Since OP doesn't actually explain anything useful, this map is a rendering of the music video using the chaotic terrain effect. Although on my computer (W7 64 bit) it mainly just looks like scrambled pixels with a few white pixels that change as well. I couldn't really make out what the shapes were, just that shapes were changing. Also you have to play the game in multiplayer, it uses Center View actions which behave differently in SP.
How do I use this "chaotic terrain" thing? Is it just placing a p20 scarab in the map? By the way, the link in the chaotic terrain thread is invalid (not sure if I need to download this).
How do I use this "chaotic terrain" thing? Is it just placing a p20 scarab in the map? By the way, the link in the chaotic terrain thread is invalid (not sure if I need to download this).
Quote from name:yoonkwun
Nothing new, just decided to map out what terrain looks like before and after the Player 20 Map Revealer/Interceptor/Scarab trick for each tileset.
Added some trigger optimizations, which allowed me to render the entire video with sound in only 4MB. badapple2.scx badapple3.scx Christmas version (displays in red and green, might be a little easier to see).
Why wont it? Is it because it changes the terrain (except if it is vr4 reference being replaced that shouldn't matter ...)
TinyMap2 - Latest in map compression! ( 7/09/14 - New build! ) EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!) EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab! MapSketch - New image->map generator! EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported) SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor! This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
TinyMap2 - Latest in map compression! ( 7/09/14 - New build! ) EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!) EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab! MapSketch - New image->map generator! EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported) SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor! This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
Can't you ignore the absense of the list file? Assume scenario.chk is in there and scan through the trigger list to find all the .wav files and use that to guess the names of the other files, and if there's nothing left after that, proceed.
Now TinyMap will compress it, however it doesn't seem to recognize the Preserve Trigger flag. Please add support for this in the near future (I got <50% compression ratios )
I am not sure if I am seeing it right, but it's a bunch of garbage and only one pixel changes. Also crashes with BWAPI. And for some reason I can't save Starcraft screenshots.
EDIT: The crash with BWAPI is the fault of BWAPI.
Code
////////////////////////////////////////////////// TIME: Wed Dec 28 00:37:36 2011
VERSION: 1.16.1.1 BWAPI: REVISION: 4000 BUILD: DEBUG ERROR: None LOCATION: Single Player MAP: Bad Apple badapple2.scx
Now TinyMap will compress it, however it doesn't seem to recognize the Preserve Trigger flag. Please add support for this in the near future (I got <50% compression ratios )
lol sorry. I should just release the newest version. It supports that.
TinyMap2 - Latest in map compression! ( 7/09/14 - New build! ) EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!) EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab! MapSketch - New image->map generator! EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported) SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor! This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
I am not sure if I am seeing it right, but it's a bunch of garbage and only one pixel changes. Also crashes with BWAPI. And for some reason I can't save Starcraft screenshots. ...
I'm not sure why that would happen, the only people I've encountered for whom it didn't work were Mac users. The screen shot is how it's supposed to look, however more than one pixel (around 1200) are supposed to change.
Only thing I could suggest is to reinstall a completely pristine copy of StarCraft.
I am not sure if I am seeing it right, but it's a bunch of garbage and only one pixel changes. Also crashes with BWAPI. And for some reason I can't save Starcraft screenshots. ...
I'm not sure why that would happen, the only people I've encountered for whom it didn't work were Mac users. The screen shot is how it's supposed to look, however more than one pixel (around 1200) are supposed to change.
Only thing I could suggest is to reinstall a completely pristine copy of StarCraft.
I don't mean only one pixel, I meant one pixel per tile, is that how it's supposed to be? A re-install would not change this behaviour.
I don't mean only one pixel, I meant one pixel per tile, is that how it's supposed to be?
Yes, unfortunately. There's actually an average of eight pixels (out of 32*32=1024) per tile to be precise. I find it's best if you watch the video beforehand and when playing the map look at the entire picture, only looking for differences between the frames.
There are ways to decrease the noise ratio slightly, though I'll save that for another day.
EDIT: I looked at it and noticed you are only setting resource amounts. I am not sure what the exact specs are, but you can change a lot more than just that.
Known to change to exactly what you want at any precise moment:
0x008 hitPoints; - Limited to percentage of unit (also works on invincible units).
0x028 position; - Unit's current position, 16-bit value for x followed by y.
0x04C playerID; - Give unit to other player.
0x04D orderID; - Give unit order (Order, Script)
0x058 orderTargetPos; - Give unit order (16-bit x followed by y)
0x060 shieldPoints; - unit must have shields (also works on invincible units)
0x0A2 energy; - unit must have energy
0x0C8 inHangerCount; - the number of units in a Carrier's hangar
0xD0 resourceCount; - you are using this
0xDC statusFlags; - Can change this using disable/enable or setting invincibility state
0x13C, 0x140, 0x144, 0x148 unitFinderIndex positions; - changes if unit's position changes in relation to other units
Possible side-effects or additional:
0x010 moveToPos; - Possibly with order or patrol script?
0x018 nextMovementWaypoint; - Possibly with order or patrol script?
0x01C nextTargetWaypoint; - Possibly with order or patrol script?
0x020 movementFlags; - Possibly with order or patrol script?
0x021 currentDirection1; - Order/patrol script.
0x023 velocityDirection1; - Order/patrol script.
0x04E orderState; - not entirely known, but changes with orders
0x04F orderSignal; - same as above
0x054 mainOrderTimer; - same as above
0x068 previousPlayerUnit; - changes when player owner changes
0x06C nextPlayerUnit; - changes when player owner changes
0x07C AutoTargetUnit; - set when a unit has come near an enemy unit
0x096 cloaked; - set to 1 if cloaked, not sure if that includes arbiters
0x0A7 buildingOverlayState; - 0 means a building has the most fire/blood, a higher value indicates it has less
0x0C0 addon; - set when a building has an addon
0x0C0 powerup; - set when a worker is holding a powerup
0x0CE isCarryingSomething; - set to 1 when the worker is holding anything
0x0E3 recentOrderTimer; - changes when unit is given an order
0x0E4 visibilityStatus; - flags for unit visibility when it is cloaked or burrowed
0x0F0, 0x0F4 - prev/nextBurrowedUnit; - only applies when the current unit is burrowed and another is created/destroyed
0x0F8, 0x0FC - prev/nextPsiProvider; - only applies when the current unit is a pylon and another is created/destroyed
0x107 isBeingHealed; - 1 if unit is being healed by a medic
There is indeed a lot more than just setting resources, which is what I meant by decreasing the noise ratio.
However unit resources is the only data manipulable through CTA that is 1) can be set to any arbitrary value 2) requires only one action, and one location and 3) isolated in memory (setting resources only affects that part of memory, as compared to something like Move Unit).
I may write about it in greater detail some other time.
However, I recently got a MacBook that currently can't play StarCraft, so development from me is going to be currently stalled, until I decide to get a proper Mac-Windows dual-booting package (wine from MacPorts doesn't work ).
I decided to fully open source my programs I used to make this for anybody (Heinermann) to work on further if they (Heinermann) want to, and for learning(/stealing) purposes.
This is a straight raw upload from my old comp, so feel free to ask any questions about it.
In any case this will probably be the last major contribution you will see from me in a while. I still check back on here occasionally so I'll respond to any questions.
Post has been edited 1 time(s), last time on Jan 1 2012, 6:54 pm by yoonkwun.
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort