Is there a way to activate HD graphics skins, widescreen, zoom or any of the SCR features?
I noticed in the 2nd mission only the first line in the briefing of Jason Davis is voiced. The rest is text only. Just unfinished or a bug?
Also the intro of Mission 2 has a long pause waiting for a small cutscene if the gamespeed is low. Maybe you can detect gamespeed and sync the cutscene to the dialog?
The voices are only partially implemented (as in... 5% of them?) The AI-generated voices are mostly done by jun3hong but need to be edited and included in the game, but the live ones are only partway recorded, and it's going to be a long haul.
Which cutscene part has a long wait, exactly? I'm not sure the game speed is detectable very easily (if at all), but I might find a way around by optimising trigger conditions.
Re: HD, well, it appears after logging in. BTW it doesn't seem that it keeps up for a month; last time I was logged out (and lost the HD graphics) after 13 days, for whichever reason.
Trial and error... mostly error.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
HD works normally, you just have to log into battlenet once a month (which is not related to the mod, blizzard just decided to authenticate HD that way xd)
Thanks for the tip. The battle.net launcher did nothing though. Had to launch the original Starcraft .exe and it immediately authenticated. Doesn't seem to do that with a modded .exe, but still kept the authentication after that.
The voices are only partially implemented (as in... 5% of them?) The AI-generated voices are mostly done by jun3hong but need to be edited and included in the game, but the live ones are only partway recorded, and it's going to be a long haul.
Which cutscene part has a long wait, exactly? I'm not sure the game speed is detectable very easily (if at all), but I might find a way around by optimising trigger conditions.
Re: HD, well, it appears after logging in. BTW it doesn't seem that it keeps up for a month; last time I was logged out (and lost the HD graphics) after 13 days, for whichever reason.
Ya, after reading a bit more I found that. No problem, I just wondered because at first there was audio and then he went mute. Anyways, keep it up then! Voices really add a lot of atmosphere, especially for briefings.
Initial cutscene of 1-2. Had to wait for the part with Kerrigan on Korhal. I'm assuming the dialog is timed with transmissions (wait based = real time) and the camera/gameplay is timed with death counters or when certain things are killed (gameplay based = in game time). Detecting game speed can be done by 2 triggers, one that waits a certain time, while the other increments a death counter. After the wait you check how much the death counter went up.
But on second thought that's actually unnecessarily complicated. Just add a switch or death counter to the dialog just before the Korhal scene and start it based off that. It would skip some of the battle scenes but it seemed to me they didn't have specific meaning - just in general that there's fighting going on so they should be skippable, right?
I think the problem with that cutscene might be that the triggers wait for the extractor to finish morphing. I wanted to edit that out because the triggers were timed with no voices in mind, but after I added the sound files the combined duration must have become considerably less.
Btw you don't need to login with separate exes, or a standard one; after launching the mod, login using the button in the top right corner. At least that is how I'm doing it (usually).
P.S. I will add lines that clearly state the current version and graphics mode, come next update. Probably in the in-game menu.
Trial and error... mostly error.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
I think the problem with that cutscene might be that the triggers wait for the extractor to finish morphing. I wanted to edit that out because the triggers were timed with no voices in mind, but after I added the sound files the combined duration must have become considerably less.
Just so there's no misunderstanding: The wait
only happens when I decrease game speed. Otherwise it's probably timed properly. And yeah if you base it off an extractor finishing it makes perfect sense when dialog is timed with transmission waits (=real time). Still, I think you could trigger a condition just before the relevant dialog so it will skip some battle scenes.
Btw you don't need to login with separate exes, or a standard one; after launching the mod, login using the button in the top right corner. At least that is how I'm doing it (usually).
P.S. I will add lines that clearly state the current version and graphics mode, come next update. Probably in the in-game menu.
Oh damn, I never realized there's a login button at the top right because without mods it auto logs in after a few secs. Yeah that button works as well.
Yeah, I never even probably played it on anything but fastest. I'll just remove the extractor morph condition (dunno why I inserted it; probably wanted to show the Zerg to the player for a while longer? It's been years and I can't remember the reason anymore).
Trial and error... mostly error.
I really love the campaign,the missions/creativity is amazing, but the story goes on forever...Is there any way to play the missions and skip the cinematic/talking ?
None.
No, skipping the triggers by pressing ESC is disabled in Brood War campaigns. I kind of preferred it that way since I've learned of this, though (because there's high potential for disrupting the flow of triggers; I guess that was why Blizzard disabled this in the first place). I see people complaining about it now, but there's nothing I can do about this either way.
The update that brings more dialogue voices is in progress, but it's kind of slow because there are so many lines and I have to add them to three versions of each map, all over again. Next time we'll definitely do voices first, then the localisations, because it's a pain.
Trial and error... mostly error.
