Save/Load multiplayer games - implemented - Page 3
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Vague
170 Posts
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Sackings
Canada457 Posts
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TBone-
United States2309 Posts
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skeldark
Germany2223 Posts
On January 27 2012 02:08 Sackings wrote: I always thought it would be cool if two players could jump into a replay and start playing from a certain point, probably impossible but hey, one can dream not impossible. with this done someone could make a transformer that create such a bank file from a replay file. So lot of work but possible. | ||
turtles
Australia360 Posts
On January 27 2012 01:57 skeldark wrote: worked on this in the past. Finally someone did it. thx alot. Btw: i think, i found a way to save controll-groups back then. How did you save something like 60% oc in building? or lair 40% morphing. I did not find any way to do so. You found a less dodgy way to save control groups? that would be amazing if you could remember how you managed to do it. Ooops, in my haste I forgot to mention in the OP that it doesn't currently work with buildings merging so it will not save correctly for these transitions: + Show Spoiler + command centre -> orbital command command centre -> planetary hatch -> lair lair -> hive gateway <-> warpgate I will update the OP to mention it as this is kind of a big deal. I have found a way to detect 60% oc or lair 40% done. But I do not as of yet know how to create a hatchery that is 40% transitioned into a lair. I do have some ideas of how I could do it though. | ||
skeldark
Germany2223 Posts
On January 27 2012 02:12 turtles wrote: You found a less dodgy way to save control groups? that would be amazing if you could remember how you managed to do it. Ooops, in my haste I forgot to mention in the OP that it doesn't currently work with buildings merging so it will not save correctly for these transitions: + Show Spoiler + command centre -> orbital command command centre -> planetary hatch -> lair lair -> hive I will update the OP to mention it as this is kind of a big deal. I have found a way to detect 60% oc or lair 40% done. But I do not as of yet know how to create a hatchery that is 40% transitioned into a lair. I do have some ideas of how I could do it though. About morthing: i searched for it very long and find out there is no way to do it. Thats why i stopped back then. Like you said the problem is that you can not even find out how far its done. If you have this information you could cheat by cast a manipulated cronoboost on it tho. controllgroups: checked it. Sorry. i worked on it but looks like i gave up oo and thought about a menu setting to recreate them. Creep I remember creep and tumors was a big problem. did you solve that? | ||
turtles
Australia360 Posts
If you have this information you could cheat by cast a manipulated cronoboost on it tho. Hahahaha, great minds think alike. I think I have discovered a way to get the information of what % complete it is. Involves a bit of data editor tomfoolery. I haven't done it yet though. Trying to track down a mysterious bug that can mess up upgrades/researches. | ||
turtles
Australia360 Posts
Creep I remember creep and tumors was a big problem. did you solve that? Haven't had any problems with the tumours themselves. If you mean creep that remains when you load back to an earlier point then I haven't fixed that yet. However there is a function in the trigger editor "Set creep speed" where you can set the creep spread/decay speed. So I think it should only take a moment to fix up. However it is currently 4:30 AM. It will have to wait till the morning. zzzZZZZzzzz | ||
skeldark
Germany2223 Posts
On January 27 2012 02:31 turtles wrote: Haven't had any problems with the tumours themselves. If you mean creep that remains when you load back to an earlier point then I haven't fixed that yet. However there is a function in the trigger editor "Set creep speed" where you can set the creep spread/decay speed. So I think it should only take a moment to fix up. However it is currently 4:30 AM. It will have to wait till the morning. zzzZZZZzzzz no i remember i had problems with half spread creep of a the top tumors or something. its half a year ago so i dont know for sure. ------- some other things: -you should save the 2 unit in the queuer too. i think over 2. only take bankfilesize but 2 can be kind of importand. -you dont reload the minimap This means everytime you remove and add minerals and rocks they stack on the minimap and cause lag later on. To fix this you just give all players full map vision remove it again. Now the client refresh the minimap. The player will not even notice it. ------ BTW i can uplaod it on eu for you. Have us and eu acc. | ||
Oerbaa
Scotland184 Posts
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turtles
Australia360 Posts
if you dont give everyone vision for a nanosek after you change the map the min-patches and gas-gesyers will stack up and cause lag later on. hmmm... im not sure if that happens. Do you mean that each mineral patch and guyser will have multiple models attached to it? because that doesn't happen for me. I'll keep an eye out for it. Your solution to the problem seems like it would create it's own host of problems. Players would be able to see if bases are mined out etcetc. | ||
Magrath
Canada292 Posts
I haven't read the entire thread, but maybe if you really start expanding is to use tourney version of maps. Like for example all the GSL maps have no golds, but other tourneys still contain golds, or cross position spawn only. If pros use this in practice it may be something to consider. | ||
skeldark
Germany2223 Posts
check pm. buglist and one little bugfix. | ||
Arisen
United States2382 Posts
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Orly
Belgium28 Posts
Had one minor issue with the keybindings: eggs in a control group are removed from the group after load. Having the creep spread restored somewhat accurately would also definitely be useful. Maybe move the Dog animation to the unit portrait area, often you'll load right before an engagement and the big overlay can be distracting. If you need someone to publish this on EU let me know. | ||
Vague
170 Posts
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Yoshi Kirishima
United States10149 Posts
I can't believe there is no multiplayer save function in SC2! Anyone have a reason why blizz didn't put one in? a save button really does help practice SO much Thanks so much for making this! | ||
Dauntless
Norway548 Posts
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turtles
Australia360 Posts
On February 03 2012 23:53 Dauntless wrote: Please host this on EU too! Can't be that much of an effort? I am located on the SEA region. As such, posting it to the EU region would cost me about $90 (computer games are expensive in Australia). Not to mention that I have read some horror stories about people buying accounts for other regions and then it not working or even not being able to access either account afterwards. Blizzard does not support use of multiple region clients on the one computer and so does not offer technical support if things go wrong. Blame The region locking for this part. I could probably hand over all ownership and email the files to some stranger who lives in Europe to publish it as their own work but this doesn't sit right with me for many reasons and could potentially hinder a lot of future possibilities and places I would like to go with this. For now I am just working on trying to polish it into a really professional feeling tool. Once I am happy with that I will look more in depth at publishing to EU (maybe even forking over $ for a new sc2 account). Since this thread has been bumped, I may as well add a few updates: The research/upgrade bug has been tracked down and fixed! + Show Spoiler + (thankyou to those who sent me a replay file of when it happened. It was directly because of these that I knew what the issue was) In the next update expect to have building morphs (eg command centre -> planetary fortress) work 100%, assigning hotkeys to zerg eggs work correctly, creep and creep tumours working 100%, removal of that annoying Lyote explaining how to use the tool (it was almost as annoying as the paperclip in MS office, what was I thinking?!) and many more. After that I plan to tackle the "save as a file" goal. | ||
Dauntless
Norway548 Posts
Is there no one you trust that has an EU account? | ||
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