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[2016-6-05. : 12:27 am]
O)FaRTy1billion[MM] -- In the function that searches for the isid just replace the fatal error call to a function that searches the next iscript.bins, then in the code that calls animation scripts just add a hook to make it point to the right file to read the appropriate iscript header
[2016-6-05. : 12:26 am]
O)FaRTy1billion[MM] -- It'll be easy because the iscript opcode loop reads from a 4-byte pointer that is just set/saved when it starts or when it reaches an end/wait/whatever.
[2016-6-05. : 12:25 am]
KYSXD -- Yes, please!
[2016-6-05. : 12:21 am]
O)FaRTy1billion[MM] -- 256 iscript.bins :wob:
[2016-6-05. : 12:21 am]
O)FaRTy1billion[MM] -- Unless I'm mistaken it seems the upper byte of image flags is unused, which means I could turn it in to an "extended iscript" value and do what I mentioned before about just loading multiple iscript.bins (to simplify implementing it and editing iscripts)
[2016-6-05. : 12:04 am]
O)FaRTy1billion[MM] -- And then extending iscript would be cool
[2016-6-05. : 12:03 am]
O)FaRTy1billion[MM] -- KYSXD
KYSXD shouted: So, FaRTy1, DatCC can save extended dat files and your plugin can load them in SC, what's next?
I need to finish the rest of the .dat files :P
[2016-6-04. : 11:54 pm]
jjf28 -- lost to cait traps
[2016-6-04. : 11:54 pm]
jjf28 -- their LoL team
[2016-6-04. : 11:54 pm]
KYSXD -- ?
[2016-6-04. : 11:50 pm]
jjf28 -- team liquid got pwned
[2016-6-04. : 11:50 pm]
jjf28 -- mann
[2016-6-04. : 11:46 pm]
KYSXD -- So, FaRTy1, DatCC can save extended dat files and your plugin can load them in SC, what's next?
[2016-6-04. : 11:42 pm]
O)FaRTy1billion[MM] -- anyway, that took way longer than it needed to
[2016-6-04. : 11:42 pm]
O)FaRTy1billion[MM] -- draw function fortunately is just a pointer to a function in each image struct xD
[2016-6-04. : 11:40 pm]
Corbo -- That is pretty much all spanish natives i k ow in here.
[2016-6-04. : 11:40 pm]
Corbo -- Clork_... me and you...
[2016-6-04. : 11:39 pm]
KYSXD -- Corbo
Corbo shouted: Well making the "being unit to me" would not be that hard. Hell, I could do it. The graphics for that would be hard.
The ribbon/laser/beam grp may be the hardest, the movement and the animations for both caster and target are easy to set.
[2016-6-04. : 11:38 pm]
KYSXD -- FaRTy1billion
FaRTy1billion shouted: KYSXD you could probably just give the attack sprite a custom draw function, somehow hooking it's creation to set it, and then just draw directly on to the framebuffer instead of making a roundabout custom GRP
Hmm... That could work.
[2016-6-04. : 11:37 pm]
KYSXD -- May i ask, how many people here speak spanish? Just curious
[2016-6-04. : 11:30 pm]
BeatMeistro -- Corbo
Corbo shouted: Well making the "being unit to me" would not be that hard. Hell, I could do it. The graphics for that would be hard.
I'm guessing try making it like a look like a plasma whip, Ala Samus?
[2016-6-04. : 11:28 pm]
O)FaRTy1billion[MM] -- KYSXD
KYSXD shouted: jjf28 Nope. Basically, you create a grp with one frame in memory, redirect the attack overlay to this, and draw the beam using Bresenham algoritm during every frame
you could probably just give the attack sprite a custom draw function, somehow hooking it's creation to set it, and then just draw directly on to the framebuffer instead of making a roundabout custom GRP
[2016-6-04. : 11:27 pm]
Corbo -- Well making the "being unit to me" would not be that hard. Hell, I could do it. The graphics for that would be hard.
