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Messages - Buttercraft

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Nice  ;)

Might be worth adding a link to downloads page, to this thread.

Strategy & Replays / dJ_boSs Saint vs Mystical spb - tight game
« on: July 07, 2023, 05:04:57 AM »

Game starts at 22 minutes

3 / Re: War2 Triggers Editor released!
« on: June 29, 2023, 05:17:44 AM »
Unrelated question: is there a known method to turn Zeppelin into a transport with triggers or otherwise? I guess if you morph a transport into a Zeppelin and then back after loading it might work :thinking:

4 / Re: War2 Triggers Editor released!
« on: June 29, 2023, 05:13:37 AM »
Yeah but once game starts nobody should change speed by accident or on purpose IMO, even the host. I hope in next version you could set both EF and F trigger (as EF is more popular by far).

I always hit minus key by accident because I place hall/command center on the 0 hotkey (also peon/probe/peasant is one key over), so it's now completely disabled when game window is active.

GOW with pathfix + rally + speedfix is really great introduction to triggers, but people don't want tower control and won't join fastest games.

5 / Re: War2 Triggers Editor released!
« on: June 28, 2023, 04:25:01 PM »
there is trigger for changing fastest to anything other

Problem is nobody joins fastest games, or thet just leave - the trigger works perfectly fine.

Speed at 18 is nice but not too fast, and really nice animations.

6 / Re: War2 Triggers Editor released!
« on: June 28, 2023, 12:34:25 AM »
By the way, it would be really nice to change the speed of "even faster" being the most popular selection.

For reference, fastest defaults to 13, even faster is 20. Something like 17 plays better, I think.

7 / Re: War2 Triggers Editor released!
« on: June 28, 2023, 12:21:05 AM »
Yeah it migt be a problem :)) I didn't notice the trigger maps are embedded without separable files for online play, makes sense.

I was thinking of Sniper CTF or bomb plant/defusal with random groups of NPC units moving around the map to create danger for both teams, as well as runes so you must send spotters first, with each round you can buy fire throwing grunts, additional spotters(submersible peon), demo team etc, or air strike (temporary battleship or catapult with 128 range and turtle missiles), etc, the random factor makes each round different as much as is possible, random terrain would be cool but maybe a bit ambitious.

I think random can be implemented another way (Hp of unit under some effect) but it's slow, you lose player slots and I don't know how reliable that method will be generally.

8 / Re: War2 Triggers Editor released!
« on: June 27, 2023, 05:13:55 AM »
Hi Mistral, want to thank you for this great tool and have some suggestions. :thumbsup:

I think a random function would be very useful, Set Value = Rand function (ex, Random number between x and y) and also Amount = Rand (example Timer between 5 and 20 seconds).

Second suggestion, Starcraft maps can embed sound files (at ~30% of the original size), as the scm is just an MPQ container file, would it be possible to embed sounds into the trigger file?

Strategy & Replays / Re: soth vrs nerzy
« on: June 21, 2023, 08:09:37 PM »
Thank you body blazers

Mods & Development / Re: Improving Warlat
« on: May 23, 2023, 02:52:36 PM »
Yes it's an option in the default installer (standard or full version only, not lite)

War2 Lambchops > select "Auto War Lat"

Looks very nice danny I like the weather and sound changes

If you don't mind where did you get the deeper orc sounds from "GruntReady2.wav, PeonJobIsDone2.wav" and etc

Cartography & Custom Maps / Re: Multiplayer map design
« on: April 11, 2023, 01:41:37 PM »
Well, I think asymmetry, even just positional differences is fine and accepted (GOW), but the general layout should follow a memorable pattern or your map won't be remembered by other players.

Nice changes, I was trying different shaders and liked catrom bilinear, it's a good choice for default.

Speaking of defaults, a new option for 16:9 might be 1024x576 (true 16:9), for 4:3 you also have 896x672 (true 4:3), though of course it's personal perference.

Quilks and one other player reported that they get a storm.dll "file missing" error with the previous version, but no useful feedback from either player( I did offer the file, but I don't think it was missing). I have not seen that mentioned here.

Mods & Development / Re: Improving Warlat
« on: April 01, 2023, 04:02:51 PM »
Here is a pretty simple solution I think, respecting that lower latency is desired but smooth gameplay is basically the gold standard.

Keep a performance counter on rolling basis (20 seconds), if there is lag detected (>3%) in any period it bumps the latency up one (no reporting necessary, it's automatic)

After first increase the rolling timer gathers next samples over 30 seconds instead of 20 (for greater confidence).

After that 45 seconds (20, 30, 45 seconds), after three bumps it's "settled" the antilag feature won't attempt any more measures.

Alternatively slow down Ogres to 12 (-1) and speed up Paladins +1 or +2

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