Tuesday, April 17, 2012

[SC2] help needed to scale down units [xbox360]

Hello,
I was wondering if any one was up to the challenge of scaling down the units for the 360 version.
I know, I know, why not just use the scale down units from the revamp mod right? Well here lies my problem, some of the scripts dont match with some of the core lua files, and no matter how many files i switch out, new problems occur.
In other words, I need the scripts to remain the same, and the bp files changed. If you compare to revamp mod then you will notice slight differences, but those differences are some how crashing the game.
This is why it has to be done from scratch.some units can be ported over with no problems, while others cant.
Here are the needed files, note that these have not been alterd in any way, so they are original, but you can change what ever files need be. reupload and i will test.
http://www.mediafire.com/?3qgw7o7tmth4evu#1
I have already handled scenarioutilities.lua and the maps, costamps and props.
All thats left is the AI (witch will be completed today) and the scale of the units and the mod will be done. Any help will be appreciated. Thanks.|||I don't take very kindly to people that take parts of my mod with out asking, And no one here would suggest ripping of some ones else's mod! If your not looking to change any lua files then your out of luck scaling down units is more than just bp changes also your not going to find any one to do it for you because its not a 5 minutes job also your forgetting about the limitations of xbox 360 scaling down units puts more load on your system being PC or XBOX or what ever, GPGs scaled the units to a size the xbox could handle it was just to bad for the PC end users they got the short end of the stick because of it.

There is also another way to scale down units by using modblueprints function which would by pass any bp or scripts being changed.|||Without detracting to the way LoD feels and his right to feel this way, maybe just a couple of words to provide a bit more context.
damusolja, people on these forums don't take it lightly when other people come by and start using their work for matters it was not intended. Even though the mods are in "opensource" format in that you have access to the source code, it should not be assumed that these mods are under opensource licenses such as the GPL.
While no one is denying you from using and modding Revamp (as an example) for your own private, personal use, several of your post suggest that your mod might contain elements of Revamp should you choose to distribute your mod. If the latter is the case, then I believe that part of the tone from LoD might be coming from the fact that you haven't asked for permission to incorporate Revamp into your modding efforts.|||I apologize to LoD and you guys on the forum for not getting the green light to use the revamp/scale+fa economy mod as a reference.
I guess its a little to late to ask for it now.|||damusolja|||It's totally irrelevant - the chances of translating a mod made for the PC version 1.25 to the console version 1.0 are somewhere near zero. At best, you could copy a few ideas and completely re-implement the whole thing from scratch.
As for scaling, ModBlueprints is your best bet, otherwise you're looking at dozens if not hundreds of hours spent hand-editing blueprints and testing changes. BulletMagnet already posted a half-working scaling system for ModBlueprints that I've been helping liveordie refine - I'm sure he wouldn't mind sharing the progress he's made on it.
If not, I've got a 3/4s finished scaling system that I put together in a half-hour that you're welcome to use if you can slog through the testing it will need.|||Mithy|||Yes, most of the patches to SC2 altered the compiled code as well as the lua. It's possible that some of them changed, added or removed lua-accessible methods, making the patched lua fundamentally incompatible with the unpatched engine. It's impossible to say without full internal changelogs.|||Oh, well LoD was kind enough to lend me a copy of his and bulletmagnets modified bluprints.lua file.
It's working great, other than some adjacency issues and the mass deposits are a little off it runs smoother than the original.
I will post a vid to show you guys what i'm talking about.
[update] here it ishttp://www.youtube.com/watch?v=Ew64yU75ObQ
still a few issues, but no lock ups what so ever. Wish i knew of this earlier, would have saved a whole lot of time :lol: thanks for the contributions and help.

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