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[2016-9-10. : 7:56 pm]
Dem0n -- Why would you think we can do it if the Koreans haven't LMAO
[2016-9-10. : 7:56 pm]
NudeRaider -- Dem0n
Dem0n shouted: Koreans already do that
I've seen the Mario clones, if you're referring to that, but it is still nothing like a fluid 3D game.
[2016-9-10. : 7:55 pm]
NudeRaider -- So Discord seems the new Teamspeak. Why use one over the other?
[2016-9-10. : 7:54 pm]
Dem0n -- Koreans already do that
[2016-9-10. : 7:53 pm]
NudeRaider -- just waiting until you guys reproduce (code-wise) MS Flight Sim and run it inside a map, using the SC engine. :lmfao:
[2016-9-10. : 7:45 pm]
O)FaRTy1billion[MM] -- ya, that's why jjf needs to get on with chkd
[2016-9-10. : 7:42 pm]
lil-Inferno -- shit program tbh
[2016-9-10. : 7:36 pm]
O)FaRTy1billion[MM] -- duno
[2016-9-10. : 7:23 pm]
LoveLess -- Yeah, 3 of 1650
[2016-9-10. : 7:23 pm]
O)FaRTy1billion[MM] -- did you hit it's limit?
[2016-9-10. : 7:22 pm]
LoveLess -- What the fuck, Draft is not letting me place units/buildings, lmao
[2016-9-10. : 7:03 pm]
lil-Inferno -- Ungoche :fear:
[2016-9-10. : 6:58 pm]
TF- -- Cucked
[2016-9-10. : 6:54 pm]
O)FaRTy1billion[MM] -- probably not, unless you just used EUD actions to set them to a value all the time
[2016-9-10. : 6:53 pm]
TF- -- was there an easy way to pause hallucination timers
[2016-9-10. : 6:49 pm]
O)FaRTy1billion[MM] -- though I did find the player wait timers
[2016-9-10. : 6:45 pm]
O)FaRTy1billion[MM] -- ya, it doesn't seem easy to increase trigger frequency. FaRTy1billion
FaRTy1billion shouted: Mini Moose 2707 just inject ASM at that point anyway :wob:
is the best bet
[2016-9-10. : 6:07 pm]
O)FaRTy1billion[MM] -- TrigEdit++ does xD Action(0, 0, 0, 0, 0, 0, 0, 59, 0, 4);
[2016-9-10. : 5:57 pm]
Dem0n -- only thing i ever used was like unit size boxes or whatever
[2016-9-10. : 5:57 pm]
Dem0n -- ya
[2016-9-10. : 5:56 pm]
O)FaRTy1billion[MM] -- does SCMD let you use enable/disable debug mode actions?
[2016-9-10. : 5:47 pm]
lil-Inferno -- LMAO* SMH
[2016-9-10. : 5:47 pm]
lil-Inferno -- FaRTy1billion
FaRTy1billion shouted: arithmetic logic unit?
Mini Moose 2707
Mini Moose 2707 shouted: Arithmetic Logic Unit or something
Oh I thought it was some mapping term LAMO
[2016-9-10. : 5:44 pm]
O)FaRTy1billion[MM] -- let's just make a trigger that runs the triggers
[2016-9-10. : 5:38 pm]
Moose -- tru LMAO
[2016-9-10. : 5:37 pm]
O)FaRTy1billion[MM] -- which will take exactly 0 ms of CPU time
[2016-9-10. : 5:37 pm]
Moose -- Still have to read the switch 80 times.
[2016-9-10. : 5:34 pm]
O)FaRTy1billion[MM] -- that would be pretty cool though
[2016-9-10. : 5:33 pm]
Sacrieur -- ninja'd .___.
[2016-9-10. : 5:33 pm]
Sacrieur -- Hah ninj'ad
[2016-9-10. : 5:33 pm]
O)FaRTy1billion[MM] -- Mini Moose 2707
Mini Moose 2707 shouted: FaRTy1billion With the overhead of still having to run all the non-ALU triggers 80 times
naw, just make a global DC that works how the trigger thing already works
[2016-9-10. : 5:33 pm]
Sacrieur -- Mini Moose 2707
Mini Moose 2707 shouted: FaRTy1billion With the overhead of still having to run all the non-ALU triggers 80 times
You put in a switch that turns those off if the ALU is running.
[2016-9-10. : 5:32 pm]
O)FaRTy1billion[MM] -- Mini Moose 2707
Mini Moose 2707 shouted: Basically a thing you'll talk about in CS and is nice to theorize about in SC, but probably never use in a map
just inject ASM at that point anyway :wob:
[2016-9-10. : 5:32 pm]
Moose -- FaRTy1billion
FaRTy1billion shouted: and without having to copy+paste all of the triggers 80 times
With the overhead of still having to run all the non-ALU triggers 80 times
[2016-9-10. : 5:32 pm]
Dem0n -- AYYY MOTHERFUCKERS 0 BOX LMAO
[2016-9-10. : 5:31 pm]
O)FaRTy1billion[MM] -- and without having to copy+paste all of the triggers 80 times
[2016-9-10. : 5:31 pm]
Moose -- Basically a thing you'll talk about in CS and is nice to theorize about in SC, but probably never use in a map
[2016-9-10. : 5:31 pm]
O)FaRTy1billion[MM] -- oh, I see what he's saying. like running triggers faster than framerate so you can do more advanced calculations, but fit them in to 1 tick
[2016-9-10. : 5:30 pm]
Moose -- Arithmetic Logic Unit or something
[2016-9-10. : 5:30 pm]
O)FaRTy1billion[MM] -- arithmetic logic unit?
