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StarCraft: Remastered
Mar 17 2017, 2:50 am
By: ClansAreForGays
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Mar 28 2017, 12:08 am Lanthanide Post #61



Quote from LoveLess
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...
Yes, much more sensible list of things than Zoan's post. A lot of his stuff would be used in 0.1% of maps (perhaps quite popular maps, but very few) and would take a lot of work to implement into the engine. Lets be realistic and asks for things that would provide the biggest bang for buck.

Quote
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.
Yes, have a trigger condition that can reference a specific unit ID, and then have a generic memory offset. That way map-makers can look at any part of the unit structure they like and come up with their own crazy ideas, eg the unit-facing-direction request of Zoan. Sure it might be more work, but the mappers should put in that effort - it'll set their maps apart.

Similarly have a trigger condition that isn't tied to a unit ID, and can be used to read any part of memory that we want. That would allow things like mouse pointer co-ordinate detection and some of the other very technical things Zoan listed.

Quote
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.
Easy way to meet this requirement is just to extend Switches. They currently have boolean operations - that can be retained by treating false == 0 and true != 0. They could be made into 4 byte signed integers with add/subtract/multiply/divide/compare operators.

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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.
Making hyper-triggers part of the base system would break any custom maps that weren't expecting them, and particularly all of the campaign maps. Such a change as this would require a new version number for the map. Which is what they should do - and tie any new trigger conditions/actions to the new map version. That way historic maps could be unaffected by any changes.

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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.
And change unit size from Small, Medium and Large, and Robotic / Organic.



None.

Mar 28 2017, 12:28 am Oh_Man Post #62

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

Can we get an ability to toggle blind on off on units oh and can map revealers be detectable in locations :P




Mar 28 2017, 2:00 am jjf28 Post #63

Cartography Artisan

Quote from Praetor
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 is frustratingly unhelpful, I didn't expect them to make EUD actions a thing again (we can execute code with techniques many times less powerful), but it doesn't answer the question of whether EUD conditions are going to be messed with (beyond the obviously needed memory changes) or if EUPs are going away (which I would lament but would expect since we do have executable code through them).



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Mar 28 2017, 3:40 am LoveLess Post #64

Let me show you how to hump without making love.

Quote from Lanthanide
Quote
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.
Making hyper-triggers part of the base system would break any custom maps that weren't expecting them, and particularly all of the campaign maps. Such a change as this would require a new version number for the map. Which is what they should do - and tie any new trigger conditions/actions to the new map version. That way historic maps could be unaffected by any changes.

Would assume by default, the setting would be off. So older maps would obviously be unaffected. However new maps, could utilize it.



None.

Mar 28 2017, 5:57 am Zoan Post #65

Math + Physics + StarCraft = Zoan

Yeah I got a little excited. The condensed posts are much better than mine.



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

Mar 28 2017, 2:39 pm Oh_Man Post #66

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

Another important thing I forgot to mention:

Is there a way to make the downloads on battlenet faster. Right now something, I'm not sure what it is, actually gimps download speed of maps badly, no matter how fast everyone's connections are. In today's advanced mapping world map sizes are getting bigger and bigger, some even 100mb. These maps could 'go viral' a lot easier if they were easily downloadable via battlenet.




Mar 28 2017, 3:13 pm Dem0n Post #67

ᕕ( ᐛ )ᕗ

They probably will fix that. I don't see a reason why they'd leave it as a 56kb connection expectation.




Mar 28 2017, 5:52 pm Lanthanide Post #68



My guess on the slow file download, is that they have a maximum limit on the TCP window size enforced by the client. That'll effectively cap the download speed, although people who have lower pings with each other would still be able to get faster speeds.

Back when Starcraft came out, TCP wasn't really standardised to the extent it is now. If they've got their own TCP implementation then they'd have to replace it to improve this, but if they're making changes to the b.net side of things then it's highly likely they would replace any custom implementation if one exists.



None.

Mar 28 2017, 5:54 pm Zoan Post #69

Math + Physics + StarCraft = Zoan

Oh, another cool thing would be to make maps any size, not just 64, 96, 128, 192, or 256.

A 500x500 epic map would be so stupid cool lol. Probably not used much but w.e



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

Mar 29 2017, 12:16 am Oh_Man Post #70

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

Nooks and crannies is an issue as well.




Mar 29 2017, 2:07 am Dem0n Post #71

ᕕ( ᐛ )ᕗ

Quote from Zoan
Oh, another cool thing would be to make maps any size, not just 64, 96, 128, 192, or 256.

A 500x500 epic map would be so stupid cool lol. Probably not used much but w.e
A map should seldom ever be 256x256. What would you even do with 500x500? I guarantee you would never terrain that whole thing, and no sane person would ever play a map that required them to go across such a large area. tbh.




Mar 29 2017, 2:13 am Zoan Post #72

Math + Physics + StarCraft = Zoan

Cuz a huge map would be cool



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

Mar 29 2017, 2:21 am jjf28 Post #73

Cartography Artisan

Quote from Dem0n
Quote from Zoan
Oh, another cool thing would be to make maps any size, not just 64, 96, 128, 192, or 256.

A 500x500 epic map would be so stupid cool lol. Probably not used much but w.e
A map should seldom ever be 256x256. What would you even do with 500x500? I guarantee you would never terrain that whole thing, and no sane person would ever play a map that required them to go across such a large area. tbh.

Probably run out of memory because the ISOM section is too big :P, I can see such a map being used for two purposes: ton sof cutscenes or something like Zelda Oracle of Ages/Seasons where you flip between similar but distinct worlds



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Mar 29 2017, 4:14 am Oh_Man Post #74

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

I run into nooks and crannies at 256x256 so 500x500 would b impossible




Mar 29 2017, 5:40 am NudeRaider Post #75

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 Dem0n
Quote from Zoan
Oh, another cool thing would be to make maps any size, not just 64, 96, 128, 192, or 256.

A 500x500 epic map would be so stupid cool lol. Probably not used much but w.e
A map should seldom ever be 256x256. What would you even do with 500x500? I guarantee you would never terrain that whole thing, and no sane person would ever play a map that required them to go across such a large area. tbh.
Better fidelity Strip maps! :P
Joking aside, if we have other limits lifted it would become totally feasible to create a huge epic rpg, maybe even in collaborative effort.




Mar 29 2017, 5:54 am sigsaucy Post #76



with 500x500 we could get detailed world maps for diplomacy and other war games.




Mar 29 2017, 2:27 pm Oh_Man Post #77

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

https://twitter.com/StarCraft/status/846877747460792320




Mar 29 2017, 3:09 pm Pr0nogo Post #78



I hope the portraits look less goofy.




Mar 29 2017, 6:31 pm NudeRaider Post #79

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 Pr0nogo
I hope the portraits look less goofy.
let me crush your hopes (ignore the hydralisk) :P




Mar 29 2017, 11:28 pm Pr0nogo Post #80



I don't think those are final. They're paintings, concept art. They can't be animated like that.




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