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Pages: < 1 « 346 347 348 349 350 … 3577 >

[2018-7-23. : 10:55 pm]
Suicidal Insanity -- KrayZee
KrayZee shouted: Suicidal Insanity It's so hot that when you put in a DVD of Ice Age and then it plays Waterworld.
haha nice
[2018-7-23. : 10:48 pm]
KrayZee -- Suicidal Insanity
Suicidal Insanity shouted: Suicidal Insanity Think Ill watch Ice Age xD
It's so hot that when you put in a DVD of Ice Age and then it plays Waterworld.
[2018-7-23. : 10:32 pm]
Wormer -- If the map doesn't have that special macro triggers file in mpq (means you didn't use that) there is an option to reverse engineer everything you have into macro triggers once. No way back though
[2018-7-23. : 10:31 pm]
Wormer -- if triggers don't match due to the fact that you updated your code it just recompiles
[2018-7-23. : 10:30 pm]
Wormer -- Wormer
Wormer shouted: the idea is simple: if you write macro triggers you don't touch normal triggers. If during compilation it detects that triggers in the map doesn't match generated triggers then it gives a warning that all external edits are gonna be lost
actually it does the check on the map load -- if triggers don't match macro triggers code then it gives this warning
[2018-7-23. : 10:29 pm]
Wormer -- the idea is simple: if you write macro triggers you don't touch normal triggers. If during compilation it detects that triggers in the map doesn't match generated triggers then it gives a warning that all external edits are gonna be lost
[2018-7-23. : 10:28 pm]
jjf28 -- I see merge-conflicts on the horizon
[2018-7-23. : 10:27 pm]
jjf28 -- Wormer
Wormer shouted: that is the long term goal to have that code stored along with the map and compile into triggers independently from any editor
mm, so I guess we need that changes-detected-ask-to-refresh-map code :P
[2018-7-23. : 10:27 pm]
Wormer -- I'm pretty bad at reverse engineering undocumented things xD
[2018-7-23. : 10:26 pm]
Suicidal Insanity -- And may have been removed in 0.9
[2018-7-23. : 10:26 pm]
Suicidal Insanity -- One of the void* params actually gives you access to the map MPQ class, but its not documented :P
[2018-7-23. : 10:26 pm]
Wormer -- that is the long term goal to have that code stored along with the map and compile into triggers independently from any editor
[2018-7-23. : 10:25 pm]
Wormer -- ultimately I need something more a plugin can do: I need to store the macro triggers code in a text file with predefined name inside mpq
[2018-7-23. : 10:24 pm]
Suicidal Insanity -- I offered to make a V2 interface for him but he said he didn't have the time :/
[2018-7-23. : 10:23 pm]
Suicidal Insanity -- But trgk's reverse engineered sample almost is better, because it avoids having to make sure the linker flags match
[2018-7-23. : 10:23 pm]
Suicidal Insanity -- I have or had a sample plugin DLL on my site
[2018-7-23. : 10:20 pm]
jjf28 -- I think trgk just reverse-engineered the plugin interface though; is it actually documented anywhere?
[2018-7-23. : 10:19 pm]
Suicidal Insanity -- There are like 3 or4, why not make it one more?
[2018-7-23. : 10:19 pm]
Moose -- So it's definitely a thing you can do, too
[2018-7-23. : 10:19 pm]
Moose -- TrigEdit++ is a text trigger editor for SCMD2 released as a plugin
[2018-7-23. : 10:18 pm]
Wormer -- Suicidal Insanity
Suicidal Insanity shouted: Just make a trigger plugin, then you can use string API and dump trigger data in binary :P
Text trigger editor for SCMD released as a plugin?
