug with reading tomes
- added fire, lightning, magic effect on hit
- added item name display of gharbad's first dropped item
- fixed spell level scaling of fire bolt damage. Was accidentially the same of holy bolt.
- added 25% of holy damage to magic damage for holy bolt.

Post has been edited 7 time(s), last time on Dec 31 2011, 7:51 pm by Ahli.




Jan 1 2012, 4:27 am Heinermann Post #432

SDE, BWAPI owner, hacker.


A friend of mine had this button not work (thing wouldn't close). ESC didn't work either.
I don't know any more details.




Jan 1 2012, 3:33 pm Ahli Post #433

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Heinermann

A friend of mine had this button not work (thing wouldn't close). ESC didn't work either.
I don't know any more details.
Ok, I don't know which interaction situation created that error, but now I've added a failsafe my the trade window destroyer function. I hope that that issue won't appear again after my next update.

edit:
news:
- checking dead bodies for items won't make them morph to a different model anymore

I'm currently working on catacombs. :D
Also, if someone has a working method of letting the actor of a unit lay there as a corpse, I would glad to see it in an example map.
I tried solutions that seem to have worked half a year ago, but these methods are failing. Since the tint and the scaling should stay the same as of the dieing unit, I can't just spawn anything properly.
I can send something to the unit directly on unit's death like fading the model over time, but after adding timers, it didn't work.
I tried using a modified duplicate of the deathactor, but it didn't work.
This is for nicer death animations with fading corpses instead of having them disappear after finishing their animation. :S
This is the solution that didn't work for me.

edit:
news:
- fixed Ogden's sign ending speach muting after closing the window.
- snotspill now drops an item on death.
- added 4 new monster models for catacombs levels.
- made the mana shield effect not rotate with the unit anymore.
- fixed multishots min damage.
- made the stun model not scale on the unit.
- fixed shift + attack to only attack units in range (Blizzard, fix unit's property range please).
- Spitting Terrors got a ranged attack. They got a melee attack, too.
- Traps firebolts and arrows live twice as long
- fixed firebolt's exploding sound (was voice link instead of sound ;S )
- Magma Demons got a ranged attack. They got a melee attack, too.
- fixed a "bug" that allowed projectiles go through enemy units. Use sight line flag helped me to make the projectile attack enemies that it has no external vision of despite of its own vision radius.
- spitting terrors leave a damaging puddle behind on death for a few seconds
- added a new quest. There will be 5 new quests existing in the catacomb levels.

Post has been edited 7 time(s), last time on Jan 6 2012, 12:38 am by Ahli.




Jan 6 2012, 12:57 am payne Post #434

:payne:

Is it supposed to be v0.256 on US?

EDIT: Also, you should add an option to toggle Shift's effect. I'd love to have my character to automatically stop and attack nearby monsters instead of having to have my finger pressing Shift.

Post has been edited 1 time(s), last time on Jan 6 2012, 1:22 am by payne.



None.

Jan 6 2012, 1:36 am Ahli Post #435

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from payne
Is it supposed to be v0.256 on US?
As seen in the first post, yes.

Quote from payne
IEDIT: Also, you should add an option to toggle Shift's effect. I'd love to have my character to automatically stop and attack nearby monsters instead of having to have my finger pressing Shift.
I will not implement a-click in diablo to attack everything.
Be happy that you don't have to click for every single attack. :D




Jan 6 2012, 2:27 am bulletbutter Post #436



Quote from Ahli
I'm currently working on catacombs. :D
Also, if someone has a working method of letting the actor of a unit lay there as a corpse, I would glad to see it in an example map.
I tried solutions that seem to have worked half a year ago, but these methods are failing. Since the tint and the scaling should stay the same as of the dieing unit, I can't just spawn anything properly.
I can send something to the unit directly on unit's death like fading the model over time, but after adding timers, it didn't work.
I tried using a modified duplicate of the deathactor, but it didn't work.
This is for nicer death animations with fading corpses instead of having them disappear after finishing their animation. :S
This is the solution that didn't work for me.
I have a working corpse system in one of my projects and its pretty decent.

Currently it is impossible to have the actor remain after a unit dies. Even modifying the death time of a unit wont work. There is an ugly work around however it is a global change. You have to find the UnitDeathModel actor and add some pause events to the events+. You can either pause it for a short time or keep it paused forever. However, I am not sure how that will impact lag in your map. This, however, only gets the death model to stick around, you still need a clickable corpse. Again, there is no way this can be done straight up. Luckily there is another ugly work around however. In a map I made I simply gave every unit that I needed to have a coprse a behavior that spawned a unit on death. Which ever unit you choose, turn its pathing/collision completely off and modify the unit birth effect to set opacity to 100% (or 0% I forget which one makes it invisible).

