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[2019-6-04. : 3:41 pm] O)FaRTy1billion[MM] -- I believe all extended unit and player overflows have been fixed, so the only way to do it is EUDs (which are officially supported by sc:r now, so there's not really a reason not to use them unless you need expanded unit limits)[2019-6-04. : 10:07 am] sraw531 -- and is modifying supply limits ( http://www.staredit.net/topic/13127/ ) completely undoable now?[2019-6-04. : 8:40 am] sraw531 -- so from what I can see, nibbits is dead/down, right? Where is a good place to search for sc1 maps? (I'm trying to see if theres an updated version of an RPG I have, Majesty2)[2019-6-04. : 6:35 am] NudeRaider -- Voyager7456Voyager7456 shouted: stay off my lawn but not far from the actual answers: Oo.ZeALoT.oOOo.ZeALoT.oO shouted: hi NudeRaiderNudeRaider shouted: moin TF-TF- shouted: Shartinex XVIII Dem0nDem0n shouted: ya me talking gibberish, TF with an inside joke and demon giving off a agreement to god knows what.[2019-6-04. : 6:30 am] NudeRaider -- Moose also already agreed to it so I think we can get him to do it. http://www.staredit.net/368024/ ![]() [2019-6-04. : 6:30 am] Voyager7456 -- NudeRaiderNudeRaider shouted: we are probably the most uninviting forum I know. good[2019-6-04. : 6:29 am] NudeRaider -- so if someone would move them over, we could write protect our wiki and link it. Although tbh this isn't too high priority anymore since our wiki is slow but far from the unbearably slow back when people were still using SEN.[2019-6-04. : 6:26 am] NudeRaider -- Pr0nogoPr0nogo shouted: wiki is still super slow, someone made a third party mirror some time ago (idk how up to date it is): http://www.staredit.net/topic/17460/ https://staredit-network.fandom.com/wiki/Category:Starcraft seems to be missing a few articles over http://www.staredit.net/wiki/index.php?title=Category:StarCraft (117 vs. 128)[2019-6-04. : 1:46 am] Dem0n -- http://www.staredit.net/topic/12868/ lmaooo the only content in that thread (a link) is dead[2019-6-04. : 12:00 am] Pr0nogo -- works way faster than the current one anyways, so imo people should start moving articles over to it[2019-6-03. : 11:58 pm] Pr0nogo -- wiki is still super slow, someone made a third party mirror some time ago (idk how up to date it is): http://www.staredit.net/topic/17460/[2019-6-03. : 11:56 pm] Pr0nogo -- maybe collapse everything but the most recent, since it makes the main page too big imo. minimalism is a lost art[2019-6-03. : 10:44 pm] NudeRaider -- you mean collapse the news posts? Not sure I agree because we have so few. Makes it more obvious. Also our wiki is okay (and also fan-made). Can't say anything about the wiki you're talking about. Do you have a link?[2019-6-03. : 7:51 pm] Pr0nogo -- news should start minimized, recent posts should be wider per dem0n's suggestion, wiki should link to the fan-made wiki that actually works[2019-6-03. : 7:18 pm] NudeRaider -- not to mention the virus scanner at work blocks sen now. Is considered a threat[2019-5-31. : 7:02 pm] MTiger156 -- Though Terran and Protoss don't have issues when moved, I often see a Zerg player's overlord disappear in the process, despite not using any Remove. So my last remaining bit of race detection is just checking each Zerg player for a missing overlord at the start.[2019-5-31. : 6:56 pm] NudeRaider -- I'm just curious btw. also good call about the color randomization.[2019-5-31. : 6:49 pm] MTiger156 -- True, random start locations doesn't serve a big purpose to the map anymore, but Pallfy probably wants the color randomization kept. Race selection is done from lobby, and since I now allow initial buildings and workers to spawn, I just do "moves" instead of "creates"[2019-5-31. : 5:57 pm] MTiger156 -- Nevermind the business with hatcheries and EUDs. I got simpler solutions to each. "Randomize Start Locations" is enabled, but because each force has 2 players, each player has only 2 possible starting spots. To increase the possibilities to all 8, start locations are placed at center. Then, lots of switches get randomized, causing each player's structure/miners to be moved to an actual start spot (cleverly preventing overlaps).[2019-5-31. : 3:20 pm] NudeRaider -- Dem0nDem0n shouted: he's randomizing locations via triggers though. When the map starts, no buildings spawn. Once the positions have been assigned, he spawns the buildings for each playe. but he's saying he spawns the hatcheries in the middle of the map MTiger156MTiger156 shouted: I was originally putting start locations over water so that nothing initially spawned. The only reason I considered this was because Hatchery creep was disrupting my custom-made "randomize start location" triggers. I ended up moving all start locations to center of map (the *real* starting spots in the corners). This results in some creep being present at center, but fades away. [2019-5-31. : 2:21 pm] Dem0n -- he's randomizing locations via triggers though. When the map starts, no buildings spawn. Once the positions have been assigned, he spawns the buildings for each playe.[2019-5-31. : 2:20 pm] NudeRaider -- haven't taken a look at your map, but why is it necessary to account for race in the first place? Since you disabled randomized starting locations, you know P1 & P2, P3 & P4, etc. are supposed to be allies. Can't you just use dedicated player numbers and always ally them?[2019-5-31. : 2:00 pm] MTiger156 -- I was originally putting start locations over water so that nothing initially spawned. The only reason I considered this was because Hatchery creep was disrupting my custom-made "randomize start location" triggers. I ended up moving all start locations to center of map (the *real* starting spots in the corners). This results in some creep being present at center, but fades away.