Staredit Network > Forums > Portal News > Topic: StarCraft: Remastered
StarCraft: Remastered
Mar 17 2017, 2:50 am
By: ClansAreForGays
Pages: < 1 2 3 4 511 >
 

Mar 27 2017, 8:08 am Heinermann Post #41

SDE, BWAPI owner, hacker.

Supposed patch notes for 1.18: http://www.teamliquid.net/forum/brood-war/520460-starcraft-v118a-patch-notes-preparation-for-scr

The 2 unit bug fixes and gameplay responsiveness are actually incredibly good and have been complaints from many communities including the AI community (literally once every two weeks I'll see a complaint in our IRC channel). Windowed mode, replay autosave, APM, observer, and some other unlisted changes will eliminate a couple thousand lines of code from BWAPI, something I'm REALLY looking forward to.

Quote from NudeRaider
As for UMS mapping: Hard to say what is going to be true since there's no mention of these things yet. I assume many of the advanced mapping techniques (EUDs, blends, etc.) will need adjustment or maybe even outright impossible, probably some tools will break or have limited usability. However I'm confident, that it will still be possible to make custom maps, and that with the second wind of this update tools will be fixed or new ones will emerge (ChkDraft) and that our smart people will find new mapping tricks to replace the old ones.
That's my hope, at least. In the end we'll have to wait and see. In any case I see this as a chance for SEN to regain some relevance. But we probably need to solve our technical problems for that to happen.
See my post on what I suspect are the impacts to UMS maps. I am certain everything will still be around, just with some things to keep in mind, and likely some improvements, such as the possibility of mp3 file usage given that the Storm library will be updated. The overhauled briefing room mentioned in SC:R also sounds very interesting for UMS.

EUDs that access anything inside of this structure will probably still work.




Mar 27 2017, 9:43 am Oh_Man Post #42

Find Me On Discord (Brood War UMS Community & Staredit Network)

I use winmpq to recycle all my WAV strings. Will this be affected?

Also what are the chances of getting increases to say the string limit, location limit, sprite limit?

Upping those limits would be absolutely groundbreaking for me personally.

OP I recommend adding these two links to the front page as well:
https://youtu.be/2kE-Wxxfpjk <-- announcement video in Korea, Mike Morhaime unveils
http://www.teamliquid.net/forum/brood-war/520460-starcraft-v118a-patch-notes-preparation-for-scr < - patch notes for upcoming ver

Othrwise just show the patch notes directly:

Quote
StarCraft v1.18a Patch Notes

StarCraft and Brood War will now be completely FREE.

Specific Changes & Improvements
* Please “Run as Admin” during patching; it is required by modern operating systems and your first client run will migrate saves to avoid issues from Windows system admin changes
Added windowed fullscreen or windowed mode; use Alt+Enter to switch between
Added UTF-8 support
Added Keybind options
Added cursor clamping in game while windowed; unclamped in menus
Added Popular Maps to streamline finding games or game types
Added options to display actions per minute
Added Observer mode
Added opponent information when joining a game lobby
Added autosaving for replays
Added in game timer option
Added UPnP support
Improved gameplay responsiveness during multiplayer by increasing turn rate to match LAN speeds over Battle.net
Improved UI layout in Battle.net sections
Improved behavior of available lobbies within the Join game section
Improved compatibility with Windows 7, 8.1, and 10
Improved anticheat
Improved installation and patching performance
Native support for Fish


Bug Fixes
Fixed palette issues to correct rainbow water, 80s Kerrigan, and other graphic glitches
Fixed problems with LAN game discovery
Fixed IME support and other text artifacts in Battle.net menus
LAN and Legacy Battle.net fixes
Valkyries will fire missiles regardless of population size
Dragoons will not freeze and require a Stop order before accepting new orders


Known Issues
Mac is not supported this patch, but is in progress
The profile section is currently unavailable



Post has been edited 2 time(s), last time on Mar 27 2017, 11:41 am by Oh_Man.




