Staredit Network > Forums > Modding Projects > Topic: My current project: When One Domino Falls
My current project: When One Domino Falls
May 23 2019, 12:01 pm
By: IlyaSnopchenko
Pages: < 1 2 3 45 >
 

Sep 6 2020, 9:07 pm IlyaSnopchenko Post #21

The Curious

Not sure there'll be one because even though the first campaign is ready as far as missions go, there are still issues with graphics. The hero voices aren't there yet, either, and I'm only just approaching the issue. I can't even get the splash screen from the artist who was commissioned to do it... Yet. So that'll have to keep.

I admit the last 2,5 months have been a kind of a downtime for me due to my spreading myself thin across many other commitments IRL. But I'm working with the author of the story closely to continue the progress.

Post has been edited 1 time(s), last time on Oct 10 2020, 10:21 am by IlyaSnopchenko.



Trial and error... mostly error.

Oct 10 2020, 10:15 am IlyaSnopchenko Post #22

The Curious

Two more maps are done and the AI Scripts have received a massive overhaul: I chose to overwrite all the BW AI Scripts with my own in order to conserve space in aiscript.bin/bwscript.bin, and to make the naming more straightforward. I was getting kinda lost in the dozens of scripts scattered all over the slots with little rhyme or reason. Thank God for OCD. :)

I've also implemented a system of achievements (1 per playable map; I haven't devised them for all the playable missions yet though). For example in the scenario where you need to liberate the inmates of New Folsom, you must get none of them killed. The achievements will be stored in a data bank for later viewing.

Currently 17 maps (of 28) are more or less finished. More or less means I may want / need to make changes to them, but they are playable and (mostly) have no missing bits. I've also received story hints from the authors, and may thus proceed with laying the basics of the final 4 maps that are as yet unrepresented in the source material.



Trial and error... mostly error.

Nov 8 2020, 1:04 pm IlyaSnopchenko Post #23

The Curious

Some more fresh screenies.
I've been hard at work doing mission 2-1, which really proved a morsel much larger than I could chew... at once.

Micro-AI trying to thwart me.

Sometimes it's not the boss that is the most dangerous. And not even his/its fighting minions...
(WIP, therefore the custom scores are shown for every player, not just the human one).

Arcturus, we all know how well this ended for everyone.
And some from other missions.


Got all of my golgies plagued all at once. Talented much?

The burn overlays I added for the special buildings (seen with the Ion Cannon above) came with a caveat, of course.

I saw that Observer tail that Battlecruiser for a long time! Up until the BC was destroyed, actually. Sometimes the AI is a goldmine of peculiar behavior.

Post has been edited 3 time(s), last time on Sep 5 2022, 4:22 pm by IlyaSnopchenko.



Trial and error... mostly error.

Nov 8 2020, 4:20 pm Excalibur Post #24

The sword and the faith

Just wanted to say from the screens and info so far this looks like some very high end modding and campaign work.

Looking forward to playing this when it finally releases.




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Nov 8 2020, 5:48 pm IlyaSnopchenko Post #25

The Curious

Thanks.

Graphics and portraits are the issue now. That, and me not having nearly enough time.

However, so far I pretty much have the mission 2-1 - that has been the bane of my existence for awhile - almost done. 2-6 is next up to be done, I think.

I am thanking Nekron for the assistance with optimizing the current AI Scripts.



Trial and error... mostly error.

Jan 18 2021, 8:59 am IlyaSnopchenko Post #26

The Curious

I have inadvertently created and unleashed a monster. ZB9E is its name.
(mission 3-8, Aiur)



(Nevermind the lighting, I forgot to delete mtl_map.ini from that early version of the map and the effect turned out broken)



Trial and error... mostly error.

Feb 16 2021, 8:47 am IlyaSnopchenko Post #27

The Curious

Alex aka C(a)HeK has started video-reviewing the WIP maps from my campaign. Check the first entries here.
http://www.staredit.net/topic/18203/



Trial and error... mostly error.

