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Pages: < 1 « 1921 1922 1923 1924 19253540 >

[2016-1-29. : 6:24 pm]
Doodle77 -- Doodle77
Doodle77 shouted: right click on the shortcut->properties->compatibility->disable desktop composition
actually they removed that in windows 10 wut
[2016-1-29. : 6:23 pm]
Dem0n -- Inferno, fight me.
[2016-1-29. : 6:23 pm]
jjf28 -- https://youtu.be/OKsaTAYNebg
[2016-1-29. : 6:22 pm]
Doodle77 -- disclaimer: i don't actually have windows 10
[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. : 5:55 pm]
Corbo -- what's the equivalent of diabling aero in windows10?
[2016-1-29. : 5:42 pm]
Corbo -- no
[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. : 5:14 pm]
O)FaRTy1billion[MM] -- y's THG2 have to be either units or sprites? ;o
[2016-1-29. : 5:04 pm]
O)FaRTy1billion[MM] -- :wob:
[2016-1-29. : 5:04 pm]
O)FaRTy1billion[MM] -- Corbo
Corbo shouted: What's the point of having a shoutbox if one can only shout when it decides to work?
Ctrl+F5
[2016-1-29. : 4:21 pm]
lil-Inferno -- rekt
[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. : 2:23 pm]
RIVE -- :wob:
[2016-1-29. : 12:09 pm]
Moose -- :wob:
[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. :P
[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. : 8:37 am]
O)FaRTy1billion[MM] -- I think I'll just pass it, that sounds cleanest
[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. : 8:15 am]
Jack -- http://www.twitch.tv/birdietelevision quality dota stream here
[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 :P
[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 -- FaRTy1billion
FaRTy1billion 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. : 7:39 am]
O)FaRTy1billion[MM] -- Oh, maybe engset has something to do with it
[2016-1-29. : 7:38 am]
O)FaRTy1billion[MM] -- jjf, can I read past the grp->data?
[2016-1-29. : 7:38 am]
O)FaRTy1billion[MM] -- If the overlay ends it does
[2016-1-29. : 7:38 am]
giszo -- you mean that an overlay lives only for one rendering frame?
[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] -- giszo
giszo 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. : 7:27 am]
giszo -- 0x16 (end) seems to do something like this
[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. : 7:19 am]
O)FaRTy1billion[MM] -- It doesn't. I think the overlay just ends constantly
[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. : 7:13 am]
giszo -- FaRTy, I would have a question regarding iscript.bin
[2016-1-29. : 7:10 am]
O)FaRTy1billion[MM] -- ... It doesn't really matter :P
[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. : 7:08 am]
giszo -- the next season of the series should have been started in late 2015 :-(
[2016-1-29. : 7:06 am]
O)FaRTy1billion[MM] -- er, bufferwidth * y
[2016-1-29. : 7:06 am]
O)FaRTy1billion[MM] -- drawwidth * y + stuff + x
[2016-1-29. : 7:05 am]
O)FaRTy1billion[MM] -- yup, I think it's the draw rect.
[2016-1-29. : 6:58 am]
jjf28 -- tv series that should be wrapping up about now, but scheduling crap
[2016-1-29. : 6:57 am]
O)FaRTy1billion[MM] -- wat
[2016-1-29. : 6:56 am]
jjf28 -- why no person of interest yet :rage:
[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] -- a small rect around the cursor will redraw the static
[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] -- That's why this is hard. xD
[2016-1-29. : 6:50 am]
jjf28 -- damn lotta dereferences to think through
[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. : 6:49 am]
jjf28 -- :)
[2016-1-29. : 6:49 am]
jjf28 -- felt like it was some kinda origin
[2016-1-29. : 6:49 am]
O)FaRTy1billion[MM] -- Oh, it's where it draws
[2016-1-29. : 6:46 am]
jjf28 -- NudeRaider
NudeRaider shouted: FaRTy1billion maybe its a quantum pointer that changes its behavior whenever you look at it?
xD
[2016-1-29. : 6:46 am]
O)FaRTy1billion[MM] -- I might have gotten the x and y backwards
[2016-1-29. : 6:45 am]
O)FaRTy1billion[MM] -- *((*p6CF4A8) + 4) + x + *((u16*)*p6CF4A8) * y
[2016-1-29. : 6:44 am]
O)FaRTy1billion[MM] -- It's not declared in these higher functions I found :\
[2016-1-29. : 6:44 am]
O)FaRTy1billion[MM] -- No, it's just zeroed out all the time

Pages: < 1 « 1921 1922 1923 1924 19253540 >


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