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[2016-9-10. : 4:09 pm]
Moose -- Tho the updating can be skipped because it's 2fast
[2016-9-10. : 4:09 pm]
Moose -- The loop prevents multiple calls to update before render is called tho
[2016-9-10. : 4:08 pm]
jjf28 -- :facepalm:
[2016-9-10. : 4:07 pm]
Moose -- So what you're saying is the frame rate and the rate at which graphics are rendered are the same thing?
[2016-9-10. : 4:03 pm]
jjf28 -- Mini Moose 2707
Mini Moose 2707 shouted: .... the fuck is a frame rate then? LMAO
http://puu.sh/r6sON/b30c927a44.png
[2016-9-10. : 3:52 pm]
Dem0n -- ROFL
[2016-9-10. : 3:52 pm]
lil-Inferno -- IDK what kind of rootin' tootin' hootenanny is going on with redrawing graphics more than once per frame tho
[2016-9-10. : 3:51 pm]
lil-Inferno -- LMAO
[2016-9-10. : 3:50 pm]
lil-Inferno -- Frame rate is the rate at which the game state is updated.
[2016-9-10. : 3:50 pm]
Moose -- .... the fuck is a frame rate then? LMAO
[2016-9-10. : 3:50 pm]
jjf28 -- yep
[2016-9-10. : 3:50 pm]
Moose -- So what you're saying is the frame rate and the rate at which graphics are redrawn are different things?
[2016-9-10. : 3:49 pm]
jjf28 -- results in a lot of choppiness
[2016-9-10. : 3:49 pm]
jjf28 -- whereas you can only call center vision once per frame
[2016-9-10. : 3:47 pm]
jjf28 -- you question confuses me; graphics are updated between/more than once per frame
[2016-9-10. : 3:46 pm]
Moose -- Or displayed, rather
[2016-9-10. : 3:46 pm]
Moose -- But you wouldn't see it until a frame is drawn, no?
[2016-9-10. : 3:45 pm]
jjf28 -- graphics get processed more than once every frame, I want to be able to lock screens on a unit smoothly
[2016-9-10. : 3:45 pm]
jjf28 -- me
[2016-9-10. : 3:44 pm]
Moose -- Who even wants hypers that run faster than the framerate and why?
[2016-9-10. : 3:34 pm]
Dem0n -- Halo 5 Forge is actually really fucking fun. I'm surprised.
[2016-9-10. : 3:31 pm]
Sacrieur -- I figured there was a check taking place in between cycles, which is why it's every two instead of every one, glad someone else already did the leg work.
[2016-9-10. : 3:30 pm]
Sacrieur -- Roy
Roy shouted: Single Frame Hypers: http://www.staredit.net/sc1db/file/3004/
Thanks Roy!
[2016-9-10. : 3:30 pm]
Sacrieur -- Roy
Roy shouted: How can you make hyper triggers faster? They run on every trigger cycle, which is every two game frames. You can modify some address to make triggers run on every frame, but other than that, I don't think there are any improvements to be had.
That's what I suspected.
[2016-9-10. : 3:10 pm]
jjf28 -- to go any faster you'd have to mess with frame rates which is outside the scope of waits
[2016-9-10. : 3:10 pm]
jjf28 -- That is setting this address to 0 http://farty1billion.dyndns.org/euddb/?pg=entry&addr=0x006509A0&ver=1.16.1&plat=win
[2016-9-10. : 3:01 pm]
Roy -- Single Frame Hypers: http://www.staredit.net/sc1db/file/3004/
[2016-9-10. : 3:00 pm]
NudeRaider -- Isn't it strange that we're paying money to see other human beings?
[2016-9-10. : 2:59 pm]
NudeRaider -- IIRC you can make hypers that run triggers every 3 frames, and thus breaking the every 2 cycles rule, but it will never go faster than every 2 cycles
[2016-9-10. : 2:58 pm]
NudeRaider -- yeah that's what I thought, Roy.
[2016-9-10. : 2:57 pm]
Roy -- How can you make hyper triggers faster? They run on every trigger cycle, which is every two game frames. You can modify some address to make triggers run on every frame, but other than that, I don't think there are any improvements to be had.
[2016-9-10. : 2:56 pm]
Sacrieur -- So my question is: do you know of any memory address which determines whether or not it's determined if a wait has reached zero? I'm attempting to make HTs faster.
[2016-9-10. : 2:52 pm]
Sacrieur -- I've got a question Farty, do you know of the memory addresses dealing with waits?
[2016-9-10. : 2:43 pm]
Roy -- FaRTy1billion
FaRTy1billion shouted: Or, according to EUDGen, you just do Set Deaths("Player 1", "Int:27629", Set To, 6); xD
FaRTy1billion
FaRTy1billion shouted: Which, according to what I just disassembled, is correct (everything else in this function seems to be calculating the actual tick counts in ms based on multipliers and such)
Yay.
