Staredit Network > Forums > Portal News > Topic: StarCraft Developer Update: Latency, Matchmaking, and EUDs
StarCraft Developer Update: Latency, Matchmaking, and EUDs
Oct 16 2017, 4:05 am
By: Roy  

Dec 8 2017, 3:50 pm Pr0nogo Post #21



Yep, epic-scale UMS maps didn't get any more feasible in the AI department, it seems. Maybe even less feasible if you use custom level/insane scripts stacked on top of one another depending on what their define_max limits are (AI might make more units than it did before = more problems due to low guard limit).




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[06:50 am]
Suicidal Insanity -- ok, nice
[03:16 am]
Corbo -- and by too I meant again xD
[03:15 am]
Corbo -- hey si, i might have something cool to show you soon too
[09:10 am]
Suicidal Insanity -- :P
[09:10 am]
Suicidal Insanity -- Not that I think that is a good idea
[09:10 am]
Suicidal Insanity -- then it is a real index
[09:10 am]
Suicidal Insanity -- jjf28
jjf28 shouted: Suicidal Insanity I can't have code saying xIndex for something that's 1-based, to me xIndex is always a 0-based array index specifically, anything else is an identifier ("Id", usually sequential) or key (hash or a fixed-byte abbreviation or something), those are my cues so I don't need to constantly refer to some documentation so I know what to code
I'm just saying have your function 'GetMapTitleStringIndex' return realValue - 1
[2019-3-18. : 1:45 am]
CaptainWill -- If anyone was considering Hypnospace Outlaw, I recommend it
[2019-3-18. : 1:41 am]
jjf28 -- I think the reason I had it so wrong was cause I could treat it as a 0-based index from section start (offsets actually start after first two bytes of numStrings) so I had my access simplified like that :P
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