Staredit Network > Forums > SC1 Map Showcase > Topic: Project: Hydra - Rebel Yell
Project: Hydra - Rebel Yell
Feb 19 2018, 12:03 am
By: Pr0nogo
Pages: < 1 « 2 3 4 5 >
 

Feb 23 2019, 10:22 am Pr0nogo Post #61



In 1161, I haven't been able to reproduce the reload AI issue observed in SCR, so I doubt that's the issue.




Feb 23 2019, 2:56 pm pit667 Post #62



ok, i replayed the map without saving and it was fine (only my allied AI did expand one time only - didn't push forward).
Looks like when I saved the game, it crushed the triggers.

Also in the mission brefing there is "6 becons" on the map there is only 4 to take.



None.

Feb 23 2019, 6:52 pm Pr0nogo Post #63



Your AI ally shouldn't expand ever, they only build external production/supply. The briefing issue was fixed many months ago, so maybe the issue is that you have an old map/mod combo.




Feb 23 2019, 8:51 pm pit667 Post #64



I think I had the most current version but just to be sure I downloaded it again.
No more issues and my AI ally built external production twice - in two places (this is what I meant by expand :))

Mission briefing is fixed but during the mission under mission objective there is "deploy 6 PSI emitters"

BTW, this map is cool :D



None.

Feb 24 2019, 4:42 am Pr0nogo Post #65



Thanks for clarifying, glad the latest version fixed your issues. My theory is the map file you were using was an old one and didn't have locations/triggers to run the correct AI or something, but it's hard to tell since I could never reproduce it. Please let me know if you find any other issues, or have any other feedback.




Feb 24 2019, 9:02 pm Xarmydis Post #66



Hey! Excited for this--any chance I could find the latest version you did with SC:R? I know you've switched for your latest version, but my brother and I were in the midst of playing through it, and would like to finish that campaign on SC:R if possible.

Loving the work you're doing! Looking forward to the next campaign (on 1.16.1)!



None.

Feb 25 2019, 2:19 am Pr0nogo Post #67



Thanks for the kind words. If the version you guys have doesn't work with SCR you'll have to play it on 1161.




Feb 25 2019, 7:26 pm Xarmydis Post #68



Quote from Pr0nogo
Thanks for the kind words. If the version you guys have doesn't work with SCR you'll have to play it on 1161.

Gotcha--so there's no way to get the final update you did on SC:R before you switched to 1161?

And we're really pumped for Protoss :) (though we're patient! totally respect your time--we're big supporters. You've given us a way to connect with each other from a distance, and we're really appreciative that we can go back to the days of playing SC together)




Feb 26 2019, 2:05 am Pr0nogo Post #69



Oh, that's what you meant. I thought SCR wasn't letting you launch the mod anymore. The last SCR update is here.

I don't have any ETA yet unfortunately, but you can follow the discord server (click the u below this post) for updates and I sometimes stream development on my youtube channel. Glad you and your friend are enjoying BW in 2019!




Mar 30 2019, 4:32 pm Pr0nogo Post #70



Updated the readme with more explicit instructions for iccup registration and added the wmode dlls.

2.0 is going well, with Desperate Alliance being tested. Some eye candy:




Post has been edited 1 time(s), last time on Mar 30 2019, 11:25 pm by Pr0nogo.




Apr 13 2019, 2:07 pm LotsofGill Post #71



when is the zerg campaign get done?



None.

Apr 13 2019, 3:52 pm Pr0nogo Post #72



Right now I only have the first mission working, and it needs a lot of work before it's done. If you want to play some of the early missions before they're released you can grab them from here, but know that they're not going to represent the final product.




