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[2014-10-18. : 7:35 am]
jjf28 -- impossibleh
[2014-10-18. : 7:35 am]
O)FaRTy1billion[MM] -- watch as you recompile and everything explodes. :P
[2014-10-18. : 7:34 am]
jjf28 -- ok all better http://puu.sh/cgPak/44a978a3ae.png
[2014-10-18. : 7:31 am]
jjf28 -- reference params*
[2014-10-18. : 7:31 am]
jjf28 -- wait... why'd i make alot of those references...
[2014-10-18. : 7:30 am]
O)FaRTy1billion[MM] -- lol I guess you can just do MTXM[...] >> 4
[2014-10-18. : 7:29 am]
jjf28 -- http://puu.sh/cgOZX/fd9cd664ac.png
[2014-10-18. : 7:29 am]
O)FaRTy1billion[MM] -- I meant low bits are the tile ID **
[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 :P
[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. : 7:26 am]
O)FaRTy1billion[MM] -- it is.
[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. : 6:55 am]
O)FaRTy1billion[MM] -- I agree
[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. : 6:45 am]
O)FaRTy1billion[MM] -- wait, are you going to not? D:
[2014-10-18. : 6:44 am]
jjf28 -- also, why must SI show 20 extra players that don't affect trigger execution? :P
[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 :P
[2014-10-18. : 6:37 am]
O)FaRTy1billion[MM] -- or make them as cryptic as possible
[2014-10-18. : 6:34 am]
O)FaRTy1billion[MM] -- well, if you can call that graphically
[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 -- gotta finish unit, tech, upg settings, classic trigs
[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? :P
[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. : 6:00 am]
O)FaRTy1billion[MM] -- gotta draw fast
[2014-10-18. : 6:00 am]
jjf28 -- I use cacheless drawing so my 10% zoom on big maps is slowww going
[2014-10-18. : 5:59 am]
O)FaRTy1billion[MM] -- the png .. it's not even a bitmap.
[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. : 5:58 am]
jjf28 -- indeed
[2014-10-18. : 5:58 am]
O)FaRTy1billion[MM] -- I wish full map images weren't so huge. :P
[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. :P
[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. :P
[2014-10-18. : 5:55 am]
jjf28 -- hax
[2014-10-18. : 5:54 am]
O)FaRTy1billion[MM] -- I add sprites with an elevation of 10, apparently.
[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. : 5:50 am]
O)FaRTy1billion[MM] -- Eh. I guess that's not much help. xD
[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. : 5:47 am]
jjf28 -- always hated how editors minimaps differed from in-game
[2014-10-18. : 5:47 am]
jjf28 -- mmk, i'll see if that roughly matches SC later
[2014-10-18. : 5:46 am]
O)FaRTy1billion[MM] -- jjf28
jjf28 shouted: while on the subject of minimaps... in what order are units drawn/how is their size scaled? :P
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? :P
[2014-10-18. : 4:06 am]
poiuy_qwert -- ah, cool. thanks!
[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. : 4:00 am]
trgk -- Was python that fast?
[2014-10-18. : 3:58 am]
jjf28 -- do you have the algorithms for drawing whole tiles already?
[2014-10-18. : 3:56 am]
jjf28 -- (x, y) --> (7, 6)
[2014-10-18. : 3:52 am]
poiuy_qwert -- hey FaRTy, how do you get the minimap color for a map TILE?
[2014-10-18. : 3:06 am]
Jack -- Anyone here know haskell?
[2014-10-18. : 12:28 am]
payne -- LoveLess
LoveLess shouted: payne What about a fire made of wood?
don't you pun me like that
[2014-10-18. : 12:12 am]
LoveLess -- payne
payne shouted: oh hey WoodenFire
What about a fire made of wood?
[2014-10-18. : 12:07 am]
O)FaRTy1billion[MM] -- datedit says it's unused
[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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