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[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 ![]() [2018-2-18. : 12:18 am] jjf28 -- Suicidal InsanitySuicidal 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 -- FaRTy1billionFaRTy1billion shouted: Suicidal Insanity I know that now, I didn't then Fair enough.![]() [2018-2-18. : 12:14 am] O)FaRTy1billion[MM] -- Suicidal InsanitySuicidal 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 ![]() [2018-2-18. : 12:14 am] Suicidal Insanity -- FaRTy1billionFaRTy1billion 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 -- jjf28jjf28 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[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? |