[2018-7-23. : 10:17 pm]
jjf28 -- boutta make a core-SC developers team to define these standards tbh
[2018-7-23. : 10:14 pm]
Suicidal Insanity -- Just make a trigger plugin, then you can use string API and dump trigger data in binary :P
[2018-7-23. : 10:13 pm]
Wormer -- jjf28
jjf28 shouted: I have some code that another app could use to send me a new TRIG and/or STR section, though you would have to build the new STR section yourself if we went that route
that is a way to go, but first things first I don't want to mess up with str and other stuff -- gonna generate simple "raw triggers format" consisting of raw actions and conditions only
[2018-7-23. : 10:12 pm]
Wormer -- Actually I plan to support trigger generation in various popular formats: scmdraft, chkdraft, binary format maybe
[2018-7-23. : 10:11 pm]
jjf28 -- I have some code that another app could use to send me a new TRIG and/or STR section, though you would have to build the new STR section yourself if we went that route
[2018-7-23. : 10:10 pm]
Moose -- TBH, let us write the TRIG section ourselves ez
[2018-7-23. : 10:09 pm]
Wormer -- jjf28
jjf28 shouted: that's really what you're doing besides with strings xD
strings would be the problem
[2018-7-23. : 10:08 pm]
Suicidal Insanity -- Wormer
Wormer shouted: jjf28 how does Starcraft react to this? is it valid to have a player with value >1 ?
the talk on the eud emulator may include the code. Pretty sure it does if (! player) continue
[2018-7-23. : 10:08 pm]
Wormer -- jjf28
jjf28 shouted: tbh why don't you just give me a binary trigger section?
omg, can do :D haha
[2018-7-23. : 10:08 pm]
jjf28 -- that's really what you're doing besides with strings xD
[2018-7-23. : 10:07 pm]
jjf28 -- tbh why don't you just give me a binary trigger section?
[2018-7-23. : 10:07 pm]
Wormer -- jjf28
jjf28 shouted: Wormer ya, I don't see any reason why you'd need to use anything but 0 or 1 for player numbers
how does Starcraft react to this? is it valid to have a player with value >1 ?
[2018-7-23. : 10:05 pm]
Wormer -- jjf28
jjf28 shouted: Wormer ya the text trigs for the same are up top
screw functional trigger format use this instead (I personally would prefer flags up top, but up to you)
[2018-7-23. : 10:05 pm]
jjf28 -- though I plan to use it for tracking meta-data http://www.staredit.net/topic/16714/ :)
[2018-7-23. : 10:03 pm]
jjf28 -- Wormer
Wormer shouted: jjf28 but these are only flags, I was surprised how chk format uses bytes for players
ya, I don't see any reason why you'd need to use anything but 0 or 1 for player numbers
[2018-7-23. : 10:01 pm]
Wormer -- jjf28 but these are only flags, I was surprised how chk format uses bytes for players
[2018-7-23. : 10:01 pm]
jjf28 -- Wormer
Wormer shouted: jjf28 is it in text? :inlove:
ya the text trigs for the same are up top
[2018-7-23. : 10:00 pm]
jjf28 -- http://www.staredit.net/sc1db/file/2963/ this utility did the string number defragmenting, the utility has lots of legacy problems though and SI no longer crashes on bad strings though so I don't recommend it
[2018-7-23. : 10:00 pm]
Suicidal Insanity -- Wormer
Wormer shouted: Suicidal Insanity what happens if you specify a number >1 for a player?
Let me check the source :P
[2018-7-23. : 10:00 pm]
Wormer -- jjf28 is it in text? :inlove:
[2018-7-23. : 9:59 pm]
jjf28 -- Wormer
Wormer shouted: Suicidal Insanity what happens if you specify a number >1 for a player?
https://puu.sh/B1TD5/c3c7332702.png
[2018-7-23. : 9:58 pm]
Wormer -- Suicidal Insanity
Suicidal Insanity shouted: Wormer Pretty sure they are all known
what happens if you specify a number >1 for a player?