Apr 4 2021, 1:04 am IlyaSnopchenko Post #28

The Curious

Before I went on the vacation on the 29th, I finished a rough version of another mission, 2-6 this time: a massive macro battle between the player with their Zerg allies, and a Terran Dominion force on Char. In a sense it's an inversion of mission 4 of Epidode II: "Agent of the Swarm", and a reenactment of mission 3 of the same episode, just with an unusual cast of characters. :)

There will be Raynor defending the Chrysalis, and an expy of the infamous TB2A script from "Emperor's Fall: Ground Zero", and much more odd stuff. Hopefully after I return from Mexico I'll be able to finalize it relatively quickly. Also this will allow to carve out subsets of the terrain to create one more mission (2-7) and a cutscene map, both happening in the same area.

Stay tuned...



Trial and error... mostly error.

May 22 2021, 10:18 pm Zincoshine Post #29



I'm curious, what is the status on all of the planned maps so far?



None.

May 23 2021, 2:25 pm IlyaSnopchenko Post #30

The Curious

Oh...
Arc 1 - done (as it was)
Arc 2 - 7 maps of 9 done (1 in progress but last week was brutal with work so I haven't even opened the editor once).
Arc 3 - 5 of 10/11 maps done, 1 almost done, 1 more in progress. 10 or 11 is because there is either going to be a bonus map or not.

The tally includes cutscene maps (there's 2 in arc 1, 2 in arc 2, and 1 or more likely 2 in arc 3).



Trial and error... mostly error.

Jun 17 2021, 9:10 am IlyaSnopchenko Post #31

The Curious

Here's the roundup of what remains to be finished to consider the campaign roughly finished:
- 6 playable maps, 2 of which have already been started and another borrows terrain from a previously completed map);
- One cutscene?
- Bonus mission?
- Credits map;
- Portraits;
- Unit sounds.

I'm still implementing new stuff for some of the existing map (inc. those already reviewed by C(a)hek) to make them a better experience for the player.

I'm excited to try some new and innovative stuff with effects and whatnot, to cover some untrodden ground. Of course it might be small potatoes for someone, esp. those used to the fancy EUD effects, but hey, it's interesting to do some new stuff.

Note that I'm always welcoming beta testers, so long as they're considerate.



Trial and error... mostly error.

Jun 17 2021, 10:30 pm RdeRenato Post #32

I am Renato

-man, this news made the inspiration I lost weeks ago come back assdfdgh
-A doubt, did you manage to implement EUD maps (chk format) in the campaign?
-As for sounds and portraits, I'm not sure, but as soon as I release my campaign maybe some files can be useful to you



:unsure: i am RdeRenato, a veteran noob

Jun 18 2021, 4:32 am IlyaSnopchenko Post #33

The Curious

Glad to be of service. :-) And of course if there's something that can be of use to you among what I've done, I'll gladly offer that for exchange. :-)

I haven't implemented any EUDs, and probably will not, but I might give it a try again sometime, for non-critical things. Not going to brag - it's not my achievement but Neiv's - but with the most recent plugin features, there feels to be less and less need for EUDs for my purposes.



Trial and error... mostly error.

Jul 26 2021, 8:13 pm IlyaSnopchenko Post #34

The Curious

Another big new mission (3-7) done, or at least brought up to the state where all that remains is balancing and minor fixes.
Incidentally on the same day, July 25th, Peter, the author of the source story, has finally concluded his work... after almost 7 years of writing. None of us is in any hurry. :)

On Fanfiction.net:
https://www.fanfiction.net/s/10854777/45/When-One-Domino-Falls
On Archive Of Our Own (AO3):
https://archiveofourown.org/works/28461936/chapters/81385417#workskin

The mission I just finished is based on chapter 42 (in the FFN reckoning). It's a mixture of micro and macro with loads of small, subtle effects.
Couple of screenshots:






... what gave you the idea that Maelstrom is one of my favourite spells, anyway? :)
Maps remaining to be done: 2 in Arc 2, 4 in Arc 3.
If anyone is handy with importing SC2 portraits to SCR, I could use help with that. :)

Post has been edited 2 time(s), last time on Jul 28 2021, 5:47 pm by IlyaSnopchenko.



Trial and error... mostly error.

Jul 29 2021, 2:36 pm IlyaSnopchenko Post #35

The Curious

Fresh test of mission 3-7 courtesy of C(a)HEK!
https://www.youtube.com/watch?v=p1r74dqmBx0



Trial and error... mostly error.

