Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - mariomaniac33

#1
I don't know if this has been mentioned, but any chance on fixing the contol team's units bug? As of now, you can only select one unit at a time, but when control team's units is working properly, you should be able to select your allys' units in masses as if they were your own.  :)


#2
Quote from: gzxaaa on March 21, 2010, 11:43:04 AM
Quote from: mariomaniac33 on March 21, 2010, 04:23:51 AM
Quote from: gzxaaa on March 20, 2010, 04:46:56 PM
The launcher is now unstable with latest patch. It often crashes when the game almost finishes loading. See attached Error Reporter. It seems the launcher will make SC2.exe overflow the memory.

Also if you're playing 1v2 or 1v3, even if you wipe out one AI's all buildings it won't show "Player X was defeated" and that AI can still control its units, which is wrong since alliance control is not checked.

Both these problems are not within the original Starlauncher 0.41. Please fix them in 1.35 version.

No offense, but everything is working flawlessly here with latest update.  :)   Most of the problems that you and the other users are describing are environment related. Check your cache and make sure that you have the latest cache files installed. If not, you may experience random errors. Also, remove any mods that you may have installed (including AI mods) as these can also be the cause of problems.

By the way, you won't get the "Player X was defeated" message until you beat the entire team. Instead, you'll get the "Player X no longer has any forces" message. This is the way it's supposed to be. Don't trust Starlauncher 0.41 cause that thing had numerous bugs due to concept flaws based upon implemenation.

Hopefully you can get it working. Best of luck...  ;)


Maybe E.T. can add a feature to download the latest cache files in his app? We don't want to spam him with too many ideas though...  :-\

You're wrong on the "Player X was defeated" thing. If you played Starcraft 1 before you should know that once a player's buildings get wiped out, all units will become neutral and not controllable. All other launchers (including Starcrack launcher) with team settings work this way.
Once again, no offense, but this isn't StarCraft 1, this is StarCraft 2, and there are many changes, that being one of them. You're right about StarCraft 1 --  that's the way it used to work. There's a reason why the "Player X no longer has any forces" message exists.  :-\ Lauchers that don't show this message don't have teams cracked properly. Don't trust StarCrack. Most of their patches aren't too clean, no offense intended.  ;)  They do make great AI though!

If you like the way the other launchers work, you can use those instead. You don't have to use this one.  ;)
#3
Quote from: gzxaaa on March 20, 2010, 04:46:56 PM
The launcher is now unstable with latest patch. It often crashes when the game almost finishes loading. See attached Error Reporter. It seems the launcher will make SC2.exe overflow the memory.

Also if you're playing 1v2 or 1v3, even if you wipe out one AI's all buildings it won't show "Player X was defeated" and that AI can still control its units, which is wrong since alliance control is not checked.

Both these problems are not within the original Starlauncher 0.41. Please fix them in 1.35 version.

No offense, but everything is working flawlessly here with latest update.  :)   Most of the problems that you and the other users are describing are environment related. Check your cache and make sure that you have the latest cache files installed. If not, you may experience random errors. Also, remove any mods that you may have installed (including AI mods) as these can also be the cause of problems.

By the way, you won't get the "Player X was defeated" message until you beat the entire team. Instead, you'll get the "Player X no longer has any forces" message. This is the way it's supposed to be. Don't trust Starlauncher 0.41 cause that thing had numerous bugs due to concept flaws based upon implemenation.

Hopefully you can get it working. Best of luck...  ;)


Maybe E.T. can add a feature to download the latest cache files in his app? We don't want to spam him with too many ideas though...  :-\
#4
Considering we now have a 14 Player Kulas Ravine, I have to second the addition of 16 player support.  8)

7v7 would be epic!  :D
#5
Quote from: chikopaws on March 10, 2010, 10:16:36 PM
I notice in your map pack, there are some 'novice' map?

have any idea what's the diffrence is??
Novice maps are basically "easier versions" of the maps. Rocks and watch towers are conveniently placed so that both players have a strategic advantage against rushing and the like.

@Topic: I don't know if this has been mentioned, but any chance on making the splash screen optional? It sucks if your maps have loading images integrated...  :(
#6
This mod is great!  ;D

Any chance on adding starting positions to it? That and AI difficulty selection are the only things that this launcher currently lacks IMO. If those two features are added, this loader will be flawless!  :)
#7
Quote from: kblood on March 09, 2010, 05:13:19 AM
Quote from: lurenjia on March 08, 2010, 05:16:25 PM
Quote from: mariomaniac33 on March 08, 2010, 05:01:26 PM
Yep, I can confirm that v0.41 has teams working properly now! Many thanks!

