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Pages: < 1 « 411 412 413 414 4153567 >

[2018-2-18. : 2:40 am]
O)FaRTy1billion[MM] -- so if you need to do more than 1, you need to either have a unique location for each beacon or cycle through by disabling and then giving it to a different player
[2018-2-18. : 2:39 am]
O)FaRTy1billion[MM] -- however, it will only work on 1 unit at that specific location
[2018-2-18. : 2:39 am]
O)FaRTy1billion[MM] -- ya, just disable doodad state of whatever beacon at whatever location
[2018-2-18. : 2:36 am]
thekian -- Looks like you just disable the particular doodad at whatever location you want.
[2018-2-18. : 1:38 am]
Psychic_Genius -- Hey guys, do you remember how was the trigger to cloak a beacon? i remember it was disabling doodad state, but i dont remember how it was done. the link http://www.staredit.net/wiki/index.php/Set_Doodad_State is not very specific of how to make the trigger.
[2018-2-18. : 1:12 am]
O)FaRTy1billion[MM] -- but the triggers it outputs are easily converted to SCMD triggers in any case
[2018-2-18. : 1:12 am]
O)FaRTy1billion[MM] -- I don't think the triggers it outputs work directly in SCMD though, but I think I've heard they work in trigedit plus? I'm not sure
[2018-2-18. : 1:12 am]
O)FaRTy1billion[MM] -- you could get the EUD editor
[2018-2-18. : 1:11 am]
thekian -- All I want is to make an EUD that lets siege tanks target air units...
[2018-2-18. : 1:10 am]
Suicidal Insanity -- If I ever have time and motivation to look into options available for autocomplete + syntax highlighting editors, such as whatever VS open sourced, I may make a new one. But that is a big if ;(
[2018-2-18. : 1:09 am]
thekian -- Is there a tutorial for doing EUDs with TrigEdit?
[2018-2-18. : 1:08 am]
O)FaRTy1billion[MM] -- trigedit++ is the only one I'm aware of XD
[2018-2-18. : 1:07 am]
thekian -- Any suggestions? TrigEdit++?
[2018-2-18. : 1:05 am]
Suicidal Insanity -- Ya
[2018-2-18. : 1:04 am]
thekian -- Do you have to get a plugin for SCMDraft to get the others?
[2018-2-18. : 1:03 am]
Suicidal Insanity -- thekian
thekian shouted: Does SCMDraft have a trigger option other than "Classic Triggers"?
It should include a very basic text trigger editor by default, and various others are available
[2018-2-18. : 1:02 am]
poiuy_qwert -- yay terrain looks correct now :) my unit rendering is still off though :(
[2018-2-18. : 1:02 am]
thekian -- Does SCMDraft have a trigger option other than "Classic Triggers"?
[2018-2-18. : 1:00 am]
O)FaRTy1billion[MM] -- (MapExp is SEN's map parser)
[2018-2-18. : 12:59 am]
O)FaRTy1billion[MM] -- so rather than having like 30 copies of it I made it a macro to just be like whatever(tile ID, index)
[2018-2-18. : 12:58 am]
O)FaRTy1billion[MM] -- oh, I remember why. It was for MapExp, and I support scaling beyond 64x64, so it can have up to 4x4 pixels per tile XD
[2018-2-18. : 12:57 am]
O)FaRTy1billion[MM] -- but I only use it in one place XD
[2018-2-18. : 12:56 am]
Suicidal Insanity -- FaRTy1billion
FaRTy1billion shouted: I defined it as a macro or something silly, though
Don't think that's silly. A while ago I replaced a bunch of locations where I did tileGroup = tileIndex / 16 with a static function that basically does exactly the same thing. And the uint16s with typedefs for group and index. Just to make sure types aren't mixed up and I can find the code faster
[2018-2-18. : 12:55 am]
O)FaRTy1billion[MM] -- I don't know why XD
[2018-2-18. : 12:53 am]
O)FaRTy1billion[MM] -- I defined it as a macro or something silly, though
[2018-2-18. : 12:53 am]
O)FaRTy1billion[MM] -- I'm pretty sure I do it with &0xFFFE though, so who knows XD
[2018-2-18. : 12:52 am]
Suicidal Insanity -- FaRTy1billion
FaRTy1billion shouted: Suicidal Insanity basically what SC does, ecxept it does &0xFFFE instead of >> 1
Ya the optimizer may be canceling out the >> 1 and accounting for array step size in the lookup
[2018-2-18. : 12:52 am]
O)FaRTy1billion[MM] -- I guess column-order makes sense in an array, because like thing[8][5] would be weird to do as thing[x][y]
[2018-2-18. : 12:50 am]
Suicidal Insanity -- FaRTy1billion
FaRTy1billion shouted: Suicidal Insanity that sounds horrible
Strictly speaking, one based by default, but you can also make em 0 based or 42 based or anything.
