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[2018-8-13. : 11:48 pm] Pr0nogo -- yeah, though i imagine recycling location names and comments and w/e else isn't necessary for in-game play is easier to automate[2018-8-13. : 11:31 pm] jjf28 -- on load - trust the hash over the regular stringId, if the hash matches nothing in the mpq, calculate the new hash using the stringId, if both match nothing, toss out the sound "display string" entry[2018-8-13. : 11:27 pm] jjf28 -- that's a bit harder since the WAV needs to have a legitimate stringId in the background... we could setup a new section which keeps a hash of the sound file, the regular stringId, and an offset to the "display string" (which could come later in the same section), it's a bit of a headache because you have to repair the section every time you load (or just mercilessly let the references fall apart when other programs make changes) but it's doable[2018-8-13. : 11:12 pm] Pr0nogo -- Suicidal InsanitySuicidal Insanity shouted: Can't really do that automatically, cause of virtual wavs etc. You can specify the wav filename in the MPQ when importing though the point is, the wavs need to have reasonable names for the purposes of using them in triggers, so renaming them all to recycled strings would only be reasonable to do after i had already completed my triggers[2018-8-13. : 10:42 pm] jjf28 -- ohey, I'm redoing my MPQ abstraction right now, I should add a rename function ![]() [2018-8-13. : 10:41 pm] jjf28 -- that's all I've implemented so far too, but renaming would obviously be easiest for people trying to save strings (though even easier is blizzard officially extending string limits)[2018-8-13. : 10:36 pm] Suicidal Insanity -- I just have it configurable during inport, I don't support renaming[2018-8-13. : 6:04 pm] jjf28 -- when a wav is selected in the wav editor the user should be able to rename/select a new string in the map to use for it - and the editor automatically renames the sound in the MPQ[2018-8-13. : 3:58 pm] Suicidal Insanity -- Can't really do that automatically, cause of virtual wavs etc. You can specify the wav filename in the MPQ when importing though[2018-8-13. : 3:46 pm] Pr0nogo -- some tool to do that automatically could be useful, obviously that isn't great for the process of implementation[2018-8-13. : 1:19 pm] Suicidal Insanity -- Naw, the sound ID -> wav name table is just used by the sound editor, the triggers reference the string directly. But you can call your wavs anything you like, including 'Anywhere' 'Location 1' etc[2018-8-13. : 1:15 pm] Pr0nogo -- i was hoping there was a sound id separate from the wav name that would be referenced[2018-8-13. : 7:37 am] Suicidal Insanity -- Pr0nogoPr0nogo shouted: i specifically have need for comments and wav filenames to be ignored but idk if the latter is doable You can ignore wav filenames ... and then not have any sound?[2018-8-13. : 5:10 am] O)FaRTy1billion[MM] -- 32 bits is nice if you, for some reason, want to center a location and then detect its position XD[2018-8-13. : 3:41 am] Lanthanide -- RoyRoy shouted: Lanthanide Yeah, an x/y vs w/h would be more convenient, for sure, since resizing locations isn't something I'd think needs to commonly be done. actually I was thinking of 16 bits per edge, instead of 32[2018-8-13. : 1:04 am] jjf28 -- ya you can easily (well, it's not trivial but I added some extra support for it) to use some other string in your map as the wav string[2018-8-13. : 12:44 am] Roy -- LanthanideLanthanide shouted: Roy it's kind of annoying that it takes up a full 32 bits per edge though, means it's 4 actions to move a location arbitrarily, when it really could be done in just 2 actions Yeah, an x/y vs w/h would be more convenient, for sure, since resizing locations isn't something I'd think needs to commonly be done.[2018-8-12. : 11:52 pm] Pr0nogo -- i specifically have need for comments and wav filenames to be ignored but idk if the latter is doable[2018-8-12. : 11:51 pm] Pr0nogo -- has there been any update on the string limit fixes via scmd? i remember someone suggested making all non-game strings not count towards the limit[2018-8-12. : 11:20 pm] Lanthanide -- since there's a 64 action limit on triggers, it does actually make things a bit clumsier if you want to do lots of location moving[2018-8-12. : 11:20 pm] Lanthanide -- RoyRoy shouted: Suicidal Insanity That's great! It's possibly one of the most powerful functions we can have for advanced trigger concepts. it's kind of annoying that it takes up a full 32 bits per edge though, means it's 4 actions to move a location arbitrarily, when it really could be done in just 2 actions[2018-8-12. : 9:32 pm] Roy -- Suicidal InsanitySuicidal Insanity shouted: Even scmdraft supports moving locations in pixel coordinates That's great! It's possibly one of the most powerful functions we can have for advanced trigger concepts.![]() [2018-8-12. : 9:30 pm] Roy -- jjf28jjf28 shouted: you'll notice that you get APM for every key press - the map is either setting it up so that your keypresses are mapped to some action (e.g. invis buttons) or emulating a unit order You can fire multiple inputs my holding down the key, so it's not as straightforward as hitting a button, unless it's firing it off indirectly. The behavior seems to indeed be relying on the key press detection, or at the very least something that behaves identically to key down detection.[2018-8-12. : 9:29 pm] Suicidal Insanity -- Even scmdraft supports moving locations in pixel coordinates ![]() [2018-8-12. : 9:25 pm] Roy -- I could make a much better version of Super Mario SC if I spent some time to learn how they did the key mapping, and I could also manipulate location positions instead of relying on mobile and static grids.[2018-8-12. : 9:17 pm] Dem0n -- Those are the same guys that did Music Defense and Tower Defense. It's some pretty crazy shit.[2018-8-12. : 9:17 pm] MTiger156 -- Don't think so. I remember a Mario map that used a barracks for controls. As for the tetris map, I found a Korean site that may or may not be related to the map https://cafe.naver.com/edac[2018-8-12. : 7:37 pm] jjf28 -- you'll notice that you get APM for every key press - the map is either setting it up so that your keypresses are mapped to some action (e.g. invis buttons) or emulating a unit order[2018-8-12. : 7:13 pm] jjf28 -- also seems to contain string triggers - so I don't have time to reverse engineer it ![]() [2018-8-12. : 7:12 pm] jjf28 -- first couple triggers are setting up the location table then changing the string section pointer - likely launching (emulated) executable code[2018-8-12. : 7:04 pm] Roy -- I suppose it's EUDs explicitly setting the text on the top 4 rows, and not using Display Text Action at all.[2018-8-12. : 7:02 pm] Roy -- Not only the key presses working in multiplayer, but some advanced work on display text to always have a message display while also allowing regular chat to function.[2018-8-12. : 6:14 am] * jjf28 me too*[2018-8-12. : 6:14 am] * jjf28 me me me*[2018-8-11. : 7:32 pm] Voyager7456 -- Red2BlueRed2Blue shouted: No more dancing You come back after how many years, for this!? |