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Old 11-12-2011, 04:45 PM   #16 (permalink)
Registered User APproject
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Thanks...

And only one last thing to add...
The demolisher... The model's colision is too low, I think... You need almost pass through it so you can attack, this makes things pretty hard and weird, also makes impossible to protect the chieftain from being killed if he also attack that thing.
Map updated, now demolisher got way better collision.

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Oh by the way, is there a way to get outside the warpost during the attack, or do you really have to wait until they break down the gate?
No, there is no other way, except helping enemies to break the gates you may hasten the breakthrough. This interval is for preparation, for example you didn't get to buy items and break crates in the warpost, you may also have time to observe the field by going on the wall, you can throw some knifes up there to attacks too.
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Old 11-12-2011, 09:28 PM   #17 (permalink)
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Modelling Contest #23 - Winner: Medieval Castle: Following the traditional way of town hall upgrade, MassiveMaster has managed to create a model that unfolds into a superior mini-castle town. The submission holds great realism and details within the castle-town. 
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Well yeah, it is not perfect, but acceptable I think. You think you could improve it? Very well, if you would take the task then I would let you know when it is updated to v1.1 and then you could give it a try on that version.
Ok, I gave it a try. I attached the modified map with my camera system to this post. Now the camera height isn't going up and down and the camera shouldn't go into the ground. Best you see the difference when you walk up and down steep hills, like in the start village. But I just tested it for the standard camera, hope it also works for the other camera settings. If you have any questions or want something changed, just ask. And of course I'm not angry or anything if you don't want to use it.
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File Type: w3x Tyr's Apprentice (Modified).w3x (6.57 MB, 18 views)
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Old 11-13-2011, 06:33 AM   #18 (permalink)
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Nice map, but it is really hard to fight with 2 cave wanderers charging at you and attack you at once. I love 3rd person views but i prefer using like keyboards, say, left right up down. Using mouse on a 3rd person view is pretty difficult.
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Old 11-13-2011, 08:12 AM   #19 (permalink)
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Nice map, but it is really hard to fight with 2 cave wanderers charging at you and attack you at once. I love 3rd person views but i prefer using like keyboards, say, left right up down. Using mouse on a 3rd person view is pretty difficult.
Hehe, don't expect to complete the game in a first try! Just make sure you're geared up and simply attack one of wanderer as fast as you can, block included. If you would Block -> Slash -> Block -> Slash so one of them would fall and you would have enough of health to deal with the another one, because in 1v1 you are able to block 100% of its attacks and strike back in between of wanderer's attacks. Good luck!
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Ok, I gave it a try. I attached the modified map with my camera system to this post. Now the camera height isn't going up and down and the camera shouldn't go into the ground. Best you see the difference when you walk up and down steep hills, like in the start village. But I just tested it for the standard camera, hope it also works for the other camera settings. If you have any questions or want something changed, just ask. And of course I'm not angry or anything if you don't want to use it.
Very well done, but I really need that camera variants such as Camera Player, Camera Player 2, Camera Player Change, Camera Player Final, Camera Player Labyrinth, Camera Player Charge. Plus I've noticed camera is a quite too far from the hero. Would be cool if you would adjust all different cameras to the map with different adjustements and turn it on once it changes regulary in game.
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Old 11-13-2011, 08:52 AM   #20 (permalink)
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Modelling Contest #23 - Winner: Medieval Castle: Following the traditional way of town hall upgrade, MassiveMaster has managed to create a model that unfolds into a superior mini-castle town. The submission holds great realism and details within the castle-town. 
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Very well done, but I really need that camera variants such as Camera Player, Camera Player 2, Camera Player Change, Camera Player Final, Camera Player Labyrinth, Camera Player Charge. Plus I've noticed camera is a quite too far from the hero. Would be cool if you would adjust all different cameras to the map with different adjustements and turn it on once it changes regulary in game.
Yea, I saw that you use different camera settings and already implemented them. Look into your triggers, everytime you turned on/off your different cameras, I replaced it with 'call SwitchCamera(-NumberOfCamera-)' (0=Deactivated, 1=Player, 2=Player2, 3=PlayerCharge...). This function is in your header there you can modify the settings of each of you cameras. If the camera is too far away just change the values there. But for now I have just copied the settings you used for the cameras into this function, so they should actually be the same.
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Old 11-13-2011, 11:42 AM   #21 (permalink)
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you really have that kind of coolness?
this game is amazing 3rd person RPG so cool
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Old 11-13-2011, 01:06 PM   #22 (permalink)
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i cant find the soccerer in the labyrinth =(
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Old 11-13-2011, 04:06 PM   #23 (permalink)
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Yea, I saw that you use different camera settings and already implemented them. Look into your triggers, everytime you turned on/off your different cameras, I replaced it with 'call SwitchCamera(-NumberOfCamera-)' (0=Deactivated, 1=Player, 2=Player2, 3=PlayerCharge...). This function is in your header there you can modify the settings of each of you cameras. If the camera is too far away just change the values there. But for now I have just copied the settings you used for the cameras into this function, so they should actually be the same.
Oh, sorry, I didn't notice it. Camera system is now really well done, I'd like to keep it, but there is another problem. Once I open your modified map I cannot Quick Play it or Save it due to script errors. I've found a mistake made and I'd like to change it and save it, also I would like to add your name to credits and change name of map to 1.2, but I cannot save it, it would not let me to.