[2018-2-18. : 12:50 am]
Suicidal Insanity -- Sorry about that
[2018-2-18. : 12:48 am]
O)FaRTy1billion[MM] -- o. that was probably an important detail xD
[2018-2-18. : 12:48 am]
poiuy_qwert -- ah, thats why I have been getting incorrect results
[2018-2-18. : 12:48 am]
O)FaRTy1billion[MM] -- yes
[2018-2-18. : 12:48 am]
poiuy_qwert -- oh is it ignoring whether the minitile is flipped?
[2018-2-18. : 12:47 am]
O)FaRTy1billion[MM] -- struct tile { unsigned short flipped : 1, id : 15; } or whatever
[2018-2-18. : 12:45 am]
O)FaRTy1billion[MM] -- unless they use bitfields or something XD
[2018-2-18. : 12:45 am]
O)FaRTy1billion[MM] -- though that might be the optimizer
[2018-2-18. : 12:45 am]
O)FaRTy1billion[MM] -- Suicidal Insanity
Suicidal Insanity shouted: So: colors[0] = microTileGFX[64 * (microTileGFXIndexii[tileID * 16 + 0] >> 1) + 55];
basically what SC does, ecxept it does &0xFFFE instead of >> 1
[2018-2-18. : 12:43 am]
O)FaRTy1billion[MM] -- Suicidal Insanity
Suicidal Insanity shouted: Try SAFEARRAYs .... one based and column major I think
that sounds horrible
[2018-2-18. : 12:43 am]
O)FaRTy1billion[MM] -- oh, right
[2018-2-18. : 12:42 am]
Suicidal Insanity -- Anytime I have array indices such as X and X + 1, I write X + 0 to A: make it line up; and B: make it explicit that there isn't a + 1 missing
[2018-2-18. : 12:42 am]
Suicidal Insanity -- To make the code line up with the other 3 indices for the other three microtiles
[2018-2-18. : 12:40 am]
O)FaRTy1billion[MM] -- why +0?
[2018-2-18. : 12:33 am]
Suicidal Insanity -- So: colors[0] = microTileGFX[64 * (microTileGFXIndexii[tileID * 16 + 0] >> 1) + 55];
[2018-2-18. : 12:33 am]
Suicidal Insanity -- FaRTy1billion
FaRTy1billion shouted: or 0, 4, 1, 5
FaRTy1billion
FaRTy1billion shouted: ya, (0,0), (1,0), (0,1), (1,1)
Nowadays I would probably explicitly include the calculation in the code as pseudo documentation. When I wrote the function, I just used absolute indices everywhere
[2018-2-18. : 12:30 am]
O)FaRTy1billion[MM] -- or 8x8
[2018-2-18. : 12:30 am]
O)FaRTy1billion[MM] -- idk, I usually just use absolute indexes, especially for something as small as 4x4 XD
[2018-2-18. : 12:26 am]
Suicidal Insanity -- Try SAFEARRAYs .... one based and column major I think
[2018-2-18. : 12:23 am]
O)FaRTy1billion[MM] -- Suicidal Insanity
Suicidal Insanity shouted: FaRTy1billion Good point. Too much row major matlab code lately
FaRTy1billion
FaRTy1billion shouted: ya, (0,0), (1,0), (0,1), (1,1)
and now I am confusing coordinate systems ><
[2018-2-18. : 12:23 am]
O)FaRTy1billion[MM] -- or 0, 4, 1, 5
[2018-2-18. : 12:23 am]
O)FaRTy1billion[MM] -- ya, (0,0), (1,0), (0,1), (1,1)
[2018-2-18. : 12:22 am]
O)FaRTy1billion[MM] -- MOVZX EDX,WORD PTR DS:[EDX+ESI] ... MOVZX EDX,WORD PTR DS:[EDX+ESI+8] ... MOVZX EDX,WORD PTR DS:[EDX+ESI+2] ... MOVZX EDX,WORD PTR DS:[EDX+ESI+A]
[2018-2-18. : 12:22 am]
Suicidal Insanity -- FaRTy1billion
FaRTy1billion shouted: Suicidal Insanity jjf28 are you doing (x,y) or (row,column)? :P
Good point. Too much row major matlab code lately
[2018-2-18. : 12:20 am]
O)FaRTy1billion[MM] -- Suicidal Insanity
Suicidal Insanity shouted: jjf28 Sure its not 6,7 ?
