00:01.52 | Hati | o.o |
00:02.02 | Hati | just found the way to enable attacks while moving |
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00:03.55 | *** join/#sc2mapster Thunder_Child (~Thunder_C@WoWUIDev/PITA/TC) |
00:05.28 | Iggyhopper | yeah |
00:05.30 | Iggyhopper | how hati |
00:05.33 | Iggyhopper | Hati |
00:05.39 | Hati | in WeaponData.xml |
00:05.40 | Iggyhopper | AllowedMovement? |
00:05.54 | Hati | there is WeaponLegancy |
00:05.57 | Iggyhopper | yeah |
00:06.02 | Iggyhopper | so did it work though? |
00:06.02 | Hati | CWeaponLegacy |
00:06.08 | Hati | but there is also CWeaponStrafe |
00:06.09 | Iggyhopper | you just make tags into legacy? |
00:06.15 | Iggyhopper | stgrafe |
00:06.28 | Hati | like in Interceptor attacks :P |
00:06.32 | Hati | just saw it |
00:06.42 | Hati | they don't stop-move |
00:06.49 | Hati | they are flying & shooting at the same time |
00:07.00 | Iggyhopper | but only while they are moving toward the target |
00:07.11 | Hati | that's the arc |
00:07.25 | Iggyhopper | wat |
00:07.26 | Hati | i guess |
00:07.30 | Iggyhopper | thats what ard is |
00:07.32 | Hati | <Arc value="19.6875"/> |
00:07.35 | Iggyhopper | maybe |
00:07.37 | Iggyhopper | aha |
00:08.12 | Hati | <AllowedMovement value="Moving"/> should work too |
00:08.16 | Hati | as it is for voidrays |
00:08.29 | Alevice_Work3 | voidrays stop aatcking when they move tho |
00:08.40 | Iggyhopper | no they can move |
00:08.41 | Iggyhopper | slow |
00:09.05 | Alevice_Work3 | really? i ought to check |
00:09.09 | Hati | Alevice - they attack if the attacked unit moves |
00:09.12 | Alevice_Work3 | i know mothersip shoots while moving too |
00:09.13 | Hati | they still attack |
00:09.31 | Hati | and if they are slow moving voidrays still attack |
00:09.36 | Hati | but you can't throttle the speed :P |
00:09.57 | Hati | <AllowedMovement value="Moving"/> has this too |
00:10.09 | Hati | <Options index="OnlyFireWhileInAttackOrder" value="0"/> |
00:10.20 | Hati | and i guess if you would add this to voidrays |
00:10.24 | Hati | they simply would go insane |
00:11.02 | Alevice_Work3 | haha |
00:11.10 | Hati | but iam trying to get a Uberlisk o.o |
00:11.25 | Alevice_Work3 | How do we attach units anyway? Via turretData? |
00:11.40 | Hati | turret data is something different |
00:11.47 | Hati | it seems as this only stores if units are 2-parted |
00:11.53 | Hati | like Immortals |
00:11.54 | Hati | etc. |
00:11.57 | Alevice_Work3 | ah |
00:12.05 | Hati | so they can move like spiders |
00:12.13 | Hati | but still fire behind |
00:12.15 | Alevice_Work3 | oh okay |
00:12.27 | Alevice_Work3 | so hiow it is done anyway |
00:12.48 | Hati | my guess is through modeldata.xml |
00:12.51 | Alevice_Work3 | i doubt the spore crawlers are escorts |
00:12.55 | Alevice_Work3 | hmmm, mayhaps |
00:13.01 | Hati | just did the easy part :P |
00:13.04 | Hati | adding weapons to it |
00:13.11 | Alevice_Work3 | ?? |
00:13.12 | Hati | actually he attacks while moving |
00:13.15 | Alevice_Work3 | ah |
00:13.20 | Hati | even without marking |
00:13.27 | Hati | like the vod from BlizzCon09 |
00:13.31 | Hati | vid* |
00:13.37 | Hati | but no models there |
00:13.49 | Alevice_Work3 | marking? |
00:13.55 | Alevice_Work3 | as in targetting? |
00:14.04 | Hati | yea |
00:14.10 | Hati | he simply attacks any enemy |
00:14.16 | Hati | in 7-range |
00:14.27 | Alevice_Work3 | yey |
00:14.34 | Alevice_Work3 | so it is like phoenix fire in wc3 |
00:15.10 | Hati | phoenix fire? |
00:16.07 | Alevice_Work3 | Phoenix fire abiltiy in wc3 attacked anything in range |
