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Pages: < 1 « 1092 1093 1094 1095 10963571 >

[2017-1-11. : 5:58 am]
O)FaRTy1billion[MM] -- Pr0nogo
Pr0nogo shouted: feel me
👈
[2017-1-11. : 5:57 am]
Lanthanide -- 182nd*
[2017-1-11. : 5:57 am]
Lanthanide -- did you know that the united states is ranked 162nd int he world when you order the countries alphabetically?
[2017-1-11. : 5:57 am]
Lanthanide -- wow
[2017-1-11. : 5:47 am]
Pr0nogo -- feel me
[2017-1-11. : 5:19 am]
zsnakezz -- so what did you guys think of the movie? let me know in the comments below. and always FEEL THE SNAKE
[2017-1-11. : 5:17 am]
zsnakezz -- for that i give japanese godzilla an A
[2017-1-11. : 5:17 am]
zsnakezz -- overall it felt very formulaic, but used its run time to the maximum. every scene is occupied with sometimes boring but still almost needed dialogue
[2017-1-11. : 5:15 am]
zsnakezz -- it paces itself between 3 or 4 sets of different people, who are all doing things to stop this big hunka lizard
[2017-1-11. : 5:14 am]
zsnakezz -- overall, more interesting then the american version, you follow just enough characters to always need to know whats going on
[2017-1-11. : 5:13 am]
zsnakezz -- very strange movie
[2017-1-11. : 5:13 am]
zsnakezz -- its a mix of shots that look better than the american version, and some that don't look as good
[2017-1-11. : 5:12 am]
zsnakezz -- on the same coin, you can sometimes clearly see the outline of godzillas body on a green screen on the wider shots
[2017-1-11. : 5:12 am]
zsnakezz -- it feels cheap but at the same time, incredibly realistic, some of the shots of buildings exploding are the best ive ever seen
[2017-1-11. : 5:11 am]
zsnakezz -- im not sure why japan is known for this, but this kind of movie making has been present in japan for awhile
[2017-1-11. : 5:11 am]
zsnakezz -- sometimes its the best looking movie ever, sometimes it looks like a young youtube group made the effects
[2017-1-11. : 5:10 am]
zsnakezz -- very strange budget choices here and there
[2017-1-11. : 5:10 am]
zsnakezz -- pretty solid movie tho
[2017-1-11. : 5:10 am]
zsnakezz -- it was pretty weird
[2017-1-11. : 5:10 am]
zsnakezz -- watched the japanese godzilla movie.
[2017-1-11. : 4:58 am]
O)FaRTy1billion[MM] -- I gotta use java in one of my classes. Should I use netbeans or eclipse?
[2017-1-11. : 4:53 am]
O)FaRTy1billion[MM] -- Humor is forbidden.
[2017-1-11. : 4:52 am]
Pr0nogo -- i was joking
[2017-1-11. : 4:33 am]
Corbo -- Its awesome
[2017-1-11. : 4:32 am]
O)FaRTy1billion[MM] -- why? it's just weird quirks of the SC engine
[2017-1-11. : 4:28 am]
Pr0nogo -- don't tell me these things or i'll quit bw
[2017-1-11. : 4:28 am]
Pr0nogo -- wow
[2017-1-11. : 4:27 am]
O)FaRTy1billion[MM] -- which has another fun effect of it probably wouldn't have crashed if it were cloaked :P
[2017-1-11. : 4:27 am]
O)FaRTy1billion[MM] -- like if something were actually wrong with the iscript (like an invalid header or id somewhere or something) I imagine it would crash regardless, but invalid frames only crash when you try to draw them
[2017-1-11. : 4:23 am]
Pr0nogo -- alright
[2017-1-11. : 4:22 am]
O)FaRTy1billion[MM] -- also I think I saw it mentioned somewhere, but usually if it only crashes when you see it on the map then it is a GRP frame index problem
[2017-1-11. : 4:22 am]
O)FaRTy1billion[MM] -- it's always the shadow
[2017-1-11. : 4:22 am]
Pr0nogo -- or tried to
[2017-1-11. : 4:22 am]
Pr0nogo -- and everyone else who helped
[2017-1-11. : 4:21 am]
Pr0nogo -- thanks a ton farty
[2017-1-11. : 4:21 am]
O)FaRTy1billion[MM] -- ok cool
[2017-1-11. : 4:21 am]
Pr0nogo -- yeah that fixed everything
[2017-1-11. : 4:21 am]
O)FaRTy1billion[MM] -- because I can't find anything in the iscript code
[2017-1-11. : 4:20 am]
O)FaRTy1billion[MM] -- hopefully that's it, otherwise a bunch of digging may be in order xD
[2017-1-11. : 4:20 am]
Pr0nogo -- just committed the shadow fix, checking now
[2017-1-11. : 4:19 am]
Pr0nogo -- type is accurate with other burrowers
[2017-1-11. : 4:19 am]
O)FaRTy1billion[MM] -- or changing the type
[2017-1-11. : 4:18 am]
Pr0nogo -- in images.dat
[2017-1-11. : 4:18 am]
Pr0nogo -- so i'll manually update the shadow iscript to point to the broodling instead
[2017-1-11. : 4:18 am]
O)FaRTy1billion[MM] -- Otherwise it's probably something really stupid, like forgetting to actually specify the script in the iscript header
[2017-1-11. : 4:18 am]
Pr0nogo -- zbrshad.grp is what it's pointing to
[2017-1-11. : 4:18 am]
Pr0nogo -- ah, probably not
[2017-1-11. : 4:17 am]
O)FaRTy1billion[MM] -- Shadows were a recent iscript/grp problem -- does your shadow have the correct frames?
