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[2014-10-13. : 9:01 pm]
jjf28 -- kk, thanks
[2014-10-13. : 9:01 pm]
Generalpie -- Also, fun! http://labs.dinahmoe.com/plink/
[2014-10-13. : 9:01 pm]
Generalpie -- I'll be back in 30 with the footage
[2014-10-13. : 9:01 pm]
Generalpie -- I'll prep my computer to record what happens. I also need to finish making dinner real quick
[2014-10-13. : 8:58 pm]
jjf28 -- map should freeze for a sec or two, then ghosts should have shields
[2014-10-13. : 8:58 pm]
jjf28 -- go onto lan or bnet, and just play the map solo
[2014-10-13. : 8:57 pm]
Generalpie -- So what, I go into Bnet and run this by myself?
[2014-10-13. : 8:56 pm]
jjf28 -- dunno
[2014-10-13. : 8:56 pm]
Generalpie -- Would that make a difference?
[2014-10-13. : 8:56 pm]
Generalpie -- I have Windows 8.1u1
[2014-10-13. : 8:54 pm]
jjf28 -- http://www.staredit.net/355832/
[2014-10-13. : 8:54 pm]
Generalpie -- Map pls
[2014-10-13. : 8:54 pm]
Generalpie -- Thanks for reminding me
[2014-10-13. : 8:54 pm]
Generalpie -- Oh right
[2014-10-13. : 8:44 pm]
jjf28 -- say pie weren't you going to try the protoss shields map on windows 8 for me? :)
[2014-10-13. : 8:25 pm]
Generalpie -- I have this one friend who is obsessed with it
[2014-10-13. : 8:15 pm]
Fire_Kame -- I guess
[2014-10-13. : 8:12 pm]
NudeRaider -- how to train your dragon is cute
[2014-10-13. : 7:48 pm]
Vrael -- my latency value is always -i
[2014-10-13. : 7:16 pm]
Roy -- Not sure about just generally high latency values.
[2014-10-13. : 7:15 pm]
Roy -- I think negative latencies just make you time out from other players, though, which would suggest it's signed.
[2014-10-13. : 7:15 pm]
jjf28 -- fun :D
[2014-10-13. : 7:14 pm]
Roy -- Although I'm curious if you can set a really high latency and then still interpret order commands by reading off the unit struct in a multiplayer game. I don't see why you couldn't.
[2014-10-13. : 7:12 pm]
Roy -- Not really: we'd be insane to test that.
[2014-10-13. : 7:12 pm]
Roy -- To the lab!
[2014-10-13. : 7:11 pm]
jjf28 -- though I haven't waited with 2147483648 for latency to test whether it works :P
[2014-10-13. : 7:09 pm]
jjf28 -- prolly signed
[2014-10-13. : 7:07 pm]
poiuy_qwert -- yay done chk loading/saving/exporting: http://poiuyqwert.com/PyMAP.html
[2014-10-13. : 7:05 pm]
Roy -- What would you put for game latency? Is it signed or unsigned?
[2014-10-13. : 7:04 pm]
Roy -- Armor is a byte, so I wouldn't expect it to be signed.
[2014-10-13. : 7:03 pm]
Roy -- Does SC1 even use signed bytes? Anywhere?
[2014-10-13. : 6:26 pm]
jjf28 -- would be useful for interpreting a chk spec faster
[2014-10-13. : 6:26 pm]
jjf28 -- Roy
Roy shouted: jjf28 Signage doesn't change the size of the value type.
doesn't change the bitlength, sure, but it speaks to the minimum/maximum of a value (can't have -1 armor upgrades) and how that value's used (a unitId will always cause address access >= that of unitId 0 in arrays)
[2014-10-13. : 6:08 pm]
Sacrieur -- rekt#
[2014-10-13. : 6:07 pm]
Roy -- Maybe it's not as trivial to convert between signed and unsigned values in C, though, and that's why it seems like a bigger deal.
[2014-10-13. : 5:49 pm]
Roy -- For*, not more.
[2014-10-13. : 5:48 pm]
Roy -- C# has ushort, uint and ulong, though, more semantic simplicity.