Jun 12 2019, 3:07 am Pr0nogo Post #73



There hasn't been an update regarding Hydra in a while, so I figured I'd post the latest projections and talk a bit about what the new version will entail. As a reminder a more in depth look is available on my wikidot: http://pr0nogo.wikidot.com/sc-hydra-ngs

Hydra's new version will ship with the first three campaigns of the game completed and sport at least a semi-balanced melee mode, though it'll be driven more towards team games than typical ladder and isn't designed to replace BW 1v1s. More info on this is discussed later on.

iquare has been exceptionally helpful throughout the past 9 months and beyond with custom aiscript commands and other useful engine improvements, and has volunteered to do the bulk of the coding that Hydra requires. His PC is out of commission now, which has slowed our progress somewhat, but that should be resolved shortly. The two of us will be continuing development of the underlying systems and functions that this project needs in order to meet my own standards and expectations. Our list, in no particular order:

-Data extender: uncap number of unit, weapon, flingy, sprite, image, upgrade, tech, sfxdata, portdata, and order dat entries the game can support. Basically everything we'll require to add entirely new techtrees and environments without breaking compatibility with aise and other plugins.
-New aiscript commands: most notably, we've drummed up concepts for AI kiting/stutter stepping, reaver harassment, lurker handling, cloaked raids, and other exciting features for AI players that will help contextualize them as competent 'players' of Starcraft. Some of this stuff is also necessary for the AI to properly use units like the Terran Shaman. A number of other important functions will follow soon after this tactical AI system is implemented.
-New AI basebuilding algorithm: without significant improvements to the AI's building algorithm, modders are required to manually place every structure for every possible base area in order to avoid dysfunctional bases. A new algorithm has already been conceived of, and will begin production as soon as is feasible.
-Engine fixes: from fixing freshly-morphed AI guards (and guards with subunits) not moving to their posts, to increasing the maximum map size, to increasing the unit, sprite, bullet, tooltip, and player limits, this will be a significant undertaking that will likely take the most time.
-Hydra's techtree: we've already been able to add the Shaman, Medical Bay, Vorvaling, Basilisk, Basilisk Den, Legionnaire, Hierophant, Principality, and Warp Anchor. Before any other new units are added, we're going to work on making all the changes to the default game and the vanilla/expansion units in a standalone mod that will serve as a framework for other projects, which will be developed in the interim until the other tasks on the above list are completed.
-After all that: we'll continue development as planned, with Rebel Yell taking center stage and hopefully seeing some form of completion by the end of 2019.

Regarding melee and continued co-op support, though I do have every plan to continue shipping a 2player-compatible project (and even have some clever workarounds for player limits should we fail to uncap those in a reasonable timeframe), 1.16.1 doesn't have the luxury of easy hosting that 1.2+ does. As such, I'll be working with some other tooldevs closer to Hydra's release to develop a client that will serve to connect players of mods (and of vanilla 1.16.1, should that be desired) without relying on ports being forwarded. The technical details are still TBD but I believe this is a necessary step if any multiplayer experiences are meant to be supported, especially considering iCCup is woefully inadequate for the purposes of connecting players. If anyone has particular suggestions, let me know. I'll post what I have so far below. At some point I'll probably open a new thread specifically for this, when the tool's development has begun.

Client Ideas

TL;DR we don't have much to show right now, and the next month or so will be spent improving our tools so we can develop the project in a timely manner. I'll continue updating the wikidot as time goes on, and post updates when we've completed a significant chunk of work.




Jun 13 2019, 9:17 pm Rawflesh0615 Post #74



Quote from Pr0nogo
There hasn't been an update regarding Hydra in a while, so I figured I'd post the latest projections and talk a bit about what the new version will entail. As a reminder a more in depth look is available on my wikidot: http://pr0nogo.wikidot.com/sc-hydra-ngs

Hydra's new version will ship with the first three campaigns of the game completed and sport at least a semi-balanced melee mode, though it'll be driven more towards team games than typical ladder and isn't designed to replace BW 1v1s. More info on this is discussed later on.

iquare has been exceptionally helpful throughout the past 9 months and beyond with custom aiscript commands and other useful engine improvements, and has volunteered to do the bulk of the coding that Hydra requires. His PC is out of commission now, which has slowed our progress somewhat, but that should be resolved shortly. The two of us will be continuing development of the underlying systems and functions that this project needs in order to meet my own standards and expectations. Our list, in no particular order:

-Data extender: uncap number of unit, weapon, flingy, sprite, image, upgrade, tech, sfxdata, portdata, and order dat entries the game can support. Basically everything we'll require to add entirely new techtrees and environments without breaking compatibility with aise and other plugins.
-New aiscript commands: most notably, we've drummed up concepts for AI kiting/stutter stepping, reaver harassment, lurker handling, cloaked raids, and other exciting features for AI players that will help contextualize them as competent 'players' of Starcraft. Some of this stuff is also necessary for the AI to properly use units like the Terran Shaman. A number of other important functions will follow soon after this tactical AI system is implemented.
-New AI basebuilding algorithm: without significant improvements to the AI's building algorithm, modders are required to manually place every structure for every possible base area in order to avoid dysfunctional bases. A new algorithm has already been conceived of, and will begin production as soon as is feasible.
-Engine fixes: from fixing freshly-morphed AI guards (and guards with subunits) not moving to their posts, to increasing the maximum map size, to increasing the unit, sprite, bullet, tooltip, and player limits, this will be a significant undertaking that will likely take the most time.
-Hydra's techtree: we've already been able to add the Shaman, Medical Bay, Vorvaling, Basilisk, Basilisk Den, Legionnaire, Hierophant, Principality, and Warp Anchor. Before any other new units are added, we're going to work on making all the changes to the default game and the vanilla/expansion units in a standalone mod that will serve as a framework for other projects, which will be developed in the interim until the other tasks on the above list are completed.
-After all that: we'll continue development as planned, with Rebel Yell taking center stage and hopefully seeing some form of completion by the end of 2019.

Regarding melee and continued co-op support, though I do have every plan to continue shipping a 2player-compatible project (and even have some clever workarounds for player limits should we fail to uncap those in a reasonable timeframe), 1.16.1 doesn't have the luxury of easy hosting that 1.2+ does. As such, I'll be working with some other tooldevs closer to Hydra's release to develop a client that will serve to connect players of mods (and of vanilla 1.16.1, should that be desired) without relying on ports being forwarded. The technical details are still TBD but I believe this is a necessary step if any multiplayer experiences are meant to be supported, especially considering iCCup is woefully inadequate for the purposes of connecting players. If anyone has particular suggestions, let me know. I'll post what I have so far below. At some point I'll probably open a new thread specifically for this, when the tool's development has begun.

Client Ideas

TL;DR we don't have much to show right now, and the next month or so will be spent improving our tools so we can develop the project in a timely manner. I'll continue updating the wikidot as time goes on, and post updates when we've completed a significant chunk of work.

You made your own wiki page?



None.

Jun 13 2019, 9:53 pm Pr0nogo Post #75



Yes, it's significantly more responsive than google drive, and probably more secure.




Nov 3 2019, 7:38 pm Schulyer Post #76



This seems like a great campaign and I'm excited to try it out! I've downloaded the 1.16.1 version from Mega and followed the setup steps in the provided readme, but keep getting the error "The procedure entry point SymInitializeW could not be located in the dynamic link library". I thought it might have to do with the locations of the dll files provided in the package, but those are in the right place (1.16.1 installation folder).

Anyone else encountered this?

Attachments:



None.

Nov 4 2019, 12:38 am UEDCommander Post #77

Sic Semper Tyrannis

Find and delete dbghelp.dll in your SC install directory




Nov 7 2019, 1:29 am Schulyer Post #78



Quote from UEDCommander
Find and delete dbghelp.dll in your SC install directory

This worked - thank you!



None.

Dec 2 2019, 9:21 am Zincoshine Post #79



I've taken a peek at this and I can already see that it is basically dark souls meets starcraft. I wonder why you would use a terribly bland name like "project hydra" instead of DarkSoulsCraft though, that would give this project much more attention I believe.



None.

Dec 2 2019, 8:36 pm UEDCommander Post #80

Sic Semper Tyrannis

Quote from Zincoshine
I've taken a peek at this and I can already see that it is basically dark souls meets starcraft.
If Pr0nogo would actually be still responding on SEN, he would argue that DS isn't nearly as difficult as it is portraited, and that it's difficulty is based on wrong principles anyway, etc. I for one will only point out that difficulty isn't as much primary focus of Hydra as believable enemy behaviour.

Quote from Zincoshine
DarkSoulsCraft
Don't say that




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