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Starcraft Team Fortress, Beta released!

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Creator: MC˛Hercanic
Time: Mar 1 2009, 12:32 am

Post #21     Symmetry Mar 1 2009, 9:14 pm

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Where are/were you guys playing at? Been camped out in SF's Realm and haven't seen either of you.

We were on SFR.

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Post #22     MC˛Hercanic Mar 1 2009, 9:31 pm

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We've got a bunch of people on right now. With desyncs, it helps narrow things down with more people.

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Post #23     RoryFenrir Mar 1 2009, 9:49 pm

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this is pretty sweet, i have no idea how you did the mouse over displays but its cool!

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Post #24     Ix~ Mar 1 2009, 9:59 pm

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Looks epic. Hopefully, I will find the time to play it.

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Post #25     MC˛Hercanic Mar 1 2009, 10:27 pm

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What OS are you guys on, how did you install your SC, and how did you upgrade/downgrade it?

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Post #26     Symmetry Mar 1 2009, 10:29 pm

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What OS are you guys on, how did you install your SC, and how did you upgrade/downgrade it?

Windows XP, from the CD, SCD3.

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Post #27     ForTheSwarm Mar 1 2009, 11:22 pm

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Barricades never finish building- the status bar reaches full and stays there.
Napalm Grenade still has psi strom graphic (I'm assuming it's supposed to be changed).
Once an Engineer got stuck underneath a Command Center after building it. It had to be extracted with an Osprey.

But the mod looks great (if not a bit confusing). :P
This post was edited 3 times, last edit by ForTheSwarm: Mar 2 2009, 2:11 pm.

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Post #28     Corbo Mar 2 2009, 2:48 am

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I'm on Vista. I copy pasted my sc from XP comp and used the 7x patcher lawl.

I remember I was looking at the projected income hover thingy before I desynched.
It shouldn't matter, though, since I had seen it before without failing.

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Post #29     l)ark_ssj9kevin Mar 2 2009, 3:23 am

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Quote from Hercanic
What OS are you guys on, how did you install your SC, and how did you upgrade/downgrade it?

XP SP2, CD, 7x to 1.14 and then up to 1.15.1

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Post #30     Symmetry Mar 2 2009, 12:51 pm

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I played a game against a zerg computer to see all the stuff I hadn't seen when I played online, and the 0 key to select idle egnies stopped working at a certain point. I'm not sure when exactly it happened, though.

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Post #31     Corbo Mar 2 2009, 5:27 pm

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Quote from Killer_Kow[MM]
I played a game against a zerg computer to see all the stuff I hadn't seen when I played online, and the 0 key to select idle egnies stopped working at a certain point. I'm not sure when exactly it happened, though.
...that actually worked on multi?

It never worked for me...

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Post #32     MC˛poiuy_qwert Mar 2 2009, 6:38 pm

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Does noone read readme's?
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- Idle worker selection is inconsistent. It will not always work every game
for every player. We are working on fixing this strange behavior.

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Post #33     Symmetry Mar 2 2009, 6:44 pm

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I only skimmed it. Sorry.

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Post #34     MC˛Hercanic Mar 2 2009, 7:51 pm

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Quote from ForTheSwarm
Barricades never finish building- the status bar reaches full and stays there.
Quote from the STF ReadMe under Known Issues
- The Barricade does not finish warping in, though all you need to do is
right-click on it with a single Engineer selected. He will finish up the
construction. Alternatively, you can leave them incomplete to take
advantage of the cancel button and 75% refund. While a Barricade is
warping in, an Engineer can increase the build rate by right-clicking
on the Barricade with the Engineer.


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Napalm Grenade still has psi strom graphic (I'm assuming it's supposed to be changed).
None yet, but it will eventually.


Quote
Once an Engineer got stuck underneath a Command Center after building it. It had to be extracted with an Osprey.
Quote from the STF ReadMe under Known Issues
- Occassionally, Engineers will get stuck under a Hub they just built. They
can easily be freed by ordering them to attack the Hub, and then when clear,
click stop.


Quote
But the mod looks great (if not a bit confusing). :P
Thank you. What was confusing? What were you thinking at the time, what did you try out, and what eventually made the confusion click into understanding?

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Post #35     Fisty Mar 3 2009, 1:57 am

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I demand this be played next Mod Night since I was suddenly arsed enough to finish installing BW (actually the mod inspired me)

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Post #36     MC˛Hercanic Mar 4 2009, 3:34 pm

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Thinking deeper on the Territory Claim chore, I can see the problem isn't the frequency of needing to build them, but that they do not serve any other function. In Starcraft, Supply Depots could be used as walls, Overlords are detectors and transports, and Pylons are needed to build all other structures. In Warcraft III, Farms could be used as walls, Burrows could be used as defense with bunkered Peons, Ziggurates could be upgraded into a turret, and Moon Wells healed and restored mana. All these make investing in supply feel like a worthwhile and helpful investment, and not just something you have to do.

So, I am considering giving the Territory Claim a moderate defensive ability. I am wondering if it should even outright replace the Sentrygun. The one aspect I like about having the Claim be a defensive structure is that you cannot oversaturate your defense nor can you cheese another Human player, both due to the inability to build Claims near other territory structures.

What do you all think?

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Post #37     A_of-s_t Mar 4 2009, 6:41 pm

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I suggested to poiuy_qwert that buildings should only be able to be built in claimed territory, but he said that wasn't the purpose.

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Post #38     MC˛Hercanic Mar 4 2009, 9:41 pm

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That'd basically make it a pylon, but the pylon aura will be used for an Observer mechanic.

Originally, I had planned that the Territory Claim would be built, then you'd choose between three add-ons for it. This didn't work out, due to the Container/Depot combo. When you try to place an add-on, it checks whether the placement is valid for both the add-on and parent building, but doesn't recognize itself in regards to container/depot.


EDIT:
Here's what I'm planning now. All territory buildings and the Sentrygun will morph from the Claim.

Territory Claim: No longer gives supply
--> Sweatshop: Earns Cash, loaded units trade kills for resources.
--> Oil Pump: Earns Influence, loaded units regenerate energy.
--> Garrison: Gives supply, loaded units heal.
--> Sentrygun: Defense.

The Engineer would then only be responsible for Hubs, Airfields, Claims, and Barricades. Claims will build quickly and cheaply, but have low health and vision.
This post was edited 1 time, last edit by Hercanic: Mar 5 2009, 8:30 am.

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Post #39     MC˛Hercanic Mar 6 2009, 3:46 am

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Bootcamp Lives Again!
(STF's old community forum)

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Post #40     MC˛Hercanic Mar 6 2009, 9:23 am

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Hotfix! Desync bug isolated and squashed!
Turns out it was how the mineral fields were made invisible. They didn't agree with the fog of war after being explored.

This is a quick fix intented for multiplayer only. I simply ordered all mineral fields to die on start, killing the bug but also disabling the Zerg AI. If you wish to play singleplayer, the original release is still your best bet. For online play, only use 0059b. Just be sure everyone else playing doesn't mistakenly load the original! That'll definately cause an immediate desync for them. =oP

Next release will include a long-term solution for mineral fields, as well as a rework of the Territory Claim mechanic.

Thank you for your patience!

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