ISSUE #1, hell, it's about damn time
Topic Locked
Topic Locked|
Laborare est orare.
|
Perhaps you want seek the author's permission (assuming he is the original author) to include this. It's a decent satire, regardless of how many people demonstrated that it went over their heads by replying seriously.
![]() ![]() ![]() ![]() ![]() ![]() “Friends and neighbors complain that taxes are indeed very heavy, and if those laid on by the government were the only ones we had to pay, we might the more easily discharge them; but we have many others, and much more grievous to some of us. We are taxed twice as much by our idleness, three times as much by our pride, and four times as much by our folly.”
-Benjamin Franklin for those who can still ride an airplane for the first time i uploaded this hug, I hope she gets it |
|
Piss just got 20% cooler
|
I knew you would. It's unfortunate that you are going to do that instead of suggesting another, more appropriate reference. Which goes back to what I've been saying all along, an editor cannot correct the articles' style. If you don't like it, then suggest changes. Do not remove/mutilate parts yourself unless there are factual/grammatical mistakes. You can simply not accept the article if you dislike the style <.<... That's the Writers' problem. Yep... I'm pretty worried that this is going to be shit boring, and just a bunch of bogus people blabbing about a GAME and trying to sound mature while doing it.. It's a GAME folks!!! you guys take this way too srsly... :\ On that note, change the sperm thing into Feces and make Shuttles = Monkeys.. so it's Monkey throwing Feces at each other .. Or, if that's not your bag, then change Interceptors into Screeching notes and Shuttles into Fat Ladies and name it Opera Arena... Or whatever you seem fit. ![]() ![]() ![]() ![]() ![]() ![]() BEWARE! I'm watching you.. .. as you Pee |
|
All further criticism of SENzine as a whole can be directed here - Unholy Urine's Beef
This post was edited 1 time, last edit by ClansAreForGays: Jul 30 2009, 11:53 pm. |
|
What is your target audience? B.netters.. Are they 1/2 retarded? Yes! So what'd you write? Half retarded stuff!! ![]() ![]() ![]() ![]() ![]() ![]() |
|
Extended Unit Deaths
by Doodle77 (Channel ops, former moderator, Static SEN owner) If you've ever visited the Mapmaking Assistance forum, no doubt you have seen a topic of "Useful EUD links." You may even have heard of Devilesk's Eggball using EUDs. But what are EUDs? In short, EUDs (Extended Unit Deaths) are a way of using the Deaths trigger condition to read things other than death counts, or the Set Deaths action to write to things other than death counts. Now we'll take a closer look at how they work. Starcraft's data memory is located in a single block starting at 0x00510000 (the 5308416th byte of memory) <<check this>>. At 0x0058A364 (about 500 kilobytes later) the area used to store death counts begins. The data is arranged in a manner that is efficient for Starcraft to access: there is one group of twelve numbers (corresponding to players 1-12) for each unit (228 in all). So when Starcraft wishes to get the death count of Terran Goliaths (unit #3) for player 5, it goes to the fourth group of numbers (because the first unit is unit#0) and then takes the fifth number from that group. But what happens when we tell Starcraft to get the deaths for unit 1340? This isn't a real unit, but Starcraft does not check this. So it goes to the 1340th group of twelve numbers, which is past the end of the death table. Since Starcraft's data is (for the most part) all in one block, this data is something unrelated to deaths. If we read the deaths of 1340 for Player 1, we have ended up reading the piece of data at 0x599EA4. Through the use of extended units, we have made it possible to read any part of Starcraft's memory after the deaths table <<will write more later>> This post was edited 1 time, last edit by Doodle77: Aug 14 2009, 10:39 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
|
Understanding breeds empathy.
|
Its too complex for a bnet noob. Is the observer for speading the word about SEN, or for SENners?
![]() ![]() ![]() ![]() ![]() ![]() Red classic. Left SEN, I may pop in sometimes but I have more useful things to do with my time. If you need anything, email me at zany DOT wun AT gmail DOT com. Maybe I'll come back some day and be regular again but right now it's not for me. gg olo im still here till the 2011 last stand contest and these SD topics are done with |
|
Understanding breeds empathy.
