Page 14 of 38

Re: Warlords and Merchants Discussion

Posted: Sun May 29, 2011 3:31 pm
by Ricky_Honejasi
Lavarinth wrote:And you also untinted all the units? Wait- no?!
As much you might dislike it, I consider it necessary for the sake of at least quickly differencing between normal units and any new special unit (combo, elite, etc.).

For example, if you see tinted Hellions, you can at least have the hint they might be the AA Hellions that could considerably hurt your air units (mostly just the light air ones) rather than thinking your air is 100% safe.

Most of the time, there aren't alternative models anyway ... or if there are some, I prefer to try to use them for Elite units.

Re: Warlords and Merchants Discussion

Posted: Sun May 29, 2011 5:36 pm
by Vetraeus
Ricky, from my vision, you sized Combo units up, Therefore, Tinting is not required. YOU LOSE, Also turn the AA hellion into the Outback Hunter model they added to the map editor.

Re: Warlords and Merchants Discussion

Posted: Mon May 30, 2011 5:48 am
by IskatuMesk
There isn't alternative models? Last I saw, there's a decent defiler model, dragoon model, reaver model, valkyrie, and some others... and the carrier model could be used for the shielded carrier ez.

Re: Warlords and Merchants Discussion

Posted: Mon May 30, 2011 7:14 am
by Mucky
Not to mention that there's no way anyone would mistake a giant baneling for a regular one. Please get rid of the ugly green tint, likewise with the Ultraling.

In addition, nothing in the game looks like the Zeus, Omegalisk, Odin, Aegis, or hell any of the Elite units, but you tint those anyway.

If there's anything that legitimately needs to be tinted, it's 2x/3x static defenses, because there's no way to tell from looking which ones are which.

I had to get up at 6 AM yesterday, so I didn't show up for last week's FFS.

Re: Warlords and Merchants Discussion

Posted: Mon May 30, 2011 9:31 am
by Ricky_Honejasi
IskatuMesk wrote:There isn't alternative models? Last I saw, there's a decent defiler model, dragoon model, reaver model, valkyrie, and some others... and the carrier model could be used for the shielded carrier ez.
No alternative models without increasing the file size left and right (not everyone wants to download 15 to 20 MB for a single unpopular map).

That's on top of using some "mod" file (can't fit all on 10 MB standard map) that requires initial connection to b.net (mod dependency from b.net) during map editing that tend to not even work right in offline testing in my experience so far.

Doesn't help that B.net 0.2 consider your map/mod files "too old" in just 1 week of non-play for any specific map thus causing redownload even I don't modify the mod file in months.

If the popularity system wasn't that bad (thus many maps including W&M would be actively played), I would have considered adding all those models much more easier and accepting the pain of using a mod file towards that end.

However, I really don't feel justified to do it so far. If I bother, it would be only for the Reaver.
Mucky wrote:Not to mention that there's no way anyone would mistake a giant baneling for a regular one. Please get rid of the ugly green tint, likewise with the Ultraling.

In addition, nothing in the game looks like the Zeus, Omegalisk, Odin, Aegis, or hell any of the Elite units, but you tint those anyway.

If there's anything that legitimately needs to be tinted, it's 2x/3x static defenses, because there's no way to tell from looking which ones are which.

I had to get up at 6 AM yesterday, so I didn't show up for last week's FFS.
In terms of avoiding tinting, I could remove it for the Elite units (could make it an exception for the Medivac Savior to keep it). Guess I could for the Giant Baneling and Ultraling (already a different group trigger-wise).

However, for the most Combo units, I do intend to keep the tinting. Personally, I would EASILY mistake between normal hellions and AA hellions without the tinting in the heat of battle. Same for many other combo units.

I also don't want to start playing with tinting or not on a unit-basis .... would rather poke more important things first about W&M. Triggers nicely just tint all combo units in and that's it.

