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[2017-8-16. : 11:17 pm] Suicidal Insanity -- lil-Infernolil-Inferno shouted: Suicidal Insanity <3 One more: http://photos.arlinghaus.org/Animals/Overloon/2017.08.13-DSI_2505-QHD-%7B65B2C35B-7017-4F08-A71D-927ED40750A2%7D.jpg[2017-8-16. : 10:42 pm] Wing Zero -- Suicidal InsanitySuicidal Insanity shouted: http://photos.arlinghaus.org/Animals/Overloon/2017.08.13-DSI_1990-QHD-%7B7F2C2041-EF80-4FCE-BAF9-2264F419C2CC%7D.jpg <- Ye olde bog standard postcard photo. Just is missing a yawn Tuxlar?[2017-8-16. : 9:55 pm] lil-Inferno -- Suicidal InsanitySuicidal Insanity shouted: http://photos.arlinghaus.org/Animals/Overloon/2017.08.13-DSI_1990-QHD-%7B7F2C2041-EF80-4FCE-BAF9-2264F419C2CC%7D.jpg <- Ye olde bog standard postcard photo. Just is missing a yawn <3[2017-8-16. : 9:55 pm] lil-Inferno -- Mini Moose 2707Mini Moose 2707 shouted: Ya, errybody shook AF about it but like, base game pretty good and deep LMAO ya, we all ignored it for too long LMAO[2017-8-16. : 8:52 pm] Moose -- Ya, errybody shook AF about it but like, base game pretty good and deep LMAO[2017-8-16. : 7:42 pm] Suicidal Insanity -- http://photos.arlinghaus.org/Animals/Overloon/2017.08.13-DSI_1990-QHD-%7B7F2C2041-EF80-4FCE-BAF9-2264F419C2CC%7D.jpg <- Ye olde bog standard postcard photo. Just is missing a yawn[2017-8-16. : 7:30 pm] Dem0n -- martosssmartosss shouted: also, if there is an action SetDeaths(Force1,...) it should set it for everyone from force1, right? using force 1 as the player is the same as making the trigger for each player in force 1, so yeah it should[2017-8-16. : 7:28 pm] martosss -- also, if there is an action SetDeaths(Force1,...) it should set it for everyone from force1, right?[2017-8-16. : 7:27 pm] martosss -- Guzs stupid question ... if there is a trigger Deaths(Force1, ...) it has to be true for everyone from force 1, right?[2017-8-16. : 6:50 pm] ImagoDeo -- NudeRaiderNudeRaider shouted: Suicidal Insanity No. Just Neo from the Matrix, you NON-NERD ImagoDeo Next Ending Occurrence, you NEEERD Yeah, that. Thanks.[2017-8-16. : 5:16 pm] martosss -- FaRTy1billionFaRTy1billion shouted: though it is worth pointing out that wait blocking happens per player, so if Player 1 runs a wait, that will not effect a wait ran for Player 7. Thanks, that helped me find the problem ![]() [2017-8-16. : 4:04 pm] NudeRaider -- Suicidal InsanitySuicidal Insanity shouted: Near Earth Orbit? No. Just Neo from the Matrix, you NON-NERD ImagoDeoImagoDeo shouted: Nah, it stands for Next Something Something. It simply refers to the end of the first hyper, when you get a regular 2-second trigger cycle. Next Ending Occurrence, you NEEERD[2017-8-16. : 3:42 pm] ImagoDeo -- If I did my maths right, which is not guaranteed, four hypers with 62 Wait(0) actions will get you five and a half years before the first one finishes executing. (I probably didn't do my math right, but whatever.)[2017-8-16. : 3:40 pm] ImagoDeo -- Nah, it stands for Next Something Something. It simply refers to the end of the first hyper, when you get a regular 2-second trigger cycle.[2017-8-16. : 3:22 pm] O)FaRTy1billion[MM] -- why not use infinite hypers if you are worried about NEO?[2017-8-16. : 3:07 pm] ImagoDeo -- To put it more simply, you're doing this: for a = 1 to 62 do (for b = 1 to 62 do (for c = 1 to 62 do (for d = 1 to 62 do (cycle all triggers) end) end) end) end) ... if that makes sense.[2017-8-16. : 3:05 pm] ImagoDeo -- As a cascade, the first hyper starts executing and throws a Wait(0) action, which sets off another check of all triggers to execute them before the wait executes. It finds that the next hyper down can also be fired, so it runs that trigger, which executes its own Wait(0) command, and so on until the last hypertrigger. The last one finishes executing as many Wait(0) commands as it has, then the second-to-last hyper executes its second Wait(0) command and runs the last hyper again. This continues all the way up the chain. Your last hyper trigger in the chain will end up terminating several thousand times by the end of the game, but your first one shouldn't ever finish its cycle of wait commands if you're doing it right.