Staredit Network > Forums > Portal News > Topic: Patch 1.5 Alpha Update
Patch 1.5 Alpha Update
May 13 2012, 2:46 am
By: Jack  

May 13 2012, 2:46 am Jack Post #1

>be faceless void >mfw I have no face

Quote
Patch 1.5 - The StarCraft II Arcade Arrives







Major changes are coming to StarCraft II with
patch 1.5.0. The menu screen will be split into two distinct areas, and each will be focused on a
distinct experience. The StarCraft II section will be where players go for head to head ladder
competition, as well as custom games focused on traditional StarCraft II gameplay, such as melee
maps and micro trainers. Meanwhile, the new
Arcade section will the place where the community can find and play the vast array of custom games that explore the many possibilities of the StarCraf II editor. From tower defense to RPGs and beyond, the Arcade will bring your creations to players around the world. We want the Arcade to offer the best experience possible, so we're making change to improve everything from the interface to the
editor itself. Your input can help us refine it even
further. Here are some of the improvements we already have planned:

Global Changes
- Added StarCraft II & Arcade as game Types
o Creators define which basic type best fits the
game that they have created. Each game will only appear in either StarCraft II or the Arcade.

- Game Genres
o We've used community feedback and the
existing game list to create a comprehensive
menu of genres for creators to choose from. Now
players will have tools to more easily find the
games they are looking for, which in turn gives
creators an easy way to find their audience. Arcade

- Game Presentation
o Browsing
- Browsing for games is a totally new
experience. Players can search for games based o genre, over all popularity, star rating, newness,
and recent spikes in popularity.

o Game Icons
- The game icon contains a large
game image (provided by the creator), the game name, and star rating. Hovering over the icon
displays the game description.

o Game Info page
- Clicking on a game icon brings players into the
Game Info page, a section devoted entirely to
showing off what a game is all about, providing
play instructions, and revealing other important
information about the game.

- All the content in Game Info is under control of
the game creator, except for reviews.

- Joining public matches and creating private
games is done from the Game Info page. This will
be the portal players return to again and again to
play the game.

- Game Info contains these sections:
- Overview: This will contain the game description, as well as screenshots that show off the action.
- How to Play: This is where players will find the
Basic Instructions, How to Win, and Advanced
Instructions sections. This is also useful space for
additional images to help players understand how
to enjoy your creation.
- Patch Notes: You're able to update patch notes
as often as you like, so players can see how the
game is growing and improving.
- Reviews: After playing, players can give your
game a star rating and enter a text review. Once
enough ratings are provided, your game gets an
Average Star Rating. Players can also mark each
other's reviews as Helpful which will ensure that the best reviews rise to the top.

- Tutorial support
o Creators can now publish tutorials. This is a
powerful way to introduce new players and give
them a place to learn the ropes before they dive
in.
o A "Play Tutorial" button appears on the Game
Info page if a tutorial exists. Clicking the Play
Tutorial button launches players directly into the
tutorial game.

- Game exclusive chat channels
o There is now a "Join Chat" button on the Game Info page that allows players to join a channel named after your game, which makes connecting
with other players and creating a community
around your game easier than ever before.

StarCraft II Platform

- StarCraft II is now a streaming game.
o It will only be necessary to download a fraction
of game data to get into the action. We expect to
bring even more players into StarCraft II
worldwide by making access to the game both
easy and fast.

[b]
- Editor
o Added UI XML Editor for adding and modifying
SC2Layout files
o Editor updated to use Visual Styles in Editor
o Added high resolution minimap support
o Font Style editing added to Text Editor
o Added Data Editor horizontal auto-layout to
better utilize available screen space
o User-defined data system, accessed through the
new User type in the Data module as well as the
corresponding functions in the trigger library.

- Cinematic Editor
o New editor module with
powerful tools for creating in-game cinematic
sequences.

- AI Editor
o New editor module for user friendly
management of AI wave timing and composition.

