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[2018-3-03. : 10:08 pm] O)FaRTy1billion[MM] -- i wonder if we can change the 'is singleplayer' flag to multiplayer to make center views work correctly[2018-3-03. : 10:00 pm] Moose -- It's not like it worked well in single player before single frame hypers[2018-3-03. : 9:54 pm] O)FaRTy1billion[MM] -- thekianthekian shouted: Swampfox That can't work well in singleplayer though, right? Doesn't it pause the game for a short time after every center view? it might work fine, but the biggest problem is it centers the cursor[2018-3-03. : 7:31 pm] NudeRaider -- Currently an interesting selection of games that blend strategy, rpg, squad combat and adventure on humble bundle: https://www.humblebundle.com/games/classics-return-bundle Highlights are the (imo) heavily underappreciated Shadowrun trilogy, an xcom-esque and an fallout-esque.[2018-3-03. : 5:25 pm] thekian -- SwampfoxSwampfox shouted: omg i almost jizzed at center view on a moving unit with single tick hypers That can't work well in singleplayer though, right? Doesn't it pause the game for a short time after every center view?[2018-3-03. : 5:20 pm] thekian -- Voyager7456Voyager7456 shouted: Sorry I'd be more specific but I'm drunk and also my computer is broken so I Can't see the source This needs to be quoted endlessly forever.[2018-3-03. : 7:28 am] Voyager7456 -- Sorry I'd be more specific but I'm drunk and also my computer is broken so I Can't see the source[2018-3-03. : 7:27 am] Voyager7456 -- In one of the attack order function there's a check to see if a unit is accelerating[2018-3-03. : 7:26 am] Voyager7456 -- thekianthekian shouted: Also, can anyone tell me if it's plausible to make a non-turret based unit that fires while moving? Using a plugin, of course. yes[2018-3-03. : 6:36 am] thekian -- I figure you'd check available targets in the every frame method and be able to tell it to attack if its cooldown is done etc.. Anyone know if that would actually work?[2018-3-03. : 6:36 am] thekian -- Also, can anyone tell me if it's plausible to make a non-turret based unit that fires while moving? Using a plugin, of course.[2018-3-03. : 6:35 am] thekian -- lil-Infernolil-Inferno shouted: you're easily sexually excited lmao mad but not... wait.[2018-3-03. : 5:52 am] NudeRaider -- SwampfoxSwampfox shouted: omg i almost jizzed at center view on a moving unit with single tick hypers the reason it looks buttery smooth although it "only" has twice as much frames compared to normal hypers is because it IS buttery smooth. Since we've reached the refresh rate of scs graphics the screen ONLY moves together with the unit, whereas before your brain constantly had to keep up with the unit moving a bit and getting centered again the next frame.[2018-3-03. : 3:03 am] Swampfox -- omg i almost jizzed at center view on a moving unit with single tick hypers[2018-3-03. : 2:39 am] Swampfox -- dicking around with a single player story type of thing and im kind of relying on using those[2018-3-03. : 2:38 am] Swampfox -- so if im understanding that correctly, if i use transmissions, i will only get 2 tick trigger loops during the transmissions?[2018-3-03. : 2:34 am] Swampfox -- ive also been playing with that eud editor posted by t-warp. shits blowing my mind. i didnt know you could a lot of that stuff with euds[2018-3-03. : 2:31 am] jjf28 -- timings: https://docs.google.com/spreadsheets/d/1b9SbYY4lBPG52pj199eMyMqGZzPfsYqOEJkeOqKsebo/edit?usp=sharing[2018-3-03. : 2:31 am] Swampfox -- hmm interesting. whats the frametime in sc then? how many triggers per second?[2018-3-03. : 2:30 am] jjf28 -- take out any existing waits/transmissions including any used for hyper triggers and instead use a preserved EUD setting this to 0 http://farty1billion.dyndns.org/EUDDB/?pg=entry&id=574[2018-3-03. : 2:28 am] Swampfox -- i was going to duplicate the key detection trigger all over the place as a hacky solution haha. single frame hypers?[2018-3-03. : 2:23 am] jjf28 -- I think if you enable single-frame hypers you should get perfect keypress detection (assuming they're processed during game ticks, I'm not certain whether they are)[2018-3-03. : 2:21 am] jjf28 -- I also don't think key states were perfectly 4-byte aligned, so several triggers may be needed for one key[2018-3-03. : 2:19 am] jjf28 -- mostly you just have to assume that the keys in-between may have been pressed and keep advancing the key tracker[2018-3-03. : 2:18 am] jjf28 -- SwampfoxSwampfox shouted: oh ya know... maybe its because that particular trigger isnt being checked while im pressing the key if i tap it too quickly? hmm that is correct, it was the trickiest part of drop hack detection to work around that[2018-3-03. : 12:32 am] Suicidal Insanity -- I can't really help with how the particular EUDs work, sorry ![]() [2018-3-03. : 12:30 am] Swampfox -- oh ya know... maybe its because that particular trigger isnt being checked while im pressing the key if i tap it too quickly? hmm[2018-3-03. : 12:27 am] Swampfox -- it feels like its wait blocked or something, but my other triggers are firing reliably[2018-3-03. : 12:27 am] Swampfox -- well theres my first issue with a key press eud... it doesnt respond reliably[2018-3-03. : 12:21 am] Swampfox -- thanks for all the work, its definitely not that much of an issue[2018-3-03. : 12:20 am] Suicidal Insanity -- Anyways, I'm off to bed - won't fix that tonight because I'd probably just break everything right now. If you catch something broken let me know[2018-3-03. : 12:17 am] Suicidal Insanity -- And if you use the right offset, it will morph into a "Set Location Position" action[2018-3-03. : 12:16 am] Suicidal Insanity -- It morphs back and forth, depending on whether the unit index AND the group index is valid for the death condition or not. Once either one is invalid, it is treated as memory[2018-3-03. : 12:13 am] Swampfox -- i remembered how the deaths condition use to morph into the memory condition under circumstances, i just didnt expect your separate memory value condition to morph into the deaths condition lol[2018-3-03. : 12:12 am] Suicidal Insanity -- It used to default new memory conditions to offset -1 to prevent it from being displayed as deaths, but now that -1 is overwritten by whatever you last used in the UI[2018-3-03. : 12:11 am] Suicidal Insanity -- I updated the trigger UI to cache the previously entered values, but that Is triggering morphing it to a normal death count a bit too aggresively[2018-3-03. : 12:10 am] Suicidal Insanity -- If it defaults to a normal deathcount, just set the player or unit to a high number such as 555, then it should switch[2018-3-03. : 12:10 am] Swampfox -- i tried getting your release from today, and the memory value condition was simply the deaths condition[2018-3-03. : 12:09 am] Swampfox -- in the release i was using, where it displays the hex code in addition to the offset[2018-3-03. : 12:02 am] Swampfox -- is the memory value condition completely borked in the latest unofficial release SI?[2018-3-02. : 11:16 pm] Suicidal Insanity -- Does that call SC functions, or are they reimplemented in there?[2018-3-02. : 10:50 pm] Voyager7456 -- there's a bunch of them like graphics::DrawLine/Box/Text/whatever[2018-3-02. : 8:08 pm] thekian -- Anyone who does GPTP know how to draw stuff on the screen? e.g. colored lines/rotatable shapes/etc.?[2018-3-02. : 7:20 pm] Suicidal Insanity -- I'd personally blame the linked list, calling GetItemData and SetItemData twice shouldn't break anything[2018-3-02. : 7:00 pm] thekian -- I imagine that what happens is it tries to swap the pointer with a nonexistent one that ends up pointing to reserved memory. |
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