[2016-9-10. : 5:30 pm]
lil-Inferno -- We need a glossary for this shit LMAO
[2016-9-10. : 5:29 pm]
lil-Inferno -- Sacrieur
Sacrieur shouted: Mini Moose 2707 There are numerous backend applications, such as ultrafast ALUs.
The fuck is an ALU
[2016-9-10. : 5:19 pm]
O)FaRTy1billion[MM] -- 5124D8 to 5124F0 are the speeds in ms, with 5124F0 being for Fastest
[2016-9-10. : 5:16 pm]
O)FaRTy1billion[MM] -- if even that
[2016-9-10. : 5:16 pm]
O)FaRTy1billion[MM] -- So I set it to 0 ms just now, and the AI attacked and killed me in like 3 seconds
[2016-9-10. : 5:16 pm]
O)FaRTy1billion[MM] -- it can't got 1ms because it uses GetTickCount which typically has a resolution of like 15 ms
[2016-9-10. : 5:15 pm]
jjf28 -- and by lag I mean go super fast but not 1ms/frame :P
[2016-9-10. : 5:15 pm]
jjf28 -- FaRTy1billion
FaRTy1billion shouted: lol setting speed to 1 ms
just out of curiosity, does SC crash or lag gracefully?
[2016-9-10. : 5:14 pm]
O)FaRTy1billion[MM] -- lol setting speed to 1 ms
[2016-9-10. : 5:12 pm]
Moose -- Yeah, if twice per second and once per half-second are the same thing in this game.
[2016-9-10. : 5:06 pm]
O)FaRTy1billion[MM] -- running triggers more than once per game tick would probably be the same as just running triggers multiple times per tick or something
[2016-9-10. : 5:03 pm]
jjf28 -- FaRTy1billion
FaRTy1billion shouted: jjf28 Which I found yesterday, but it would do way more than just make triggers faster. :P
mm, I doubt there's a good solution purely with memory tricks; would need to do something like double the framerate, put the render call inside, and make updates run every other
[2016-9-10. : 4:59 pm]
O)FaRTy1billion[MM] -- jjf28
jjf28 shouted: true, frames should probably refer exclusively to graphics
I always thought that was what was meant by ticks and frames
[2016-9-10. : 4:55 pm]
O)FaRTy1billion[MM] -- jjf28
jjf28 shouted: to go any faster you'd have to mess with frame rates which is outside the scope of waits
Which I found yesterday, but it would do way more than just make triggers faster. :P
[2016-9-10. : 4:39 pm]
Sacrieur -- You would ideally want to be able to get and return a value in-between game state updates.
[2016-9-10. : 4:38 pm]
Sacrieur -- Mini Moose 2707
Mini Moose 2707 shouted: Who even wants hypers that run faster than the framerate and why?
There are numerous backend applications, such as ultrafast ALUs.
[2016-9-10. : 4:26 pm]
jjf28 -- yep :lol:
[2016-9-10. : 4:24 pm]
Moose -- ... So basically, you'd want hypers that run faster than the frame rate because the frame rate isn't the frame rate, laughing my ass off! :lol:
[2016-9-10. : 4:17 pm]
Moose -- SCBW being counterintuitive for no reason
[2016-9-10. : 4:17 pm]
jjf28 -- ikr
[2016-9-10. : 4:17 pm]
Moose -- S M H
[2016-9-10. : 4:16 pm]
Moose -- https://en.wikipedia.org/wiki/Frame_rate "Frame rate, also known as frame frequency, is the frequency (rate) at which an imaging device displays consecutive images called frames. The term applies equally to film and video cameras, computer graphics, and motion capture systems. Frame rate is usually expressed in frames per second (FPS)."
[2016-9-10. : 4:13 pm]
jjf28 -- but in StarCraft they've been used to refer to game updates for a long time*
[2016-9-10. : 4:13 pm]
jjf28 -- but in StarCraft they've been used for game updates for a long time
[2016-9-10. : 4:11 pm]
Moose -- Let's have a frame rate but not have it be coupled to the rate at which frames are rendered, smh
[2016-9-10. : 4:11 pm]
jjf28 -- true, frames should probably refer exclusively to graphics
[2016-9-10. : 4:11 pm]
Moose -- ..... who named these things LMAO
[2016-9-10. : 4:10 pm]
Moose -- So the game can be rendered w\e times before updating the game state if it draws fast enough?
[2016-9-10. : 4:10 pm]
jjf28 -- you update at an approximately constant rate, this can be adjusted slightly for synchronization purposes; you render as fast as your computer can handle

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