[2018-7-23. : 9:58 pm]
jjf28 -- Wormer
Wormer shouted: jjf28 Can it change string # in the process? if it's the case, you need to edit all triggers that use that string to specify the new #
no, it keeps the same string numbers, defragmenting on that level of string numbers is also something I have code for, but it's not something I do when regularly processing string tables
[2018-7-23. : 9:57 pm]
Suicidal Insanity -- Wormer
Wormer shouted: Just realized I want Raw Players too to fill for random trigger owners data :)
Pretty sure they are all known
[2018-7-23. : 9:57 pm]
Wormer -- jjf28
jjf28 shouted: what I mean by jjf28 is that I don't try to keep the current string section structure and allow fragmenting and such to do so, every recompile is a de-fragment that loses what the map considers unused string junk
Can it change string # in the process? if it's the case, you need to edit all triggers that use that string to specify the new #
[2018-7-23. : 9:55 pm]
jjf28 -- what I mean by jjf28
jjf28 shouted: mm, whenever a string is added, removed, or changed, I go and recompile the string section; I've always kinda hated doing this, but trying to edit strings in-place is insanity
is that I don't try to keep the current string section structure and allow fragmenting and such to do so, every recompile is a de-fragment that loses what the map considers unused string junk
[2018-7-23. : 9:54 pm]
Wormer -- Just realized I want Raw Players too to fill for random trigger owners data :)
[2018-7-23. : 9:52 pm]
jjf28 -- I'm building a new TRIG and STR section that get hot-swapped for the current
[2018-7-23. : 9:51 pm]
jjf28 -- well no strings are added, changed, or removed until compilation finishes
[2018-7-23. : 9:50 pm]
Suicidal Insanity -- And no stripes
[2018-7-23. : 9:50 pm]
Suicidal Insanity -- Black doesn't really
[2018-7-23. : 9:49 pm]
Suicidal Insanity -- Orange works
[2018-7-23. : 9:48 pm]
Suicidal Insanity -- So not every time :P
[2018-7-23. : 9:47 pm]
jjf28 -- yes, but for text triggers it's one string table rebuild ;)
[2018-7-23. : 9:47 pm]
Suicidal Insanity -- Well, if you parse 500K text triggers, and every action that touches a sstring triggers a recompile, that's a bunch of sub 10ms calls
[2018-7-23. : 9:46 pm]
Suicidal Insanity -- hmmm I need orange and black striped text
[2018-7-23. : 9:46 pm]
jjf28 -- it all takes place in sub-10ms time for me
[2018-7-23. : 9:45 pm]
Suicidal Insanity -- I store the string data in memory in a completely custom format. And only dump it into flat data during save
[2018-7-23. : 9:45 pm]
Suicidal Insanity -- That seems ... performance intensive?
[2018-7-23. : 9:43 pm]
jjf28 -- mm, whenever a string is added, removed, or changed, I go and recompile the string section; I've always kinda hated doing this, but trying to edit strings in-place is insanity
[2018-7-23. : 9:42 pm]
Suicidal Insanity -- So if you don't touch any strings the strings are untouched (but realigned), but if you add / delete strings it changes
[2018-7-23. : 9:41 pm]
Suicidal Insanity -- Would need to check the code
[2018-7-23. : 9:41 pm]
Suicidal Insanity -- Although actually that may be incorrect. It may save strings which have reference count of 0, but it will overwrite them if you add a new string for any reason
[2018-7-23. : 9:39 pm]
jjf28 -- at least, that's how it works in Chkdraft
[2018-7-23. : 9:39 pm]
Suicidal Insanity -- Ya, it iterates other the array, anything with reference count == 0 is skipped
[2018-7-23. : 9:38 pm]
jjf28 -- I'm assuming when you go to re-write the string section anything not recognized as a used string in the map is lost, right?
[2018-7-23. : 9:34 pm]
Suicidal Insanity -- Suicidal Insanity
Suicidal Insanity shouted: 11 PM here, still too hot :(
Think Ill watch Ice Age xD
[2018-7-23. : 9:34 pm]
Suicidal Insanity -- Wormer
Wormer shouted: Suicidal Insanity I like that because after re-save the "invalid data" won't be rewritten with anything if I'm getting this right
Classic trigedit only touches data if you edit the trigger line itself. Otherwise its untouched. Text trigedit rewrites everything, so you lose everything that it doesn't understand
[2018-7-23. : 9:33 pm]
Suicidal Insanity -- 11 PM here, still too hot :(

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