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you really have that kind of coolness?
this game is amazing 3rd person RPG so cool
Thanks.

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i cant find the soccerer in the labyrinth =(
Hehe. Well, keep looking! I'll give you a little hint - skeletons comes from the end of labyrinth, so you should follow the path the came to you. Good luck.
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Old 11-13-2011, 07:56 PM   #24 (permalink)
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Modelling Contest #23 - Winner: Medieval Castle: Following the traditional way of town hall upgrade, MassiveMaster has managed to create a model that unfolds into a superior mini-castle town. The submission holds great realism and details within the castle-town. 
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Originally Posted by APproject View Post
Oh, sorry, I didn't notice it. Camera system is now really well done, I'd like to keep it, but there is another problem. Once I open your modified map I cannot Quick Play it or Save it due to script errors. I've found a mistake made and I'd like to change it and save it, also I would like to add your name to credits and change name of map to 1.2, but I cannot save it, it would not let me to.
Oh, then that's probably because my system is written with vJass syntax and you don't use the 'Jass NewGen Pack'. Didn't thought about that.
But I'll try to rewrite it to normal Jass so you can save it with the normal editor. The code will not be that structured anymore and e.g. you can't name your functions/globals the same than mine, although I don't think that this will be a problem in this map.


EDIT:
Ok, I rewrote it for you to plain Jass (attached it). Was some fiddling around until I found out that with the normal editor you can define globals only with the inconvenient 'Strg + B' modificator.
Nevertheless you should now also be able to save the map with the normal editor, although I really recommend for you to use the 'Jass NewGen Pack' as it has many advantages, not only for scripting. :)
Attached Files
File Type: w3x Tyr's Apprentice (Modified) [Jass].w3x (6.57 MB, 12 views)

Last edited by MassiveMaster; 11-14-2011 at 11:27 AM.
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Old 11-14-2011, 02:09 PM   #25 (permalink)
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Oh, then that's probably because my system is written with vJass syntax and you don't use the 'Jass NewGen Pack'. Didn't thought about that.
But I'll try to rewrite it to normal Jass so you can save it with the normal editor. The code will not be that structured anymore and e.g. you can't name your functions/globals the same than mine, although I don't think that this will be a problem in this map.


