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Messages - sYk0

#31
AI Scripts / Re: Starcraft 2 Beta Offline AI Maps
March 05, 2010, 01:21:48 AM
Hi all,

I made a small utility do disable some debug information when a map starts up, this is for all of those who don't like to know what race they are playing against. ;) Instructions:

       
  • Download and save the the archive.
  • Open the archive (with 7-Zip, WinRAR, ect).
  • Run "DisableRaceInfo.exe" and point it to the directory where my maps are stored, click "OK" to patch the map file(s).
This program will ONLY work for the maps with the loading screen, all other maps will be left unchanged.

Updated: If you are having trouble (maps not working), just re-download the program (links updated) and re-run it, it will repair the maps and make them playable again.
It appears the last version of the app appended some junk data to the end of the file, hence why the maps weren't working.
#32
AI Discussion / Re: sYk0 AI maps
March 05, 2010, 01:13:50 AM
Here you go...
;)


Updated: If you are havingtrouble (maps not working), just re-download the program (linksupdated) and re-run it, it will repair the maps and make them playableagain.
It appears the last version of the app appended some junk data to the end of the file, hence why the maps weren't working.
#33
does the file "TriggerLibs/TerranIAI" exist in the archive? (include "TriggerLibs/TerranIAI")

Can you upload your modified .mpq archive?
#34
AI Discussion / Re: sYk0 AI maps
March 04, 2010, 10:26:16 AM
I'll make a tool to disable at "AI Opponents" debug text. ;)
#36
AI Development / Re: AI Script Editing Tool
March 03, 2010, 04:41:29 AM
I can't give an exact ETA on the beta, however, I'll try get something out by the end of the week.
I'm on holiday the whole of next week, so there will be no development for 8-9 days, starting this Friday.

I can't guarantee that all the features listed above will be implemented but I will at least add basic editing and saving.
#37
AI Development / AI Script Editing Tool
March 02, 2010, 02:26:25 PM
Hi all you would be AI developers,

I'm working on a tool (one of many for SC2) which would hopefully aid you in the development of your AI scripts.

Here's a list of features that I will implemented during the course of development.

       
  • Syntax Highlighting (for Galaxy Script).
  • Code Folding.
  • Editing of a script file will be easy, not a drawn out process like it currently is.
  • Editing of script files will be done in a memory buffer, thismeans no files will be written to disk (unless specified by theauthor), therefore, editing is ultra-fast.
  • Only once the author/editor has completed will (all) the files be written back to the archive (all at once, no manual extracting/adding/deleting).
  • The ability to find errors in the (uncompleted) code that could cause crashes/errors.
  • Perhaps code completion (one day).
Here's the process that I'm trying to eliminate:

       
  • Locate and open the .mpq file(s) on your drive.
  • Locating the specific file(s) for editing.
  • Extracting the required file(s) to your drive (or temporary working folder).
  • Edit the file(s) with notepad (or similar).
  • Save the file(s) back to disk.
  • Import the edited file(s) back into the .mpq archive.
  • Close the .mpq archive (else StarCraft will crash).
  • Finally get to test the script.
Instead the process will be as simple as:

       
  • Select an .mpq file (will default to your Starcraft II directory).
  • Select and edit (in one application) any or all of the .galaxy files.
  • Click "Save" to update the .mpq archive - OR - click the "Save & Run" button to update the archive an execute Starcraft II.
I'm sure I left out some information but feel free to leave your comments and/or ask me a few questions.
Perhaps you think the app is a waist/stupid, if so, i'd really like to know, it will save me time if no one is going to use it.  ;)

I'd like to point out the following:

       
  • This application may/will help you edit scripts easier.
  • It is not going to make you a script writer over night, you do need to know what you are doing.
Here's a sneak preview (without syntax highlighting and cold folding):
#38
AI Scripts / Re: 5 & 6 Player Hacked AI Maps
March 02, 2010, 01:47:59 PM
can you give me the exact map name and the debug text displayed (perhaps a screenshot?)
#39
AI Scripts / Re: Hacked AI Maps
March 02, 2010, 11:51:33 AM
Hi all, please see this (http://darkblizz.org/Forum2/ai-scripts/starcraft-2-beta-offline-ai-maps/) section for the updated maps.

