Staredit Network > Forums > Modding Projects > Topic: SC: Opcode Not Enabled
SC: Opcode Not Enabled
Apr 13 2011, 10:21 am
By: pastelmind  

Apr 13 2011, 10:21 am pastelmind Post #1



Edit: I've discontinued working on this mod. Feel free to ask about anything, though.

SC:ONE v0.2 is released--see second post

Hello, folks. I've recently began dabbling in StarCraft modding, and this is my first project that I have been working on for a few months. By now I think this mod is mostly playable and would like to receive some feedback.

This is a partial StarCraft conversion into StarCraft 2. Partial, because many of StarCraft 2 features are difficult, if not impossible to emulate in SCBW. Instead, I'm trying to make a mod that focuses on what can be done and how they mix in with the rest of the game, as well as being playable within existing melee maps.

Compatible with SCBW 1.16.1

Terran Units


Protoss Units


Zerg Units


Discussion


Screenshots:
Marines, Marauders, and Medivacs
Barracks and Tech Labs
Proxy Nydus
Scanner Sweep and Gateway Working Animation
Scourges--They are more than meets the eye.
Ka-boom!

Some anticipated questions:

Q: Why didn't you use StarCraft 2's graphics?
A: I decided to stick to StarCraft's graphics because (a) it fits the atmosphere better, and (b) I'm too lazy to find or make every single unit.

Q: Why are buildings kept to StarCraft's dimensions?
A: I've already tried StarCraft 2's building dimensions. Square dimensioned buildings (especially the Bunker and the Robotics Facility) looked weird when put together with other buildings, creating vast gaps that units could not pass through. It also interfered with walling in most melee maps. This is why I abandoned square dimensions and came back to SCBW's dimensions, which fit better in its isometric view. However, I decided that the consistent walling mechanics of SC2 is worth incorporating, and thus made unit sizes and building gaps consistent -- no ground units will pass through two adjacent buildings.

Q: Why didn't you use plug-ins?
A: I wanted to make a mod that works with 1.16.1, and could not find how to make a plug-in that works with 1.16.1. This also explains why most of the potentially useful FireGraft EXE-edits were not used. If anyone knows how to make a 1.16.1-compatible plug-in, please tell me!

Q: Can I play vs. AI scripts in Single Player?
A: Yes, the melee AI scripts are modified to accept and use new units (except the Scourge). I'm planning to add new builds (e.g. 1 Stargate Void Ray rush, fast Battlecruiser) in the future. Alas, the AI cannot be taught how to utilize abilities moved to different units.

Q: Why is resource harvesting exactly same as SC1?
A: I heard that StarCraft 2's improved pathing AI allows for more efficient resource harvesting, which puts the actual harvesting speed at approximately the same level as SCBW.

Q: What's the deal with the Tech Lab, the Machine Shop, and the Control Tower?
A: I implemented the add-ons as some sort of cross between a SC2 Tech Lab and Reactor, because I could not find a way to (a) re-attach different production buildings onto a single add-on, and (b) make add-ons behave differently depending on its main building. Also, they are not Tech Reactors.

Q: Why do many new units not follow SC2's or SC1's specs?
A: To bypass hardcoded limitations with no available EXE edits, or for balance reasons.

Q: Why does unit A have ability B?
A: I wanted to give abilities to the race that can utilize them best, or that fits best with the intended role in StarCraft 2.

Q: No easter eggs?
A: Try infesting a Terran Command Center and harvest nearby minerals.

Post has been edited 6 time(s), last time on Oct 22 2012, 4:39 am by RadiganP.



None.

Apr 21 2011, 1:05 am pastelmind Post #2



SC:ONE v0.2 released!

List of Changes:

Balance-related


Graphics and Sound Stuff


Known Issues


Attachments:
scone-0.2.zip
Hits: 4 Size: 1259.17kb



None.

Apr 22 2011, 9:02 pm Dem0n Post #3

ᕕ( ᐛ )ᕗ

Can you post a few screenshots regarding the graphics changes? I'm too lazy to download the mod. :P




Apr 22 2011, 9:04 pm Raitaki Post #4



Quote from name:Dem0nS1ayer
Can you post a few screenshots regarding the graphics changes? I'm too lazy to download the mod. :P
I think there's none except for added effects



None.

Apr 24 2011, 2:44 am pastelmind Post #5



Quote from Raitaki
Quote from name:Dem0nS1ayer
Can you post a few screenshots regarding the graphics changes? I'm too lazy to download the mod. :P
I think there's none except for added effects

I'm afraid you are mostly correct. Apart from a new unit I added, there are no entirely new GRPs. Some changes, though:
  • All buildings have working animations. I admit many are just blinking now and some look crappy (the Queen's Nest emits weird fumes, I hate it but don't know how to improve it).
  • A new unit I built last night, complete with icons, the Protoss Sentry. Since I could not make a true Force Field and Guardian Shield, I just gave it Ensnare with Maelstrom's graphics and Defensive Matrix.




None.

May 1 2011, 3:21 pm pastelmind Post #6



Version 0.3 Released!

This edition has numerous fundamental changes.

Damage System Changes


General Changes


Terran


Protoss


Zerg


Attachments:
scone_0.3.zip
Hits: 9 Size: 1362.6kb



None.

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