EDIT:
Ok, I rewrote it for you to plain Jass (attached it). Was some fiddling around until I found out that with the normal editor you can define globals only with the inconvenient 'Strg + B' modificator.
Nevertheless you should now also be able to save the map with the normal editor, although I really recommend for you to use the 'Jass NewGen Pack' as it has many advantages, not only for scripting. :)
Great job. I truly appreciate your work. Map have been updated with modified camera system of yours. Credits were given as well. Thanks.
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Old 11-14-2011, 02:29 PM   #26 (permalink)
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Hey AProject... What about changing the UI?
Your map is very unique and all, but... It still got the meh warcraft3 feeling because the standart interface. There is a great frozen UI here on Hive, that I think would fit well. ;)
Anyway, just my poor opinion. ^^

Going to check the new camera now...
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Old 11-14-2011, 03:38 PM   #27 (permalink)
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Hey AProject... What about changing the UI?
Your map is very unique and all, but... It still got the meh warcraft3 feeling because the standart interface. There is a great frozen UI here on Hive, that I think would fit well. ;)
Anyway, just my poor opinion. ^^

Going to check the new camera now...
Great idea. Map updated with Icy UI by CRAZYRUSSIAN.
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Old 11-14-2011, 08:16 PM   #28 (permalink)
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Modelling Contest #23 - Winner: Medieval Castle: Following the traditional way of town hall upgrade, MassiveMaster has managed to create a model that unfolds into a superior mini-castle town. The submission holds great realism and details within the castle-town. 
Thanks for putting me in the credits. Also cool new Ice UI, fits very well. I played on with the map and I've to say quests, events, etc. are really well done.
If you don't mind, i'd have some more suggestions:

1) The voiced dialogs are a bit too silent compared to the rest. At the scene in the war camp e.g. I had to turn up my speakers a lot to hear the dialogs. Once this explosion went off it nearly broke my speakers as loud as it was.
So mabye just make the voiced dialogs a bit louder.

2)
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Originally Posted by Vongola20th View Post
I love 3rd person views but i prefer using like keyboards, say, left right up down. Using mouse on a 3rd person view is pretty difficult.
I also suggest adding a keyboard movement. It would be optional to use them or not then anyway. The only problem having both hands on the keyboard would be the aiming of the attacks. A solution could be that you trigger your abilities (at least the melee ones) to auto target the next enemy in front of you. If there isn't anyone near enough it would be a miss. That would make the attack system even cooler than befor, I think.
If you want to do something like that and want some help, I'd be glad to help. :)

PS: You can delete the deactivated parts in the map. I just left them there to show you where I replaced the old camera system.
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Old 11-14-2011, 08:36 PM   #29 (permalink)
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Thanks for putting me in the credits. Also cool new Ice UI, fits very well. I played on with the map and I've to say quests, events, etc. are really well done.
If you don't mind, i'd have some more suggestions:

1) The voiced dialogs are a bit too silent compared to the rest. At the scene in the war camp e.g. I had to turn up my speakers a lot to hear the dialogs. Once this explosion went off it nearly broke my speakers as loud as it was.
So mabye just make the voiced dialogs a bit louder.

2)
I also suggest adding a keyboard movement. It would be optional to use them or not then anyway. The only problem having both hands on the keyboard would be the aiming of the attacks. A solution could be that you trigger your abilities (at least the melee ones) to auto target the next enemy in front of you. If there isn't anyone near enough it would be a miss. That would make the attack system even cooler than befor, I think.
If you want to do something like that and want some help, I'd be glad to help. :)

PS: You can delete the deactivated parts in the map. I just left them there to show you where I replaced the old camera system.
Hehe, yes, I must agree. Dialogs are really quiet. My mic is quite crappy so yelling would result in wind blows into membrana causing it to sound really bad. I tried increasing the amplitude of sound, but I couldn't go higher than that. My recorder also got messed up, so it is quite quiet. Another problem that another computer is required in order to record voice, because on main one I hear slient beep in the background, probably whole audio is messed up. Of course I could remake these voices once fixed for seeking perfection, but I think it is on the edge of acceptable level.

Of course map could contain arrow keys system, but I don't think it is necessary. I don't realise how mouse movement would be a problem if bigger part of all MMOs are based on mouse movements. Map is really short and I think it is not worth time killing on not so important aspects. Arrow keys would give the map fancier look of course, but I think it is not really necessary.
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Old 11-15-2011, 08:28 AM   #30 (permalink)
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aw man, that battle outside the outpost is hard as HELL!!! can you reduce the difficulty of it, or at least give me a hint? I have played that part more that 10 times, but still there...

EDIT: I forgot to tell you that your map is magical ;)
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