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Pages: < 1 « 1049 1050 1051 1052 1053 … 3578 >

[2017-1-31. : 5:01 am]
O)FaRTy1billion[MM] -- tehkain
tehkain shouted: And, well, that's gonna be a problem...
DatExtender ! I think flingies work fine
[2017-1-31. : 5:01 am]
tehkain -- I suppose I could cannabalize Infested Kerry.
[2017-1-31. : 5:01 am]
O)FaRTy1billion[MM] -- Neiv
Neiv shouted: Bullet flingies are hardcoded to gain +1 turn speed every frame iirc
there we go. So it is hardcoded. xD
[2017-1-31. : 5:01 am]
tehkain -- And, well, that's gonna be a problem...
[2017-1-31. : 4:59 am]
tehkain -- Also, jjf28, if he's the 2nd-best SC reverse engineer, who's the best?
[2017-1-31. : 4:59 am]
Neiv -- Bullet flingies are hardcoded to gain +1 turn speed every frame iirc
[2017-1-31. : 4:58 am]
tehkain -- For reference, it uses the venom flingy entry, with Valkyrie flingy information.
[2017-1-31. : 4:55 am]
tehkain -- Sprite and image both work, but the flingy.dat entry I'm using doesn't work with either the sprite or the battlecruiser sprite.
[2017-1-31. : 4:54 am]
tehkain -- The problem seems to be with the flingy.dat.
[2017-1-31. : 4:54 am]
tehkain -- Okay, so...
[2017-1-31. : 4:43 am]
Corbo -- You may still live
[2017-1-31. : 4:43 am]
Corbo -- ok
[2017-1-31. : 4:43 am]
jjf28 -- Corbo
Corbo shouted: unless 1st is heinnermann I doubt Farty's anywhere near 2nd best xD
well duh
[2017-1-31. : 4:43 am]
Corbo -- unless 1st is heinnermann I doubt Farty's anywhere near 2nd best xD
[2017-1-31. : 4:43 am]
Corbo -- 2nd best?
[2017-1-31. : 4:42 am]
jjf28 -- tehkain
tehkain shouted: Out of curiosity, FaRTy, what's your "position" on here? Like, are you an ancient super-modder or something? :P
2nd-best SC reverse engineer, most active programmer. and chillest staff member :farty::ex:
[2017-1-31. : 4:40 am]
Corbo -- He's so beyond that he's never really made a mod and yet, he's beyond modding.
[2017-1-31. : 4:39 am]
Corbo -- tehkain
tehkain shouted: Out of curiosity, FaRTy, what's your "position" on here? Like, are you an ancient super-modder or something? :P
He's beyond a super-modder
[2017-1-31. : 4:39 am]
O)FaRTy1billion[MM] -- I still say sequentially test each entry in the nonworking unit with a working unit. I don't see why bullets would have hardcoded bullet-ness (but then again, I've never looked in to it)
[2017-1-31. : 4:38 am]
O)FaRTy1billion[MM] -- there's a bunch. You could always try DatExt, but I can't promise how stable it is (especially since I haven't worked on it in months)
[2017-1-31. : 4:38 am]
tehkain -- Anyway, I'll be right back; I want to see if the problem is the sprites being in weapon image.dat locations.
[2017-1-31. : 4:37 am]
tehkain -- I think I was using that already...
[2017-1-31. : 4:37 am]
O)FaRTy1billion[MM] -- Unknown913 looks promising
[2017-1-31. : 4:37 am]
O)FaRTy1billion[MM] -- I've been here since 'Nam
[2017-1-31. : 4:36 am]
tehkain -- Out of curiosity, FaRTy, what's your "position" on here? Like, are you an ancient super-modder or something? :P
[2017-1-31. : 4:36 am]
O)FaRTy1billion[MM] -- you can place any sprite (pretty much) on a map
[2017-1-31. : 4:36 am]
O)FaRTy1billion[MM] -- same with the ice ones
[2017-1-31. : 4:36 am]
tehkain -- How so?
[2017-1-31. : 4:35 am]
O)FaRTy1billion[MM] -- "Unknown Twilight" isn't a real doodad, but the sprite can be placed on a map
[2017-1-31. : 4:35 am]
tehkain -- They're doodads. But I'm calling them tileset things because that's where the grp's are.
[2017-1-31. : 4:35 am]
tehkain -- There are a number of images in there marked as unknown<id number>.
[2017-1-31. : 4:35 am]
tehkain -- Okay, so, in images.dat, there is a huge list of tileset stuff from, oh, 500 to 900.