[2017-1-11. : 4:16 am]
Pr0nogo -- it's 357 frames
[2017-1-11. : 4:16 am]
O)FaRTy1billion[MM] -- Is your grp at least 340 frames?
[2017-1-11. : 4:15 am]
O)FaRTy1billion[MM] -- I'm not sure what all the "Frame set 19, direction 8" means, but unless you change the unit's facing direction (I forgot the specific opcode, setfldir?) it can add as much as 16 to the frame value
[2017-1-11. : 4:14 am]
O)FaRTy1billion[MM] -- usually crashes are an invalid frame index
[2017-1-11. : 4:14 am]
Neiv -- eh, share the exe and I'll tell why it crashes, otherwise I can just guess you didn't actually add the modified grp
[2017-1-11. : 4:10 am]
jjf28 -- neiver
[2017-1-11. : 3:59 am]
Pr0nogo -- in other news
[2017-1-11. : 3:54 am]
Pr0nogo -- i was missing a sigorder 4 at the end of the unburrow animation but that isn't causing the crashes
[2017-1-11. : 3:53 am]
Pr0nogo -- idk, it looks like it's hooked up properly, i referenced the zergling and defiler iscripts as well and nothing seems off
[2017-1-11. : 3:52 am]
Pr0nogo -- Neiv
Neiv shouted: idk what problem you exactly have, but hydralisk's grp just confuses iscript editors since it has the burrow framesets starting at numbers not divisible by 17
this functions properly in-game since a burrow frameset is actually just 17 frames of the same fucking image
[2017-1-11. : 3:42 am]
Pr0nogo -- ARE in the grp*
[2017-1-11. : 3:41 am]
Pr0nogo -- it's referencing frames that ARE in the animation and AREN'T crashing the game due to improper indexing
[2017-1-11. : 3:40 am]
Pr0nogo -- take the ) off the link
[2017-1-11. : 3:40 am]
Pr0nogo -- my issue is that the game crashes when trying to render the iscript animation of the broodling burrowing (see: http://pastebin.com/JpDgVMnm)
[2017-1-11. : 3:40 am]
Pr0nogo -- so i shouldn't be trying to replicate that then?
[2017-1-11. : 3:39 am]
Pr0nogo -- lol
[2017-1-11. : 3:27 am]
Neiv -- idk what problem you exactly have, but hydralisk's grp just confuses iscript editors since it has the burrow framesets starting at numbers not divisible by 17
[2017-1-11. : 3:25 am]
Neiv -- Switching between hex or dec won't change anything (obviously)
[2017-1-11. : 3:07 am]
Pr0nogo -- how can i replicate that using hex? or does it accept decimal if there's no 0x prefix? i don't think the latter is the case since it was converting 3-digit decimal into hexidecimal earlier
[2017-1-11. : 3:05 am]
Pr0nogo -- in the default hydralisk iscript they have specific frames they're pointing to, rather than a 0x## they just have 3 numbers, which in decimal match up exactly with a specific frame number
[2017-1-11. : 3:03 am]
Pr0nogo -- which means nothing has changed
[2017-1-11. : 3:03 am]
Pr0nogo -- k so my hex conversions output exactly the same as the iscript did

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