Doing it this way looks decent assuming units die in a 'normal' way. If a unit dies via burned or acid death, it might look odd. I attached a map that you can use to learn from. Simply use the infested marine, click on the hold fire icon, learn the summon ling skill and kill either a stalker, marine or hydra to get a clickable corpse.

Attachments:
Summoning101.SC2Map
Hits: 1 Size: 179.78kb



None.

Jan 6 2012, 12:35 pm Ahli Post #437

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from bulletbutter
Quote from Ahli
I'm currently working on catacombs. :D
Also, if someone has a working method of letting the actor of a unit lay there as a corpse, I would glad to see it in an example map.
I tried solutions that seem to have worked half a year ago, but these methods are failing. Since the tint and the scaling should stay the same as of the dieing unit, I can't just spawn anything properly.
I can send something to the unit directly on unit's death like fading the model over time, but after adding timers, it didn't work.
I tried using a modified duplicate of the deathactor, but it didn't work.
This is for nicer death animations with fading corpses instead of having them disappear after finishing their animation. :S
This is the solution that didn't work for me.
I have a working corpse system in one of my projects and its pretty decent.

Currently it is impossible to have the actor remain after a unit dies. Even modifying the death time of a unit wont work. There is an ugly work around however it is a global change. You have to find the UnitDeathModel actor and add some pause events to the events+. You can either pause it for a short time or keep it paused forever. However, I am not sure how that will impact lag in your map. This, however, only gets the death model to stick around, you still need a clickable corpse. Again, there is no way this can be done straight up. Luckily there is another ugly work around however. In a map I made I simply gave every unit that I needed to have a coprse a behavior that spawned a unit on death. Which ever unit you choose, turn its pathing/collision completely off and modify the unit birth effect to set opacity to 100% (or 0% I forget which one makes it invisible).

Doing it this way looks decent assuming units die in a 'normal' way. If a unit dies via burned or acid death, it might look odd. I attached a map that you can use to learn from. Simply use the infested marine, click on the hold fire icon, learn the summon ling skill and kill either a stalker, marine or hydra to get a clickable corpse.
That's exactly what I tried before in my map. :S I just tested it again.
It works for the marine, but it doesn't work with wow model death animations. ;S They just disappear even with a small pause timer time.

edit:
Ok, I was able to stop the animation of a wow model. The model type needs to be a death model. It doesn't work with other models.
So you just got a unit model and a death model and reference the same model file in both.

So what to do for a custom death model:
1. Make sure you use a model with the type death model in the death effects of the unit actor.
2. Duplicate the default death actor "unitdeathmodel" and add your unit's specific changes to it.
3. Reference the custom death actor in the unit's actor as the "death actor".
4. Enjoy your Zombies that fall to the ground and fade out after their animation or your corpses that stay for a minute or units that start to dance and fade away and float into the air during that.

All changes of the unit's actor will stay doing this. So your texture, your tint is being kept. The default death actor fades the units to white, but you can change that and make every unit's death perfect.

edit:
news:
- I think I just fixed a bug from 0.256 regarding containers giving gold in multiplayer games. I should play more on bnet to see those errors. :S

According to this I might have overextended the bank file size workable in multiplayer especially with the backup bank.
I need to add a compression now.

edit:
Compressions lag.

I wonder, if any Blizzard employee reads this, but the current bank limitations aren't good enough regarding Arcade.

Blizzard, raise your bank limit in multiplayer, please! Saving data directly into the bank has the best performance. Triggering compression methods can't be used to save instantly on the fly without huge lags. Also, 8kb/player aren't enough for some multiplayer action RPGs.

Players can handle more than uploading 8kb. Just compare it to the startup of battle.net UI after logging in and the dropping FPS during map downloads with low internet connections. You can easily raise that limit to the match your battle.net's performance flaws.
If they play sc2 with slow internet, they won't bother much to load longer for that.
Also, a great solution would be, if SC2 compresses needed bank files during joining the lobby and decompresses the data after the banks are uploaded to all players during loading screen. ZIP or MPQs are really good at compressing text files. This would allow mapmakers to save a lot of information like multiple heroes.
This means some cool stuff for arcade maps, which already should be good by themselves, is possible. But not being able to save a lot of information between matches for many players would be a big flaw like the current script limit which that mafia map hit.
Just imagine Diablo 3 where you can only save 1 hero. That wouldn't be acceptable for players.