Mar 27 2017, 2:06 pm Zoan Post #43

Math + Physics + StarCraft = Zoan

Biggest pro - They actually fixed the rainbow water glitch

But in all seriousness, this is the update we've been waiting for our entire Broodwar lives. This sounds so amazing, I can't wait :D :D

Edit: Not that this will directly effect me, but won't the key-bind really effect pro tournaments? I thought one of the staples of SC in korea specifically was that they use the default hotkeys for everything - e.g. press p to build a probe, z to build a zealot, l to lift a building, etc.

Edit2: Btw, with the new keybind option I sense a new EUD address to manipulate :)

Post has been edited 4 time(s), last time on Mar 27 2017, 2:29 pm by Zoan.



\:rip\:ooooo\:wob\:ooooo \:angel\: ooooo\:wob\:ooooo\:rip\:

Mar 27 2017, 2:59 pm Kantu Post #44



Ok, hi guys, Im a SC2 Melee Mapmaker, I have been asking BWMelee mappers about bugs and issues they have and try to get them in contact with the BW:Classic DevTeam. I have contacts with some StarCraft Community Managers, I asked on the melee guys on broowarmaps.net about if they have got things which they would like to report (be it bugs, or features wanted/needed).

So I'll ask the same here, if you guys would would send me or post here links of bugs, or even better, if you guys write some documentation of bugs/features wanted, that'd be great.

I'm sure you guys have probably found far, far more bugs (be sure to be reporting actual bugs) and issues than the melee guys have. The BW:R devteam probably has spoken with some modders on Korea, but I haven't been aware of them hearing the concerns of the westerner modding/mapmaking communities. I have been badly, burned dealing with the SC2DevTeam in the past, so I want to make sure you guys don't suffer the same end.

I'll be monitoring the thread. :cheers:



Dark Sith Bird of SC2 Mapmaking

ktvmaps.wordpress.com | @Kantuva

Mar 27 2017, 3:20 pm Oh_Man Post #45

Find Me On Discord (Brood War UMS Community & Staredit Network)

Ask them if they can do anything about increasing the string limit, location limit and sprite limit.




Mar 27 2017, 3:28 pm TriNitY_ Post #46



Can't wait to see all the maps, that we've poured hours into, suddenly become broken.


Cheers and time to get a refresh on map making in SC :bleh:



None.

Mar 27 2017, 3:46 pm Ahli Post #47

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

Quote from Kantu
Ok, hi guys, Im a SC2 Melee Mapmaker, I have been asking BWMelee mappers about bugs and issues they have and try to get them in contact with the BW:Classic DevTeam. I have contacts with some StarCraft Community Managers, I asked on the melee guys on broowarmaps.net about if they have got things which they would like to report (be it bugs, or features wanted/needed).

So I'll ask the same here, if you guys would would send me or post here links of bugs, or even better, if you guys write some documentation of bugs/features wanted, that'd be great.

I'm sure you guys have probably found far, far more bugs (be sure to be reporting actual bugs) and issues than the melee guys have. The BW:R devteam probably has spoken with some modders on Korea, but I haven't been aware of them hearing the concerns of the westerner modding/mapmaking communities. I have been badly, burned dealing with the SC2DevTeam in the past, so I want to make sure you guys don't suffer the same end.
Map Limitations:
- string limit (1024), that's a low limitation especially as trigger comments count towards this
- location limit (255 + anywhere), some UMS maps like defense maps or RPGs would like to have more
- weapon sprite limit: 100, more would be awesome (e.g. defense maps can have several units not firing due to the limit)
- unit limit: 1700, more would be awesome
- max terrain size: 256x256, more would be awesome I guess
- trigger limit before save-game creation crashes the game: 65534 per player, not many projects ever hit this, so it is not imperative to have that increased
- sprite/image limits: 2500/5000, more would be awesome, so you won't have problems like Pylons not showing auras when selected because you ran out of sprites. I believe there was some Archon visual bug involving this limit, too.

Campaign:
- Blizz could fix New Gettysburg mission's terrain. Atm, it is using space tileset and canon is that Kerrigan was on the planet (e.g. see SC2's New Gettysburg cutscene for reference).

