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[06:21 pm]
jjf28 -- many units can be cloaked with the disable-disable-enable trick, dunno if beacon is one of them
[05:46 pm]
MTiger156 -- Psychic_Genius
Psychic_Genius shouted: Hello all :D 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.
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)
[05:31 pm]
Psychic_Genius -- Im using scmdraft 2
[05:18 pm]
Psychic_Genius -- Hello all :D 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.
[02:57 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?
[02:55 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?
[11:00 am]
Suicidal Insanity -- FaRTy1billion
FaRTy1billion shouted: it was some other pixels for 64-sized maps
It actually uses 4 pixels for 64x64
[10:21 am]
O)FaRTy1billion[MM] -- lil-Inferno
lil-Inferno shouted: doesn't count because you're in a different timezone tho O_O
now does it count?
[05:02 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
[04:35 am]
thekian -- How annoying, would be faster to test it in singleplayer.
[04:35 am]
thekian -- That must be it.
[04:34 am]
O)FaRTy1billion[MM] -- some single player actions act differently than in multiplayer, like center view is a wait or something dumb like that
[04:34 am]
O)FaRTy1billion[MM] -- it probably means there is a wait block somewhere
[04:34 am]
thekian -- It seems as though the hypertrigger is making each action in every trigger take about two seconds.
[04:33 am]
thekian -- Something weird is going on with my custom map when I try testing it in single player.
[03:11 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)
[03:10 am]
O)FaRTy1billion[MM] -- "unk_unit_6D11F4" should be active iscript unit
[03:10 am]
O)FaRTy1billion[MM] -- and I sort of left it a big mess and didn't finish cleaning it up XD
[03:09 am]
O)FaRTy1billion[MM] -- graphics2 was only sprites/units stuff
[03:08 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
[03:06 am]
O)FaRTy1billion[MM] -- jjf28
jjf28 shouted: hmm.. didn't you re-write it..
I don't think I wrote this. I probably just told you the pixel or something
[03:05 am]
O)FaRTy1billion[MM] -- I never finished selection circles XD
[03:05 am]
jjf28 -- oh crap, I still haven't merged the rest of your graphics branch :O gotta finish that
[03:05 am]
O)FaRTy1billion[MM] -- oh, right, minitile. I was thinking whole tiles. XD
[03:05 am]
poiuy_qwert -- yeah I'm definitely interested in how it handles various map dimensions
[03:04 am]
jjf28 -- hmm.. didn't you re-write it..
[03:03 am]
O)FaRTy1billion[MM] -- it was some other pixels for 64-sized maps
[03:02 am]
jjf28 -- in 1.16 it was the pixel at x, y --> 7, 6
[03:01 am]
O)FaRTy1billion[MM] -- I think it's in steps of 42 above 84. It's based on game speed
[02:56 am]
O)FaRTy1billion[MM] -- if you go above 84 it will be different, but yes
[02:55 am]
thekian -- So about 12 times per second for any low wait value, then?
[02:53 am]
O)FaRTy1billion[MM] -- number of milliseconds isn't actually that precise, so iirc any duration less than 84 ms will be the same
[02:52 am]
thekian -- K, thanks.
[02:52 am]
O)FaRTy1billion[MM] -- thekian
thekian shouted: Does anyone know how many times per second triggers activate if you have a hyper trigger with 62x 10 millisecond waits?
1000/84
[02:51 am]
O)FaRTy1billion[MM] -- I think the classic rendering is the same, idk about remastered graphics (it probably just scales down the terrain)
[02:51 am]
thekian -- Does anyone know how many times per second triggers activate if you have a hyper trigger with 62x 10 millisecond waits?
[02:50 am]
O)FaRTy1billion[MM] -- oh.
[02:43 am]
poiuy_qwert -- if there is a differneve
[02:43 am]
poiuy_qwert -- oh i'm not asking about remastered
[02:42 am]
jjf28 -- obviously he cracked the terrain rendering in 1.16 :P
[02:42 am]
jjf28 -- did it get changed in remastered?
[02:33 am]
poiuy_qwert -- both :P
[02:32 am]
O)FaRTy1billion[MM] -- like terrain or units or both?
[02:32 am]
poiuy_qwert -- hey FaRTy, do you have any details on how the minimap is rendered?
[01:31 am]
thekian -- ...
[12:34 am]
jjf28 -- :sick:
[12:34 am]
Pr0nogo -- that's my kinda site
[12:31 am]
KrayZee -- https://trump.dating/ what le fuck
[08:45 pm]
Lanthanide -- so you can't turn the upgrade off for a certain protoss unit, or give a certain unit a higher level of shield armor than other units
[08:44 pm]
Lanthanide -- also protoss shields is heavily hard-coded; any unit with Shields will get it automatically, and it's always 1 upgrade = +1 shield armor
[08:44 pm]
Lanthanide -- one thing that is pretty hard-coded is carrier and reaver hangar capacity, for example, you can't do anything about that, or replicate it for other units (you can't add sub-units to any other units int he game via EUDs only)
[08:43 pm]
Pr0nogo -- 👌🏾
[08:43 pm]
Lanthanide -- so you can do a lot with the unused upgrades and techs (or scavange ones your don't care about), but you can't do everything with them
[08:43 pm]
Lanthanide -- you can change commands, such as cast spells, to require a tech to be researched first (and possibly also tie it to upgrades?)
[08:42 pm]
Lanthanide -- eg make a new upgrade that gives +10 range to dragoons - when the player has researched it, replace their Dragoon with 4 range with a Fenix Dragoon that has 14 range (not withstanding the already existing +2 range upgrade that fenix will have)
[08:41 pm]
Lanthanide -- alternatively you can detect when the player has researched the upgrade, and for that player only, replace the base unit with a hero version of the same
[08:41 pm]
Lanthanide -- that may be ok depending on your map
[08:41 pm]
Lanthanide -- for all players, not just the one that upgraded it
[08:41 pm]
Lanthanide -- but that will affect all units of that type on the map
[08:41 pm]
Lanthanide -- eg change range of a unit
[08:41 pm]
Lanthanide -- you can sort of fake it, by detecting when the player has researched the upgrade, and then directly modifying the unit stats to reflect that
[08:40 pm]
Lanthanide -- what you can't do is create new upgrades that do +energy or increase unit speed
[08:40 pm]
Lanthanide -- you can assign them as armor or weapon upgrades, so 1 upgrade = +1 armor or +x damage (depending on weapon)
[08:40 pm]
Lanthanide -- there are several unused upgrades and techs that you can use
[08:39 pm]
Lanthanide -- to an extent, yes
[2018-2-16. : 6:15 pm]
NudeRaider -- custom as opposed to what?
[2018-2-16. : 5:07 pm]
thekian -- Hmm... can you make custom research with EUDs?

Pages: 1 2 33154 >


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