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[2020-6-24. : 4:42 am] Ultraviolet -- Oh_ManOh_Man shouted: Ultraviolet Come on, show us the goods. As requested: http://www.staredit.net/topic/18047/[2020-6-24. : 4:31 am] jjf28 -- shouldn't expand size of the map or have as much trouble with strings, no guarantees on not crashing with hundreds of thousands of lines being pasted but... it should at least log whatever went wrong this time[2020-6-24. : 4:27 am] jjf28 -- I need to sleep but you can give https://puu.sh/FZMM0/f70f4cfdc2.zip a try[2020-6-23. : 11:45 pm] jjf28 -- aha, I did do something wrong that was causing Chkdraft to never call CompactArchive, will have it fixed in a bit[2020-6-23. : 10:32 pm] jjf28 -- hopefully I did something wrong, else it's a larger stormlib problem[2020-6-23. : 10:28 pm] jjf28 -- hmm, maps mpq size is increasing without scenario size increasing...[2020-6-23. : 7:08 pm] Oh_Man -- UltravioletUltraviolet shouted: Nekron Hey, I still map, too! I'm just hesitant to post my results until I actually finish projects since I hate to hype something that might not get finished. I actually have a map that I completed not too long ago, I never posted it because I wasn't completely happy with the results, but it's a working playable product. Come on, show us the goods.[2020-6-22. : 7:17 pm] jjf28 -- jjf28jjf28 shouted: Oh_Man not yet, STRx is not supported more generally there's no SC:R support, don't resave maps with SC:R features like STRx/new ramps[2020-6-22. : 7:01 pm] jjf28 -- Oh_ManOh_Man shouted: does chkdraft support the new extended string limit and can it preserve korean characters instead of turning them into question marks? not yet, STRx is not supported[2020-6-22. : 5:18 pm] Oh_Man -- does chkdraft support the new extended string limit and can it preserve korean characters instead of turning them into question marks?[2020-6-22. : 6:29 am] IlyaSnopchenko -- Now, at least the first arc of the campaign (out of 3) is finished, inevitable edits notwithstanding[2020-6-22. : 6:28 am] IlyaSnopchenko -- I've been active since late April again (before that, I haven't been creating any brand new maps for half a year, only editing existing ones)[2020-6-22. : 1:07 am] jjf28 -- and all of my other mapping related programs and ideas are under Chkdraft[2020-6-22. : 1:07 am] jjf28 -- got a stack of work, currently Chkdraft is under my RareCpp refactor and some other stuff[2020-6-22. : 12:21 am] Ultraviolet -- NekronNekron shouted: some days i feel like Ilya is the only person keeping SEN active Hey, I still map, too! I'm just hesitant to post my results until I actually finish projects since I hate to hype something that might not get finished. I actually have a map that I completed not too long ago, I never posted it because I wasn't completely happy with the results, but it's a working playable product.[2020-6-21. : 11:30 pm] KrayZee -- Oh_ManOh_Man shouted: @KrayZee prepare for disappointment I'm enjoying the game a lot. I don't let baseless review bombs and leaks form my own opinion for me. I even avoided the leaks and spoilers as best as I could.[2020-6-21. : 8:12 am] IlyaSnopchenko -- Besides, I just love tinkering with technical stuff, especially AI Scripts. Testing them (and getting my arse handed back to me by the more aggressive of them), not so much. :-)[2020-6-20. : 11:12 pm] MTiger156 -- I'm far from finished with this game as well. I was going strong last year, but the fall of Blizzard's reputation, the worldwide pandemic, and American political fallout have me feeling exhausted... too much chaos for me to relax and enjoy simple hobbies ![]() [2020-6-20. : 9:47 pm] KrayZee -- Yay! The Last of Us Part 2 Collector's Edition arrived to my house![2020-6-20. : 9:30 pm] IlyaSnopchenko -- I haven't yet had my fill of this stuff. It makes me feel younger, remembering the old days at the Star Alliance NekronNekron shouted: some days i feel like Ilya is the only person keeping SEN active [2020-6-20. : 5:42 pm] IlyaSnopchenko -- I posted a new odd question in the Modding Assistance! Anyone can help with that one?[2020-6-20. : 8:15 am] Ultraviolet -- NudeRaiderNudeRaider shouted: KrayZee your color is hard to read tho agreed there[2020-6-20. : 5:22 am] NudeRaider -- KrayZeeKrayZee shouted: So much white, this shoutbox needs more colour your color is hard to read tho[2020-6-19. : 9:09 pm] IlyaSnopchenko -- RdeRenatoRdeRenato shouted: guys, do you know of any AI from campaigns that use dark archons? the ones from BW Zerg 7 and 10 missions do. The one from Zerg 9 too, but that one was 99% defensive.