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Pages: < 1 « 279 280 281 282 2833567 >

[2019-1-27. : 8:44 pm]
Wormer -- but is there a separate FirstTrigPtr for each player?
[2019-1-27. : 8:42 pm]
Wormer -- :idea: alas all my triggers virtual and placed into a continous memory! fun stuff
[2019-1-27. : 8:39 pm]
jjf28 -- yea, just set 0x0051A288 (FirstTrigPtr) to 0, then read 0x005993D4 into 0x0051A288 (countoffs), then add the offset of your first STR trigger entry (which you can calculate at save time)
[2019-1-27. : 8:39 pm]
Wormer -- btw it's read-only data? will I be able to read it via countoff?
[2019-1-27. : 8:37 pm]
Wormer -- and that's all? store all triggers in a map as virtual? hell, that's didn't shoot my mind
[2019-1-27. : 8:37 pm]
jjf28 -- read 0x005993D4, the address of map strings
[2019-1-27. : 8:36 pm]
Wormer -- ummm :P
[2019-1-27. : 8:36 pm]
jjf28 -- think simpler - change the trigger header to the first STR trigger
[2019-1-27. : 8:35 pm]
Wormer -- trying to wrap my head around what's needed to insert a STR-placed virtual trigger after Nth normal trigger in a map
[2019-1-27. : 8:35 pm]
jjf28 -- would need to be constructed with other triggers
[2019-1-27. : 8:34 pm]
Wormer -- if you want to use save game data space, do you need to construct those triggers with the other triggers? or is there a way to load that data with chk?
[2019-1-27. : 8:30 pm]
jjf28 -- and where the branching model could change in game and all that
[2019-1-27. : 8:27 pm]
jjf28 -- no they can't read them at all; I'm just saying I think it's impossible to reliably read something that's been compressed/uber optimized
[2019-1-27. : 8:27 pm]
Wormer -- jjf28
jjf28 shouted: editors can't read compressed triggers without accompanying metadata
Editors can't read str triggers at all yet, or isn't that already the case with new versions of SCMD or Chkdraft?
[2019-1-27. : 8:25 pm]
Wormer -- jjf28
jjf28 shouted: oh speaking of, very much need to pad the start of STRG to the nearest 4 byte boundary
Agreed
[2019-1-27. : 8:24 pm]
Wormer -- Now that I think about it, this thing depends on the particular triggers, but for triggers-variables without conditions trgk was talking about it might be the case
[2019-1-27. : 8:23 pm]
jjf28 -- oh speaking of, very much need to pad the start of STRG to the nearest 4 byte boundary
[2019-1-27. : 8:19 pm]
Wormer -- Didn't check that alignment stuff though :-)
[2019-1-27. : 8:18 pm]
Wormer -- Yes, as an output of a tool. If I am right, again it is only needed to put 0 into action byte for that action to be skipped during trigger execution and apparently it aligns well with trigger header and other data
[2019-1-27. : 8:17 pm]
jjf28 -- Wormer
Wormer shouted: if I understand it right, trgk puts a header of a trigger into actions section of another one -- they overlap
yea and edit the next trig pointers appropriately
[2019-1-27. : 8:14 pm]
jjf28 -- compression would be a ridiculous amount of work for the triggering engine as well, so it doesn't make any sense except as the output of a scripting language
[2019-1-27. : 8:13 pm]
Wormer -- if I understand it right, trgk puts a header of a trigger into actions section of another one -- they overlap