PS: Includes one archive for all the maps.

// sYk0.
#40
AI Scripts / Re: 5 & 6 Player Hacked AI Maps
March 02, 2010, 11:50:37 AM
Hi all, please see this (http://darkblizz.org/Forum2/ai-scripts/starcraft-2-beta-offline-ai-maps/) section for the updated maps.

// sYk0.
#41
AI Scripts / Re: Starcraft 2 Beta Offline AI Maps
March 02, 2010, 11:48:33 AM
*Updated* Maps (04-Mar-2010)

Hi all, below you will find a bunch of the same maps (as listed in the previous post), the only difference being the maps include their original loading screen and some debug information (only when you start playing the map) which displays the map name, the number of AI opponents and their race (Zerg, Terran, Protoss), you do NOT have to update your current maps to the ones listed below, this was only done for some users who requested it.

I have also included an "AI Developer Map Pack" (see bottom of post), which will help the AI gurus develop some better AI for all of us, these maps are exactly the same with one exception, you are only a spectator (watch the computer duel it out).Note: The AI dev pack only includes 1 of each map, with the maximum supported players.


2 Player Map(s) (You & 1x AI):
3 Player Map(s) (You & 2x AI):
4 Player Map(s) (You & 3x AI):
5 Player Map(s) (You & 4x AI):
6 Player Map(s) (You & 5x AI):Complete Map pack (Includes all the above maps):AI Developer Map Pack:
PS: Let me know (via PM) if any of the links need fixing, seems the server is under sever load, I have retyped this post for the umpteenth time today (sure I made a few errors).

04 March 2010:

Updated a few maps (indicated in red) that did not have the correct settings (too many AI opponents).
Complete Map Pack has also been updated with the fixed maps.
*Update: Fixed corrupted archive error for the complete map pack & updated the link for the AI developers map pack.
#42
AI Scripts / Re: 5 & 6 Player Hacked AI Maps
March 01, 2010, 03:05:02 PM
Hey guys (& gals),

Sorry, I'm in the middle of a family crisis at the moment (hence why the maps haven't been uploaded), I will get cracking on this tomorrow morning.

I will be sure to include and "Observer/Spectator mode" variation of all the maps.

I will also include all the relevant details of how to set your own loading image into your custom maps.
For more info on map disassembly this see what myself and Blackcode are up to in this thread.
#43
AI Scripts / Re: A.I. V5.0
March 01, 2010, 08:20:55 AM
To all:
The guys (not myself) working on the AI are going as fast as they possibly can.
I'm sure they have day jobs (school, college, university, ect), so just relax.
If you didn't already know, Blizzard did NOT include a fully functional AI system in the beta, it's going to take some work to get it tuned just right.
#44
AI Scripts / Re: 5 & 6 Player Hacked AI Maps
March 01, 2010, 08:14:52 AM
Quote from: Aravan on March 01, 2010, 08:00:43 AM
Nice. Would you care to implement the loading screen into other AI maps? I really like it  ;D .

Already in the works, will upload the files a later this afternoon (+- 3 hours).
FYI: My time-zone is GMT+2
#45
AI Scripts / 5 & 6 Player Hacked AI Maps
March 01, 2010, 04:17:45 AM
Map Modifications:

       
  • An original AI Modification.
  • Increased the number of Players (from 4 to 6).
  • Included the original "Korhal" loading screen (i.e. No more "blue block" when loading the map).
5 Player Maps (You & 4x AI):
6 Player Maps (You & 5x AI):
Mirrors: http://www.nibbits.com/sc2/projects/syk0/

Textures for the loading screen:
New: