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Pages: < 1 « 1042 1043 1044 1045 1046 … 3578 >

[2017-2-02. : 9:12 pm]
Sie_Sayoka -- or if nothing else is used for the supply you can limit it that way
[2017-2-02. : 9:12 pm]
Sie_Sayoka -- you can just remove/refund them through triggers
[2017-2-02. : 9:11 pm]
Sie_Sayoka -- like you want a max of 30 marines a player can make?
[2017-2-02. : 9:07 pm]
tehkain -- Anyone know of a way to limit the number of a particular unit a player can build? Aside from, of course, prohibitively high costs.
[2017-2-02. : 6:41 pm]
Ashamed -- It would of been so easy to just store each click in a db :(
[2017-2-02. : 6:37 pm]
Ashamed -- NudeRaider
NudeRaider shouted: KrayZee the counter is fake :/
NOU
[2017-2-02. : 6:03 pm]
NudeRaider -- KrayZee
KrayZee shouted: http://trumpdonald.org/
the counter is fake :/
[2017-2-02. : 5:06 pm]
KrayZee -- http://trumpdonald.org/
[2017-2-02. : 12:36 pm]
TF- -- Ungoche :fear:
[2017-2-02. : 12:36 pm]
Moose -- Ungoche :fear:
[2017-2-02. : 12:35 pm]
TF- -- Gauloise
[2017-2-02. : 12:24 pm]
Zycorax -- :wob:
[2017-2-02. : 11:23 am]
Excalibur -- Busy showering and getting ready fam.
[2017-2-02. : 10:52 am]
NudeRaider -- what no family man hours yet?
[2017-2-02. : 6:08 am]
tehkain -- Well, g'night all.
[2017-2-02. : 5:43 am]
O)FaRTy1billion[MM] -- I might have time this weekend ... I have a bunch of homework I've been putting off because I can't do it at work though
[2017-2-02. : 5:39 am]
tehkain -- When things like BWAI were in their heyday, I played a lot of Starcraft but never even considered that it could be modded.
[2017-2-02. : 5:38 am]
O)FaRTy1billion[MM] -- I don't know why I couldn't, maybe I just didn't have the experience or believed it too much when everyone said it was impossible
[2017-2-02. : 5:37 am]
O)FaRTy1billion[MM] -- I just wish I could've done all this like a decade or so ago, when it was almost still relevant :P
[2017-2-02. : 5:35 am]
O)FaRTy1billion[MM] -- idk, I just think it's fun to poke at SC
[2017-2-02. : 5:34 am]
tehkain -- I'm curious, Farty. Where do you see Starcraft 1 modding going in the future?
[2017-2-02. : 5:34 am]
O)FaRTy1billion[MM] -- it's where I got datCC from
[2017-2-02. : 5:33 am]
O)FaRTy1billion[MM] -- https://github.com/SCMapsAndMods/general-plugin-template-project/network looks like there's a different one. idk much about it
[2017-2-02. : 5:32 am]
O)FaRTy1billion[MM] -- I just have a header file that is MPQDraftPlugin.h, and then write a DLL file for it
[2017-2-02. : 5:32 am]
tehkain -- Are there any downloads for it on SEN?
[2017-2-02. : 5:31 am]
O)FaRTy1billion[MM] -- you can use GPTP, it's probably better
[2017-2-02. : 5:31 am]
O)FaRTy1billion[MM] -- and it's been so long I don't really remember where I left off. xD I think it was doing techs
[2017-2-02. : 5:31 am]
tehkain -- Also, what libraries do you need to make plugins? I've heard about this GPTP thing for plugin framework, but it seems to have been on BWAI, which is dead.
[2017-2-02. : 5:31 am]
O)FaRTy1billion[MM] -- the time I do have I usually want to do other things
[2017-2-02. : 5:30 am]
O)FaRTy1billion[MM] -- I want to finish it, I just don't have much time to sit down and work on it xD
[2017-2-02. : 5:30 am]
tehkain -- Hopefully you'll eventually have time to work on it some more. Starcraft's major modding limitation is that you have to modify existing things. DatExtender could potentially revolutionize StarCraft modding. Well, for the three or four people who still mod.
[2017-2-02. : 5:30 am]
O)FaRTy1billion[MM] -- it looks like weapons work. I also have code for sfxdata
[2017-2-02. : 5:27 am]
O)FaRTy1billion[MM] -- it looks like I have code for upgrades, but I don't think I've tested it yet
[2017-2-02. : 5:26 am]
O)FaRTy1billion[MM] -- datext can't load upgrades.dat yet
[2017-2-02. : 5:25 am]
tehkain -- I mean, I have a working extended upgrades.dat file. Will it work in the executable, or is DatExtender unable to implement it?