[2020-6-19. : 8:26 pm] Dem0n -- Check the BW Protoss missions where you're fighting against other Protoss. Like the one where you have to kill Aldaris, I think the computer has Dark Archons.[2020-6-19. : 8:02 pm] RdeRenato -- guys, do you know of any AI from campaigns that use dark archons?[2020-6-19. : 12:56 pm] KlaSsicaL -- I want English-user, since I already promoted it on Korean community: https://cafe.naver.com/edac/90012[2020-6-19. : 12:46 pm] KlaSsicaL -- Anyone can help me test the screpl experience map? I am planning to take a video as a scenario to break through the map and use it to promote screpl.[2020-6-18. : 8:07 pm] pinkeh-_- -- okay one last question, i'm stumped how do i install aise.dll into the 1.16.1 exe with firegraft. I tried to add it to the firegraft plugin folder in the mpq but no matter what i add to the pluginlist.txt i can't get it to show up. there is a blatant lack of documentation it seems, or im stupid either or ![]() [2020-6-18. : 4:21 pm] UEDCommander -- This can technically cause guard crash if the AI is under attack[2020-6-18. : 4:20 pm] UEDCommander -- The computer will attempt to train new unit for guard spot that got assigned to defense though[2020-6-18. : 12:10 pm] pinkeh-_- -- i'll try and toss my script your way, problem is its mostly macros so there is quite a few different files. Ill make a github or something. also thanks a lot for the reccomendations, does defenseuse_xx create guards? it could be the culprit, i have a defenseuse_xx loop attached to my attack script with a random_jump. It always apply every single units to defense until it feels like attacking then it switches to attack which stop the defenseuse_xx loop, when attack_do is done it switches back to the loop. all that topped with a guard_all every second to make him contest every where he's been to. It's effective but would most definetly cause the guard crash if defenseuse_xx creates guard... i'll try aise see if it fixes it. I wanna stay vanilla in terms of coding but the engine optimization sounds fantastic. thanks again[2020-6-18. : 9:54 am] IlyaSnopchenko -- I think using AISE is pretty much a given at this point, anyway[2020-6-18. : 5:13 am] UEDCommander -- Could also be the infamous guard crash since presumably you're not using a plugin which fixes that issue[2020-6-18. : 5:12 am] UEDCommander -- I could tell you more if I looked at the script but you should check for requests per town, and also common crash sources such as loops without wait()[2020-6-18. : 5:12 am] UEDCommander -- Amount of requests is a possible source, you can't have more than 100 per town and also you can't have more than 100 threads running at the same time (I don't think you breached that limit unless you really tried)[2020-6-18. : 5:06 am] UEDCommander -- I don't think it's particularly connected wtih player's presence either[2020-6-18. : 4:49 am] UEDCommander -- If it's worker limitation you can use max_workers in the beginning of each expansion thread but worker limit shouldn't crash anyway[2020-6-18. : 3:23 am] pinkeh-_- -- well it"s no so much random, to be more precise i have a build order protocol, a unit production protocol, a attack/defense protocol since they seem to be mutually exclusive, a upgrade protocol, etc and they all run simultaneously making for a very human approach, since it has a bunch of stuff to do and does what it can or what should be done depending on enemy units and buildings at that moment creating a fairly organic approach to the match.[2020-6-18. : 3:15 am] pinkeh-_- -- Hello fellow creators, i've been working on a non-cheaty terran ai script. I wanted to make it as random and modular as possible. I've programmed it in a very objet oriented approach. long story short, it's working fantastilcly well against humans opponent, but against other ai, it tends to crash in the late game. I suspect the culprit is the 30 worker limitation which cause some memory issues when several ai run simultationsly. could also be the amount of request it ends up doing late game, but i tried to force spam hundreds of request loops and it worked fine. anyway i can't isolate the memory error. anyone ever stumbled upon a similar situation? fyi I do realise my script is pretty heavy since its built around conditional multiruns yet it works well against human opponents and doesnt accelerate the crash when 7 ais are playing. so im stumped.[2020-6-17. : 10:16 pm] IlyaSnopchenko -- In this day, I probably wouldn't have used the suicide scripts anyway, it's so 1998 :-D |
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