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[2016-1-16. : 3:12 pm] NudeRaider -- Wasn't there some EUD/EUP related trick invented like 1-2 years ago with which you can replace a sprite with an arbitrary image?[2016-1-16. : 2:25 pm] NudeRaider -- but if you wanted to (nobody does) you'd say geiles Internet-Mem[2016-1-16. : 2:18 pm] NudeRaider -- CorboCorbo shouted: I can translate it to spanish ;o CorboCorbo shouted: Can also do portuguese and german, nude would probably do german better, though. Think about all those spanish and portuguese speaking mappers! yup, I'd volunteer for German.[2016-1-16. : 2:16 pm] NudeRaider -- DevourerDevourer shouted: Can someone suspend Lil-Inferno for that? >:( Yes. You. ![]() [2016-1-16. : 1:43 pm] Moose -- Dem0n and Infeno used to be hard AF, now they family men logging on to SEN at like 0830 on Saturday, laughing my ass off! ![]() [2016-1-16. : 6:21 am] jjf28 -- I should prolly draw a class map; this is a tiny bit dated but makes for a good summary http://www.staredit.net/355075/[2016-1-16. : 6:15 am] O)FaRTy1billion[MM] -- I was trying to read over some of it, but there is so much[2016-1-16. : 6:15 am] O)FaRTy1billion[MM] -- the hardest part is just not being familiar with the layout and setup of chkd, so I don't know where or how to add certain things ;o[2016-1-16. : 6:14 am] O)FaRTy1billion[MM] -- I'll figure it out tomorrow. I probably won't be so tired, and I'll have thought about it more by then[2016-1-16. : 6:03 am] O)FaRTy1billion[MM] -- then when drawing you draw the primary, and then call the draw for the subunit right after[2016-1-16. : 6:02 am] O)FaRTy1billion[MM] -- really like I could just have a subunit value, and units with subunits just do like subunit = new unitNode(); so it's not really part of a list[2016-1-16. : 6:02 am] O)FaRTy1billion[MM] -- It is, but the sub-unit is only referenced by the primary unit, which is what I meant[2016-1-16. : 6:01 am] O)FaRTy1billion[MM] -- except it can be somewhere else, since usually the subunit is a ptr that is just usually null[2016-1-16. : 6:01 am] O)FaRTy1billion[MM] -- I think it's drawn as a separate unit, just with it's position updated to the primary unit[2016-1-16. : 5:59 am] O)FaRTy1billion[MM] -- I'll have to look in to it again, I don't totally remember[2016-1-16. : 5:57 am] jjf28 -- I'm just curious if they need to be in the primary list at all, or if UnitNodes could just point to subunits in a different list[2016-1-16. : 5:56 am] O)FaRTy1billion[MM] -- they're just separate units so they are drawn and dealt with differently than normal[2016-1-16. : 5:54 am] jjf28 -- do the subunits ever need to be recognized while traversing the whole collection of UnitNodes or do they just need to be in lists?[2016-1-16. : 5:51 am] O)FaRTy1billion[MM] -- But FaRTy1billionFaRTy1billion shouted: also units with subunits may or may not make things weird (worst case I could just add some thing showing it's 2 parts) could fix it[2016-1-16. : 5:51 am] O)FaRTy1billion[MM] -- I'd just keep map units at a 1:1 index, but subunits kind of throw that off ;o[2016-1-16. : 5:49 am] O)FaRTy1billion[MM] -- except I don't think sprites have a classinstance spot ... and I have to do the same thing with sprites (and unit sprites)[2016-1-16. : 5:48 am] O)FaRTy1billion[MM] -- when you remove a unit, then just delete that unit and related images/sprites[2016-1-16. : 5:48 am] O)FaRTy1billion[MM] -- the simplest thing I can think of is just making classinstance a pointer/reference to the unit graphics data xD[2016-1-16. : 5:47 am] O)FaRTy1billion[MM] -- ya, but it might reset animation because I won't know hwat they were before[2016-1-16. : 5:46 am] O)FaRTy1billion[MM] -- also units with subunits may or may not make things weird (worst case I could just add some thing showing it's 2 parts)[2016-1-16. : 5:45 am] O)FaRTy1billion[MM] -- I started to do the stuff you said earlier, but then wasn't sure how to handle keeping unit graphical tied to the map unit[2016-1-16. : 5:45 am] O)FaRTy1billion[MM] -- I haven't actually done anything but make some structs or classes or whatever[2016-1-16. : 5:44 am] O)FaRTy1billion[MM] -- because like I need to keep track of unit graphic data, but it's weird to have to keep two separate arrays any time anything is changed ...[2016-1-16. : 5:41 am] jjf28 -- FaRTy1billionFaRTy1billion shouted: I don't know how to keep the graphical units and the map units synchronized, but I'm too tired to figure it out tonight ;o really I just need to clean it up so add/insert/remove unit all go through single functions; then could either write a simple observer for scenario or override each in GuiMap; could invalidate all (call the same function called on map load) for fringe cases like changing unit indexes[2016-1-16. : 5:37 am] jjf28 -- though really the "this->" is redundant and doesn't clarify anything so I prefer BaseClassName::Thing for inherited stuff and leaving blank for the current class[2016-1-16. : 5:36 am] jjf28 -- FaRTy1billionFaRTy1billion shouted: Can I just turn the classinstance value in to a pointer to my data? dunno what you're asking, you can use "this->" to access anything in the class your function belongs to, or anything in classes it has inherited from[2016-1-16. : 5:24 am] O)FaRTy1billion[MM] -- Can I just turn the classinstance value in to a pointer to my data?[2016-1-16. : 5:24 am] O)FaRTy1billion[MM] -- I don't know how to keep the graphical units and the map units synchronized, but I'm too tired to figure it out tonight ;o[2016-1-16. : 5:05 am] Corbo -- Can also do portuguese and german, nude would probably do german better, though. Think about all those spanish and portuguese speaking mappers![2016-1-16. : 5:04 am] Corbo -- jjf28jjf28 shouted: hmm... mby, there's no centralized string collection tho xD Change it all so it supports multiple languages better! |
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