[2017-8-16. : 3:01 pm] ImagoDeo -- I tend to think of it as a cascade, if you're not including other wait commands in other triggers elsewhere. I tend to run with five hypers, though that's one more than would ever really be necessary. You can get by with as little as three, but the NEO pops up around 2-3 hours into the game.[2017-8-16. : 8:34 am] O)FaRTy1billion[MM] -- though it is worth pointing out that wait blocking happens per player, so if Player 1 runs a wait, that will not effect a wait ran for Player 7.[2017-8-16. : 8:33 am] O)FaRTy1billion[MM] -- using that trigger setup, it probably wouldn't be hard to test it ... since most people just use waits only for hypertriggers and DCs otherwise, it's not something I personally have ever looked in to in depth xD[2017-8-16. : 8:30 am] O)FaRTy1billion[MM] -- I'm not totally sure, but it'd probably do like (assuming all triggers are Always and preserved) cycle 1: 1, A, W1, 2, C, 3; cycle 2: 1, B, 2, W2, 3; cycle 3: 1, A, 2, D, 3; cycle 4: 1, W1, 2, C, 3; etc. or something like that[2017-8-16. : 8:28 am] O)FaRTy1billion[MM] -- if it comes across another wait, it pauses that until all previous waits are finished[2017-8-16. : 8:27 am] O)FaRTy1billion[MM] -- martosssmartosss shouted: guys, can a trigger expert explain in what order does SC processes hyper triggers (multiple waits martosssmartosss shouted: e.g. we have 1 (A W1 B) 2 (C W2 D) 3, where 1 2 and 3 are some triggers, (A W1 B) is 1 trigger that contains some action A, then wait(0), then another action B .. same for (C W2 D) it's something like when the game comes across a wait, it just pauses that trigger block and sets the trigger run cycle delay to the wait amount, then the next trigger cycle it runs through all the trigger blocks and then resumes the paused one when it gets to it[2017-8-16. : 8:19 am] KrayZee -- When Korea outnumbers US West, US East, Europe, and Asia combined in multiplayer.[2017-8-16. : 7:30 am] martosss -- e.g. we have 1 (A W1 B) 2 (C W2 D) 3, where 1 2 and 3 are some triggers, (A W1 B) is 1 trigger that contains some action A, then wait(0), then another action B .. same for (C W2 D)[2017-8-16. : 7:27 am] martosss -- guys, can a trigger expert explain in what order does SC processes hyper triggers (multiple waits[2017-8-16. : 2:30 am] Ahli -- Mini Moose 2707Mini Moose 2707 shouted: Happy Pythagorean Triple Day C|X^D is that a smiley or an Illuminati code?[2017-8-16. : 2:01 am] O)FaRTy1billion[MM] -- Mini Moose 2707Mini Moose 2707 shouted: Happy Pythagorean Triple Day C|X^D so it is[2017-8-16. : 1:52 am] martosss -- Oh_Man, are you here? I can send you the pic with the ghost vision problems[2017-8-16. : 1:47 am] jjf28 -- Mini Moose 2707Mini Moose 2707 shouted: Happy Pythagorean Triple Day C|X^D memes[2017-8-16. : 1:16 am] O)FaRTy1billion[MM] -- DarkenedFantasiesDarkenedFantasies shouted: KrayZee Suicidal Insanity Suicidal Insanity FaRTy1billion 20x12.5 seems right. Although you can only see 12 tiles high in the game, the minimap box is 20x13 tiles in 64x64 maps (but 20x12 or 10x6 in larger map sizes). However, it seems like the viewing area is the whole screen in HD graphics, so center view trigger is now offset, in original graphics mode as well... even though the minimap box is still the correct size in both graphic modes, so you can see it being offset too. on a 20x13 map, it can scroll up and down a half tile. I don't remember what a 20x12 map is like, I think you can just scroll down until it crashes[2017-8-16. : 1:15 am] O)FaRTy1billion[MM] -- Mini Moose 2707Mini Moose 2707 shouted: Sound still keeps up when you tab out of old-school full screen mode in 1.16.1 too. (though not single player, apparently the game stops when you tab out) SP has always paused when you minimize[2017-8-16. : 1:13 am] Moose -- Sound still keeps up when you tab out of old-school full screen mode in 1.16.1 too. (though not single player, apparently the game stops when you tab out)[2017-8-16. : 12:37 am] lil-Inferno -- talmbout how sound when alt-tabbed should be played in windowed mode, and how that's going against not changing gameplay, but there was never first party support for windowed mode anyway LMAO[2017-8-16. : 12:36 am] lil-Inferno -- Dem0nDem0n shouted: I wish people wouldn't flood the bnet forums with dumb shit like "is there widescreen support?" and "why are the portraits ugly" so that useful threads could be looked at LMAO Dem0n your threads aren't useful tho LMAO[2017-8-16. : 12:26 am] Dem0n -- IskatuMeskIskatuMesk shouted: > useful threads > battle.net forums - are you fuckin high dude LMAO tru[2017-8-16. : 12:10 am] IskatuMesk -- only CM's troll that shit anyway, better off posting on somewhere the dev might actually read like second life marketplace[2017-8-16. : 12:09 am] IskatuMesk -- > useful threads > battle.net forums - are you fuckin high dude LMAO[2017-8-15. : 11:37 pm] ImagoDeo -- Suicidal InsanitySuicidal Insanity shouted: Comedy option: Simulate relativistic slowdown / time dilution by running enough triggers to slow down the game engine Would probably be a natural consequence of trying to track 30ish relativistic frames of reference. xD[2017-8-15. : 11:03 pm] Dem0n -- I wish people wouldn't flood the bnet forums with dumb shit like "is there widescreen support?" and "why are the portraits ugly" so that useful threads could be looked at LMAO[2017-8-15. : 10:18 pm] Moose -- Suicidal InsanitySuicidal Insanity shouted: Comedy option: Simulate relativistic slowdown / time dilution by running enough triggers to slow down the game engine LMAO[2017-8-15. : 9:53 pm] Suicidal Insanity -- Comedy option: Simulate relativistic slowdown / time dilution by running enough triggers to slow down the game engine[2017-8-15. : 9:25 pm] ImagoDeo -- Suicidal InsanitySuicidal Insanity shouted: The same way FTL does: not at all? For simplicity, yeah, but it's an interesting theoretical problem. With current trigger generation processes, it may be more possible than before. We can do real math now.[2017-8-15. : 9:21 pm] ImagoDeo -- I must be crazy... a friend asked me to make an FTL-style game in SC:BW, and a moment ago I wondered briefly how I'd handle relativistic speeds and time gaps.[2017-8-15. : 8:13 pm] Ashamed -- Oops quoted wrong thing ha martosssmartosss shouted: nah, they work ... but they are different ... I implemtened them in Hazard zone ... but now they will be working either for normal BW or for remastered, not both [2017-8-15. : 8:10 pm] Ashamed -- martosssmartosss shouted: what are minerals for? I have -141 no they didn't work.. They patched them out when they released the new update like 3 months ago... Please show me where you got them working again... that sounds bad ![2017-8-15. : 8:07 pm] IskatuMesk -- Suicidal InsanitySuicidal Insanity shouted: Who da boss? .... http://photos.arlinghaus.org/Animals/Overloon/2017.08.13-DSI_2188-QHD-%7B06140878-FDB1-481B-AE78-3B279A7F04F4%7D.jpg KITTIES[2017-8-15. : 8:07 pm] IskatuMesk -- NudeRaiderNudeRaider shouted: in the options it's called "real-time lighting" It's funny, because what you described is basically the opposite of real-time lighting.[2017-8-15. : 8:04 pm] Moose -- Suicidal InsanitySuicidal Insanity shouted: Mini Moose 2707 Shouldn't you be the one who has to know that? xD My theory is because a lot of the links around here don't include the protocol and the parser doesn't account for that. So, no, I wouldn't know because I have neither coded nor studied the workings of the parser. |