- Galaxy
o Trigger Debug Window support for
breakpoints, stepping through functions, and
variable inspection
o Galaxy script code memory
limit increased; 4x -10x more memory can be
utilized depending on how scripts are being used.

o
Added support for passing structure, array, and function references as function parameters
o
Improved Galaxy error message output

- Actor
o Camera Actor added for controlling
camera through actor events
o Scene Actor added for controlling global actor
settings (Halo settings, Power visual hiding)
o Light Actor added for creating lights in the world
o Terrain Actor added for physics impact FX
support
o Creep Actor added for higher performance creep
effects including creep engulfment
o Ragdoll deaths and support for combat driven
physics impulses
o Added support for water ripples and physics
collision based water splashes
o Terrain squib support for tileset specific dust or
snow clouds FX
o Line and Arc targeting cursor support
o Added ActorInfoDisplay cheat for live actor
debugging

- Game Engine
o Max selection size increased from 255 to 500.
o Added trigger event for Behavior apply/remove
o New Stunned flag for Behaviors that allows
queuing commands

- Graphics Engine
o Added support to define lighting regions in the
game world
o Lighting can now be set per player
o Added unit specific Halo support for pre-targeting
o Anti-aliasing support

- User Interface
o Custom unit status bar support added
o Added new in-game pathing display that shows
the path a unit will take on the minimap
o Added self-cast hotkey support
o Added Font Glow support
o Added powerful control over frames, portraits,
status bars, text, trigger dialogs and more. Full
details, tips, and tutorials are being created to help
creators take full advantage of these tools.

- StarTools
o We're making our internal art tools available to
the public.
o StarTools is a set of plugins for Discreet's "3ds
max", these tools allow advanced users to create,
modify, and quickly preview models and
animations, including particle and ribbon effects,
that can be used in StarCraft II custom maps.


Updating Your Game for Patch 1.5 All game types

- Set up your Type and Genre
o Games published prior to Patch 1.5 will still be
available on the service when the patch goes live.
All user created games will default to appearing in
Arcade, under the their genre.
o Creators will need to re-save their game in the
1.5.0 client version and select the Type and Genre
where they want to their game to appear.

Arcade game types
- Add a Game Icon Image
o The icon image is the first thing players see. It's
a great opportunity to make a first impression on
potential players - check out existing app-stores
for inspiration.
o Game Icon Images are added through the
StarCraft II Editor.

- Add Game Info
o Game Info is where players learn about your
game and see what cool experiences it has to
offer. At a minimum, you'll want to provide a
complete Description, easy to understand How to
Play Instructions, and some screenshots that
make your game look awesome.
o Going a step further and creating customized
images (e.g. a diagram of game controls, or a
simple guide map of the play area) for Game Info
will really help you stand out. The old saying about
"show not tell" should be your motto here! o Game Info is added through the StarCraft II
Editor

Set up a default mode
o From the Game Info page, there's a big "PLAY"
button that most players will use to get into your
game. This creates or joins a public lobby, of the
default mode you define for your game.
o This means you likely want to set the default to
what you consider your core game experience.
o Alternatively, some games have players set up
gameplay parameters after they load into the
match. This is fine, but it's recommended to make
the setup process as streamlined and user friendly
as possible so new players aren't scared off right
when they start the game.

- Build a Tutorial
o Tutorials are a powerful way to introduce new
players.
o Ideally you'll give players a smooth introduction
to game mechanics in a fail-safe environment,
teaching them everything they need to have fun
before they start playing your main game mode.
o Tutorials can also be built and used as a practice
mode for players to experiment in a sandbox type
environment.
o To use the Tutorial feature, first publish the
tutorial map to Battle.net. Then you can configure
your main game to point to the tutorial.


Post has been edited 2 time(s), last time on May 13 2012, 10:30 am by Ahli.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

May 13 2012, 10:22 am Ahli Post #2

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

Other stuff that I noticed on screenshots and streams:
- you can chose the health bars to use team colors.
(from teamliquidteamliquid)
- The fog for vision ranges has been tweaked.
- Editor seems to run faster and its windows are more tidied up + some more beginner friendly dialogs.
- You are able to chose 4 lightings for small areas in the map. No lighting selected is very dark. The resolution of these lighting points is really small. :)
- bnet has new map categories like there is one called RPG. Now there are ~10 categories.




May 13 2012, 11:02 am Jack Post #3

>be faceless void >mfw I have no face

Looks like there's no active lobby list for bnet still ;( that's what everyone wanted too... Instead they add an app store, essentially.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

May 13 2012, 11:47 am Sacrieur Post #4

Still Napping

Well, map distribution was the #1 complaint. Props to them for addressing it. Also props for amping up the galaxy editor.

