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[2016-1-29. : 6:24 pm] Doodle77 -- Doodle77Doodle77 shouted: right click on the shortcut->properties->compatibility->disable desktop composition actually they removed that in windows 10 wut[2016-1-29. : 6:14 pm] Doodle77 -- right click on the shortcut->properties->compatibility->disable desktop composition[2016-1-29. : 5:56 pm] Corbo -- AutoCAD Lags on windows 10, usually this was fixed by disabling aero or disabling desktop composition in advanced settings in windows 7. but W10 seems to not have that. A simple google fails and autocad is being very unproductive.[2016-1-29. : 5:18 pm] O)FaRTy1billion[MM] -- Do you want me to add code to properly fill out validflags and stuff, or is that done somewhere other than AddUnit?[2016-1-29. : 5:04 pm] O)FaRTy1billion[MM] -- CorboCorbo shouted: What's the point of having a shoutbox if one can only shout when it decides to work? Ctrl+F5[2016-1-29. : 4:08 pm] Corbo -- What's the point of having a shoutbox if one can only shout when it decides to work?[2016-1-29. : 10:41 am] O)FaRTy1billion[MM] -- I need to figure out if I should do separate flip functions or if it's easy to just add the flip stuff to this[2016-1-29. : 9:49 am] O)FaRTy1billion[MM] -- Cool, assuming I didn't do something horribly wrong I got my first render function done. [2016-1-29. : 9:31 am] O)FaRTy1billion[MM] -- I dunno if I should copy the wpe indexes in to the actual WPE, or if I should just write it in when I write to the buffer[2016-1-29. : 9:24 am] Ahli -- https://www.rockpapershotgun.com/2016/01/28/starcraft-ai-bots/#more-343753[2016-1-29. : 8:36 am] O)FaRTy1billion[MM] -- should I pass palette as a parameter, make it a variable in the graphics class, or just find it every time?[2016-1-29. : 8:03 am] jjf28 -- I should prolly validate GRPs on load so we can not care when rendering [2016-1-29. : 7:45 am] O)FaRTy1billion[MM] -- I'll probably change it to be more how it's already done, which is safer[2016-1-29. : 7:44 am] O)FaRTy1billion[MM] -- Because I guess SC just reads the starting line, and then just sort of continues forever from there [2016-1-29. : 7:43 am] jjf28 -- it would be safer to get an offset the same way as in the grp::data method and then use buffer methods to read; but that ofc adds the overhead of bounds checking everything[2016-1-29. : 7:41 am] jjf28 -- FaRTy1billionFaRTy1billion shouted: jjf, can I read past the grp->data? it's just a byte pointer so you could read past it if you're not careful/with an invalid GRP[2016-1-29. : 7:39 am] O)FaRTy1billion[MM] -- When you change an animation, it applies the animation to all overlays, and this particular overlay it's WalkingToIdle animation ends it[2016-1-29. : 7:39 am] O)FaRTy1billion[MM] -- Ooooooh. I found it. WalkingToIdle Engines_GlowHeaderDeath[2016-1-29. : 7:37 am] O)FaRTy1billion[MM] -- While it's walking it's continuously adding the overlay, which ends after a frame[2016-1-29. : 7:37 am] O)FaRTy1billion[MM] -- giszogiszo shouted: "if you hit a different animation it goes away" - doesn't this mean that while changing animations the engine is removing previous overlays? No, it's because the overlay ends[2016-1-29. : 7:27 am] giszo -- however as I remember the SCV WalkingToIdle animation had only a wait loop, nothing else, but I will have to check it again :-)[2016-1-29. : 7:23 am] giszo -- i'm looking for an iscript instruction reference in the meantime, whether it has any specific operation to remove/disable an overlay[2016-1-29. : 7:22 am] giszo -- "if you hit a different animation it goes away" - doesn't this mean that while changing animations the engine is removing previous overlays?[2016-1-29. : 7:21 am] O)FaRTy1billion[MM] -- and if you run init multiple times it will get multiple shadows[2016-1-29. : 7:20 am] O)FaRTy1billion[MM] -- Because in my iscript previewer it doesn't remove any overlays, and if you hit a different animation it goes away[2016-1-29. : 7:16 am] giszo -- I'm asking because the SCV walking script puts the glow overlay onto the unit, but the walkingtoidle is just a simple wait loop, nothing specific happens there[2016-1-29. : 7:15 am] giszo -- does the SC engine remove any overlay (and such things) when changing between different animations like walking and walkingtoidle?[2016-1-29. : 7:10 am] O)FaRTy1billion[MM] -- Is displaying the last frame on an invalid frame what you want? I usually do the first frame[2016-1-29. : 6:53 am] O)FaRTy1billion[MM] -- My math is probably wrong, half the shit in that particular function was done badly because it was really complicated[2016-1-29. : 6:51 am] O)FaRTy1billion[MM] -- Like SC only redraws when and where stuff changes, like when you move your mouse over an invalid portrait that's just frozen static you can see it[2016-1-29. : 6:50 am] O)FaRTy1billion[MM] -- Ooooh, I think I know what it is. It must be the refresh rect.[2016-1-29. : 6:50 am] O)FaRTy1billion[MM] -- IT's just weird because it's a pointer to a position, but I don't know what[2016-1-29. : 6:46 am] jjf28 -- NudeRaiderNudeRaider shouted: FaRTy1billion maybe its a quantum pointer that changes its behavior whenever you look at it? xD |