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Pages: < 1 « 148 149 150 151 152 … 3577 >

[2020-9-03. : 7:32 pm]
NudeRaider -- not that I know of. When you are a while on the site it makes it easier to read through threads because you recognize the signatures and immediately know who posted it. Especially useful in conversations.
[2020-9-03. : 7:22 pm]
8882a -- seing "None." in every thread is just irritating
[2020-9-03. : 7:20 pm]
8882a -- is there some way to disable signatures? they make it hard to read the posts
[2020-9-03. : 6:34 pm]
Ultraviolet -- ya that's the only benefit I know of as well. Sometimes I wish to be able to have the extended unit limits. But EUDs always win out for me
[2020-9-03. : 6:23 pm]
MTiger156 -- What do you mean non-EUD is beneficial? The only thing I trade off is extended unit/sprite limit, which doesn't even affect me cuz my maps are never massive.
[2020-9-03. : 5:58 pm]
sraw531 -- I do feel like too many people throw away the benefits of not using EUD, for the benefits of using EUD, without seemingly a second thought.
[2020-9-03. : 1:33 pm]
MTiger156 -- EUD Editor triggers have a "EUD Wait" action, which I think achieves the same effect as Wait without risking block. While on this subject, I wonder if SI will add more EUD actions to SCMD (the EUD Wait could be especially useful to the less skilled creators)
[2020-9-03. : 9:15 am]
sraw531 -- its been like 10 years since I used waits for anything besides hypers lol
[2020-9-03. : 8:24 am]
O)FaRTy1billion[MM] -- if you only need it for a specific application and are 100% certain any waits for the same player cannot overlap, you can just do hypers for a different player (such as a computer or neutral player) and then others will be able to use 1 wait
[2020-9-03. : 8:20 am]
sraw531 -- Yeah, im so used to thinking that I can't, I'm just thinking it might be a novel idea being able to actually use a few.
[2020-9-03. : 8:09 am]
O)FaRTy1billion[MM] -- each player can run 1 wait at a time without blocking ... there are ways around it, but using other timers (DC timers) is easiest because you don't have to think about blocking at all
[2020-9-03. : 7:21 am]
Oh_Man -- just use death counter timers instead of waits
[2020-9-03. : 6:53 am]
sraw531 -- so, reading the hyper trigger thread, Sacrieur says "This can be avoided by having at least two players who are not running a wait at any given time.", does this mean that if I have 3 computers, I can actually use waits for the non-computers? ( http://www.staredit.net/topic/16433/ )
[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. : 11:25 am]
NudeRaider -- and 1s / 84ms = 11.9 triggers per real-time second
[2020-9-02. : 11:24 am]
NudeRaider -- jjf28
jjf28 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. : 8:32 am]
sraw531 -- ah man, ruined so many triggers with that bad maths lol
[2020-9-02. : 8:13 am]
jjf28 -- which doesn't reduce
[2020-9-02. : 8:12 am]
jjf28 -- NudeRaider
NudeRaider 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 -- jjf28
jjf28 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. : 3:28 am]
RdeRenato -- I put game / tminimap & unit files in mod folder
[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 -- RdeRenato
RdeRenato 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. : 1:41 am]
RdeRenato -- how to use the custom colors with mod scmdraft?
[2020-9-02. : 1:41 am]
RdeRenato -- p l e a s e
[2020-9-02. : 1:41 am]
RdeRenato -- h e l p
[2020-9-02. : 1:30 am]
jjf28 -- I deleted the first, but you still see it until refresh
[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 -- not sure why you doubleposted lol
[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 -- sraw531
sraw531 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] -- sraw531
sraw531 shouted: does scmdraft2 have a version that includes carbot skin?
I don't believe so. sraw531
sraw531 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
[2020-9-01. : 2:54 am]
sraw531 -- does scmdraft2 have a version that includes carbot skin?
[2020-9-01. : 2:27 am]
lifebot -- once I can figure out how to use SCA in a map, ill post a tut
[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. : 2:55 pm]
lifebot -- I guess if you start a new map from fresh, def use EUD Editor 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. : 8:36 am]
Oh_Man -- nice
[2020-8-31. : 5:39 am]
lifebot -- Must post screenshot here
[2020-8-31. : 5:39 am]
lifebot -- Actaully nvm PM, contest is posted here http://www.staredit.net/topic/18100/
[2020-8-31. : 5:36 am]
lifebot -- PM screen @ staredit discord
[2020-8-31. : 5:35 am]
lifebot -- Only first winner
[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] -- Vrael
Vrael 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. : 3:06 am]
lifebot -- MTiger156 u need EUD Editor 3 latest version
[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 -- AttributeError: 'list' object has no attribute 'shape'
[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 -- Basically undo -> redo -> crash fixed.... wtf
[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. : 9:31 pm]
lil-Inferno -- tru
[2020-8-30. : 9:31 pm]
MTiger156 -- I didn't say desync, it is real crashing.

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