Editor:
- add support for sound file types that are not wav to reduce map file sizes on battle.net

Special Mapping technics:
- try to maintain unusual aspects like extended unit owners of preplaced units as some of the weird effects are required for some maps or disabling the doodad state of units causing some weird effects, moving a building away makes its ground buildable, building stacked structures with vision with yourself turned off, waits causing trigger checks allowing us to make the game check all trigger script every second game update (this is named "hypertriggers"), etc.
- add a way to read (and potentially write under some circumstances?) values within the game's data. That's basically what EUD conditions and similar technics allow and would allow UMS to alter rules like making a Marine instance use a Terran Wraith laser as his weapon, etc.
- track kills like deaths for a player -> that would make rewarding minerals for kills easy. That used to be a difficult task. Alternatively, let us edit the kill score of a unit type.
- add a "copy" option for death counts. We use that as variables and we can only copy values via adding many subtract and add operations.




Mar 27 2017, 3:55 pm Oh_Man Post #48

Find Me On Discord (Brood War UMS Community & Staredit Network)

Also what causes the nooks and crannies error and how can you piss it off?? (word it more delicately to the devs)

And you know what would also be cool: detecting HP in conditions, that would open up a LOT of neat options for mappers.
Also: make dark swarms available for different players, not just P12 - that would be EPIC!!!
And finally, if we could dynamically turn upgrades on/off or change upgrade values up and down dynamically with triggers that would be really really amazing.

God damn I feel like I'm sitting in Santa's lap asking what I want for Christmas :D :D :D :D :D

Post has been edited 1 time(s), last time on Mar 27 2017, 4:02 pm by Oh_Man.




Mar 27 2017, 4:13 pm Zoan Post #49

Math + Physics + StarCraft = Zoan

Quote from Kantu
Ok, hi guys, Im a SC2 Melee Mapmaker, I have been asking BWMelee mappers about bugs and issues they have and try to get them in contact with the BW:Classic DevTeam. I have contacts with some StarCraft Community Managers, I asked on the melee guys on broowarmaps.net about if they have got things which they would like to report (be it bugs, or features wanted/needed).

So I'll ask the same here, if you guys would would send me or post here links of bugs, or even better, if you guys write some documentation of bugs/features wanted, that'd be great.

I'm sure you guys have probably found far, far more bugs (be sure to be reporting actual bugs) and issues than the melee guys have. The BW:R devteam probably has spoken with some modders on Korea, but I haven't been aware of them hearing the concerns of the westerner modding/mapmaking communities. I have been badly, burned dealing with the SC2DevTeam in the past, so I want to make sure you guys don't suffer the same end.

I'll be monitoring the thread. :cheers:

There are many starcraft triggers which do not currently exist but would make sense and allow for many more possibilities in maps.

Here is a list off the top of my head:

1. Detect unit HP

2. Add to unit HP or Subtract from it instead of a required "Set to"

3. Add integer variables for triggers. Currently the standard workaround is to use the number of deaths
of a unit a player has, but this is extremely limited. For example, you cannot compare two
deathcounters directly, nor directly add them together. These intrger variables should be able to be added, multiplied to, divided into, subtracted, etc. with other things such as Minerals, Gas, Kills, unit Attack, etc. (basically anything with a number)

4. Have separate text slots for in game text and player text. Currently, if the map displays text it pushes player text off screen and vice-versa.

5. Increase or remove map limits such as:
i. Unit limit
ii. Sprite limit
iii. String limit
iv. Location limit

6. Allow for triggers to modify unit stats. This includes:
i. increase/decrease unit speed
ii. increase/decrease unit attack
iii. increase/decrease unit armor
iv. increase/decrease unit range
v. increase/decrease unit sight
vi. increase/decrease unit current and maxHP
vii. increase/decrease unit current and Max Energy
viii. increase/decrease unit Build Time
ix. increase/decrease unit Unit mineral/gas cost
x. changing a unit's name
xi. increase/decrease unit attack speed

7. Allow for burrowed detection

8. Allow for cloaked detection

9. Allow for detection of what key a player is pressing on their keyboard

10. Allow for cursor position detection

11. Allow for shields to be added to non-protoss units

12. Allow for detection of what unit a player has selected

13. Allow for detection of which player's unit casts a spell, and which player casts a spell

14. Allow for modification of game-speed

15. Allow for modification of game-shading

16. Allow for Players 9-12 triggers and for triggers such as order to attack to effect these players

17. Allow for the game to auto-save itself via triggers

18. Smooth out the centerview trigger (for example if you currently spam 'centerview' on a unit and that unit moves around, the result is very choppy). Additionally, in singleplayer centerview pauses the game, which breaks many maps.

