Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - salvadorc17

Pages: 1 [2] 3 4 ... 8
16
Cartography & Custom Maps / Re: New Campaign
« on: March 25, 2017, 03:54:36 PM »

okey it worked! white killed 1 player :] but he needed few mins..
ITS IMPOSSIBLE TO WIN WITH PC AFTER WHEN HE DESTROY EVERTYHING U NEED KILL HIM
add me to fl and we will play it!

Will you dont need to test with me, i have done with other person and seemed to be ok.

17
Cartography & Custom Maps / Re: New Campaign
« on: March 16, 2017, 03:28:12 PM »
You need to test mutliplayer with another "computer player" in top vs bottom mode, or you should try with another human...

18
Trees missing?? the map could be polished a little, those terrrains seems flat.

19
Cartography & Custom Maps / Re: New Campaign
« on: March 15, 2017, 06:09:09 PM »
so after when i end it (still nedd play last missions orc:P) i decided to make new campaign, but this will be about micro and resuce units/budlings than buldings base from 0


Really cool mission 2 i like so much the naval wars, will be good if you can try to do same im doing coop version so can be tested with another player.

20
Cartography & Custom Maps / Re: Map Series: 2p Coop Campaign
« on: March 08, 2017, 03:52:59 PM »
More coop maps for you, send me private if you want to this those.

Human 03: Added new enemy and coop ally, removed player ships.

Orc 03: Added new enemy and coop ally, removed player ships.


21
Cartography & Custom Maps / Re: Map Series: 2p Coop Campaign
« on: March 01, 2017, 04:09:41 PM »
Continuing with this campaign added the 2nd scenario for each race (check firts post for updates.

22
Cartography & Custom Maps / Re: New Campaign
« on: February 22, 2017, 03:39:32 PM »
Really good work with videos, seems youre good player. (im not used to play that fast)

23
Cartography & Custom Maps / Re: New Campaign
« on: February 15, 2017, 03:51:57 PM »
Good work with gameplay videos, now i think we should try to mix this campaign with a coop version, that does allow multiplayer to play versus this improved AI enemies.

24
Mods & Development / Re: Warcraft 2 - remake
« on: February 10, 2017, 04:44:27 PM »
all of my stuff is script changes,in the script folder...yes def going for close to an original feel.
its like options u change in text very easy.

Ok, but the changes for debug text for each unit created or other need to be done in source code..

25
Cartography & Custom Maps / Re: New Campaign
« on: February 10, 2017, 04:43:38 PM »
my channel with campaign
mission 1

Well mission 1 is always easy, you could try do some like 3 or higher..

26
Mods & Development / Re: Warcraft 2 - remake
« on: February 09, 2017, 03:30:08 PM »

http://www.filedropper.com/easywargus  the wargus i was messing with....this one has a map editor 256x256 maps,the net has worked i connected on my lan a while back.

ive made small changes like,adding back the square around a unit,9selectable and turned off auto que

i couldnt locate the green lines nor the annoying text up top that is a pain when u start to really getting making stuff.

they could be lua controlled..but may be source and ill have to locate and see if i got this versions source...


Good, youre trying to make it look like original, you can share source to able to do those changes, ill check for the text stuff, is some kind of debugger option.

27
Cartography & Custom Maps / Re: New Campaign
« on: February 04, 2017, 02:37:22 PM »
okey i ended Dark Portal
http://wrzucacz.pl/file/7281485984553/war2dat.mpq
 gl hf ( if u got problem with normal Dark Portal dont try it ..)


Good work, youre doing good and hard maps, but still you should use war2patch instead to avoid change main game data..

28
Mods & Development / Re: War2 Save editing tool (WIP)
« on: February 02, 2017, 03:38:15 PM »
The good news are that using campaign saves in possible in multiplayer but with some tweaking, and the main objective wll always be changed to "Defeat all enemies".

29
Mods & Development / Re: Remove unit limit map editor
« on: January 29, 2017, 02:54:38 PM »


Did you hit the max then save the map, then sav the map with just a few units? Compare the files it will narrow down then value. It might be easier to scan the memory location and remove the 004 and you now have the offset.


Dont know what youre talking about, cheat engine does can edit that in ram easy, but in save there is no value for current population, that one is calculated from the units counter..

30
Mods & Development / Re: Warcraft 2 - remake
« on: January 29, 2017, 02:52:43 PM »
I can compile wargus/stratagus with no problem, the real problem is that some portion of engine is made in native c, and will need good knowledge to be modified. But also this engine of yours, what other advantages does have??

Pages: 1 [2] 3 4 ... 8