Aug 24 2021, 9:16 pm Zincoshine Post #36



There's nothing that I'm anticipating more than the completion of this campaign. This is simply phenomenal stuff you've created so far.



None.

Aug 24 2021, 11:38 pm Andrea Rosa Post #37

Just a glitch in the Matrix

Quote from Zincoshine
There's nothing that I'm anticipating more than the completion of this campaign. This is simply phenomenal stuff you've created so far.

Me too. I've watched a couple of C(a)HeK's videos, but I must refrain from watching more of them because I don't want to get too many spoilers.



Level Design Workshop

''Go to hell'' is basic. ''I hope your favorite StarCraft character gets voiced by Pr0nogo'' is smart. It's possible. It's terrifying.

Aug 25 2021, 10:01 am IlyaSnopchenko Post #38

The Curious

Quote from Andrea Rosa
Quote from Zincoshine
There's nothing that I'm anticipating more than the completion of this campaign. This is simply phenomenal stuff you've created so far.

Me too. I've watched a couple of C(a)HeK's videos, but I must refrain from watching more of them because I don't want to get too many spoilers.
Actually the plot is not a secret as the story that it is based on has been published (and only recently, completed by the author).
I've been unable to do pretty much any work on it since the beginning of August because of the drastically increased workload. I hope to remedy that situation once new people are recruited to do the work come September. I am still welcoming suggestions and aid especially in the portraits and graphics department - converting unit models and portraits from SC2. Though I suppose custom portraits for SCR from any other source will do. Voicing is also a question mark so far.

Mission 3-7 (zerg08.scx) is presumed complete, although I still need to tweak the AI behaviour for an NPC owned by the blue player, it's a potential fault point in the gameplay (imagine you going about your business and receiving a defeat message due to the NPC being lost while you have had no realistic way of doing anything about this... it would suck, wouldn't it).



Trial and error... mostly error.

Aug 28 2021, 2:04 pm itq2012 Post #39



Quote from IlyaSnopchenko
I have inadvertently created and unleashed a monster. ZB9E is its name.
(mission 3-8, Aiur)



(Nevermind the lighting, I forgot to delete mtl_map.ini from that early version of the map and the effect turned out broken)

I've never seen such a great campaign. In fact, I wanted to make a draft with a remastered one, but I gave up early because the method of production was too complicated. Also, I think it would be too complicated to give AI a unique artificial intelligence, so making a draft actually looks like a pie in the sky.

P.S. I'm very satisfied with the quality of the photo.



None.

Aug 30 2021, 7:35 am IlyaSnopchenko Post #40

The Curious

Quote from itq2012
[quote=name:IlyaSnopchenko]I have inadvertently created and unleashed a monster. ZB9E is its name.
I've never seen such a great campaign. In fact, I wanted to make a draft with a remastered one, but I gave up early because the method of production was too complicated. Also, I think it would be too complicated to give AI a unique artificial intelligence, so making a draft actually looks like a pie in the sky.

P.S. I'm very satisfied with the quality of the photo.

Thanks. Actually editing Remastered is easier than the vanilla in some respects, as a few proprietary formats are gone or sidelined and replaced with plain text files you can edit in Notepad (for example the use of .TBL is greatly reduced and the dialog window .BIN format is gone altogether, both are replaced with .JSON now. However, there are areas you cannot really go to (say, Firegraft exe edits do not work, although some of the stuff found therein can be softcoded with the MTL plugin, and some aspects of AI behaviour can be tweaked with the idle_orders command).

Speaking of AI, I actually think creating a custom combat AI is pretty easy if you understand what you want to get, and if it's just a regular "build A - research B - attack with C - wait D - attack with E - repeat attack" kind of script, it can be done by simply copying an existing script and editing it to taste. If you need something more complicated - well, the AISE plugin allows for pretty mindblowing things to be done, and it's well documented.

Graphics is the only area where editing Remastered is noticeably more difficult than doing so with the Classic. But of late, people here have managed to edit even tilesets in earnest, so it's eminently doable.



Trial and error... mostly error.

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