I'm able to compress a 180kb bank into a 9kb file with ZIP. So I guess you can easily make banks much more powerful using ZIP or MPQ for data transfer.
I really hope that Blizzard adds zipped banks with max uncompressed size of 4mb or something like that.
That would be enough to store pretty much everything and the only drawback would be slightly raised loading times with players with a terrible upload rate. I guess it's acceptable and it would be perfect, if you just draw some progress info about the bank loading onto the loading bar. This way players would have a chance to see its progress and quickly get a drink instead of staring at the screen for a minute seconds.


edit:

- Seems like it's an ~ 8kb bank limit per player. With compression methods I can store 1 maxed out hero atm. If one player has more, banks start overwriting each other's entries resulting in corrupted signatures and lost information in multiplayer.
I guess you can possibly corrupt every player's bank, if you create an invalid one with massive entries right now.

- In singleplayer (= you start the game alone in multiplayer), it' seems unlimited which allows me to store a lot of data without lags.

-> So I could make my map save in singleplayer only for now and hope that the bank limitations will be raised by a lot with HotS or even earlier. It will work as it works now.

edit:
news:
- New players are now identified at map start.
- Disabled saving for old players with corrupted banks.
- Loading heroes is disabled for everyone, if someone had a corrupted bank.
- Starting the map in singleplayer in first slot now gives an option to reset your bank file, if the file is truly corrupted.
- Now it's possible to create heroes that aren't saved, if your bank is corrupted in a multiplayer game or you already got 5 saved heroes.
- Backup bank is disabled to reduce the used bank size per player.
- It's always possible to play your saved heroes in singleplayer.
- If you don't like these new bank changes, go into Blizzard forums and pressure them to raise the bank limits in multiplayer.
- Fixed a bug that could lead to not properly saved items, if the character had a filled inventory, belt and a lot of learned spells.

So, with the next update, saving and loading should be stable. But saving/loading features disable themselves to protect your bank.
Banks are now only reset, if you click on the button that appears when you host the game alone and got a corrupted bank.

edit:
news:
- fixed a bug within the requirements check

Post has been edited 12 time(s), last time on Jan 11 2012, 9:16 pm by Ahli.




Jan 12 2012, 5:42 am mrdorkus Post #438



I'm curious about the news that you've been posting, are those for the upcoming patch for this game? or are they implemented now? What is the estimated date for the catacombs to come out (I don't think I'm going to play until it does as leveling is just too slow right now even with spawn). From what I read, I don't have to worry about corrupted save if I play by myself? but I do have to worry if I play with others? (why would playing with others cause a bank save problem?) Sorry for all the questions but I'm just hoping to play more of this game.

Oh yea, btw, regarding the massive questions/suggestion where I mentioned that max spell level in D1 is 20, I was wrong, it's 15, 20 is for D2. You mentioned about doing something about spells after reaching a specific level but not exactly what. Does that mean you still don't want to cap the maximum level of spells?

Post has been edited 2 time(s), last time on Jan 12 2012, 5:53 am by mrdorkus.



None.

Jan 12 2012, 12:03 pm Ahli Post #439

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from mrdorkus
I'm curious about the news that you've been posting, are those for the upcoming patch for this game? or are they implemented now? What is the estimated date for the catacombs to come out (I don't think I'm going to play until it does as leveling is just too slow right now even with spawn). From what I read, I don't have to worry about corrupted save if I play by myself? but I do have to worry if I play with others? (why would playing with others cause a bank save problem?) Sorry for all the questions but I'm just hoping to play more of this game.
I'm posting news about the changes I make to my current version. I update the demo from time to time. I thought I would do the next update with catacombs, but I might update it earlier because I improved the bank handling in multiplayer games (user resets the bank by himself; game tries to protect banks, if corruption occurred).
The other stuff I posted is a limitation with banks which isn't necessary in my opinion. So I wrote about it and with the next update I will crowd source the problems, if players hit it in this map.

Quote from mrdorkus
Oh yea, btw, regarding the massive questions/suggestion where I mentioned that max spell level in D1 is 20, I was wrong, it's 15, 20 is for D2. You mentioned about doing something about spells after reaching a specific level but not exactly what. Does that mean you still don't want to cap the maximum level of spells?
The default learning cap should be 15 for a sorcerer. But staffs and shrine buffs will help you to raise the level above the 15.

I thought about shrines yesterday evening and made a list with a compilation of D1, D2 and D3 shrines.
Shrines won't irreversibly punish you, so you can use them with only a little bit of fear.
Atm I've 38 shrine effects on the list, but I can imagine some more. Many are buffs for 5 min. A couple of them are 30 min and a lot of them are instant effects.
I think that the cathedral shrines will have a shorter list of shrines including a random shrine effect one with names displayed.




Jan 12 2012, 3:44 pm payne Post #440

:payne:

Wait, are you saying we cannot load a hero anymore when in multiplayer?



None.

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