19. Allow for 'or' statments in triggers

20. Increase the tick-time of triggers. Currently there is a workaround for this using what are called 'hyper triggers,' but there doesn't have to be.

21. Allow for triggers to increase/decrease the number of kills a player has of any given unit.

22. Allow for an option in triggers for them to only execute once when all the conditions are met, and in order to execute again these conditions must be unmet.

23. When you kill a unit, it doesn't register in the triggers immediately (a trigger cycle must go by for it to register). This should be fixed.

24. Allow for locations to be placed around other locations (e.g. some number of pixels to the left or right of another location)

25. Allow for detection of which direction a unit is facing.

26. Allow for modification of what units each building can produce.

27. Allow for detection of when a unit is attacked and by what

28. Allow for detection of when your unit is attacking

29. Allow for detection of what unit one of your units is attacking

30. Give access to unit ID's, so we can move locations on each individual unit of a certain type (e.g. if a computer player has 20 zerglings and I want to move a location onto each one)

31. Allow for triggers to order a unit to burrow

32. Allow for triggers to order a building to lift

32. Allow for lifting on Terran buildings to be disabled.

33. Currently lifted Terran buildings have different speeds depending on if they were created via triggers pre-lifted or if they were constructed on ground and manually lifted. This is a bug.

34. Give the option to have Protoss buildings permanently enabled or disabled regardless of nearby pylons

35. Allow for modification of supply limits via triggers.

36. Allow for us to remove the label 'captain' or 'lieutenant' or 'overseer' which are be default on some units.

37. Allow for us to via triggers add / remove debuffs on units, e.g. blind, parasite, etc.

38. Allow for base protoss shield protection on units (right now it is always 0 + whatever upgrades you add)

39. Allow for more upgrades past 255.

40. Allow for different armor scaling depending on the unit (right now it is always base + 1*(number of upgrades) )

41. Allow for mouse-click (left and right) detection of players.

42. Give a trigger which locks units in place.

43. Allow for spells to be added/removed from units who normally don't have those spells.

44. Allow for detection of a unit's current order (e.g. hold position, attack, move, patrol)

45. Make the ability to gain/lose vision of other players more intuitive.

46. Give the ability for players to stack their buildings (Right now there is a workaround where if you do not have vision of your own unit and build in the middle of the fog of war you can do this, but this workaround is annoying to use).

47. Make it so that if your unit gets lost into the fog of war you do not lose selection of it.

48. Right now if you have two players allied, and you constantly in the triggers set one of those players to allied, this disables you from attacking BOTH, but it should just disable you from attacking the one.

49. Give a trigger which disables a unit's attack

50. Give a trigger which prevents a player from attacking another player.

Here is also a list of bugs:

http://www.staredit.net/wiki/index.php?title=Quirks_and_nuances

There are probably more, but my hand is tired now.

Post has been edited 2 time(s), last time on Mar 27 2017, 4:31 pm by Zoan.



\:rip\:ooooo\:wob\:ooooo \:angel\: ooooo\:wob\:ooooo\:rip\:

Mar 27 2017, 4:27 pm Zoan Post #50

Math + Physics + StarCraft = Zoan

HOLY SHIT GET HYPE!!!!!!!!!

From here:

https://us.battle.net/forums/en/starcraft/topic/20753855356#post-15

Quote
You can expect:

- An improved multiplayer system, but with a reminisce of the old battle.net

- A ranking system of sorts

- Extremely similar gameplay and mechanics, most of the changes are cosmetic and technical under the hood improvements.

- Improved editor with more tools and triggers and slightly smarter functioning.

As I understand, the goal was to take the same old StarCraft and make it playable again, with some added benefit of improvements to the framework and functioning of the engine and multiplayer systems -- not to fundamentally change it in anyway.




\:rip\:ooooo\:wob\:ooooo \:angel\: ooooo\:wob\:ooooo\:rip\:

Mar 27 2017, 7:04 pm NudeRaider Post #51

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Zoan
Quote
You can expect:
- Improved editor with more tools and triggers and slightly smarter functioning.
O___________O Meme time. However, before you get your hopes up: This likely means Staredit will become more like ScmDraft. I still don't think they're actually gonna introduce new triggers or modifiers.




