Staredit Network > Forums > SC1 Map Showcase > Topic: Brood War Alternate
Brood War Alternate
Jun 16 2018, 6:26 pm
By: UEDCommander
Pages: < 1 2 3
 

Apr 28 2019, 1:55 pm UEDCommander Post #41



So, some pretty important issues which involve crashes have forced me to postpone release of voiceacting for Episode 2 by one or two more updates. Still working on adding it, though. Here's an example of voiceacting implemented on mission 2 "Emanations":



And for now, a new patch.
  • Global - Added custom unit voicelines for Duran
  • Global - Added custom unit responses for all Primal units
  • xZerg 1 - String changes
  • xZerg 2 - String changes
  • xZerg 7 - String changes
  • xProtoss 04 - Fixed a crash
  • xProtoss 10 - Fixed a bug with Orange AI having shared vision with the player

There's also an unidentified issue present which causes crash when player uses Corsairs en mass, there are people working on resloving it.



Humanity first. No matter the cost.

May 1 2019, 7:05 pm UEDCommander Post #42



All right, here's hotfix for the issue i spoke above. Apparently, it having something to do with Corsairs was just a coinsedence.
  • Global - Fixed a crash when Primal AI attempted certain upgrades




Humanity first. No matter the cost.

May 3 2019, 12:30 pm UEDCommander Post #43



Well, apparently, blizzard won't let me keep my update schedule properly. I wonder what will happen if player with one of their new advisors will try to play Alternate as Zerg, which already have custom advisor?
  • Global - Mod updated for compatibility for last game version.
  • xZerg 5a - Initial Zerg buildings now belong to allied AI, replaced some Zerg sounds with Primal.
  • xZerg 7 - Replaced some Zerg sounds with Primal.




Humanity first. No matter the cost.

May 24 2019, 5:48 pm UEDCommander Post #44



No voiceacting yet again, but i have something even better today.
Using an experimental cutting-edge iscript plugin, i have managed to add something which was very much desired, but wasn't possible before - custom graphics for the Primal Zerg, including all units, buildings and various misc animations. The downside is that mod is now almost 400 megabytes, but that's what it takes to play Remastered.

  • Global - Added custom skins for all Primal units
  • Global - Added separate custom teamcolors to all Elite units on all maps
  • Global - Hero units (or most of them, anyway) will now use correct teamcolor on all maps
  • Global - Increased Raszagal's health in both iterations
  • Global - UED Graviton Shield Generator ability is now properly passive
  • Global - Spawn Broodling ability is replaced with Irradiate for Primal Assimilators
  • Global - Fixed a bug with Chitan's attack and death sounds playing incorrectly
  • xProtoss 07 - Fixed a bug with neutral units being present on Blue AI's base
  • xProtoss 08 - Fixed incorrect transition to the next mission
  • xProtoss 10 - Green AI's Wardens will no longer turn off after Bio-reactor's destruction (this mechanic remains unchanged for Yellow AI).

Here's an example of the new skins being used:




Humanity first. No matter the cost.

May 25 2019, 11:58 am UEDCommander Post #45



Experimental plugins - experimental problems - experimental solutions.

  • Global - Fixed a bug with Chitan attack not dealing any damage.
  • Global - Fixed a crash caused by Gatherous attacks.
  • xTerran 4 - Fixed a bug with randomly appearing Protoss units.
  • xProtoss 02 - Primal Pack Leader now uses correct skin.
  • xProtoss 04 - Primal Warships are now replaced with Zerg Behemoths.

Should be working properly now.



Humanity first. No matter the cost.

May 26 2019, 12:28 am razorback9423 Post #46



They're mean, green and full of essence.



CIS Conversion Mod discord server: http://discord.gg/HepwNn4

May 26 2019, 8:17 pm UEDCommander Post #47



And today i have a bonus for those who wanted to be creative but were afraid to ask.
Since recently some Russian guy made a fan map for Alternate (you can check his map out in one of earlier posts by the way), i have decided to publicly release the Alternate Mapping Suite - an .mpq file i'm using in conjunction with SCMDraft 2 editor to create and edit campaign maps. Using this will ensure minimal incompatibility between your map and the main BWA mod.

Download it here.

(Link is now also in the main post, so can get it there too)



Humanity first. No matter the cost.

May 29 2019, 9:14 am DaMnUFo0 Post #48



Keep up the good work, UED Commander.




May 29 2019, 5:08 pm IlyaSnopchenko Post #49

The Curious

This is so rad. Another cool modding project in the vein of the UED AI Project and Hydra but with a nice extra twist. :)

A question to the author: have you ever played a two-part adventure map called New Avalon II which was released in the early days of Brood War? It was set in an interesting alternate world where the Protoss (headed by Zeratul) were the evil. The distribution of roles in the "SC Alternate" project is similar. Of course it can be a pure coincidence, as the NA2 map is very old (though it was remarkable for using a pioneering - for the time - level of editing (for a standalone map with no datafile manipulation).

