Thanks for the kind words. I dropped out of mapmaking due to a combination of factors. First off, circa 2006 I've had a change of priorities in real life. Second, both of my completed campaigns I made (yeah, you named the other one...) were rendered broken by upgrading to 1.16 and I never found the way to fix them. They were both initially made for 1.10.
So keep them on 1.10, what's the problem? BWAIDowngrader switches seamlessly to this version and no "bcedit /set nx always" is needed.
Well, where to begin...
I'm really not sure if many people would bother fussing with game versions to play obscure stuff like mine? I had updated Vagrants with smoother dialogues (the ones I wrote back in Autumn 2002 when that campaign was made really made me cringe after a while) and less unnecessary maps. Then I couldn't do the tech stuff smoothly and just kinda let it die.
Actually I had a revised version of Vagrants in the works - I don't even remember if I had released it, but since you're talking about mission 7, I guess I have not, because I streamlined it to just 5 missions.
You didn't release anything after 2006. I thought you were long gone.
Well, uh, I'm alive.

For the longest time I wasn't really giving SC any thought, though I have played SC2 from start to finish. The Remastered brought me out of the woodwork again, and then I found a story I've been implementing as a campaign (see it in the Mods subforum; though I think the thread ought to be moved).
My current project is for Remastered.
I very strongly recommend that you switch to 1.16.1 immediately, or cancel if you cannot switch. remastered is way too unstable, too hardcoded, and constantly getting updates every few days that break campaigns. Just ask UEDCommander about that. He's working on a fantastic campaign and it's being suffocated to death by Blizzard's treatment of remastered. 1.16.1 will outlive remastered, this I promise you.
Well no I won't - short of a disastrous event of the whole SC:R modding shabang getting shuttered somehow, and even then it'll be too much of a pain to downgrade. It's not that 1.16 didn't kick me in the nuts already so I have no fond feelings for it like the majority of the community. It'd solve one issue for me - the "shortage", to put it mildly, of custom portraits for SC:R - but I don't wanna deal with the old graphics, the palettes, and whatnot. If I am able to fix my old campaigns, fine, I'd leave them on 1.16 - as they make heavy use of custom portraits, and even some unit graphics - but going forward I'm not gonna stick with that if I can help it.
Oh, and the sequel to Vagrants was hard in the works - it was actually Rommel's campaign I took over, and Vagrants was intended as just a prequel to it explaining the origin of heroes (of the 5 main characters, 2 were his, 2 were fleshed out by me, and the final one was 50/50). It was not finished, to my eternal regret and shame.
Eternal? No such thing. Let's finish it together

You don't have anything else to do this year, what with idiotic western governments ending the lockdown too early and opening the way for a second wave of coronavirus that creates a lockdown that lasts the rest of the year.
Well, I'm still working, corona or not, but it's a great thought. Today, of course, with all the new tech available (do all the advanced tools work for 1.16, anyway?) I'd do many things differently, especially in FOTG. I think I went rather safe with AI Scripts, too, AISE or no AISE. But that was over 15 years ago anyway.
Oh, yes, and the bug I was talking about was that Dark Templar (non-trainable ones that I used as mooks while making them non-cloaked) have become unresponsive after upgrading the game to 1.16. I tried stuff like grafting the DT stats and appearance onto an unrelated unit but failed too. Since I could not find the bug's origin, I gave up in frustration and cursed 1.16.

A similar thing happened to Fall of the Gods, another NPC unit got broken and wrecked the gameplay of mission 2, so I was pissed off and just threw the towel in. That campaign however wasn't due for any more of the substantial updating, though.
which map in vagrants has the DTs? I don't remember. I need to test this ASAP because I have indeed switched to 1.16.1. If it does turn out that its bugged I need to rebuild this under 1.10 (which by the way isn't a problem at all as far as running a campaign is concerned, with BWAIDowngrader and a BroodWar.iso any 1.10 campaign can be run quickly and without issue, Vision of the Future 3 has a similar problem and is stuck on v 1.10 forever).
Missions 1, 2 and 5 all use DTs as enemy units. Since the player has no detectors early on I made non-cloaked enemy DTs from the vanilla SC DT units.
By the way, have you tried using PyDAT to change which script is used? I had quite a lot of trouble importing the model for the black dream into vision of the future 2 but I got the damn thing to work after setting its model script or whatever its called to use the battlecruiser script. Then again, that's a player controlled unit so yeah... Alternatively, if you could publish your updated version of Vagrants (for v1.10 of course) that would be great and I would replace my files with yours.
Let's see what we can cobble together. I have some urgent stuff to sort out and then I'll look at the files. Since I'm meticulous with storing / archiving stuff, I have all the datafiles, down to the wireframe BMP sets. I guess I may even have the 1.10 executables (starcraft.exe and storm.dll) somewhere.
And no I haven't looked at VOTF stuff in ages... since I played the campaign, actually. Though I loved these ships from 3.
Speaking of its plot, it was a faithful adaptation of a book done with the author's permission. The premise was explained on the Star Alliance website (I was a part of that group and had pages up for my projects there) but it's long gone so I can't blame you for calling it indecipherable now.

I know, it is mentioned in the end of the campaign too. It's the reason why Fall of the Gods got a conditional recommendation instead of a rejection on my spreadsheet.
Well, I made it for fun, like I'm doing my current project. I know it was a strange idea because the source wasn't even sci-fi, but when I first read it in late '99 I immediately thought it'd be cool to try. The book was action packed and the main characters were relatively few, so with some work I thought it was really pretty easy to adapt, and I hope a couple of missions made for fun gameplay (my personal favourite was the arena part of mission 4B, I really pulled all the stops at making that one).
Post has been edited 2 time(s), last time on May 2 2020, 8:31 pm by IlyaSnopchenko.
Trial and error... mostly error.