[2016-6-04. : 11:23 pm]
KYSXD -- What part?
[2016-6-04. : 11:22 pm]
Corbo -- That would be fairly easy to code movement wise. Graphic wise would be a challenge.
[2016-6-04. : 11:19 pm]
KYSXD -- BeatMeistro
BeatMeistro shouted: KYSXD Yeah!
Well, there's a mod with real beam/lasers render. but, a mod with any of those skills? I haven't seen one
[2016-6-04. : 11:18 pm]
KYSXD -- lol
[2016-6-04. : 11:18 pm]
O)FaRTy1billion[MM] -- I blame clokr for making me change sprites.dat when it worked fine as it was
[2016-6-04. : 11:17 pm]
O)FaRTy1billion[MM] -- lol I forgot to fix some of the ini writing code
[2016-6-04. : 11:11 pm]
BeatMeistro -- KYSXD
KYSXD shouted: Like SCII Herc/Viper skill?
Yeah!
[2016-6-04. : 11:10 pm]
KYSXD -- Like SCII Herc/Viper skill?
[2016-6-04. : 11:09 pm]
BeatMeistro -- Corbo
Corbo shouted: BeatMeistro what do you mean lasso? Show me some sort of example?
Hmmm... i don't think lasso would be the right word... More like Scorpion's "Come over here" Move.
[2016-6-04. : 11:07 pm]
KYSXD -- BeatMeistro
BeatMeistro shouted: Corbo Really? That's awesome. Hmmmm, i just noticed something. Did anyone made a mod featuring a "Lasso" like weapon?
Lasso?
[2016-6-04. : 11:06 pm]
KYSXD -- Try playing solo vs cpu, it runs fine
[2016-6-04. : 11:06 pm]
KYSXD -- Corbo
Corbo shouted: KYSXD so it was actually us lgging? I thought the mod was just too insane xD
Not us, but me :P
[2016-6-04. : 11:05 pm]
Corbo -- BeatMeistro
BeatMeistro shouted: Corbo Really? That's awesome. Hmmmm, i just noticed something. Did anyone made a mod featuring a "Lasso" like weapon?
what do you mean lasso? Show me some sort of example?
[2016-6-04. : 11:04 pm]
Corbo -- KYSXD
KYSXD shouted: Corbo The mod? SC runs fine to me. Also, all the current mods are exe's that don't touch SC installation.
so it was actually us lgging? I thought the mod was just too insane xD
[2016-6-04. : 11:03 pm]
O)FaRTy1billion[MM] -- I did clean before closing, and I don't see a .sou so I think it's good now
[2016-6-04. : 11:02 pm]
jjf28 -- keep everything else
[2016-6-04. : 11:02 pm]
jjf28 -- oh, delete all debug and release folders, delete the .sou and .sdf files
[2016-6-04. : 11:02 pm]
O)FaRTy1billion[MM] -- I meant VS files
[2016-6-04. : 11:01 pm]
jjf28 -- but that's a negative question so :wob:
[2016-6-04. : 11:01 pm]
jjf28 -- everything but copies of blizzards files?
[2016-6-04. : 11:00 pm]
O)FaRTy1billion[MM] -- I dunno what files not to include in the source
[2016-6-04. : 10:58 pm]
O)FaRTy1billion[MM] -- jjf28
jjf28 shouted: FaRTy1billion always include the source, crappy C/C++ code > disassembly :P
ok. I just took the existing source and added stuff to it
[2016-6-04. : 10:57 pm]
KYSXD -- Corbo
Corbo shouted: That one mod we played yesterday, though, I think it messed up SC way too much since it actually made it lag. Maybe it pushed it too much to the limit :P
The mod? SC runs fine to me. Also, all the current mods are exe's that don't touch SC installation.