Post has been edited 1 time(s), last time on May 30 2019, 2:42 pm by IlyaSnopchenko.



Who am I, and why should I care?

Jun 2 2019, 11:08 am UEDCommander Post #50



Well, well, well, welcome to my bug fixes.

  • Global - Updated mapping suite to include unit names, and added support for that in the main mod
  • Global - Fixed a bug with Zerg Behemoth and Feral Guardian weapons
  • xProtoss 03 - Added another custom player color for one of the enemy AIs

Quote from IlyaSnopchenko
A question to the author: have you ever played a two-part adventure map called New Avalon II which was released in the early days of Brood War?
I already answered it elsewhere, but for the record i did not.



Humanity first. No matter the cost.

Jun 12 2019, 6:59 pm UEDCommander Post #51



Apparently i forgot to reset Dark Templar unit's stats after buffing Raszagal, and that has been around for 2 updates straight. What a shame.

  • Global - Added a new mechanic for the Primal tech tree - Assimilation. It is represented by set of upgrades, specific to the opponent's race, which provide unique bonuses to the units when they collect enough biomass by killing the enemy minions.
  • Global - Fixed multiple issues with Primal AI failing to research upgrades properly.
  • Global - Fixed a bug with Dark Templar having Raszagal's stats.
  • xZerg 1 - Added a new dialogue line about the Assimilation mechanic.




Humanity first. No matter the cost.

Jul 10 2019, 3:23 pm UEDCommander Post #52



Nice skins btw.

  • Global - Mod updated for compatibility for last game version.
  • xZerg 1 - Fixed a bug with unit skins not applying properly for Primals.
  • xZerg 6 - Fixed an issue with Glave Wurm Essence upgrade being unresearchable.




Humanity first. No matter the cost.

Jul 18 2019, 7:33 pm Rotacioskapa Post #53



Man this is awesome! Just played through the second time, really thanks for your work!



None.

Aug 1 2019, 1:51 pm UEDCommander Post #54



I realized that new Assimilation mechanic isn't really explained at all and one Dehaka's line is not enough, so here goes new patch. I wanted to wait till i get voiceacting done, but oh well.

  • Global - Rebalanced Draliska's voiceacting to sound generally louder.
  • Global - Primal units which are affected by Assimilation upgrades now have special passive ability on the command card.
  • Global - Fixed a rare crash on mission start when SD version is used.
  • Global - Added a new custom model for Mutalisk by robear. Doesn't work with dynamic lighting yet, but what did i say about using it?
  • Protoss 08 - Teal AI will now use Medics and research Charon Boosters.
  • xProtoss Bonus - Fixed an issue with Spartan Company's passive ability missing and player color not being correctly altered.


Post has been edited 1 time(s), last time on Aug 1 2019, 10:14 pm by UEDCommander.



Humanity first. No matter the cost.

Aug 14 2019, 3:30 am razorback9423 Post #55



Are you planning on adding the cartooned version?




Aug 14 2019, 12:39 pm UEDCommander Post #56



Quote from razorback9423
Are you planning on adding the cartooned version?
Well if someone else will make carbot skins for all Primal units and buildings as well as other custom units (Crimson Talons) i will add them, if it doesn't take too much space. But i'm not going to waste hours of my time on making that by myself.



Humanity first. No matter the cost.

Aug 24 2019, 2:15 pm UEDCommander Post #57



Why would they just randomly change /unit/cmdbtns to /unit/cmdicons LMAO

  • Global - Mod updated for compatibility for last game version.
  • Global - New Mutalisk sprite should now work with Dynamic Lighting option.
  • Global - Improved loading screen and fixed some bugs related to it.




Humanity first. No matter the cost.

Aug 26 2019, 12:06 am razorback9423 Post #58



Quote from UEDCommander
Well if someone else will make carbot skins for all Primal units and buildings as well as other custom units (Crimson Talons) i will add them, if it doesn't take too much space. But i'm not going to waste hours of my time on making that by myself.

Someone who can use Adobe Animate can create Carbot skins well.



CIS Conversion Mod discord server: http://discord.gg/HepwNn4

Aug 27 2019, 1:02 am UEDCommander Post #59



So apparently at the indeterminable point in past blizzard decided to change format of SD .anim file, which led to all custom assets in the mod to be offset from their supposed location to a degree. It was most noticable on the Crimson Talons.

  • Global - Fixed an issue with custom SD assets having unintended offsets.
  • Global - Fixed an issue with Wardens bleeding red blood after being disabled by Bio-Reactor's destruction.
  • xTerran 5 - Wardens which do not come offline as a result of Bio-Reactor destruction now belong to Green AI, moved east Bio-Reactor closer to north-east highground.




Humanity first. No matter the cost.

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