[2017-1-31. : 4:34 am]
O)FaRTy1billion[MM] -- though overlays/underlays (like shadows) won't have a sprite
[2017-1-31. : 4:34 am]
Corbo -- wait what, datedit, tilesets what?
[2017-1-31. : 4:34 am]
O)FaRTy1billion[MM] -- or if they don't have an attached sprited ("Used by:")
[2017-1-31. : 4:34 am]
Corbo -- because unsed is an actual real word
[2017-1-31. : 4:34 am]
tehkain -- k
[2017-1-31. : 4:34 am]
tehkain -- Or are they actually part of the usable tileset?
[2017-1-31. : 4:33 am]
Corbo -- if they're unknowns chances are they are really unsed.
[2017-1-31. : 4:33 am]
Corbo -- they're just mpqs, with firegraft stuff and self executables but still mpqs
[2017-1-31. : 4:33 am]
tehkain -- Are they actually unused?
[2017-1-31. : 4:33 am]
tehkain -- Also, in DatEdit, a number of images for doodads are named unknown.
[2017-1-31. : 4:33 am]
tehkain -- And, in any case, I'm still doing it... mostly.... efficiently.
[2017-1-31. : 4:33 am]
Corbo -- firegraft does make the exe but you can just open THAT firegraft generated exe with an mpq editor and edit the files within it, or add new stuff.
[2017-1-31. : 4:32 am]
O)FaRTy1billion[MM] -- only if you get rid of the fgd stuff inside the mpq
[2017-1-31. : 4:32 am]
tehkain -- Also, only FireGraft can make a working FireGraft exe, in my experience. That is, anything else breaks and makes it use default SC memory.
[2017-1-31. : 4:32 am]
Corbo -- If you're only making changes to iscript or dats you can just open the exes with winmpq or export directly to the exes. No need to recompile.
[2017-1-31. : 4:31 am]
O)FaRTy1billion[MM] -- it just overwrites the dat files, and leaves everything else the same
[2017-1-31. : 4:31 am]
Corbo -- It does
[2017-1-31. : 4:31 am]
O)FaRTy1billion[MM] -- those are already in the EXE's mpq
[2017-1-31. : 4:31 am]
tehkain -- And I need FireGraft for custom buildings and whatnot.
[2017-1-31. : 4:31 am]
tehkain -- Resource files
[2017-1-31. : 4:31 am]
tehkain -- Doesn't copy the GRP's
[2017-1-31. : 4:31 am]
Corbo -- FaRTy1billion
FaRTy1billion shouted: you can just export the dat files directly to the EXE in datedit
this too.
[2017-1-31. : 4:31 am]
tehkain -- That sorta
[2017-1-31. : 4:30 am]
tehkain -- Um
[2017-1-31. : 4:30 am]
O)FaRTy1billion[MM] -- you can just export the dat files directly to the EXE in datedit
[2017-1-31. : 4:30 am]
Corbo -- but I don't think you wanna do that :P
[2017-1-31. : 4:30 am]
tehkain -- I know, I know.
[2017-1-31. : 4:30 am]
Corbo -- Well, the other option is give up on modding
[2017-1-31. : 4:30 am]
tehkain -- You know, you have to recompile the mod to an MPQ, remake the .exe with Firegraft...
[2017-1-31. : 4:29 am]
tehkain -- Except that debugging it is even worse than debugging Java.
[2017-1-31. : 4:29 am]
Corbo -- sometimes it's good to break stuff on purpose. That way you know things were working BEFORE that breaking point you put on purpose
[2017-1-31. : 4:29 am]
O)FaRTy1billion[MM] -- er, working unit idtentical to the non-working unit *
[2017-1-31. : 4:28 am]
tehkain -- The data I can actually change in them is all correct, but Starcraft may be throwing a hissy fit because of image locations.
[2017-1-31. : 4:28 am]
O)FaRTy1billion[MM] -- basically, step-by-step make the working unit identical to the working unit by changing 1 thing at a time
[2017-1-31. : 4:28 am]
tehkain -- I think that the images that are having problems are all normally weapons.
[2017-1-31. : 4:28 am]
O)FaRTy1billion[MM] -- no. Set the battlecruiser's sprite's image to whatever unit you're changing's
[2017-1-31. : 4:28 am]
tehkain -- Also, now that I think about it, the problem may lie in images.dat.
[2017-1-31. : 4:27 am]
tehkain -- Like, set the Battlecruiser to use the unit's GRP?

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