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[2018-2-17. : 11:57 pm] Suicidal Insanity -- FaRTy1billionFaRTy1billion shouted: looks like (0,0), (1,0), (1,0) and (1,1) From my code: indices 0, 1, 4, 5 which would correspond to what you posted in X/Y. And pixel index 55[2018-2-17. : 11:56 pm] Suicidal Insanity -- FaRTy1billionFaRTy1billion shouted: poiuy_qwert yes poiuy_qwert stareditplacementbox, I'm not sure what order Rendering size is weird - staredit does it differently than in game. Also does some min and max clipping.[2018-2-17. : 11:42 pm] poiuy_qwert -- FaRTy1billionFaRTy1billion shouted: Suicidal Insanity it is the same pixel, but from 4 minitiles instead of just 1 I assume every other minitile? so minitiles (0,0), (2,0), (0,2), and (2,2)?[2018-2-17. : 9:13 pm] O)FaRTy1billion[MM] -- poiuy_qwertpoiuy_qwert shouted: sooo, if both dims are <= 64 it renders 4 pixels per tile? which pixels from the tiles other then {7,6}? and if both dims are > 128 it does every other tile gets a pixel? yes poiuy_qwertpoiuy_qwert shouted: and for units, do they use their starEditPlacementBox for their size, or the unitSize? and I assume they are drawn in the same order as the units on the map? stareditplacementbox, I'm not sure what order[2018-2-17. : 9:12 pm] O)FaRTy1billion[MM] -- Suicidal InsanitySuicidal Insanity shouted: FaRTy1billion It actually uses 4 pixels for 64x64 it is the same pixel, but from 4 minitiles instead of just 1[2018-2-17. : 7:36 pm] Ahli -- beacons are unclickable when disabled. To make the beacon's non-light areas appear as cloaked, simply gain vision with them via a detector for a brief moment, e.g. at map start[2018-2-17. : 6:21 pm] jjf28 -- many units can be cloaked with the disable-disable-enable trick, dunno if beacon is one of them[2018-2-17. : 5:46 pm] MTiger156 -- Psychic_GeniusPsychic_Genius shouted: Hello all doodad state is used to open/close installation doors. cloaking a beacon (or any unit) can be done with special EUD software such as T-Warp's editor http://www.staredit.net/topic/17518/ modify advanced properties to include "permanent cloak", and the structure of the beacon will be invisible (given that it isnt pre-placed and is owned by a non-shared vision player) hey I have a question. How do you cloak a beacon so you just see how it glows? i remember it was disabling doodad state. But its not cloaking it.[2018-2-17. : 5:18 pm] Psychic_Genius -- Hello all hey I have a question. How do you cloak a beacon so you just see how it glows? i remember it was disabling doodad state. But its not cloaking it.[2018-2-17. : 2:57 pm] poiuy_qwert -- and for units, do they use their starEditPlacementBox for their size, or the unitSize? and I assume they are drawn in the same order as the units on the map?[2018-2-17. : 2:55 pm] poiuy_qwert -- sooo, if both dims are <= 64 it renders 4 pixels per tile? which pixels from the tiles other then {7,6}? and if both dims are > 128 it does every other tile gets a pixel?[2018-2-17. : 11:00 am] Suicidal Insanity -- FaRTy1billionFaRTy1billion shouted: it was some other pixels for 64-sized maps It actually uses 4 pixels for 64x64[2018-2-17. : 10:21 am] O)FaRTy1billion[MM] -- lil-Infernolil-Inferno shouted: doesn't count because you're in a different timezone tho O_O now does it count?[2018-2-17. : 5:02 am] O)FaRTy1billion[MM] -- you can cancel center view with escape, but it just stops wherever you press it instead of jumping to the end XD[2018-2-17. : 4:34 am] O)FaRTy1billion[MM] -- some single player actions act differently than in multiplayer, like center view is a wait or something dumb like that[2018-2-17. : 4:34 am] thekian -- It seems as though the hypertrigger is making each action in every trigger take about two seconds.[2018-2-17. : 4:33 am] thekian -- Something weird is going on with my custom map when I try testing it in single player.[2018-2-17. : 3:11 am] O)FaRTy1billion[MM] -- also I don't think I finished all the rendering functions (except we know how to render GRP's -- those aren't all really necessary, except maybe the weird ones like emp)[2018-2-17. : 3:10 am] O)FaRTy1billion[MM] -- and I sort of left it a big mess and didn't finish cleaning it up XD[2018-2-17. : 3:08 am] jjf28 -- oh no I could tell that was my code I linked, thought you might have written it here somewhere https://github.com/jjf28/Chkdraft/blob/graphics-beta/Chkdraft/src/Graphics2.cpp[2018-2-17. : 3:06 am] O)FaRTy1billion[MM] -- jjf28jjf28 shouted: hmm.. didn't you re-write it.. I don't think I wrote this. I probably just told you the pixel or something[2018-2-17. : 3:05 am] jjf28 -- oh crap, I still haven't merged the rest of your graphics branch gotta finish that[2018-2-17. : 3:05 am] poiuy_qwert -- yeah I'm definitely interested in how it handles various map dimensions[2018-2-17. : 3:02 am] jjf28 -- some code for it at line 1490+ https://github.com/jjf28/Chkdraft/blob/master/Chkdraft/src/Graphics.cpp[2018-2-17. : 3:01 am] O)FaRTy1billion[MM] -- I think it's in steps of 42 above 84. It's based on game speed[2018-2-17. : 2:53 am] O)FaRTy1billion[MM] -- number of milliseconds isn't actually that precise, so iirc any duration less than 84 ms will be the same[2018-2-17. : 2:52 am] O)FaRTy1billion[MM] -- thekianthekian shouted: Does anyone know how many times per second triggers activate if you have a hyper trigger with 62x 10 millisecond waits? 1000/84[2018-2-17. : 2:51 am] O)FaRTy1billion[MM] -- I think the classic rendering is the same, idk about remastered graphics (it probably just scales down the terrain)[2018-2-17. : 2:51 am] thekian -- Does anyone know how many times per second triggers activate if you have a hyper trigger with 62x 10 millisecond waits?[2018-2-17. : 2:32 am] poiuy_qwert -- hey FaRTy, do you have any details on how the minimap is rendered?[2018-2-16. : 8:45 pm] Lanthanide -- so you can't turn the upgrade off for a certain protoss unit, or give a certain unit a higher level of shield armor than other units[2018-2-16. : 8:44 pm] Lanthanide -- also protoss shields is heavily hard-coded; any unit with Shields will get it automatically, and it's always 1 upgrade = +1 shield armor[2018-2-16. : 8:44 pm] Lanthanide -- one thing that is pretty hard-coded is carrier and reaver hangar capacity, for example, you can't do anything about that, or replicate it for other units (you can't add sub-units to any other units int he game via EUDs only)[2018-2-16. : 8:43 pm] Lanthanide -- so you can do a lot with the unused upgrades and techs (or scavange ones your don't care about), but you can't do everything with them[2018-2-16. : 8:43 pm] Lanthanide -- you can change commands, such as cast spells, to require a tech to be researched first (and possibly also tie it to upgrades?)[2018-2-16. : 8:42 pm] Lanthanide -- eg make a new upgrade that gives +10 range to dragoons - when the player has researched it, replace their Dragoon with 4 range with a Fenix Dragoon that has 14 range (not withstanding the already existing +2 range upgrade that fenix will have)[2018-2-16. : 8:41 pm] Lanthanide -- alternatively you can detect when the player has researched the upgrade, and for that player only, replace the base unit with a hero version of the same |
Moose, Andrea Rosa