The update 1.11 is here. You can download it at one of the three mirrors, the links to which are high in the first message. The changelog is there as well.
Frankly it was a disappointing update because it took me 2,5 months of time to create it but I was unable to put in everything I wanted. Some issues have remained unfixed so far and some new ones - thankfully they seem minor - have sprung up. It's getting more and more convoluted with each iteration...
Note that the file has become considerably larger, due to all the sounds we've put into it (414 MB now).
Trial and error... mostly error.
The update 1.12 is released today, Feb. 23rd, 2024, and it can be downloaded at any of the three mirrors in two versions, one with custom music (521MB large) and one without (493MB).
The changelog is found within, and it has almost 90 entries - lots and lots of things have been changed, with very few maps not getting any alterations or fixes. The highlights are:
- New dialogue voice lines for all the remaining maps compared to 1.11, but not for every character just yet;
- Transports in most maps will really carry units as opposed to creating them with triggers, for the sake of visual consistency;
- A raft of subtle changes to mission 1-3, including somewhat beefed up AIs;
- Finally fixed the problems that have been plaguing mission 2-5A, thanks to Nekron, UEDCommander and Neiv;
- Lots of subtle changes to mission 3-2, and the missing ragnasaur finally has a role to play;
- Nova will be able to use Flashbang Grenades in a few maps;
etc.
Today is also the day when work starts on update 1.13.
But I will have to take a little break from SC to solve some real life issues that have been piling up; short of hotfixing some glaring issues that might crop up. As always - play, test, report. You know where to find us.
Trial and error... mostly error.
Okay this was embarrasing but I had to release a hotfix specifically for the hilarious issue found by Rotacioskapa in mission 3-2...
... all the mirrors are updated.
Trial and error... mostly error.
Another hotfix is out for two of the issues Rotacioskapa has found in mission 2-3 and 3-2 (and a few more things).
Trial and error... mostly error.
Version 1.13 released (mostly a bugfix for errors found by Rotacioskapa again). I was planning on accumulating more changes before releasing, but two maps had game-breaking issues so I had to hurry up...
Trial and error... mostly error.
There will be an update soon, and it will be a big one. I'm retesting everything with all possible speed, so that I don't have to band-aid it with hotfixes after release if something does slip through.
Trial and error... mostly error.
The update 1.14 is here, found at the three mirrors specified in the first post. This update was long in the works - for at least 2.5 months - and it was driving me up the wall sometimes. Besides, it was a shining illustration of "mission creep" as the number of changes grew greater and greater with each passing day.
I hope there are no fatal errors to be found... I've tested the Russian locale throughout, but the English one, not so much.
The changelog is included with the files, but the headline features are as follows:
- Lots of new portraits by Surski aka jun3hong;
- New software versions behind the mod, courtesy of Neiv;
- Finished editing the transport display in all missions;
- Expanded the VR part of mission 2-1;
- New historical cutscenes to go with Interlude 3 (and a new ship sprite... that may look familiar);
- Revamped morale system in mission 3-4;
- Major optimisations to mission 3-6;
- Major optimisations to mission 3-9.
Post has been edited 1 time(s), last time on Jun 24 2024, 10:43 am by IlyaSnopchenko.
Trial and error... mostly error.
For the 1st anniversary of WODF the mod I've created melee versions of 5 of the macro maps found in the campaign. They can be played by 4-7 players (each has its own max number of players, of course), and do not require the mod (but they require SC:R, of course, since there are backward ramps).
They can be found in a small (984KB) separate archive found under any of the three download mirrors linked in the first post.
Trial and error... mostly error.
The update 1.15 is finally here. It took us long enough and the result isn't perfect, but we decided that holding up the release any longer would be a bad idea. The updated mod is available at all three usual mirrors.
Headline features:
- Switch to 64-bit software suite (but 32-bit remains available as option);
- New AI features available courtesy of Neiv;
- Fixes for OS compatibility;
- New portraits for Jason Davis (finally!) and Wilkes Butler, converted by Surski;
- New Stingray and Stalker sprites, converted by Surski;
- S.S. Needle may return a few times if you care for it well enough;
- Changes to how automining works (experimental);
- Noticeable changes to mission 3-6, especially concerning the (perennially irritating) Raiders player;
- Various visual, QOL and bugfixing changes to most of the maps, although they're not as numerous or as profound as those seen in update 1.14.
This is not the end of the work: some of the graphics changes need refinement, and of course the voice work is far from being complete. So stay tuned for more updates down the track!
Trial and error... mostly error.
Due to Google being
anal their usual self about the 64-bit modfiles, and the appellation presumably going ignored, I replace the Google Drive repository with Yandex. The link will be up there in the first post too.
https://disk.yandex.ru/d/uTzYQrpW20bCIA?ncrnd=5114
Trial and error... mostly error.