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[2014-10-18. : 7:29 am] O)FaRTy1billion[MM] -- so like cv5[ (MTXM[...] & 0xFFF0)>>4 ].tile[ MTXM[...]&0xF ][2014-10-18. : 7:28 am] poiuy_qwert -- ah yeah thats a little confusing, though i guess it would help if it wasn't 3:30am ![]() [2014-10-18. : 7:27 am] O)FaRTy1billion[MM] -- I think that's explained in the tileset specs, but not in MTXM/TILE[2014-10-18. : 7:27 am] O)FaRTy1billion[MM] -- Though I guess it could be more specific ... the low 4 bits are the cv5 group ID, and the high 12 bits are the CV5 index[2014-10-18. : 7:25 am] poiuy_qwert -- hey, is there missing information for MTXM/TILE sections in the wiki? the integer per tile doesn't seem to just be megatile index?[2014-10-18. : 6:56 am] O)FaRTy1billion[MM] -- I say hide them! Stop the slew of "my trigger won't run! I put it under current player!"[2014-10-18. : 6:51 am] jjf28 -- having those players for trig ownership is misleading since they don't actually do anything[2014-10-18. : 6:49 am] jjf28 -- it'll be bad form to use stuff like that when there's actual templates; i'll leave an option to show them and have them visible when they are already used, since I know some people put documentation and stuff there[2014-10-18. : 6:46 am] O)FaRTy1billion[MM] -- I have put stuff as Player 13 for copies of triggers to be used like templates ... but that isn't really necessary with text triggers[2014-10-18. : 6:44 am] jjf28 -- also, why must SI show 20 extra players that don't affect trigger execution? ![]() [2014-10-18. : 6:39 am] jjf28 -- making them representative but with almost none of the slowdowns/limits and alotta abstraction/documentation options[2014-10-18. : 6:39 am] jjf28 -- i keep calling them classic trigs; but that's a really crappy term for them ![]() [2014-10-18. : 6:34 am] O)FaRTy1billion[MM] -- classic trigs are dumb, just make it a thing to add text trigs graphically[2014-10-18. : 6:33 am] jjf28 -- graphics are on back order, besides possibly fixing minimap unit sizes[2014-10-18. : 6:32 am] O)FaRTy1billion[MM] -- were you going to do iscript stuff? Or was I too confusing? ![]() [2014-10-18. : 6:17 am] jjf28 -- FML, tried .net fixit tool, reinstalled .net, used microsofts update fixit tool, cleared the cached updates, restarted too many times, and... nothing; same 13 updates won't install; ggwpms[2014-10-18. : 6:08 am] O)FaRTy1billion[MM] -- so that'd probably be slow to constantly update in realtime for the whole map ;o[2014-10-18. : 6:07 am] O)FaRTy1billion[MM] -- 843 including reading the units/sprites from the map file. ... No test to see how long it takes to save the png. xD that takes a long time[2014-10-18. : 6:07 am] O)FaRTy1billion[MM] -- Mine draws the entire map of Rush in 483 ms, excluding the time used to save it to PNG and excluding the time to read the units/sprites from the map file.[2014-10-18. : 6:01 am] O)FaRTy1billion[MM] -- mine draws fast, the longest part is writing the pngs xD[2014-10-18. : 6:01 am] jjf28 -- but 25 I can't even notice the draw time, so i'm not sure i should care xD[2014-10-18. : 5:59 am] O)FaRTy1billion[MM] -- the one for Rush is bigger than the scx, even with all the wavs. xD[2014-10-18. : 5:56 am] O)FaRTy1billion[MM] -- Also I draw lifted buildings with an elevation value of 18.[2014-10-18. : 5:56 am] O)FaRTy1billion[MM] -- Or was it above everything else? The point is, they drew not where they were supposed to. ![]() [2014-10-18. : 5:56 am] O)FaRTy1billion[MM] -- Also I had to hardcode dark swarm and dweb elevation, they always drew below everything else[2014-10-18. : 5:55 am] O)FaRTy1billion[MM] -- Burrow isn't correct, but I didn't adjust their elevation.[2014-10-18. : 5:55 am] O)FaRTy1billion[MM] -- http://i.snag.gy/sb45t.jpg dunno if this is correct, but this is how my sorting turns out. ![]() [2014-10-18. : 5:51 am] O)FaRTy1billion[MM] -- b)->elevation should be b->elevation ... I just erased all the typecasting and whatnot to make it more readable[2014-10-18. : 5:51 am] O)FaRTy1billion[MM] -- compares by elevation level, and then compares by y-coordinate[2014-10-18. : 5:50 am] O)FaRTy1billion[MM] -- More help: int compare(const void* a, const void* b){ if(a->elevation < b->elevation) return -1; if(a->elevation > b)->elevation) return 1; if(a->y < b->y) return -1; if(a->y > b->y) return 1; return 0; }[2014-10-18. : 5:49 am] O)FaRTy1billion[MM] -- int compare(const void* a, const void* b){ if(((sprite*)a)->elevation < ((sprite*)b)->elevation) return -1; if(((sprite*)a)->elevation > ((sprite*)b)->elevation) return 1; if(((sprite*)a)->y < ((sprite*)b)->y) return -1; if(((sprite*)a)->y > ((sprite*)b)->y) return 1; return 0; } is my quicksort compare function.[2014-10-18. : 5:48 am] O)FaRTy1billion[MM] -- /8 for 256x256-scaled maps, /4 for 128-scaled maps, and /2 for 64-scaled maps[2014-10-18. : 5:46 am] O)FaRTy1billion[MM] -- jjf28jjf28 shouted: while on the subject of minimaps... in what order are units drawn/how is their size scaled? I have no idea.. I just did it based on Elevation Level in units.dat, and some constant values for sprites. / in the StarEdit tab of units.dat, I used the "Placement box" property.![]() [2014-10-18. : 4:12 am] jjf28 -- while on the subject of minimaps... in what order are units drawn/how is their size scaled? ![]() [2014-10-18. : 4:06 am] jjf28 -- you should be good then, it's just the 7th over, 6th down pixel in a tile[2014-10-18. : 4:02 am] poiuy_qwert -- I have pretty much everything ready for a map editor, just never got around to it: http://poiuyqwert.com/pyms/[2014-10-18. : 12:28 am] payne -- LoveLessLoveLess shouted: payne What about a fire made of wood? don't you pun me like that[2014-10-18. : 12:12 am] LoveLess -- paynepayne shouted: oh hey WoodenFire What about a fire made of wood?[2014-10-18. : 12:07 am] O)FaRTy1billion[MM] -- also I often wonder, but never think to check, what happens if you change the weapon stuff for weapons that have no unit attached, like psi storm |
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