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Pages: < 1 « 421 422 423 424 425 … 3577 >

[2018-2-18. : 2:47 am]
O)FaRTy1billion[MM] -- I'm not sure what SFE is?
[2018-2-18. : 2:46 am]
KrayZee -- Anyone here saw Black Panther?
[2018-2-18. : 2:44 am]
thekian -- Know of any?
[2018-2-18. : 2:43 am]
thekian -- By the way, I've heard of SFE maps for Brood War, but couldn't find any.
[2018-2-18. : 2:43 am]
O)FaRTy1billion[MM] -- it just sort of copies all the game data into a buffer somewhere, so that's probably going to be tricky
[2018-2-18. : 2:42 am]
O)FaRTy1billion[MM] -- ya, that's part of the quirks XD
[2018-2-18. : 2:42 am]
thekian -- And maybe figure out how to make it possible to save without the game crashing.
[2018-2-18. : 2:42 am]
O)FaRTy1billion[MM] -- there's only 2 or 3 .dat files I need to add, and then I need to hammer out all the quirks with units.dat and any others that pop up
[2018-2-18. : 2:42 am]
thekian -- Since modding is now basically impossible on newer versions...
[2018-2-18. : 2:41 am]
thekian -- 1.16 will always be where it's at.
[2018-2-18. : 2:41 am]
O)FaRTy1billion[MM] -- I haven't worked on it in a while, but images, sprites and flingies seem to work well XD I've used it to play around with adding SC:R graphics to 1.16.1
[2018-2-18. : 2:40 am]
thekian -- So Farty, how's DatExtender going? :P
[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?

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