|
I like it, and will put it in. If you read the other topics in this sub-forum and the original idea topic, you would already know zany. I did, although I forgot much of what was said. I re-read it and it seems it's supposed to get out to as many people as possible, to gain recognition and beta keys from blizzard. Bnet noobr and other, non-mapping communities are probably the best bet for that, and most won't understand or care about what EUDs. Not that it's not a great article, but most SENners already know and almost everyone else doesn't care. ![]() ![]() ![]() ![]() ![]() ![]() Red classic. Left SEN, I may pop in sometimes but I have more useful things to do with my time. If you need anything, email me at zany DOT wun AT gmail DOT com. Maybe I'll come back some day and be regular again but right now it's not for me. gg olo im still here till the 2011 last stand contest and these SD topics are done with |
|
SC2: Today's SC2 Topic is... StarCraft 2 or Diablo 3, which one will come out first? Cast your votes now for a limited time only gift: Cake! Yes folks, you read right... Cake! If however, you do not participate, we will track down your IP through this newsletter and you will get the wonderful pleasure of spending the day with Excalibur! Then you tell us, man... Or woman.
Humor: That actually works out. And if you run out of room, just take a quote from Tux or something. Humorous maps from the past can get some light, like Tux's old random missile defense or what-not. Trends/Rumor Mill: Remove this portion. Immediately. Modding & SEN: Not my cup 'a tea. ![]() ![]() ![]() ![]() ![]() ![]() |
|
BWAPI Project Owner
|
Starcraft's data memory is located in a single block starting at 0x00510000 (the 5308416th byte of memory) <<check this>>. At 0x0058A364 (about 500 kilobytes later) START OVER Assume that 1) The reader doesn't know what 0x######## or a "memory address" is. 2) The reader doesn't know what a "deaths table" is. 3) The reader doesn't know that death counts are stored in a block of memory. 4) The reader doesn't know ANYTHING except for basic english. |
|
Starcraft's data memory is located in a single block starting at 0x00510000 (the 5308416th byte of memory) <<check this>>. At 0x0058A364 (about 500 kilobytes later) START OVER Assume that 1) The reader doesn't know what 0x######## or a "memory address" is. 2) The reader doesn't know what a "deaths table" is. 3) The reader doesn't know that death counts are stored in a block of memory. 4) The reader doesn't know ANYTHING except for basic english. Sorry, I figured I wasn't writing for wikipedia, lemme fix that: Extended Unit Deaths by Doodle77 (Channel ops, former moderator, Static SEN owner) If you've ever visited the Mapmaking Assistance forum, no doubt you have seen a topic of "Useful EUD links." You may even have heard of Devilesk's Eggball using EUDs. But what are EUDs? In short, EUDs (Extended Unit Deaths) are a way of using the Deaths trigger condition to read things other than death counts, or the Set Deaths action to write to things other than death counts. Now we'll take a closer look at how they work. Starcraft's data memory , which is used to store everything related to the game is located in a single block starting atthe memory address 0x00510000 (the 5308416th byte of virtual memory) <<check this>>. At 0x0058A364 (about 500 kilobytes later) the area used to store death counts begins. The data is arranged in a manner that is efficient for Starcraft to access: there is one group of twelve numbers (corresponding to players 1-12) for each [url=http://staredit.net/wiki/Unit_Types (228 in all). So when Starcraft wishes to get the death count of Terran Goliaths (unit #3 - units (along with everything else) are numbered starting with zero) for player 5, it goes to the fourth group of numbers and then takes the fifth number from that group. But the units are just represented as numbers here, so what happens when we tell Starcraft to get the deaths for unit #1340? This isn't a real unit, but Starcraft does not check this. So it goes to the 1341st group of twelve numbers (remember that units are numbered starting with zero), which is past the end of the area used to store unit deaths. Since Starcraft's data is (for the most part) all in one block, this data is something unrelated to deaths. If we read the deaths of 1340 for Player 1, we have ended up reading the piece of data at the memory address 0x599EA4. Through the use of extended units, we have made it possible to read any part of Starcraft's memory after the deaths table <<will write more later>> Also, tell ip to fix this escape() bullshit. ![]() ![]() ![]() ![]() ![]() ![]() |
|
BWAPI Project Owner
|
Yes we do. Maybe not over in Conceptland where you've figured out about players, but this is about extended unit deaths. I expected at least something decent or worthwhile for others to read, but I guess I was wrong. The "SEN Observer" has just lost my interest. |
|
I suggested that you write the EUD article a long time back and you never do. Doodle comes along and gives his spin on it and you . One person writes one thing on one subject and you're ready to throw the baby out with the bath water because of one thing that irked you. I always thought of you as one of the more reasonable and intelligent people here at sen...
Nothing's stopping you from improving anything. |