Staredit Network > Forums > SC1 Map Showcase > Topic: StarCraft: Inconsummate
StarCraft: Inconsummate
Jun 11 2017, 10:45 am
By: Pr0nogo
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Jul 5 2017, 8:40 pm Pr0nogo Post #41



You're welcome! Hope you enjoy the campaign.




Jul 6 2017, 12:24 am Kirjuri Post #42



Sure did. Excellent work. True to the Blizzard campaign spirit, as if a natural continuation to the progress they made during the development of Vanilla and Brood War campaigns. I wonder, though - you used top notch background noise for the terran units' speech, like the firebat's scorching sound. Why not employ filters to the protoss sounds, too? Right now they're quite untellable from the other voices except by intonation. Have to compliment you on the remarkable lack of grammar mistakes and typos. Dialogue is smooth. Good campaigns have been destroyed with terrible dialogue in the past. You bring hope to this sector.

Edit: What's the damage type of Goska's gun?



None.

Jul 6 2017, 12:39 am Pr0nogo Post #43



Zealots have a subtle reverb and pitch-shift: example

Dragoons have an obvious "tinny" filter: example

High Templar and Archons have very obvious filters and reverbs: example 1 example 2

Perhaps the infrequency of their speech is why you feel their filters aren't as audible, but they certainly exist. My next long-form campaign will likely be from a protoss perspective, so feedback like this is useful, though I'd appreciate it if you could expand on what you mean when you say they're "untellable" (indistinguishable?).

Goska's weapon damage is concussive.

Glad you're enjoying the project. When map 5 is out, I hope you'll let me know what you think of it.




Jul 6 2017, 6:31 pm Kirjuri Post #44



The voices are somewhat indistinguishable because, if I've understood correctly, you act all of them. Because the voice is basically the same, I think there's plenty of space for more alteration. They're hard to identify as different persons because the voices aren't distinct enough. The High Templar has a sufficient alteration to his voice - he immediately strikes out as a character of his own just by his voice. The rest of the protoss seem a little underwhelming to me; they blend together. I think the Dragoon's voice needs more robotic clang to it, as they have in the original game. The Zealot's voice acting is great, it's got the rage and rasp that they usually do, but I'd make it thicker, more full, if possible. The Archon's voice lacks the characteristic, thick psionic turmoil that he has both in SC:BW and SC2.

The voice acting itself is good. It's slow enough so as to easily follow dialogue. It could be a tad faster, even? The Medic's voice actor is doing an especially great job at sounding like a natural speech tempo while still retaining a dramatic articulation.

I found it unfortunate that Infested Goska's voice doesn't sound very infested at all - compared to, say, Infested Duran's in the original campaign, or to Infested Kerrigan's. How far is he in the infestation process exactly? His cover isn't blown until he explicitly attacks the Raiders... I wonder, do infested terrans have a way to conceal their infested voice? Duran did that in the Brood War campaign temporarily, before killing Stukov. Maybe this could justify the lack of infested'ness in Goska's voice... I'm rambling here, but I'd much prefer some auditive indication of his allegiance, at least once his cover is blown.

I remember Goska's weapon wouldn't kill a zergling in one hit at full upgrades when I played mission 4. That's why I was wondering what his damage type might be since he didn't deal full damage to just about anything. (30+30 really should kill small bugger in my opinion, heh.)


I will definitely check out map 5. This campaign is what I've been waiting for but never had the joy to experience until now.



None.

Jul 9 2017, 12:41 pm NudeRaider Post #45

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

sc crashes in current version when I load a savegame.




Jul 9 2017, 12:44 pm Pr0nogo Post #46



Yes, this was discussed on the previous page after sigsaucy brought it to my attention. Voyager will be shipping a fix to me soon; until he does, it's out of my hands. Saves are fine until you close out the executable.




Jul 12 2017, 10:38 pm NudeRaider Post #47

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
Yes, this was discussed on the previous page after sigsaucy brought it to my attention. Voyager will be shipping a fix to me soon; until he does, it's out of my hands. Saves are fine until you close out the executable.
He only had the problem when he closed the game between the save and loading. I always have it. Even right after saving.
Failed to get ImageSize ( i.snag.gy/81GYkq.jpg ) working link




Jul 12 2017, 10:57 pm Pr0nogo Post #48



Oh, very bizarre. Try this mod instead: https://mega.nz/#!38xyTIDQ!4e_W6MFP4YQSuhxmFyQfcW-rT8ctpzSN9ZOB4PDnWdk




Jul 13 2017, 6:04 am NudeRaider Post #49

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

I suspected it might have been a side effect of the wmode files I still had sitting in my sc folder from mod night, so I was playing around trying out how the 2 different sets of dlls behave and now I can't reproduce the issue anymore. Neither with the original mod exe nor with the one you just uploaded.