[2019-5-31. : 4:26 am] NudeRaider -- MTiger156MTiger156 shouted: It's an interesting challenge... 2v2v2v2 with alliances and races set in lobby. In-game, the alliances are locked and start locations are randomized. It requires a pretty abstract solution. when you select race in the lobby it creates a main building and 4 workers for that race at the start location. Using EUDs to find out what was spawned seems like overkill.[2019-5-31. : 1:32 am] MTiger156 -- It's an interesting challenge... 2v2v2v2 with alliances and races set in lobby. In-game, the alliances are locked and start locations are randomized. It requires a pretty abstract solution.[2019-5-31. : 1:01 am] O)FaRTy1billion[MM] -- it's in here http://farty1billion.dyndns.org/euddb/?pg=entry&id=451[2019-5-31. : 12:49 am] MTiger156 -- Does anyone know of an EUD address that stores player race? So far I can't find it, but I was sure it existed.[2019-5-30. : 3:56 pm] NudeRaider -- "16-bit numbers" numbers that can be stored in 16 bit of memory. since a bit can have 2 values this is easily calculated by 2^16. Then subtract 1 because computers start to count at 0.[2019-5-30. : 3:54 pm] NudeRaider -- "hexadecimal endian byte ordering" basically if you read numbers from computer memory backwards or forwards.[2019-5-30. : 2:01 pm] jjf28 -- Oh_ManOh_Man shouted: dont know what "code serialization for the STR section" is either how I write the save function in Chkdraft especially as concerns strings![]() [2019-5-30. : 1:57 pm] Oh_Man -- it's some sort of mid-way point for a goal you're trying to achieve?[2019-5-30. : 1:57 pm] Oh_Man -- oh so basically taht article wasn't even for mapper reading, essentially, is wat it seems like[2019-5-30. : 1:57 pm] jjf28 -- providing me a better understanding of limits and how I need to code serialization for the STR section[2019-5-30. : 1:55 pm] Oh_Man -- i guess I only care about what is the end result for a mapper, like, what is this providing[2019-5-30. : 1:55 pm] Oh_Man -- yeah but you are talking nuts and bots jjj thats' wat I'm saying. I dont know what hexadecimal endian byte ordering is, i dont even really know what 16-bit numbers are[2019-5-30. : 1:08 pm] NudeRaider -- man, I feel like a sketch that visualizes all that shit would be useful. It's so hard to find a common understanding with just words.[2019-5-30. : 1:02 pm] NudeRaider -- "the one string is only 130053 bytes long" Then maybe I have trouble understanding the concept of substrings. I was assuming a substring is a subset of a larger string. For example you have a string 10 chars long. And wanted a certain substring, you'd say substring starts 5 chars deep, and ends after 3 chars. So it would return chars 5,6 and 7 And that it would be impossible to say it starts at 9 and goes for 3 chars, becasuse then it would return 9,10 and 11. 11 isn't part of the 10-char string anymore. Unless... it IS possible to say that, so that "officially" the ONE string is only 2x 64k but after that there's almost 4 GiB of "dummy" data you can address as an overflow, but isn't officially part of the string anymore.[2019-5-30. : 12:54 pm] NudeRaider -- jjf28jjf28 shouted: I disagree with saying we've doubled the amount of useful characters cause it's a lot more complicated than that and you'll never actually be able to make use of them, but I gotta work now ya, it's a best case scenario. IF you can make use of all the substrings.[2019-5-30. : 12:53 pm] jjf28 -- I disagree with saying we've doubled the amount of useful characters cause it's a lot more complicated than that and you'll never actually be able to make use of them, but I gotta work now[2019-5-30. : 12:51 pm] NudeRaider -- you can go even further, and let the last substring be almost be 4GiB, but since nobody has a need for a string this big, and it can't further separated into sub-substrings, this is entirely theoretical. So my conclusion is, the useful limit could be expanded by 100%[2019-5-30. : 12:49 pm] NudeRaider -- NudeRaiderNudeRaider shouted: okay, so at best you can double the number of chars in the string section, but only if you find a way to fill the ONE string with useful substrings? my reasoning is this: Can only address strings until 64k, but when the last string starts at 64k you can adress substrings again 64k deep. that's twice the normal limit. Now if that last string, is 64k and contains useful substrings you essentially double the amount of useful chars. But...[2019-5-30. : 12:47 pm] jjf28 -- NudeRaiderNudeRaider shouted: " the one string is only 130053 bytes long," why? Aren't you saying it's almost 4GiB long? let's say you didn't care about hitting maximum number of strings, then you use no offset that contains a zero byte, ergo no '\0' byte, then if you avoid using any nul terminators your only limit is the section size (4gbs?, maybe 2gbs?)[2019-5-30. : 12:45 pm] NudeRaider -- " the one string is only 130053 bytes long," why? Aren't you saying it's almost 4GiB long?[2019-5-30. : 12:45 pm] jjf28 -- and when I focus on maxing number of unique strings I need to use offsets that contain a zero (contain a null) and forcibly break up the last string after 130053 bytes[2019-5-30. : 12:44 pm] jjf28 -- but the 4gbs model is focused on maxing characters, I'm focused on maxing number of strings[2019-5-30. : 12:44 pm] jjf28 -- NudeRaiderNudeRaider shouted: jjf28 but only under 1 condition: the last substring of that ONE string, starts somewhere "before the byte" AND is "6,375,767,045" (-65536) bytes long, right? no, the one string is only 130053 bytes long, back here you're asking a question that's ambiguous to me NudeRaiderNudeRaider shouted: okay, so at best you can double the number of chars in the string section, but only if you find a way to fill the ONE string with useful substrings? your one string could be 4gbs long if you wanted to |
Ultraviolet,
NudeRaider