I have two advaqnced questions for the more experienced modders:
If the minimap is removed from the HUD and map previews removed from the lobby, would odd sized maps work without playing a regular sized map before hand? I'm trying to get a map around 500x500 to work in SC.
I wish to communicate a bit of information from text files from player to player in SC. I wanted to take some info from Player 1's computer and update the map with it, and then take P2's and so on. How can I accomplish this without any desync?
If you get 500x500 to work I want to know everything you did. Srsly.
If the minimap is removed from the HUD and map previews removed from the lobby, would odd sized maps work without playing a regular sized map before hand? I'm trying to get a map around 500x500 to work in SC.
I've always heard it's the minimap that crashes, I see no reason why the large map size would crash it otherwise, since your screen is still displaying the same amount...
I wish to communicate a bit of information from text files from player to player in SC. I wanted to take some info from Player 1's computer and update the map with it, and then take P2's and so on. How can I accomplish this without any desync?
Leaderboard changes don't desync, so you might be able to like transfer text via leaderboard(1-26 for letters) however I'm not sure if that would work for you.. Although, maybe since they're not shared, the other players won't be able to detect it.. hm..
None.
Can deaths be updated? I don't see why they can't me? Or maybe kills? If so, then I'm sure I can make a workaround.
Nevermind, just tested leaderboard, while it doesn't desync, the numbers remain the same for the other players, even if yours are different..
None.
Nevermind, just tested leaderboard, while it doesn't desync, the numbers remain the same for the other players, even if yours are different..
Thanks, that's a bummer though.
I have two advaqnced questions for the more experienced modders:
If the minimap is removed from the HUD and map previews removed from the lobby, would odd sized maps work without playing a regular sized map before hand? I'm trying to get a map around 500x500 to work in SC.
I wish to communicate a bit of information from text files from player to player in SC. I wanted to take some info from Player 1's computer and update the map with it, and then take P2's and so on. How can I accomplish this without any desync?
Odd sized maps, maybe, but maps larger than 256x256 never work.
Only possible way without plugins is EUD conditions and actions that you make to read the files. And I'm not even sure it's possible to pass data like that without desynching.
None.
Quote from name:Richard Nixons Head
Odd sized maps, maybe, but maps larger than 256x256 never work.
I know maps can be bigger than 256x256, its just that they crash SC. A map once existed that was 1024x1024.
Quote from name:Richard Nixons Head
Only possible way without plugins is EUD conditions and actions that you make to read the files. And I'm not even sure it's possible to pass data like that without desynching.
I was think more along the lines of my R.A.W.R. plugin.
PyMS and ProTRG developer
Unless you say what you actually want to do there is no way to tell if it will desync or how to stop it. Generally though since you are using a plugin just hook into the packet sending/receiving functions, then you can create a custom packet to send the data between players. You could also just use the basic player text sending/receiving functions with a special formatted message.
Hiennerman told me that packets can't edit information, unless it sends out at the same time and acts as if its a constant in SC. If locations didn't crash, I don't see why this really shouldn't crash. I guess I have some testing to do.
PyMS and ProTRG developer
Like i said, you have to explain what you want to do.
SDE, BWAPI owner, hacker.
I thought 512x512 maps were just "unplayable", not crashing. ??
Either way I might have a look into it.
BTW the MTXM(terrain) section of a CHK doesn't validate if the size is greater than 0x20000 bytes. (256x256 map)
So a checklist of patches would include
0x004CD0B3 -> Fill with 9 NOPs (disable the size check on the MTXM section)
0x0042BC61 -> Possibly change to Push 400000h // memory allocation
*0x004BD709 -> Possibly change to Push 800000h // memory allocation
*0x004BD72B -> Possibly change to Push 800000h // memory allocation
*0x004BD75F -> Possibly change to Push 1000000h // memory allocation
Other notes:
0x004A4400 for the minimap sizing function.
What patch are those for? I'm guessing 1.16.0.
As long as the information isn't being used by everyone (same restrictions as EUDs and running mods with people who aren't), it wont desync. You can successfully move locations, change switches and deaths, etc. without desync, as long as any major action doesn't occur based on them.
TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
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topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
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