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[2017-2-23. : 2:05 am] Moose -- Also, even if I give you the code you couldn't really do much without the database[2017-2-23. : 2:04 am] Moose -- ya if the site is slow why not just make the site fast. did they even think of that? where the fucc did they get these mods???[2017-2-23. : 2:00 am] Pr0nogo -- AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRGHHHHHHHHHHHHHHHHHHHHH[2017-2-23. : 1:56 am] lil-Inferno -- Pr0nogoPr0nogo shouted: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARGHHHHHHHHHHH MAD AF LMAO[2017-2-23. : 1:51 am] Pr0nogo -- but unfortunately this creates a memory leak in the editor since it doesn't display it properly unless you close and reopen the terrain module, so you have to tread carefully or you just crash the editor[2017-2-23. : 1:51 am] Pr0nogo -- they are offset specifically by determining the average elevation detected by a customizable range, meaning small discrepencies in elevation won't impact the end result too much, reducing a lot of hassleb[2017-2-23. : 1:49 am] Pr0nogo -- meaning what you're seeing there is the result of me implementing this system and then literally just placing doodads[2017-2-23. : 1:49 am] Pr0nogo -- second image is 100% automated and overrides any user-given commands to pitch/roll (not rotation or elevation)[2017-2-23. : 1:48 am] Pr0nogo -- NudeRaiderNudeRaider shouted: Pr0nogo I see nothing particularly wrong there. Unless you wanted marines standing at lower elevation to show smaller due to greater distance to the carmera? thanks to tonyfraud and some knowledgeable people elsewhere i found the answer: it's the difference between this and this[2017-2-23. : 1:43 am] Pr0nogo -- AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARGHHHHHHHHHHH[2017-2-23. : 12:49 am] lil-Inferno -- Dem0nDem0n shouted: Enkidu who even are you He's EVERYWHERE O_________________O[2017-2-23. : 12:12 am] NudeRaider -- Dem0nDem0n shouted: wait can you guys even see it LMAO it prompts me to log in[2017-2-22. : 11:16 pm] jjf28 -- Interesting options... http://cis.org/High-Cost-of-Resettling-Middle-Eastern-Refugees http://www.npr.org/2017/01/26/511851716/trump-renews-consideration-of-military-safe-zones-in-syria[2017-2-22. : 9:48 pm] Ashamed -- the first one is manual/plus a ranking system... It seems to catch most everything... Some super public IP addresses may show up as banned - but I will have to determine that once it happens ha[2017-2-22. : 9:45 pm] Ashamed -- I'm actually pretty impressed - Every test so far has resulting in correct IP check.[2017-2-22. : 8:49 pm] Ashamed -- https://proxy-nl.hideproxy.me/go.php?u=sZx938prFAg5MCH2GnMdjOTy&b=5&f=norefer[2017-2-22. : 5:52 pm] Ashamed -- NudeRaiderNudeRaider shouted: IskatuMesk not to sound like a douche but that doesn't answer what I was wondering at all. I was referring to that: Pr0nogo Pr0nogo and wanted to know what the game is doing that makes it a disaster. I was giving and example of how I think it should work NudeRaider so to compare the actual behavior to it. But that IskatuMesk doesn't contradict any of it. Unless I'm missing something this is supposed to imply? DOUCHE[2017-2-22. : 5:24 pm] NudeRaider -- IskatuMeskIskatuMesk shouted: NudeRaider Reality is this - Sc2 is a 2d game. It doesn't support any actual 3d anything. Movers et all are displacement, just like wc3 (and sc1 in many respects). It has no collision meshes and nothing that natively supports Z. not to sound like a douche but that doesn't answer what I was wondering at all. I was referring to that: Pr0nogoPr0nogo shouted: and height + gameplay is a recipe for disaster Pr0nogoPr0nogo shouted: units bobbing around like fucking baboons and wanted to know what the game is doing that makes it a disaster. I was giving and example of how I think it should work NudeRaiderNudeRaider shouted: In