[2019-1-27. : 8:11 pm]
jjf28 -- editors can't read compressed triggers without accompanying metadata
[2019-1-27. : 8:11 pm]
Wormer -- yup ok, that sheet shared by Heinermann (I guess?) is what I am using too
[2019-1-27. : 8:10 pm]
Wormer -- OK, footer. Looks like a good start. But then are we going to support "compressed" triggers-variables that trgk was talking about at that thread
[2019-1-27. : 8:08 pm]
jjf28 -- I'm just copying from my notes http://www.staredit.net/topic/17546/
[2019-1-27. : 8:08 pm]
Wormer -- what EUD database do you use? looks like farty DB is down
[2019-1-27. : 8:07 pm]
jjf28 -- well no header, just the footer; it's the data sitting after the string data in STR
[2019-1-27. : 8:06 pm]
Wormer -- about STRG subformat, so this section is wrapped into header and footer consisting of version and a footprint "STRG"
[2019-1-27. : 8:04 pm]
jjf28 -- 0x0058F44C 0x005967F0 simple data empty (29604 bytes, up to 12 full triggers)
[2019-1-27. : 8:04 pm]
jjf28 -- that's all save game data, what you want is this little tail piece tho
[2019-1-27. : 8:03 pm]
jjf28 -- 0x0057F0F0 0x005967F0 simple data Game Data Structure (96000 bytes, up to 39 full triggers)
[2019-1-27. : 8:02 pm]
jjf28 -- speaking of, SI any thoughts on how we define the STR trigger data? I started with https://puu.sh/CDe7Y/254a4a080f.png ... but I'm thinking there needs to be something more flexible for the other data that could also go into STR
[2019-1-27. : 8:02 pm]
Wormer -- can you safely modify that chunk of 96000 bytes at runtime?
[2019-1-27. : 8:01 pm]
Wormer -- by the way, does the save game data you referred earlier mean @0x0057F0F0 (https://docs.google.com/spreadsheets/d/195jZK7Ap71eO1-qdVskC2xsVl7EbNdVp0hbh7N3D38A/edit#gid=0)
[2019-1-27. : 7:56 pm]
jjf28 -- triggers in STR are contiguous, so you can jump an absolute number of triggers forward or backward, as opposed to TRIG where they could be in any number of non-contiguous memory locations
[2019-1-27. : 7:55 pm]
jjf28 -- yea, would be best to put all of your triggers except the launcher and the occasional virtual trigger at some static address in the STR section
[2019-1-27. : 7:54 pm]
Wormer -- Though, if I'm right the benefit of STR-placed virtual triggers that you don't need to construct them using normal triggers, but rather can directly write into STR section of chk
[2019-1-27. : 2:11 pm]
jjf28 -- :whistle:
[2019-1-27. : 2:07 pm]
Suicidal Insanity -- Which one of you has been doing rain dances outside my apartment the last 6 weekends? :P
[2019-1-27. : 3:04 am]
Black_Overseer -- I'm thinking I need a better napalm effect.. https://i.imgur.com/KFzdQuL.gif
[2019-1-27. : 1:55 am]
Wormer -- jjf28
jjf28 shouted: Wormer you most definitely can, I started some theory work and some example maps http://www.staredit.net/topic/17546/ (though I didn't finish tooling or anything like the koreans have), it's even easier to edit triggers within the save game data section in memory
Watching that thread! That's very interesting triggers stuff. I was referring my memories to STR from there, but forgot where it was posted.