[2017-2-02. : 5:24 am]
O)FaRTy1billion[MM] -- DatExtender is the MPQDraft plugin, everything else is just to be able to use it :P
[2017-2-02. : 5:23 am]
tehkain -- Also, with what you said about the dat extender being incomplete, did you mean the MPQDraft plugin for it?
[2017-2-02. : 5:23 am]
tehkain -- I think I'll just try creating a new sprites file.
[2017-2-02. : 5:22 am]
O)FaRTy1billion[MM] -- o. You can also just use a . for the default file
[2017-2-02. : 5:21 am]
tehkain -- "-s"
[2017-2-02. : 5:21 am]
tehkain -- Wait... Derp.
[2017-2-02. : 5:20 am]
tehkain -- <DatCC.exe> -d -s -n 1020 <input default dat file> <output file name>
[2017-2-02. : 5:20 am]
O)FaRTy1billion[MM] -- and is that the normal default one?
[2017-2-02. : 5:19 am]
O)FaRTy1billion[MM] -- what is the command you used?
[2017-2-02. : 5:15 am]
tehkain -- ...Ignore the ridiculous folder names...
[2017-2-02. : 5:15 am]
tehkain -- Error: Invalid file size (C:\Users\Kian\Desktop\Programs\Starcraft Things\DAT EXTENDER WOOOO\DatCC\defaults\images.dat is 37962 bytes)
[2017-2-02. : 5:15 am]
tehkain -- I got this when I tried to decompile images.dat to 1020 lines:
[2017-2-02. : 5:14 am]
O)FaRTy1billion[MM] -- images.dat's max should be 65535, or something around there
[2017-2-02. : 5:13 am]
tehkain -- Wait... It randomly started working with upgrades.dat, though, with additional entries.
[2017-2-02. : 5:13 am]
O)FaRTy1billion[MM] -- tehkain
tehkain shouted: Your images.dat has a custom image entry at 999.
tehkain
tehkain shouted: Which means a total of 1000 entries.
ya, that is correct
[2017-2-02. : 5:12 am]
O)FaRTy1billion[MM] -- "The only dats I have working currently are units.dat, flingy.dat, sprites.dat and images.dat." although while units.dat works, it is probably incomplete
[2017-2-02. : 5:12 am]
tehkain -- Unless I'm derping.
[2017-2-02. : 5:12 am]
tehkain -- Which means a total of 1000 entries.
[2017-2-02. : 5:12 am]
tehkain -- Your images.dat has a custom image entry at 999.
[2017-2-02. : 5:12 am]
O)FaRTy1billion[MM] -- disregard that, it is indeed 999 entries
[2017-2-02. : 5:11 am]
O)FaRTy1billion[MM] -- oh, wait, the highest ID is 999
[2017-2-02. : 5:11 am]
O)FaRTy1billion[MM] -- images.dat has 999 by default
[2017-2-02. : 5:11 am]
O)FaRTy1billion[MM] -- sprites.dat is finished (unless I've missed some weird thing)
[2017-2-02. : 5:11 am]
tehkain -- Also, 1000 is the max number of entries in images.dat, correct?
[2017-2-02. : 5:10 am]
tehkain -- Thing is, your default sprites.dat does have a new entry, so I assume it is finished. I'm really not sure what I could be doing wrong with it...
[2017-2-02. : 5:09 am]
O)FaRTy1billion[MM] -- also I don't remember if techdata is done in datext anyway... I think that's what I was working on last
[2017-2-02. : 5:09 am]
tehkain -- Ah, makes sense.
[2017-2-02. : 5:09 am]
O)FaRTy1billion[MM] -- oh, origins.ini is the tree sort thing for datedit
[2017-2-02. : 5:08 am]
O)FaRTy1billion[MM] -- it was just the first place I thought of that had the information on unused IDs
[2017-2-02. : 5:08 am]
O)FaRTy1billion[MM] -- unless you need more iscript files, that plugin isn't necessary for just adding iscript IDs :P
[2017-2-02. : 5:01 am]
tehkain -- FaRTy1billion
FaRTy1billion shouted: http://www.staredit.net/topic/17052/ has some info on it. Basically, as long as the ID is at least 412 and less than (but not including) 65535, the ID is valid
Thanks! "10/10 iscript extension." -IGN
[2017-2-02. : 4:48 am]
tehkain -- Here, this is what I did for sprites: 1. Created a 550 line sprites.dat file with DatCC. 2. Edited sprites.txt to have 550 lines to fill out all the entries. 3. Edited sprites.def to use 550 entries.

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