jjf28
jjf28 shouted: Suicidal Insanity pretty sure, compared with sc at least oncr
are you doing (x,y) or (row,column)? :P
[2018-2-18. : 12:19 am]
O)FaRTy1billion[MM] -- EAX is vr4 pointer, EDX is the tile offset ((ID&0xFFFE) << 5)
[2018-2-18. : 12:19 am]
Suicidal Insanity -- I think the units just show up with barely any HP
[2018-2-18. : 12:18 am]
thekian -- Hey, anyone know whether setting a build time to 0 in StarEdit/SCMDraft/etc. makes the game crash like it would with DatEdit?
[2018-2-18. : 12:18 am]
O)FaRTy1billion[MM] -- "004A3D64 . 0FB64C02 37 MOVZX ECX,BYTE PTR DS:[EDX+EAX+37]" it literally does just do +55 :P
[2018-2-18. : 12:18 am]
jjf28 -- Suicidal Insanity
Suicidal Insanity shouted: jjf28 Sure its not 6,7 ?
pretty sure, compared with sc at least oncr
[2018-2-18. : 12:17 am]
Suicidal Insanity -- My function to determine the color of a tile is pretty ridiculous as well
[2018-2-18. : 12:15 am]
Suicidal Insanity -- FaRTy1billion
FaRTy1billion shouted: Suicidal Insanity I know that now, I didn't then :P
Fair enough.
[2018-2-18. : 12:14 am]
O)FaRTy1billion[MM] -- Suicidal Insanity
Suicidal Insanity shouted: FaRTy1billion 8bit graphics. Scaling down would be very expensive with color mixing and finding the closest color. Instead it is scaling down with dropping unused scanlines
I know that now, I didn't then :P
[2018-2-18. : 12:14 am]
Suicidal Insanity -- FaRTy1billion
FaRTy1billion shouted: looking back, it is kind of a silly thing to try without knowing SC just picked a specific pixel from the tile. I always thought it scaled it down. XD
8bit graphics. Scaling down would be very expensive with color mixing and finding the closest color. Instead it is scaling down with dropping unused scanlines
[2018-2-18. : 12:13 am]
Suicidal Insanity -- jjf28
jjf28 shouted: in 1.16 it was the pixel at x, y --> 7, 6
Sure its not 6,7 ?
[2018-2-18. : 12:04 am]
O)FaRTy1billion[MM] -- looking back, it is kind of a silly thing to try without knowing SC just picked a specific pixel from the tile. I always thought it scaled it down. XD
[2018-2-18. : 12:02 am]
O)FaRTy1billion[MM] -- and then repeated changing the transparent color and pasting over new tiles until I was left with 1 pixel
[2018-2-18. : 12:02 am]
O)FaRTy1billion[MM] -- well, not so much trial and error as I made a found the minimap color of a tile, set that color as transparent in mspaint, and then pasted the tile over an image containing a very bright color XD
[2018-2-18. : 12:00 am]
O)FaRTy1billion[MM] -- I used trial and error to find them, but I have since verified it in SC's code
[2018-2-17. : 11:58 pm]
Suicidal Insanity -- I may have just used a bit of trial and error and not actual reversing to come up with those numbers way back when though

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