[2016-6-04. : 10:56 pm]
KYSXD -- True
[2016-6-04. : 10:55 pm]
jjf28 -- FaRTy1billion
FaRTy1billion shouted: Should I include the source? :P
always include the source, crappy C/C++ code > disassembly :P
[2016-6-04. : 10:52 pm]
BeatMeistro -- Corbo
Corbo shouted: KYSXD I had a concept to achieve that, I never tried it. maybe I should tonight.
Really? That's awesome. Hmmmm, i just noticed something. Did anyone made a mod featuring a "Lasso" like weapon?
[2016-6-04. : 10:52 pm]
O)FaRTy1billion[MM] -- oh, before I can put this up I need to update the plugin because clokr convinced me to allow the first 130 entries of sprites.dat to have all the fields :P
[2016-6-04. : 10:52 pm]
Corbo -- That one mod we played yesterday, though, I think it messed up SC way too much since it actually made it lag. Maybe it pushed it too much to the limit :P
[2016-6-04. : 10:51 pm]
Corbo -- Since I already figured out the .txt things
[2016-6-04. : 10:51 pm]
Corbo -- KYSXD
KYSXD shouted: Also, the proof... SC can render beam/lasers (like SCII Void Ray): http://www.moddb.com/mods/sc-sum-starcraft-super-unit-mod/videos/sc-sum-140-preview-mothership-beam-weapons
I had a concept to achieve that, I never tried it. maybe I should tonight.
[2016-6-04. : 10:51 pm]
O)FaRTy1billion[MM] -- Should I include the source? :P
[2016-6-04. : 10:51 pm]
Corbo -- KYSXD
KYSXD shouted: FaRTy1billion Wait... so... there's still work to do?
No rest for the wicked
[2016-6-04. : 10:49 pm]
BeatMeistro -- Well atleast unlike SC.org, SEN Atleast has people that still do modding stuff. Well not as much as the modding ages of old.
[2016-6-04. : 10:28 pm]
O)FaRTy1billion[MM] -- I didn't test it, but that worked so I am assuming it all works. :P
[2016-6-04. : 10:23 pm]
KYSXD -- FaRTy1billion
FaRTy1billion shouted: at least in decompiling the default units.dat to have 252 entries, then compiling that back to 252 entries
Wait... so... there's still work to do?
[2016-6-04. : 10:20 pm]
KYSXD -- FaRTy1billion
FaRTy1billion shouted: datcc works :wob:
OMG, OMG, OMG
[2016-6-04. : 10:14 pm]
O)FaRTy1billion[MM] -- at least in decompiling the default units.dat to have 252 entries, then compiling that back to 252 entries
[2016-6-04. : 10:13 pm]
O)FaRTy1billion[MM] -- datcc works :wob:
[2016-6-04. : 10:11 pm]
KYSXD -- And most people do not play mods, only develop them.
[2016-6-04. : 10:10 pm]
KYSXD -- Does anyone has an idea to promote the modding community or share mod projects? Maybe I'm wrong, but it seems that the only people interested in mod (in any kind) are the modders.
[2016-6-04. : 10:06 pm]
Moose -- Yeah, when IP was our deadbeat dad C|X^DDDDDD
[2016-6-04. : 9:52 pm]
Roy -- Dem0n
Dem0n shouted: they fucked the site when they decided to shut it down for two years and then bring it back with nothing on it
SEN basically did the same thing.
[2016-6-04. : 9:52 pm]
O)FaRTy1billion[MM] -- :wob:
[2016-6-04. : 8:17 pm]
BeatMeistro -- Dem0n
Dem0n shouted: they fucked the site when they decided to shut it down for two years and then bring it back with nothing on it
And Infoceptor have been hacked. And that's terrible.
[2016-6-04. : 8:17 pm]
Dem0n -- they fucked the site when they decided to shut it down for two years and then bring it back with nothing on it
[2016-6-04. : 8:16 pm]
Dem0n -- sc.org been dead forever

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