[2014-10-13. : 5:44 pm]
Roy -- jjf28
jjf28 shouted: no mention of signed/unsigned? you java slut :roy:
Signage doesn't change the size of the value type.
[2014-10-13. : 4:48 pm]
Devourer -- Yaya I am lorde yaya :lol:
[2014-10-13. : 4:31 pm]
Sacrieur -- but java has small bytecode :P
[2014-10-13. : 4:30 pm]
Sacrieur -- python has smaller bytecode
[2014-10-13. : 3:08 pm]
jjf28 -- forced OO, litle unsigned support, and poor native support against it
[2014-10-13. : 3:06 pm]
jjf28 -- it has auto threading and portability going for it
[2014-10-13. : 3:06 pm]
jjf28 -- that would be odd for a reflective language
[2014-10-13. : 3:05 pm]
Sacrieur -- I think java has smaller executables or some such nonsense
[2014-10-13. : 3:05 pm]
Sacrieur -- also true
[2014-10-13. : 3:02 pm]
Devourer -- most > java :c
[2014-10-13. : 3:00 pm]
Sacrieur -- C# > java
[2014-10-13. : 3:00 pm]
Sacrieur -- no way man
[2014-10-13. : 2:59 pm]
jjf28 -- no mention of signed/unsigned? you java slut :roy:
[2014-10-13. : 1:41 pm]
Roy -- FaRTy1billion
FaRTy1billion shouted: Can I change the CHK format specs to use byte, short, and long instead of byte, "2 byte integer", and "4 byte integer"?
How about 8-bit integer, 16-bit integer, and 32-bit integer? :roy:
[2014-10-13. : 12:47 pm]
jjf28 -- FaRTy1billion
FaRTy1billion shouted: Can I change the CHK format specs to use byte, short, and long instead of byte, "2 byte integer", and "4 byte integer"?
u32/s32 master race
[2014-10-13. : 12:46 pm]
RIVE -- :wob:
[2014-10-13. : 12:45 pm]
jjf28 -- Devourer
Devourer shouted: c++ master-language
:wob:
[2014-10-13. : 12:23 pm]
Moose -- :wob:
[2014-10-13. : 6:59 am]
O)FaRTy1billion[MM] -- It looks like I'll have to finish tomorrow D:
[2014-10-13. : 6:59 am]
O)FaRTy1billion[MM] -- I'm updating the thing (fixing the wiki formatting too), but I'll update the actual entry when I'm done.
[2014-10-13. : 6:58 am]
O)FaRTy1billion[MM] -- Really just anything but what it is. D:
[2014-10-13. : 6:57 am]
O)FaRTy1billion[MM] -- Or maybe byte, word, and dword?
[2014-10-13. : 6:57 am]
O)FaRTy1billion[MM] -- Can I change the CHK format specs to use byte, short, and long instead of byte, "2 byte integer", and "4 byte integer"?
[2014-10-13. : 6:53 am]
Devourer -- c++ master-language
[2014-10-13. : 5:40 am]
O)FaRTy1billion[MM] -- Physics library is cool. When you create a unit you just define a physics box/shape for it, and then call the physics update function periodically and then draw the object with the matrix returned by the physics function. xD
[2014-10-13. : 5:38 am]
O)FaRTy1billion[MM] -- except I got a physics library to alleviate a lot of the math requirement... I can also get a drawing library so I do even less. xD
[2014-10-13. : 5:36 am]
O)FaRTy1billion[MM] -- especially for lighting (which is written in GLSL and compiled at run-time by opengl)
[2014-10-13. : 5:36 am]
O)FaRTy1billion[MM] -- The hard part isn't the language or proramming, it's all the math xD
[2014-10-13. : 5:34 am]
Dem0n -- interesting
[2014-10-13. : 5:28 am]
O)FaRTy1billion[MM] -- Only in 3D.
[2014-10-13. : 5:27 am]
O)FaRTy1billion[MM] -- Then I learned it's basically just a wrapper for OpenGL, so then I did it myself in C.
[2014-10-13. : 5:27 am]
O)FaRTy1billion[MM] -- I only used C++ because the library I was using for drawing stuff was in C++ xD
[2014-10-13. : 5:27 am]
O)FaRTy1billion[MM] -- not really

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