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[2014-8-13. : 4:41 am] Sacrieur -- index IDs are one of the fundamental principles of using EUDs, and are necessary for reading any memory that's unit related [2014-8-13. : 4:40 am] Sacrieur -- when you select a unit, the game will know that you have index ID n selected [2014-8-13. : 4:39 am] Sacrieur -- each unit in the game has what's called a index ID assigned to it, this is how the game keeps track of different units [2014-8-13. : 4:37 am] twilight_marine -- click on any unit. It gives different text based on what unit I click [2014-8-13. : 4:34 am] twilight_marine -- I am playing this amazing mafia game and it displays text when I click on something [2014-8-13. : 4:20 am] jjf28 -- Everyone should be aware, Dem0n is prepared to help you deal with your emotional issues, bring all such problems to him [2014-8-13. : 3:48 am] CecilSunkure -- Yeah! And you should say more things, or even post them in the LIT topic. [2014-8-13. : 1:52 am] CecilSunkure -- If I actually know what would be useful, these things can be implemented. I just don't know what people would find useful, coming up with those efficiency tools takes users -users of the tool have to suggest these ideas for them to get implemented. [2014-8-13. : 1:51 am] CecilSunkure -- You know Moose, the time example I could implement in like 2 minutes. [2014-8-13. : 1:44 am] CecilSunkure -- Oh gotcha. Yeah that's totally doable with some trigger generation tool embedded in a language, assuming editor support. [2014-8-13. : 1:37 am] Moose -- Or a bigger timesaver, if I want everything to build/upgrade/research twice as fast for all races, I can run command lines setting the time to time/2 instead of modifying (and calculating) them all one by one. [2014-8-13. : 1:35 am] Moose -- IE, instead of going into an editor and manually adding 20 hp to those infantry units, I can use a command line query that will modify the units section of the .chk directly. [2014-8-13. : 1:34 am] Moose -- I'm talking about a language to modify the settings directly in the map outside of the game. My theoretical automation tool does not operate on, read, or use triggers in any way. [2014-8-13. : 1:28 am] CecilSunkure -- Moose I'm pretty sure all of those tools can do the unit HP change example. [2014-8-13. : 1:25 am] Azrael -- EUDGen plug-in would be great, sure. But you know what'd be really amazing? [2014-8-13. : 1:25 am] Azrael -- "jjf28 -- like, plugin wise or just via the fact that tetxttrigs are the same? o.O" [2014-8-13. : 1:20 am] Moose -- FastTrig... ProTrg... Oreo... LIT. Yet no automation tools like I described yet. Which one is going to lend more utility to mappers sand save mappers more time at this point? Not the trigger developments anymore. [2014-8-13. : 1:10 am] Moose -- I already write my own PHP when I need to. Each time I see another trigger generation package roll out with yet another syntax and structure, I just roll my eyes at this point. [2014-8-12. : 11:14 pm] CecilSunkure -- Yeah this is the first release. Previously I wasn't even done; not all actions were supported. [2014-8-12. : 11:12 pm] trgk -- Once tried to create map<->json library. Hadn't found a way to represent tilemap inside json; [2014-8-12. : 11:12 pm] CecilSunkure -- That's what myself and jj have been working on! I finished up a tool to do that sort of thing, and am trying to integrate into jj's chkdraft [2014-8-12. : 11:11 pm] Moose -- I often find myself wanting more/quicker automation than the current toolset provides. [2014-8-12. : 11:11 pm] Moose -- If I actually had the programming skills to make a mapping tool, that's what it would be, as a plugin integrated into one of the drafts. [2014-8-12. : 11:09 pm] trgk -- I once designed some python library for mapping, but I was too lazy to complete map saving feature; [2014-8-12. : 11:08 pm] CecilSunkure -- Moose that's a great idea, but you don't only need SQL to do that. Any program written in most languages can do something very similar [2014-8-12. : 11:06 pm] Moose -- It is not, I've just seen it elsewhere and thought it was, but apparently it isn't. Or isn't anymore, in case it was at some point. [2014-8-12. : 11:05 pm] Moose -- And if the map editor can output the commands to reconstruct certain tables, then bam, easily portable mapping using text, like SCMIE with text. [2014-8-12. : 11:04 pm] Roy -- Is the WHERE clause required on a SQL update? I use T-SQL, and it's not required for me. [2014-8-12. : 11:04 pm] Moose -- Shit, even just having all of the things in one big table that you can edit directly would be neat, even if you couldn't use queries on it. But if there's query support, then so much of your map can just be made via a script, which could be pasted in from pregenerated text, or even generated from other languages for great automation. [2014-8-12. : 11:02 pm] Moose -- I had an idea for a map editor. What if map data was fed into a database where you could edit things en masse using SQL? IE, a mapper thinks infantry in their map die too easily, so they go "UPDATE 'units' SET hp=hp+20 WHERE 'race' = 'Terran' AND 'organic' = 1". Or they want to move all of their locations on the map one tile to the right, so they can just go "UPDATE 'locations' SET x1=x1+32 WHERE 1". That would be neat. [2014-8-12. : 5:40 pm] jjf28 -- i'm not a big fan of windows messaging either, but the other ways I looked into for program-program communication didn't impress |