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Thread: Project Resurrection Mod, Official Launch of Cinicraftmods.net

  1. #11
    Jekyll's Avatar Junior Member
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    Jun 2009
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    Default Re: Project Resurrection Mod, Official Launch of Cinicraftmods.net

    Well this was fast. I told X-Soldier about it this morning after catching Hug-a-Hydralisk's post at the PR forums. lol

    I am interested in how he got around all the bugs...

  2. #12

    Default Re: Project Resurrection Mod, Official Launch of Cinicraftmods.net

    Quote Originally Posted by XSOLDIER View Post
    Probably because the Firebats look awesome. (and the Zerglings are correct)



    But seriously, it is kinda cool to see the original StarCraft sprites as 3D Graphics, and I think it's pretty rad that Hug-A-Hydralisk built out the Terran Campaign. Plus - anything to kill time until SC2 Beta.


    X
    X I totally forgot you were involved with this.

    /respect

    I've been following it since the beginning and was totally shocked when you canceled it. You guys have so much talent; doing my own mod work with oblivion and making maps for WC3 at a simplistic level taught me how difficult and time consuming this is. I can't imagine how much work was put into this.
    Quote Originally Posted by DemolitionSquid View Post
    I want my name in bright yellow, to represent "Forum Douchebag."

  3. #13

    Default Re: Project Resurrection Mod, Official Launch of Cinicraftmods.net

    Quote Originally Posted by Jekyll View Post
    Well this was fast. I told X-Soldier about it this morning after catching Hug-a-Hydralisk's post at the PR forums. lol

    I am interested in how he got around all the bugs...

    What were the bugs or limitations of the WC3 engine?

  4. #14

    Default Re: Project Resurrection Mod, Official Launch of Cinicraftmods.net

    I'm probably not the best person to ask, as I mostly did contribution work. ^^; Edfishy could probably get you better answers on that if you're interested in specifics. There's the Roundtable Interview that's got some information on it.


    X
    Stalker: Artwork vs. Animation (Finished: Blizzcon 10/2008)
    Zerg Creep Suggestions (Finished: Blizzcon 10/2008)
    Mystery of the Swarm Guardian (Revealed: 6/28/08)

    Quote Originally Posted by Schmendrick
    hooty-hoo, lady.

  5. #15
    Adam_Ant's Avatar Junior Member
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    Default Re: Project Resurrection Mod, Official Launch of Cinicraftmods.net

    Basically, there was so much custom coding, when there was a decent amount of units in the game at one time the units would become unresponsive for 5-6 seconds at a time. There were also things that just couldn't be done in the WC3 engine without using a massive amount of code that would make the game unplayable. A good example would be carriers, they worked at one time but if you had more then a few of them on the screen at once it was way too laggy.

  6. #16

    Default Re: Project Resurrection Mod, Official Launch of Cinicraftmods.net

    Quote Originally Posted by Adam_Ant View Post
    Basically, there was so much custom coding, when there was a decent amount of units in the game at one time the units would become unresponsive for 5-6 seconds at a time. There were also things that just couldn't be done in the WC3 engine without using a massive amount of code that would make the game unplayable. A good example would be carriers, they worked at one time but if you had more then a few of them on the screen at once it was way too laggy.
    So it had to do with the way the game infrastructure processed code?

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