my naive imagination I'd program it so that units can climb a certain steepness of hillside / height difference / cliff and if it's exceeded the unit treats that as unwalkable and tries to path around. How does reality work? so to compare the actual behavior to it. But that IskatuMeskIskatuMesk shouted: NudeRaider Reality is this - Sc2 is a 2d game. It doesn't support any actual 3d anything. Movers et all are displacement, just like wc3 (and sc1 in many respects). It has no collision meshes and nothing that natively supports Z. doesn't contradict any of it. Unless I'm missing something this is supposed to imply?[2017-2-22. : 5:21 pm] NudeRaider -- Pr0nogoPr0nogo shouted: http://i.imgur.com/iwNZWM0.jpg I see nothing particularly wrong there. Unless you wanted marines standing at lower elevation to show smaller due to greater distance to the carmera?[2017-2-22. : 5:12 pm] Zoan -- LoveLessLoveLess shouted: Anyone watched/watching Penny Dreadful? https://www.youtube.com/watch?v=a4omnq4YETA Heads up, that show was cancelled so it ends abruptly in season 3[2017-2-22. : 4:59 pm] jjf28 -- IskatuMeskIskatuMesk shouted: NudeRaider Reality is this - Sc2 is a 2d game. It doesn't support any actual 3d anything. Movers et all are displacement, just like wc3 (and sc1 in many respects). It has no collision meshes and nothing that natively supports Z. that's sad[2017-2-22. : 4:29 pm] Dem0n -- Pr0nogoPr0nogo shouted: is /w not working??? put brackets around the name[2017-2-22. : 4:13 pm] IskatuMesk -- NudeRaiderNudeRaider shouted: In my naive imagination I'd program it so that units can climb a certain steepness of hillside / height difference / cliff and if it's exceeded the unit treats that as unwalkable and tries to path around. How does reality work? Reality is this - Sc2 is a 2d game. It doesn't support any actual 3d anything. Movers et all are displacement, just like wc3 (and sc1 in many respects). It has no collision meshes and nothing that natively supports Z.[2017-2-22. : 4:11 pm] IskatuMesk -- zone actors are expensive too (sc2 cannot handle many actors at once)[2017-2-22. : 3:24 pm] Pr0nogo -- ah i wasn't aware of that, i have more control manually editing though so i probably won't use it unless it's for units[2017-2-22. : 3:21 pm] TF- -- also if you have a lot of height variation and you want objects to do that thing where they tilt realistically if they're on a slope, you need to edit the model and look for a property called Tiltability or Tipability or something[2017-2-22. : 3:20 pm] TF- -- the pathing layer should be faster than placing zone actors if you aren't using it already[2017-2-22. : 2:59 pm] Pr0nogo -- it's even worse than that by default i've just added no walk zones around the bases of the mountains so they can't get to the inside portion[2017-2-22. : 2:45 pm] NudeRaider -- In my naive imagination I'd program it so that units can climb a certain steepness of hillside / height difference / cliff and if it's exceeded the unit treats that as unwalkable and tries to path around. How does reality work?[2017-2-22. : 2:41 pm] Pr0nogo -- yeah you can actually make beach stuff now but it's still retarded since you have to use height instead of cliffs[2017-2-22. : 2:41 pm] Pr0nogo -- TF-TF- shouted: yeah they used to post a shitton of melee maps set on beaches for a while life's a beach[2017-2-22. : 1:53 pm] NudeRaider -- jjf28jjf28 shouted: ah version 5 was taken for ... something... but it wasn't really a IP protocol as far as I can tell https://tools.ietf.org/html/rfc1819 it's an experimental streaming protocol that was never released for public use. Much like IP v1-3 which were also just experiments to see how things work and then v4 was released as THE standard for everyone.[2017-2-22. : 1:48 pm] TF- -- but that was before the beach assets from nova covert ops, you can actually make beach stuff now |