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[2020-9-03. : 6:41 am] sraw531 -- Ah, somehow putting Deaths("Current Player", "Cave", Exactly, 0); instead of Deaths ("All players", "Cave", Exactly, 0); somehow affects how many trigger cycles per second.[2020-9-03. : 6:37 am] sraw531 -- observing around 51.2 minerals per game second instead of 26 minerals per trigger cycle.[2020-9-03. : 6:36 am] sraw531 -- Hm. doing this mathematical equation, and for some reason it never seems to add up. 8 triggers per game second * 60 game seconds * +26 mins/trig = 12480 minerals per 60 ingame seconds[2020-9-02. : 11:24 am] NudeRaider -- jjf28jjf28 shouted: NudeRaider o, 125/84* makes sense. I like how you can immediately see the timings there. 0.125 = 1/8 ; 84ms = duration of 1 trigger loop => 8 trigger loops pass in 1 second[2020-9-02. : 8:12 am] jjf28 -- NudeRaiderNudeRaider shouted: jjf28 why do you reduce 1000/672 to 124/84 and not 31/21? o, 125/84*[2020-9-02. : 6:04 am] NudeRaider -- jjf28jjf28 shouted: I thought I posted an edit link but I think that's confusingly read only why do you reduce 1000/672 to 124/84 and not 31/21?[2020-9-02. : 4:01 am] RdeRenato -- Thank you man, I will continue investigating, I hope you answer me[2020-9-02. : 3:30 am] DarkenedFantasies -- I don't know anything about modding SCR, only 1161, so I don't think I can help you with that.[2020-9-02. : 3:27 am] RdeRenato -- It worked for me with the last mpq, and some more colors appear in the editor, but when I enter the game "no"[2020-9-02. : 3:18 am] RdeRenato -- Do I need to use the latest mpq that were available from remastered? (because they were removed)[2020-9-02. : 2:33 am] DarkenedFantasies -- RdeRenatoRdeRenato shouted: Does anyone know how to add a new mpq in a new profile with the tunit and tminimap in the scmdraft? I could not achieve it, I did not understand that very well Edit your ScmD2 profile and under "Game Data", select "game version: custom mpq settings", then add the mpqs in this order (top to bottom): stardat, broodat, patch_rt, and your modded mpq(s).[2020-9-02. : 1:30 am] jjf28 -- I thought I posted an edit link but I think that's confusingly read only[2020-9-02. : 1:24 am] sraw531 -- the one that I am using is http://www.staredit.net/wiki/index.php/Regeneration[2020-9-02. : 1:22 am] jjf28 -- sraw531sraw531 shouted: anyone have the link to all the standard things in sc1, like protoss regen per frame etc? this doesn't tell you unit timings, but the basis for timing in UMS: https://docs.google.com/spreadsheets/d/1b9SbYY4lBPG52pj199eMyMqGZzPfsYqOEJkeOqKsebo/edit?usp=sharing[2020-9-01. : 7:27 am] sraw531 -- (and dragoon with 9000 life, reaver cant kill it before trigger which was set to run 10 seconds into map, no surprise)[2020-9-01. : 7:26 am] sraw531 -- so setting it to 0% sets it to at most .5 health. Not sure if I could find if thats .0`1, or .5, but im also not sure theres an actual difference except to health regen so i doubt I could figure how to test that.[2020-9-01. : 7:25 am] sraw531 -- Ah. Thanks. Also, I just tested - using a reaver doing 0 damage, vs a dragoon with 1 armor, 1, or 9000 life, before or after the trigger setting it to 0% life. Reaver takes 2 hits before trigger, 1 after.[2020-9-01. : 7:13 am] O)FaRTy1billion[MM] -- ya, hyper triggers run every other frame unless you use EUDs to make them run every frame http://farty1billion.dyndns.org/EUDDB/?pg=entry&id=574\[2020-9-01. : 7:12 am] sraw531 -- Ah, I guess there are 24 frames per second, but there are only ~12 trigger cycles per second. Yay for added confusion.[2020-9-01. : 6:57 am] sraw531 -- im reading this site from google and it seems to think there are 24 frames per second... ungh.[2020-9-01. : 6:56 am] sraw531 -- anyone have the link to all the standard things in sc1, like protoss regen per frame etc?[2020-9-01. : 6:46 am] RdeRenato -- Does anyone know how to add a new mpq in a new profile with the tunit and tminimap in the scmdraft? I could not achieve it, I did not understand that very well[2020-9-01. : 5:18 am] O)FaRTy1billion[MM] -- it might be a fractional value, which would appear as 1, but I've never specifically checked for that[2020-9-01. : 5:15 am] O)FaRTy1billion[MM] -- sraw531sraw531 shouted: does scmdraft2 have a version that includes carbot skin? I don't believe so. sraw531sraw531 shouted: and for some reason I can't find the answer, though I think I know how it works but im too lazy to test if im right - if you modify unit hp to 0%, does it A: kill it, b: set to 1, or c: set to 0.5, or d: set to 0.0`1 sets it to 1 afaik[2020-9-01. : 4:14 am] sraw531 -- and for some reason I can't find the answer, though I think I know how it works but im too lazy to test if im right - if you modify unit hp to 0%, does it A: kill it, b: set to 1, or c: set to 0.5, or d: set to 0.0`1[2020-8-31. : 9:22 pm] RdeRenato -- EUD2 is the same as EUD3, although I don't really like the interface of the 3[2020-8-31. : 1:19 pm] MTiger156 -- If EUD Editor 3 is backwards-compatible with files of the older version, then I may consider it.[2020-8-31. : 5:39 am] lifebot -- Actaully nvm PM, contest is posted here http://www.staredit.net/topic/18100/[2020-8-31. : 5:35 am] lifebot -- If you win Fall Guys map send screen shot of the win screen and win $10 USD via PayPal[2020-8-31. : 4:03 am] O)FaRTy1billion[MM] -- sc:r just gets broken every other patch, EUD or not lmao[2020-8-31. : 4:03 am] O)FaRTy1billion[MM] -- VraelVrael shouted: gee, you mean the odd-ball memory address hacking that a handful of super dedicated mappers put together years ago for a 20 year old game that was never supported to begin with and changes with every patch is unstable? they are supported tho, sc:r emulates 1.16.1 memory for them[2020-8-31. : 12:06 am] Vrael -- LIKE FUCK ME AMIRITE? CAN'T EVEN KEEP MY LISTS AND NUMPY ARRAYS STRAIGHT[2020-8-31. : 12:05 am] Vrael -- I mean, half the code out there that's "supposed" to work doesn't, yet you and anyone else who uses EUDs is relying on crackpot magic buffer overflows for consistency[2020-8-31. : 12:04 am] Vrael -- sry man wasnt tryina lay into you, just hilarious that EUDs ever worked in the first place thats all[2020-8-30. : 11:36 pm] MTiger156 -- I'm fully aware that any SCR patch can break pre-existing EUDs. I believe the EUD software is at fault here. The crash is always caused by the Advanced Property changes I've made to some structures. The crash can seemingly be fixed by resetting these structures and recreating their EUDs.[2020-8-30. : 11:18 pm] Vrael -- gee, you mean the odd-ball memory address hacking that a handful of super dedicated mappers put together years ago for a 20 year old game that was never supported to begin with and changes with every patch is unstable?[2020-8-30. : 3:37 pm] MTiger156 -- RIP my plans for Map Night, there some EUDs that weren't previously crashing the game, but NOW crashing the game. Its almost like every time I compile them, I get a different result. |
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