I think they'll address chat channels eventually. It'd be cool if they did something IRC style.



None.

May 13 2012, 12:43 pm IskatuMesk Post #5

Lord of the Locker Room

"Discreet" as a brand name died in 2005 when Autodesk got rid of it.

https://en.wikipedia.org/wiki/Discreet

Notably,

Quote
In March 2005, Autodesk renamed its business unit Autodesk Media and Entertainment and discontinued the Discreet brand.[10]

So either Blizzard is using a Max version <2006 (very bad for us, the old versions don't run on Vista/win7, much the same problem wc3's tools had) or they didn't get the memo.

A few notables in the list could be useful if they are deployed right. Notably the AI editor (I'm doing it all through triggers and it's rather trivial), cinematic editor, and physics stuff. If they actually fixed the grotesque performance of the data editor it might be the one thing that saves my efforts in sc2.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

May 13 2012, 3:06 pm ClansAreForGays Post #6



Quote
StarCraft II Platform

- StarCraft II is now a streaming game.
o It will only be necessary to download a fraction
of game data to get into the action. We expect to
bring even more players into StarCraft II
worldwide by making access to the game both
easy and fast.
explain.




May 13 2012, 3:16 pm Ahli Post #7

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

Quote from ClansAreForGays
Quote
StarCraft II is now a streaming game.
explain.
You can start SC2 before having downloaded all patch data, so you can download while playing.
That's in WoW already and used in D3, too.

But I can't tell what the improvement is. I would just wait to finish the patch completely before playing anyway.




May 13 2012, 7:40 pm UnholyUrine Post #8



The improvements on the Custom Map genre is good. They have finally caved in and admitted that the HUGE ugly face of Tychus is excessive and redundant.

Nevertheless, they still fail to address the issue with Custom map stagnation, primarily due to their approach to how maps are treated. Popularity systems and categorization is simply not as good of a system as having people upload their own maps or have their own lobbies. Oh wells, it's no use. B.net 1 is still far superior (for custom maps, anyway). Still, it is good to see improvements. Yet, I still can't shake the nagging feeling that things could've been tremendously better...



None.

May 13 2012, 8:13 pm Ahli Post #9

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

Quote from UnholyUrine
Popularity systems and categorization is simply not as good of a system as having people upload their own maps or have their own lobbies.
I like the version control in sc2's battle.net. So people won't play old versions anymore or rigged versions where the first player just got 100000 minerals at start. Also, in public games you don't have to wait for people to download the map. Everyone who joins the lobby had to download it outside that system.

Names for lobbies might be useful for custom melee games like "masters only" instead of playing vs bronze players.
A list with games + their game mode which have open lobbies would be useful. Then you could join games that are unknown (no popularity) because someone sits in a lobby and waits for players to join.
The "top or flop" system failed for that purpose because the player couldn't chose a type of map.

But they were working on an improvement. If I remember it correctly, Browder's article contained it and that one was about 1.5, I think. Maybe they will patch it into the alpha in some time.

I forgot to state something new in 1.5:
- CTRL + ALT + F will shows your graphic card's temperature in addition to the FPS. So it will be made easy to identify FPS problems due to heat.

I love the tutorial map and the possibility of a detailed presentation of a map and the changelog ability. That's really cool stuff.




May 13 2012, 8:24 pm UnholyUrine Post #10



Well, I've always believed a Hybrid of the two system would work best.

The b.net 1 system allow players to find hidden gems or really random maps that were fun. It also encouraged map makers to gauge what the public likes. The feeling that you, as a map maker, is in full control of your own creation is more encouraging than any popularity system. This is reflected by those new Logo boxes. Now map makers can create their own logo's to advertise their maps. This feeling of commitment far outweighs what a hastily implemented (and, from what I know, broken) popularity system. It obviously did not help map makers who wanted to create something unique, rather than cater to the public. But it is a very robust system that is not hindered by any moderation.
That being said, a prestige/popularity system in conjunction with the b.net1's create-your-own lobby system would be best. A system where popular maps are popular solely because the community says so, but more obscure, yet very well made maps (such as RPGs), are still celebrated.
Right now, categorization helps nobody and is a waste of time, as it needlessly separate maps, making the popularity of a map biased, and arguably discourages creativity.



None.