Re: Warlords and Merchants Discussion

Posted: Mon May 30, 2011 10:31 am
by IskatuMesk
Ricky_Honejasi wrote: If the popularity system wasn't that bad (thus many maps including W&M would be actively played), I would have considered adding all those models much more easier and accepting the pain of using a mod file towards that end.
...wat?

Why would you use a mod file for the graphics? Where did I mention using a mod file? Since when did effort =! popularity?

... Why are you using triggers for mundane things like tinting?

Re: Warlords and Merchants Discussion

Posted: Mon May 30, 2011 3:21 pm
by Mucky
IskatuMesk wrote:... Why are you using triggers for mundane things like tinting?
I imagine it's easier to do it that way than to work with the data editor.

Re: Warlords and Merchants Discussion

Posted: Mon May 30, 2011 3:23 pm
by UntamedLoli
I imagine its even easier to do in a text editor but no problem, keep ignoring me.

Re: Warlords and Merchants Discussion

Posted: Mon May 30, 2011 3:38 pm
by IskatuMesk
Well, Galaxy/triggers is really, really slow. Like, as slow or slower than JASS was.

Re: Warlords and Merchants Discussion

Posted: Mon May 30, 2011 3:57 pm
by Mucky
IskatuMesk wrote:Well, Galaxy/triggers is really, really slow. Like, as slow or slower than JASS was.
On a scale of fat black niggers to 800 pound grandmother fused to a couch, how slow are we talking here?

Re: Warlords and Merchants Discussion

Posted: Mon May 30, 2011 4:53 pm
by Vetraeus
As slow as it takes Ricky to take our suggestions and objectives.

Re: Warlords and Merchants Discussion

Posted: Mon May 30, 2011 6:57 pm
by IskatuMesk
I don't think it would make a tremendous difference for those of us with stronger cpus but it definitely won't make things any easier for those who refuse to upgrade from 90's hardware (*cough* q and others), on top of everything else. It's bad enough with the replays scarcely giving me 10-14fps with only two players as warlords.

Re: Warlords and Merchants Discussion

Posted: Tue May 31, 2011 10:28 am
by Lavarinth
Vetraeus wrote:Ricky, from my vision, you sized Combo units up, Therefore, Tinting is not required. YOU LOSE, Also turn the AA hellion into the Outback Hunter model they added to the map editor.
This.

Ricky, titing isn't required. You're really outnumbered on this aspect. The difference in sizing of the units is much more than enough. It's not like they're 5% larger than other units, they're sometimes 10-20 times the size of other units.

Re: Warlords and Merchants Discussion

Posted: Tue May 31, 2011 10:51 am
by Mucky
On an unrelated note, I learned today that not only can you not make copies of structs (or records as the editor pointlessly names them), but the ability to create pointers was removed during beta.

Image

Re: Warlords and Merchants Discussion

Posted: Tue May 31, 2011 2:17 pm
by Vetraeus
Units/Models found in the "updated" editor for SC2 from both Zealot Chef & Left 2 Dead or w/e its called.

Mission #1: Do this.
--Take the outback hunter, replace the AA/Strafing hellions with it.
--Take the Warpig and replace all Combo Marines
--Take the Combo Ultralisks/Maniac/Insane etc, and replace them with Stank.
--Take the Yggdrasil and replace the model with the Spotter.
--Take the Ultraling and replace it with the Hunterling.
--Take Phantom Reapers & turn them into Death Heads.

There are plenty of old SC1 BW models you can use that don't cost much time to implement. If you just listen to us, and do it, get it over with, maybe we won't bother/annoy you about it anymore; And then, maybe you can attend to some more pressing matters.

Mission #2: Un-tint all Combo Units.
Mission #3: Add Kaboomer & Choker.

Seeing as the Zues, Omegalisk, and Odin don't look the same as all the other units on the map, un-tint them.

Lower the AA/Strafing hellion ms from 6.25/6.85 to 4.55/4.85