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Messages - Buttercraft

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46
Server.War2.ru / 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.

47
Server.War2.ru / 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.

48
Server.War2.ru / 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.

49
Server.War2.ru / 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.

50
Server.War2.ru / 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?

51
Strategy & Replays / Re: soth vrs nerzy
« on: June 21, 2023, 08:09:37 PM »
Thank you body blazers


52
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 2.0.2.0 Lambchops > select "Auto War Lat"

53
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

54
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.

55
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.

56
Alternatively slow down Ogres to 12 (-1) and speed up Paladins +1 or +2

57
Make three minor changes to Humans - anything drastic, and the player base will split.

Don't have to reinvent the wheel:

2.) Paladins heal is a little more effective -- in some way shape or form (at least make it worth upgrading to).
3.) Fix Ballista's - I believe there's a small delay in one of the animations.

Sensible post.

Mages are fine.

Paladin speed upgraded to ~16, run and heal would balance well against lust, and leave the rest.

58
Mods & Development / Re: Smoother Key + Mouse Scrolling plugins
« on: March 28, 2023, 11:48:56 AM »
Maybe worth merging smooth scroll into next version of HD plugin, as it doesn't have alot of value at standard resolution anyway (IMO).

I am using crt-easymode.glsl shader with great results, works nicely at any resolution ^-^

-bilinear is just a switch in cnc-ddraw, you don't need the file present (just included for simplicity)

59
Mods & Development / Re: Smoother Key + Mouse Scrolling plugins
« on: March 28, 2023, 11:27:19 AM »
Thanks fois,

Ok the delay in reality is just a wait timer, it doesn't affect rate unless you miss frame timing.

10ms is only 1.67 ticks every frame, ideally you want >2x frequency.

5ms (10 ticks every 3 frames) is an obvious choice.

60
Mods & Development / Re: Smoother Key + Mouse Scrolling plugins
« on: March 27, 2023, 03:09:24 PM »
I think an .ini would be ideal, there is room for improvement on the defaults.

Seems the lower settings are calculated/multiplied off one MAX value? which is why they cause judder effect.

Let's assume the engine runs in 60fps.

Possible values are

1ms (60/60)
2ms (60/30)
3ms (60/20)
4ms (60/15)
5ms (60/12)
6ms (60/10)
10ms (60/6)
12ms (60/5)
15ms (60/4)
20ms (60/3)
30ms (60/2)

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