Mar 27 2017, 7:14 pm lil-Inferno Post #52

Just here for the pie

Quote from NudeRaider
Quote from Zoan
Quote
You can expect:
- Improved editor with more tools and triggers and slightly smarter functioning.
O___________O Meme time. However, before you get your hopes up: This likely means Staredit will become more like ScmDraft. I still don't think they're actually gonna introduce new triggers or modifiers.
At least we'll probably see active development instead of someone making an editor and then rage quitting. Why do you think they aren't going to add new triggers if they mention doing that?




Mar 27 2017, 7:26 pm Alzarath Post #53

Praetor

It doesn't appear having green text gives you any more actionable information than anyone else, so I'm afraid Duke's posts can not be construed as confirmation. It's nice to dream, though.



None.

Mar 27 2017, 7:27 pm Zoan Post #54

Math + Physics + StarCraft = Zoan

Hey, I was wondering - would it even be possible for them to change the localness/globalness property of some of the memory addresses?

I requested in that list of 50 things some things which are possible using EUD's like detecting which key a person is pressing on their keyboard. Using EUD's this is a local variable and would thus cause de-syncs in multiplayer maps. Can they change it so that you can detect keypresses without desyncs?



\:rip\:ooooo\:wob\:ooooo \:angel\: ooooo\:wob\:ooooo\:rip\:

Mar 27 2017, 7:37 pm NudeRaider Post #55

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from lil-Inferno
At least we'll probably see active development instead of someone making an editor and then rage quitting. Why do you think they aren't going to add new triggers if they mention doing that?
Scmdraft gives access to additional trigger elements that are hidden / not foreseen in classic Staredit. I'm assuming with new triggers (there is no such thing btw.) he means giving access to those 'under the hood' features.




Mar 27 2017, 9:57 pm TriNitY_ Post #56



Confirmed information from Blizzard Tech that 3rd party editors (SCMDraft) will be compatible and that there is a high chance that Blizzard will be improving the vanilla editor.



None.

Mar 27 2017, 10:36 pm LoveLess Post #57

Let me show you how to hump without making love.

Quote from Kantu
Ok, hi guys, Im a SC2 Melee Mapmaker, I have been asking BWMelee mappers about bugs and issues they have and try to get them in contact with the BW:Classic DevTeam. I have contacts with some StarCraft Community Managers, I asked on the melee guys on broowarmaps.net about if they have got things which they would like to report (be it bugs, or features wanted/needed).

So I'll ask the same here, if you guys would would send me or post here links of bugs, or even better, if you guys write some documentation of bugs/features wanted, that'd be great.

I'm sure you guys have probably found far, far more bugs (be sure to be reporting actual bugs) and issues than the melee guys have. The BW:R devteam probably has spoken with some modders on Korea, but I haven't been aware of them hearing the concerns of the westerner modding/mapmaking communities. I have been badly, burned dealing with the SC2DevTeam in the past, so I want to make sure you guys don't suffer the same end.

I'll be monitoring the thread. :cheers:

To kind of condense down Zoan's post, let's go with a list that goes down in terms of what things we desperately want... To things that would be cool to have. I will try to keep it short...

1. Increase the string/text, unit sprite, weapon sprite, unit, and location limits. It has to be possible. If it creates lag with the old engine that SC has, we can gauge that all ourselves. Terrain size is something that some people would like to be increased though 256x256 is plenty in most situations, though it would be nice for minimap "art" purposes.

2a. Add a way for us to use what we refer to as EUD (Extended Unit Death) conditions and actions as a part of triggers. What we do is take a unit's index ID, then read the game's memory for values in that ID like exact Health/shield/energy, position on the map, armor, order status (if it is moving/attacking/etc), speed, Weapon cool down, and many other things.

2b. Specifically, being able to add/subtract values is what we want, not just setting them. Adding this option to the existing "set unit hp" and friends would be a huge help.

2c. Allow us to change the number of upgrades through triggers (that includes up to 255, not 3).