[2016-9-10. : 1:00 pm]
Generalpie -- I'm only 250 minerals in the hole now
[2016-9-10. : 10:20 am]
TF- -- i put some checks on it though so it's disabled for multiplayer, just in case it manages to desync something even though speed shouldn't be changeable anyway.
[2016-9-10. : 10:19 am]
TF- -- everyone should have it in their map, unless it's a Matrix bullet time map
[2016-9-10. : 10:19 am]
TF- -- i've been using that 27629 eud since 2012 :massimo:
[2016-9-10. : 7:59 am]
KrayZee -- It's up to the player's imagination to make things work out.
[2016-9-10. : 7:56 am]
KrayZee -- Halo's specialty is all about Forge.
[2016-9-10. : 7:37 am]
LoveLess -- Also, holy shit I thought kids all played Call of Duty now
[2016-9-10. : 7:36 am]
LoveLess -- or Cat n Mouse: Moby Dick Edition https://www.youtube.com/watch?v=ec3bCXX07e8
[2016-9-10. : 7:24 am]
LoveLess -- FaRTy1billion
FaRTy1billion shouted: Does anyone even have halo 5?
Fire_Kame
Fire_Kame shouted: I didn't even realize there was a 5
Yeah and it apparently has a really strong editor compared to previous iterations. They made a Zelda boss fight.
[2016-9-10. : 7:21 am]
O)FaRTy1billion[MM] -- Though this does set up the possibility of custom game speeds by milliseconds xD
[2016-9-10. : 7:12 am]
O)FaRTy1billion[MM] -- Which, according to what I just disassembled, is correct (everything else in this function seems to be calculating the actual tick counts in ms based on multipliers and such)
[2016-9-10. : 7:10 am]
O)FaRTy1billion[MM] -- Or, according to EUDGen, you just do Set Deaths("Player 1", "Int:27629", Set To, 6); xD
[2016-9-10. : 7:05 am]
O)FaRTy1billion[MM] -- It might require a few trigger blocks as it has some branching logic, but I don't know what all the values it is checking are so they might always be something known
[2016-9-10. : 7:04 am]
O)FaRTy1billion[MM] -- Pr0nogo
Pr0nogo shouted: can you also use plugins to enforce fastest speed, so the player doesn't have to press + twice?
I've disassembled the function(s). It could easily be called from a plugin, or it could be easily turned in to EUD action triggers.
[2016-9-10. : 4:52 am]
O)FaRTy1billion[MM] -- we'll make flappy zergling
[2016-9-10. : 4:51 am]
O)FaRTy1billion[MM] -- or I'm sure there are better videos
[2016-9-10. : 4:50 am]
O)FaRTy1billion[MM] -- https://www.youtube.com/watch?v=hB6eY73sLV0 skip around and watch him enter it, or just skip to near the end and watch him play flappy mario
[2016-9-10. : 4:49 am]
O)FaRTy1billion[MM] -- let's make flappy bird in SC, like people did in SMW
[2016-9-10. : 4:48 am]
O)FaRTy1billion[MM] -- probably
[2016-9-10. : 4:46 am]
Moose -- Probs why korea has all this ridic ass EUD maps
[2016-9-10. : 4:40 am]
O)FaRTy1billion[MM] -- that's all I ever wanted in a trigger editor
[2016-9-10. : 4:40 am]
O)FaRTy1billion[MM] -- "- All field accepts numeric value: SetDeaths(12345678, SetTo, 9101112, 13141);" awesome
[2016-9-10. : 4:39 am]
Moose -- It's pretty neat, tbh
[2016-9-10. : 4:38 am]
O)FaRTy1billion[MM] -- found it
[2016-9-10. : 4:37 am]
O)FaRTy1billion[MM] -- where do you get that? I wanna try it
[2016-9-10. : 4:37 am]
Moose -- RE: All that shit about SCMD2 triggers down there, just save yourself the trouble and get TrigEdit+ or w/e
[2016-9-10. : 4:32 am]
O)FaRTy1billion[MM] -- do my homework for me, then I'll just take my friend's laptop and install it for him and then try it out for him
[2016-9-10. : 4:31 am]
Dem0n -- forget it
[2016-9-10. : 4:31 am]
Dem0n -- smh
[2016-9-10. : 4:31 am]
Dem0n -- KAME YOU TRYNA PLAY? :wtfwawesome:
[2016-9-10. : 4:31 am]
O)FaRTy1billion[MM] -- Dem0n
Dem0n shouted: FaRTy1billion Halo 5 multiplayer is free for download for anyone with Windows 10
o. That still excludes me then. :P
[2016-9-10. : 4:30 am]
Dem0n -- FaRTy1billion
FaRTy1billion shouted: Also, if I had it I might. :P
Halo 5 multiplayer is free for download for anyone with Windows 10
[2016-9-10. : 4:25 am]
Fire_Kame -- womp womp
[2016-9-10. : 4:25 am]
O)FaRTy1billion[MM] -- I think it's fairly new. All I've heard about it (which admittedly is very, very little) was people complaining

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