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Hubert Cater

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Everything posted by Hubert Cater

  1. LampCord, this looks like it is a pretty impressive little utility you made there If I added in an import/export funtionality that allowed you to import/export map sprite indexes, i.e. the number value associated with each individual sprite would this be helpful in importing these maps to SC2? Either way send me an email at support@furysoftware.com and if you are interested, I *might* just be able to add this in for the second patch and this way your utility could be very helpful to others as well. What do you think?
  2. Jolyguy, thanks for reporting these issues. If you can, please send me the turns in question so I could have a look on my end. This is the easiest way for me to reproduce the errors and correct them for the first patch, thanks!
  3. Safest and easiest way is to uninstall the game and then try and reinstall. This should reset the screen resolution to the default settings.
  4. Just an FYI that I updated the links to include Fantomas' site. Hubert
  5. LampCord, No need to edit the file by hand. There are a few ways to do this, you can create a blank map and edit it using the Editor to however you like, really the easiest way to do this, and then export the file for later use. Then whenever you would like to reuse that tile data, simply create a new blank map, the same size as the originally exported file, and then choose the import option and you have the originally exported map.
  6. Qv_panzer, yes this has been fixed for the first patch and should be available soon. As a temporary solution, if you need alternate campaigns (without special characters) just let me know and I'll be happy to send them to you. Send me an email at support@furysoftware.com
  7. Can you check to see that your video driver is up to date and the latest version. Also try updating to the latest version of DirectX as either of these might resolve the issue for you... if not let me know and we can take it from there. Also, make sure you are only running one instance of SC2 at a time and not the Editor at the same time as it may cause a slow down as well.
  8. Is this for SC2? I only ask as there is no new patch for the game just yet... if this is for SC1 try a reboot and see if that helps, and as simple as that sounds, it often resolves many temporary issues. Hope this helps, Hubert
  9. Very nice Kuniworth and I have to say that I am glad the work on the Editor seems to be paying off with all the customizations going on here... keep at it guys
  10. One thing I did was to limit the max size of AI plans regarding a single objective and if that max size is reached it looks for the next nearest objective and moves on in that direction. This as well as a few script tweaks should help out the bunching up of units and so far so good
  11. Move your last TCP/IP save over to the E-Mail folder and you should be able to continue via E-Mail. Note the User Manual has more detailed instructions/descriptions on how to do this.
  12. This has been tweaked for the first patch with some new modifiers (expanded STEAL flag) as well as the scripts to evacuate the BEF. Now they have a chance, if they make it to Brest to evacuate to England or head down to Egypt for variability. This will be a part of the first patch.
  13. KillerTomato, this is indeed an AI bug and has been added to my list
  14. It's all about time and priorities... believe me this is not something I haven't thought about just never had the chance to do much more (with everything else that needed to be done)... but I think this will change once things start to level out a bit
  15. DGC, I'm thinking of looking into this in a subsequent patch after some of the bigger issues have been resolved... but hopefully soon as more resolutions would be (I agree) nice to support.
  16. Good news is that both of these issues has been resolved and will be a part of the first patch... should be ready in the next few days
  17. Ben, this has been fixed and will be a part of the first patch.
  18. Great, give me a bit of time until the first patch is out as that should address *most* of the major issues and then I should have a bit more clearance to tweak the Editor... send me an email when you get the chance as it will be a better way to communicate
  19. Note, if all goes well expect the first patch by the end of this week
  20. Good news guys is that the AI routines (I did find quite a few bugs) are working very nicely and this will have an overall effect on scripting as some of the Garrison and Amphibious/Sea Transport are now working properly as well. Tim, first patch includes the proper handling of Amphibious transports in that the AI will automatically DoW whenever more than 50% of the Amphibious transports are within their ideal unloading coastal tile so this should help with the US Vichy France invasion scripts.
  21. Very nice BenCG This was something that I always wanted to do way back when I first started implementing the whole script system but never found the time... although I don't think I could have come up with something as nice as this I'm thinking that perhaps I can eventually add some command-line parameters to the Editor.exe that will allow you to run a compile of the scripts from your program as well as output the proper error messages that ideally can be interpreted by your program as well... this could eventually work very nicely indeed. I think after the first patch if you are up for it we can hopefully put something together that will make both programs that much more useful... what do you think?
  22. Ok, in this case if your opponent simply replays his turn following the Engineer instructions I provided above you should be able to salvage your game and continue
  23. Rolend, I've added some scripts to handle this type of Axis strategy, i.e. France and the UK will no longer sit idly by and in fact this is already incorporated in the updated demo from a few weeks back. This will also be a part of the first patch Hubert
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