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[2018-1-31. : 8:41 pm] Roy -- I like the consistency of putting the @ in front of the name when that doesn't matter at all.[2018-1-31. : 5:55 pm] NudeRaider -- Roy IS sen. And since Roy is a bot... SEN is a bot... So we all don't really exist. Just imaginations of a bot...[2018-1-31. : 12:41 am] jjf28 -- https://www.npr.org/sections/thetwo-way/2018/01/30/581890038/wednesdays-rare-super-blue-blood-moon-how-to-see-it-and-what-we-can-learn[2018-1-29. : 10:39 pm] jjf28 -- NudeRaiderNudeRaider shouted: https://imgur.com/gallery/rREkM LMAO at that guy with the mustache and the yellow BMW https://youtu.be/JTpBboskhqA[2018-1-29. : 8:09 pm] NudeRaider -- https://imgur.com/gallery/rREkM LMAO at that guy with the mustache and the yellow BMW[2018-1-29. : 7:51 pm] Voyager7456 -- NudeRaiderNudeRaider shouted: I mean all those things like EPDs, EUD actions and virtual triggers are really cool, and the koreans have stunning maps to show for it, but given the capabilities of editors like wc3 or sc2 this seems kind of like a pointless play thing yeah but who cares what the capabilities of the editor are if the underlying game is bad[2018-1-29. : 5:31 pm] Corbo -- The satisfaction of making the game play in a way it was not intended to be is better[2018-1-29. : 5:19 pm] NudeRaider -- I mean all those things like EPDs, EUD actions and virtual triggers are really cool, and the koreans have stunning maps to show for it, but given the capabilities of editors like wc3 or sc2 this seems kind of like a pointless play thing[2018-1-29. : 5:17 pm] NudeRaider -- Man, I miss the times when sc mapping was a simple logic exercise with intuitive point and click interface...[2018-1-29. : 1:28 pm] jjf28 -- trgktrgk shouted: http://blog.naver.com/whyask37/140206989902 This was my initial setup. Google translate. thanks, bookmarked[2018-1-29. : 1:27 pm] jjf28 -- adding a mandatory final compilation step is very, very unappealing to me, I'll accept it if there's no other reasonably efficient way but I'm going to try hard to avoid it[2018-1-29. : 1:22 pm] trgk -- http://blog.naver.com/whyask37/140206989902 This was my initial setup. Google translate.[2018-1-29. : 1:15 pm] trgk -- jjf28jjf28 shouted: oh wait I got this, rather than trying to calculate where they start by parsing the string section, I hardcode the amount of string triggers and dynamically read the string section size, then string triggers start = section size - numStringTriggers*2408 That seems plausible ![]() [2018-1-29. : 1:14 pm] trgk -- jjf28jjf28 shouted: is that a value that you calculate before recompiling the triggers and saving the map or is that something derived in-game? Calculated for every compilication. String table length is known at compile-time.[2018-1-29. : 1:13 pm] trgk -- Since I didn't wanted to build another SCMDraft2, I created the map with every rings and bells (basemap) with scmdraft2 and put ONLY the virtual triggers with my map compiler.[2018-1-29. : 1:12 pm] trgk -- It took me about 2 weeks to build a working trigger compiler after designing such system. I doubt if it is possible for human to manipulate virtual triggers without any automations.[2018-1-29. : 1:09 pm] trgk -- Since trigger gets put into the map at the last stage of map building, I don't need to worry about further string table changes.[2018-1-29. : 1:08 pm] trgk -- After some experiment, I thought this needs serious work that cannot be done manually. So before experimenting with schemes like variable tables I created the trigger compiler.[2018-1-29. : 12:59 pm] jjf28 -- then editors just need to respect the data that exists past the end of the last string and not delete it, but they don't have to worry about moving it or updating something related to the system[2018-1-29. : 12:57 pm] jjf28 -- oh wait I got this, rather than trying to calculate where they start by parsing the string section, I hardcode the amount of string triggers and dynamically read the string section size, then string triggers start = section size - numStringTriggers*2408[2018-1-29. : 12:53 pm] jjf28 -- I feel like it's required to have an editor respecting the existence of string triggers or final compile step that knows the offset to reliably jump into the string triggers, otherwise an editor would be able to freely shift the location or delete the string triggers entirely[2018-1-29. : 12:45 pm] jjf28 -- is that a value that you calculate before recompiling the triggers and saving the map or is that something derived in-game?[2018-1-29. : 12:43 pm] jjf28 -- hey trgk how did you calculate the length of the string data before the string triggers?[2018-1-29. : 3:49 am] O)FaRTy1billion[MM] -- (unless, of course, you were able to find a way to more directly copy DC's/EUD's )[2018-1-29. : 3:48 am] O)FaRTy1billion[MM] -- your way is cool because oyu can just directly edit stuff, which is a lot more useful[2018-1-29. : 3:47 am] O)FaRTy1billion[MM] -- ya, that's why doing it the way you said is still easier XD[2018-1-29. : 3:42 am] jjf28 -- triggers aren't allocated in a single block, have to traverse the list[2018-1-29. : 2:51 am] dumbducky -- So are EUD actions back? That's what it seems to me with the virtual triggers thread[2018-1-28. : 11:49 pm] lil-Inferno -- Mini Moose 2707Mini Moose 2707 shouted: Let's have object orientated triggers, might be enough to summon forth CecilSunkure again Boutta 1v1 him tbh![]() |
Dem0n,
DarkenedFantasies