May 13 2012, 8:45 pm Ahli Post #11

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

Quote from UnholyUrine
Well, I've always believed a Hybrid of the two system would work best.
Me, too. That's why I still believe in Blizzard doing it right after some time of experimenting... some to long time of experimenting.
They try to develop new concepts which contain great new aspects, but these concepts contain flaws, too. It's better to identify the old systems' strengths and weaknesses and try to build a new one with the better approach.

The problem of the initial sc2 battle.net was that they didn't look back.

But if I read opinions of people only wanting the old system back, I wish I could throw them a list of 50 lobbies with the same game (e.g. DOTA) at their head or in case of SCBW, games promoting channels hosted by bots.

more stuff:
- you can paint creep and no creep in terrain
- unit and doodad tab has a list of placed units/doodads in the bottom left corner.
- you can smooth lighting area borders. So it's more like painting terrain. :awesome:
- added no burrowing pathing
- you can measure distances between 2 selectable points in the map
- water seems to reflect sky
- creep feels more alive, it has areas with animations on it.
- editor streams, too. So it loads data from battle.net if needed, if you didn't finish downloading the complete patch.

Post has been edited 1 time(s), last time on May 14 2012, 12:49 am by Ahli.




May 16 2012, 8:14 am IskatuMesk Post #12

Lord of the Locker Room

Someone I know got the Alpha today and so I had him grab me some screenshots of the Cinematics editor and AI editor. A quick summary of what I saw without having used them personally;

The cinematics "editor" seems to merely be a front-end for 3ds max exported stuff with animations. Since this is all their cinematics stuff actually is, this is not surprising. It has a timeline and some other stuff but most of the leg work is still going to be your max animations. Hope you're good with max. I still need a way to play large, high-quality video files if I want to make any cinematics. Not sure if it can do this, I'll assume no, since Blizzard rendered all video triggers restricted . herp derp

The AI editor seems to be a very significant let-down (much worse than wc3) since it only seems to be a GUI version of the existing GUI attack triggers, and not one which opens up any kind of additional applications like defense protocols (which can still be opened up in triggers with a library anyways). This isn't a big deal to me personally because I already have functional B&D AI, but still sad to see. Judging by what I see it doesn't even incorporate build commands, ONLY attack wave management. Maybe he missed something in his screenshots but I bet 69 dwarf bucks this entire thing gets ignored by any campaign creator.

On the flip side supposedly some of the editor functions are a bit more responsive like searching and buttons. The organization for data trees remains abysmal.

I'm thankful for at least some kind of a performance improvement but my big problems remain unsolved; I need a way to play 1920x1200 pre-rendered videos and I need the art tools to not suck. I have no idea what the art tools are like, but since they're still calling it "Discreet" 3ds max, I'm not holding any hopes.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

May 16 2012, 9:39 am Jack Post #13

>be faceless void >mfw I have no face

One guy made a rick roll video play fullscreen back in beta; I'm not sure if that'd let you play big videos or if it still works. What limitations have you run into?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

May 16 2012, 9:52 am IskatuMesk Post #14

Lord of the Locker Room

Any kind of fps fluctuation during playing unsynced video/audio is going to be a problem. I want to be able to just play a video like blizzard does at several points. I am aware of the actor texture thing but was informed it would be insufficient for something along the scale of what I am hoping to deploy. I am not actually sure how to even make ogg videos right now.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

May 16 2012, 1:38 pm luzz Post #15



You can already play videos using dialogs, there is a function for it. You might not need ogg videos for it, but I think ogg is compressed right? If so then it would be optimal, but not required.



None.

May 16 2012, 2:02 pm IskatuMesk Post #16

Lord of the Locker Room

Do they keep audio synced over 10 minutes or so? Does it support 1920x1200?



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

May 16 2012, 3:01 pm luzz Post #17



I am not sure, I haven't actually tried to implement a movie into dialog, I have just seen the function when I'm looking through dialog functions. So I know it's there, but I have no idea how it might work... Sorry xD



None.

May 17 2012, 1:32 am Ahli Post #18

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

Here, have some arcade screenshots:













http://imageshack.us/g/826/newdocument1.png/Editor Screenshots here.

Remember that this is only a beta version which is still under development.

Post has been edited 1 time(s), last time on May 17 2012, 2:04 am by Ahli.




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