However, there is a bug that should be pointed out. When playing with 6 player Metapolis, the launcher does not set up the teams and races properly. For example, you want player 6 to be terran and on your team with player 4 as Zerg and on the enemy's team, however, Zerg will be on your team and Terran will be the enemy.

This bug makes setting up 3v3 rather difficult since it sometimes becomes a 2v4.
The reason is the 6 player Metapolis map is not an official map by Blizzard. It is a modified map file, so the tool would have problem dealing with it.
I suspect it might be due to the map for some reason calls player 5 and 6, computer 5 and 6. Either that or maybe Blizzard's SC2 Beta does not really support more than 4 player maps in its coding yet.
Sure the problem may be map independent, but that does not change that fact that the loader CAN be updated to support this  :) . As I pointed out in my last post, I showed that it DOES work fine, but it is not inputting the teams properly on some hacked maps  :( .

Like I said, I've managed to play a couple of 3v3 and 2v2v2 on Metapolis now with this loader, so there's no doubt this bug can be fixed  ;) .
#8
Quote from: lurenjia on March 08, 2010, 05:16:25 PM
Quote from: mariomaniac33 on March 08, 2010, 05:01:26 PM
Yep, I can confirm that v0.41 has teams working properly now! Many thanks!

However, there is a bug that should be pointed out. When playing with 6 player Metapolis, the launcher does not set up the teams and races properly. For example, you want player 6 to be terran and on your team with player 4 as Zerg and on the enemy's team, however, Zerg will be on your team and Terran will be the enemy.

This bug makes setting up 3v3 rather difficult since it sometimes becomes a 2v4.
The reason is the 6 player Metapolis map is not an official map by Blizzard. It is a modified map file, so the tool would have problem dealing with it.

True, but the tool supports 6 player and Blizzard has not made any 6 player maps yet. Therefore, it is assumed that the tool can support these maps (which it can). There is just a small bug where the tool is mapping the settings to the wrong players. It shouln't be too hard to fix.  ;)

EDIT: I figured out the bug. I just finished playing a 3v3 without any problems  :P . Basically, it seems that the teams settings are in the incorrect positions. So:
Player 1: Choose team at Player 2
Player 2: Choose team at Player 3
Player 3: Choose team at Player 4
Player 4: Choose team at Player 5
Player 5: Choose team at Player 6
Player 6: Choose team at Player 1
Like I said, it shouldn't be too hard to fix. I didn't decompile it or anything, but I did test it and play around with it, and it seems that they are all off by one like so. Hopefully the author will be able to fix this team issue soon, but in the mean time, it can be worked around.
#9
Trash Can / Re: Re: Starcraft II - Beta Launcher
March 08, 2010, 05:08:15 PM
Quote from: Zezariz on March 08, 2010, 05:07:14 PM
Quote from: mariomaniac33 on March 08, 2010, 05:04:36 PM
^^Nice GUI!

Since teams have now been successfully cracked as of today, I have to second the addition of teams in your launcher!  ;D

So i can add the teams drop down now? :P

Lol, I would if you want to be "cutting edge" :P
#10
Trash Can / Re: Re: Starcraft II - Beta Launcher
March 08, 2010, 05:04:36 PM
^^Nice GUI!

@Topic: Since teams have now been successfully cracked as of today, I have to second the addition of teams in your launcher!  ;D
#11
Yep, I can confirm that v0.41 has teams working properly now! Many thanks!

However, there is a bug that should be pointed out. When playing with 6 player Metapolis, the launcher does not set up the teams and races properly. For example, you want player 6 to be terran and on your team with player 4 as Zerg and on the enemy's team, however, Zerg will be on your team and Terran will be the enemy.

This bug makes setting up 3v3 rather difficult since it sometimes becomes a 2v4.
#12
Trash Can / Re: Re: Starcraft II - Beta Launcher
March 07, 2010, 06:22:39 PM
This is great! I do have two suggestions though.

First off, any chance on adding an option to keep the launcher open after a map is launched? Since I have lots of RAM, that would be useful for me.  :P

Second, randomly generated colors don't seem to work too well either (sometimes, almost everyone is the same color). Perhaps you can make it so players can't be the same color when chosen at random?

Other than these two things, this is the best launcher out there IMO  ;D . Team implementation sucks as of now, so until it's fixed properly, there's no need for it. Keep up the amazing work!