[2019-1-26. : 10:41 pm]
Suicidal Insanity -- AFAIK you can also just edit the text in the buffer that stores what is currently on screen
[2019-1-26. : 10:35 pm]
jjf28 -- though runtime modifiable triggers are just one piece, you then have to either edit a string in the string section or farty has something for editing the static game strings (like weapon names and whatnot)
[2019-1-26. : 10:05 pm]
RdeRenato -- 🤗
[2019-1-26. : 9:58 pm]
jjf28 -- cause that's at a static address where STR is at a dynamic address
[2019-1-26. : 9:57 pm]
jjf28 -- Wormer
Wormer shouted: Dem0n No, really. I'm behind the time too :-) I *think* it works like this: there is a way to put as much runtime-modifiable triggers in STR section as you want; these triggers are IMO essentially what stores CTEXT data
you most definitely can, I started some theory work and some example maps http://www.staredit.net/topic/17546/ (though I didn't finish tooling or anything like the koreans have), it's even easier to edit triggers within the save game data section in memory
[2019-1-26. : 8:20 pm]
Wormer -- Oh_Man
Oh_Man shouted: incredible, koreans have found a way to bypass the string limit using something with EUDs called CTEXT - using CTEXT also doesn't push player conversations off the screen
Don't know technical basis of the non-pushing part though
[2019-1-26. : 8:18 pm]
Wormer -- Dem0n
Dem0n shouted: Oh_Man you are so far behind the times lmao
No, really. I'm behind the time too :-) I *think* it works like this: there is a way to put as much runtime-modifiable triggers in STR section as you want; these triggers are IMO essentially what stores CTEXT data
[2019-1-26. : 4:48 pm]
Dem0n -- Oh_Man
Oh_Man shouted: incredible, koreans have found a way to bypass the string limit using something with EUDs called CTEXT - using CTEXT also doesn't push player conversations off the screen
you are so far behind the times lmao
[2019-1-26. : 12:34 pm]
Suicidal Insanity -- Corbo
Corbo shouted: @SI, you didn't get to see the eclipse right?
Sort of. I didn't get up to see the eclipse, but I could have seen it. I saw the one last summer though.
[2019-1-26. : 12:19 pm]
Oh_Man -- incredible, koreans have found a way to bypass the string limit using something with EUDs called CTEXT - using CTEXT also doesn't push player conversations off the screen
[2019-1-26. : 4:13 am]
Corbo -- @SI, you didn't get to see the eclipse right?
[2019-1-25. : 4:12 pm]
Wormer -- Kittens!
[2019-1-25. : 11:26 am]
Suicidal Insanity -- NudeRaider
NudeRaider shouted: Suicidal Insanity dude.... that's a fucking badass pose. Awesome photo
=)
[2019-1-25. : 1:30 am]
Oh_Man -- RdeRenato
RdeRenato shouted: people people who to try the outlasttt???????????????????????????
I did
[2019-1-25. : 12:52 am]
NudeRaider -- Suicidal Insanity
Suicidal Insanity shouted: http://photos.arlinghaus.org/Animals/Cologne/2019.01.23-FSC_1936-QHD-%7B12F717A2-3E07-48BD-B34C-E8ED9071AD6C%7D.jpg <- I've wanted a snow leopard with that pose for two years. Now I even have it in the snow =)
dude.... that's a fucking badass pose. Awesome photo
[2019-1-25. : 12:44 am]
Suicidal Insanity -- http://photos.arlinghaus.org/Animals/Cologne/2019.01.23-FSC_1936-QHD-%7B12F717A2-3E07-48BD-B34C-E8ED9071AD6C%7D.jpg <- I've wanted a snow leopard with that pose for two years. Now I even have it in the snow =)
[2019-1-25. : 12:34 am]
RdeRenato -- :c
[2019-1-25. : 12:18 am]
Pr0nogo -- literally u
[2019-1-25. : 12:00 am]
Dem0n -- RdeRenato
RdeRenato shouted: ignore my white color name*
Dawg you'll literally never get a colored name
[2019-1-24. : 9:16 pm]
jjf28 -- https://youtu.be/4_nlcuKpXbc
[2019-1-24. : 9:15 pm]
RdeRenato -- :v
[2019-1-24. : 9:14 pm]
jjf28 -- you white bastard
[2019-1-24. : 9:13 pm]
RdeRenato -- ignore my white color name*
[2019-1-24. : 9:12 pm]
RdeRenato -- people people who to try the outlasttt???????????????????????????
[2019-1-24. : 7:50 pm]
Pr0nogo -- shouldn't lock anywhere anyways, since it's been reintroduced and refixed a few times now
[2019-1-24. : 7:27 pm]
Suicidal Insanity -- Or different editor

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