Свой ник, а также аватар, можно изменить в настройках своего профиля.
Preparing visual and auditory data is a battle against hardware limitations.
In the original StarCraft , game logic was partially hardcoded. Modders could change unit damage or health by editing arrays in a DAT file using tools like Arsenal III, but they could not easily create new mechanics. If a user wanted a unit that cast two spells, they were often limited by the engine's hardcoding.
For StarCraft , this was the "loading bar." The engine parsed the scenario.chk file within the map, loading the required sprite sets and sound sets into RAM. Map makers had to be careful with the number of different unit types used in a single map to avoid exceeding the memory limits of the Brood War engine, which could cause crashes.
Before a match, you don't memorize build orders. You review a :
Don't analyze a 30-minute game. Slice it into :