=> Problem "fixed" for now




Jul 13 2017, 3:01 pm Pr0nogo Post #50



Glad it's resolved, either way. That is a strange issue with the dlls. I hope more people don't run into it.




Jul 16 2017, 7:17 am Pr0nogo Post #51



A small update has been pushed to address an issue present in map 3. This patch also resolves the save/load crash issues and lays the groundwork for map 5's release, which will (fingers crossed) be happening around monday night EST, or ~2 days from now.




Jul 17 2017, 5:49 pm Pr0nogo Post #52



Map 5 is pretty close to being complete - just some AI and balance related things to hash out. However, map 5 crashes when attempting to save due to some faulty code in Niev's limit expander plugin, so until he's able to fix that I'll hold off on releasing the map.




Jul 18 2017, 12:51 am Pr0nogo Post #53



Scratch that. Neiv has resolved the save/load crash and I am proud to announce the debut of map 5! Link has been updated in the OP. If you play it, let me know your thoughts!




Jul 19 2017, 5:41 pm Pr0nogo Post #54



A new patch has been pushed that addresses balance concerns for map 5 and fixes minor issues for the mod and map 2. The limit expander has been updated to support extended tooltips and an AI-related crash in map 5 may have been averted. If you encounter it, please send screenshots and crashlogs to me via PM or by posting here.




Jul 19 2017, 11:31 pm Kirjuri Post #55



Phew. That was an intense map. Linear but still throwing you around all over the map. I like how you have to expand all the time, often towards your opponent. I found that expanding to the closest minerals in the beginning made it much harder to defend, so I snatched one expo to the west and dealt with the rest of the map with Guardians, Hydralisks and Hunter Killers.

I enjoyed the voice acting in this one. Not sure if they were altered or if my nostalgic mind just adapted, heh.

Eagerly looking forward to Map 6!



None.

Jul 19 2017, 11:45 pm Pr0nogo Post #56



The voice acting for this map uses a more advanced/comprehensive post processing system I discovered while working on Aldaris' voice acting and edits, so I'm glad you enjoyed it a bit more. Hopefully map 7 will show them off even better. Map 6 will be more or less complete in the next few days but I'll be delaying its release until some external voice actors get back to me with extra lines, which could take as long as next Thursday (though I hope not).




Jul 21 2017, 2:25 pm bewd85 Post #57



Quote from Pr0nogo
A new patch has been pushed that addresses balance concerns for map 5 and fixes minor issues for the mod and map 2. The limit expander has been updated to support extended tooltips and an AI-related crash in map 5 may have been averted. If you encounter it, please send screenshots and crashlogs to me via PM or by posting here.

encounter the crash when my forces near teal fleet beacon. crash happen right after the dialogue finish.

Attachments:
crash.jpg
Hits: 10 Size: 30.17kb



None.

Jul 21 2017, 4:27 pm Pr0nogo Post #58



Thank you, I'll take a look at it.




Jul 27 2017, 2:53 am Pr0nogo Post #59



I've pushed an update that should resolve the crash people encountered in map 5. It also corrects some minor graphical issues and improves some of the custom terrain.




Jul 29 2017, 12:13 am Pr0nogo Post #60



Inconsummate's 6th map has been released, and with it, Inconsummate's main story has been concluded! An accessory 7th map will enter active development sometime soon and will serve to set the stage for the sequel. Thanks to everyone who has supported the project during its lengthy public development time! If you only wish to download the most recent release, be sure to download the new mod file as well, as it contains the AI scripts and some additional data that allows map 6 to function correctly!

Quote from Pr0nogo
I use all the players as it is in most of the maps for cinematic and gameplay purposes, so co-op is not something that will happen.
This issue has been resolved in my latest attempts at optimizing heroes and cutscenes. This means that co-operative maps/projects are more possible, though I will not be updating Inconsummate to support them.




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