2d. We were able to adjust these by writing to the memory with EUDs in the past, but blizzard patched that out so the game crashed. Of course that could have been used maliciously, but adding new conditions/actions that allow us to view/change these specific values would be extremely significant. Again, we could just use the unit index to identify what units are being affected. An additional "at location" version would be pretty cool too though. It is pretty easy to tell, but this is a huge personal one for me, the ability to modify these things at will would usher in a new age of custom maps because many of us did not get the chance to play with this when it was available.

3. We do not really need a new integer storage system since Deaths can generally suffice. Though adding the ability to copy, divide, multiply, and combine different Death integers would greatly increase our ability to provide the community with new content. Mainly copy and combine because this would be used in pretty much every map, multiply and divide would be for the more technical maps. New units to use specifically for Death integers would be cool, just label them "Death Counter #" and we can go crazy with it. No need to make it a selection in the UI.

4. Currently we rely heavily on very "unusual" tools for many different things. Stacking wait actions with 0 duration to force trigger checks and essentially speed up the rate at which the game reads through triggers. Currently we have this up to around 12 cycles through every trigger per second. Disabling/Enabling doodad states to break unit sprites or make units disabled/cloaked that shouldn't be. Either allow us to do it easier, but in general just don't break them. Many classic UMS maps rely on this stuff.

5. Add new sound file types, we are currently limited to wav files. Could we get mp3 by any chance?

6. Smooth the center-view action in triggers, currently it is very jarring to spam so creating "third person" maps or using it as a sort of panning camera is not possible.

7. Allow us to add/subtract from the kills a player has. Currently we have to rely on Kill Score which is very inconvenient for defense maps.

8. Make it so we can change any weapon's attack type and Detector status. Attack type meaning we can change a weapon so it is Normal, Concussive, or Explosive.

9. Allow us to disable entire commands. Things like move, attack, stop, hold position, liftoff, etc. Just like they were buildings, units, or spells.

10. Aesthetically, we are very limited with what we can do at the moment. Any change in that department is welcomed with open arms because we are restricted to unit deaths right now. Allow us to force flag status onto units, like Ensnare, Parasite, Defense Matrix, etc. Now this does not mean just casting the spell (which would be nice to have in scripts too), but being able to use the animation itself would be nice.

11. Allow us to change the fog of war with triggers. This would mean make some explored, reveal it, make it unexplored (pitch black), and so on.

Post has been edited 3 time(s), last time on Mar 27 2017, 11:02 pm by LoveLess. Reason: Holy shit I cannot count



None.

Mar 27 2017, 10:43 pm Ahli Post #58

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

Quote from TriNitY_
Confirmed information from Blizzard Tech that 3rd party editors (SCMDraft) will be compatible and that there is a high chance that Blizzard will be improving the vanilla editor.
May I remind you that MVPs are not Blizzard staff and therefore cannot confirm anything. They have no internal information access.
MVPs are just users that are very active and post with a decent quality. For example, that person is a MVP due to technical assistance posts.




Mar 27 2017, 10:55 pm Praetor Post #59

layin' in the cut

Square terrain and building stacking would be nice



this too shall pass

Mar 27 2017, 10:59 pm Praetor Post #60

layin' in the cut

https://us.battle.net/forums/en/starcraft/topic/20753705711

Quote
Courtesy of google translate:
"We wanted to implement the lamp [ramp I think] in 12 different angles. There are a lot of map editors and exchanges, but I am worried about lamps [ramps] and implementing custom lamps [ramps]. We plan to localize it as a map editor. I am sharing various information with SCM Draft 2, and I am trying to expand this function. I think that there are lots of creativity in the case of custom maps. We will provide support for custom maps, but the map we have to give up in the remaster was EUD maps. I have an abuse case. I thought this would cause security problems for the player. I am still thinking about how to proceed with the support of community users and maps. I think EUD maps have a lot of problems right now. Usage maps will be compatible and implemented immediately after the remaster update."

Source: Q&A session from http://m.post.naver.com/viewer/postView.nhn?volumeNo=6935865&memberNo=22031991

So in summary...
1. Map editor will incorporate/expand features of SCM Draft 2
2. EUD maps wont be supported because of security issues
3. Support for custom maps will be given after remaster




this too shall pass

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