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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. : 12:21 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. : 12:03 am] O)FaRTy1billion[MM] -- KYSXDKYSXD 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 ![]() [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] -- draw function fortunately is just a pointer to a function in each image struct xD[2016-6-04. : 11:39 pm] KYSXD -- CorboCorbo 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 -- FaRTy1billionFaRTy1billion 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. : 11:30 pm] BeatMeistro -- CorboCorbo 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] -- KYSXDKYSXD 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. : 11:22 pm] Corbo -- That would be fairly easy to code movement wise. Graphic wise would be a challenge.[2016-6-04. : 11:19 pm] KYSXD -- BeatMeistroBeatMeistro 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] O)FaRTy1billion[MM] -- I blame clokr for making me change sprites.dat when it worked fine as it was[2016-6-04. : 11:09 pm] BeatMeistro -- CorboCorbo 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 -- BeatMeistroBeatMeistro 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 -- CorboCorbo shouted: KYSXD so it was actually us lgging? I thought the mod was just too insane xD Not us, but me ![]() [2016-6-04. : 11:05 pm] Corbo -- BeatMeistroBeatMeistro 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 -- KYSXDKYSXD 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 -- oh, delete all debug and release folders, delete the .sou and .sdf files[2016-6-04. : 10:58 pm] O)FaRTy1billion[MM] -- jjf28jjf28 shouted: FaRTy1billion always include the source, crappy C/C++ code > disassembly ok. I just took the existing source and added stuff to it![]() [2016-6-04. : 10:57 pm] KYSXD -- CorboCorbo 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 The mod? SC runs fine to me. Also, all the current mods are exe's that don't touch SC installation.![]() [2016-6-04. : 10:55 pm] jjf28 -- FaRTy1billionFaRTy1billion shouted: Should I include the source? always include the source, crappy C/C++ code > disassembly ![]() ![]() [2016-6-04. : 10:52 pm] BeatMeistro -- CorboCorbo 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 ![]() [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 ![]() [2016-6-04. : 10:51 pm] Corbo -- KYSXDKYSXD 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] Corbo -- KYSXDKYSXD 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. ![]() [2016-6-04. : 10:23 pm] KYSXD -- FaRTy1billionFaRTy1billion 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. : 10:14 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. : 10:10 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. : 9:52 pm] Roy -- Dem0nDem0n 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. : 8:17 pm] BeatMeistro -- Dem0nDem0n 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 |
O)FaRTy1billion[MM]