00:16.24 | Alevice_Work3 | even if the phoenix was moving or attacking another thing |
00:16.25 | Hati | hmm k |
00:16.33 | Hati | phoenix was human unit - didn't played human :P |
00:16.43 | Alevice_Work3 | hahah, modding niigga, modding |
00:16.54 | Alevice_Work3 | i hardly ever played standard wc3 melee |
00:16.54 | Hati | didn't modded for wc3 |
00:16.57 | Zoxc | battleships ;D |
00:16.58 | Alevice_Work3 | bah |
00:17.07 | Hati | was busy with playing :P |
00:17.39 | Hati | playing super mario bros with feet |
00:17.43 | Hati | on snes |
00:17.55 | Alevice_Work3 | lolwut |
00:18.24 | Hati | you put the controller (SNES) on the ground and play Super Mario World (sry) with your feet |
00:18.27 | Hati | instead of hand |
00:19.33 | Alevice_Work3 | I got what you mean. Doesn't change my reaction |
00:20.06 | Hati | guess i found |
00:20.09 | Hati | ImmortalTurret |
00:20.17 | Alevice_Work3 | hmmm |
00:20.17 | Hati | <CActorTurret id="ImmortalTurret"> |
00:20.17 | Hati | <PROTECTED> |
00:20.17 | Hati | <PROTECTED> |
00:20.17 | Hati | <PROTECTED> |
00:20.23 | Iggyhopper | could be have two xml file wikis? |
00:20.34 | Alevice_Work3 | lolwut |
00:20.44 | Iggyhopper | one for core and one for the data |
00:20.45 | Alevice_Work3 | I mean, what for? |
00:20.59 | Alevice_Work3 | if they describe the structure, there is little point in sperating them |
00:20.59 | Iggyhopper | i mean the xml files that extend off the core |
00:21.03 | Iggyhopper | mmk |
00:21.06 | Alevice_Work3 | if it is for the data itself, then go ahead |
00:21.29 | Iggyhopper | like id like to put all the tags, then all the possible values for the tags, right there in a condensed format |
00:21.54 | Iggyhopper | I could make like, a test wiki page? |
00:21.54 | Hati | ehm |
00:21.57 | Iggyhopper | ehm |
00:21.58 | Hati | i handed it the way |
00:22.01 | Hati | handled* |
00:22.13 | Hati | you have ie. <<attributes values="">> |
00:22.15 | Witchsong | http://pastebin.com/V3NUiQsT <-- If I do this, will I be able to determine that list[0] is type B? |
00:22.20 | Iggyhopper | mk |
00:22.20 | Hati | and insert valid values in "" |
00:22.29 | Iggyhopper | oh i see |
00:22.31 | Iggyhopper | ok |
00:22.35 | Hati | so <<attributes values="TargetUnit, TargetPoint, etc." |
00:22.38 | Hati | >> |
00:22.46 | Iggyhopper | let me try it in my edeted "Alignment" attribute |
00:23.24 | Iggyhopper | <attributes values in what? |
00:23.31 | Iggyhopper | i mean i know where but uh |
00:23.36 | Iggyhopper | nvm ill just preview stuff |
00:24.14 | Hati | <CEffectIssueOrder default="1" |
00:24.14 | Hati | <PROTECTED> |
00:24.14 | Hati | <PROTECTED> |
00:24.14 | Hati | <PROTECTED> |
00:24.14 | Hati | <PROTECTED> |
00:24.15 | Hati | <PROTECTED> |
00:24.15 | Hati | <PROTECTED> |
00:24.16 | Hati | </CEffectIssueOrder> |
00:24.16 | Hati | ie |
00:24.56 | Hati | might not use ", " |
00:25.03 | Hati | "or" might be better |
00:25.04 | Iggyhopper | <<attributes values="Positive,Negative">> |
00:25.11 | Iggyhopper | <<attribute value="">>"Positive" or "Negative"<</attribute>> |
00:25.16 | Iggyhopper | actually switch those top bottom |
00:25.23 | Iggyhopper | so like that? |
00:25.37 | Iggyhopper | oh jeez |
00:25.53 | Hati | i know what you want to do :P but i dunno which one should be used for 'known' valid arguments |
00:26.07 | Sholdak | witchsong: sure |
00:26.08 | Iggyhopper | so like |
00:26.11 | Alevice_Work3 | g2g ltr |
00:26.38 | Iggyhopper | "Children" <InfoFlags> value |
00:26.52 | Iggyhopper | arg |
00:27.07 | Iggyhopper | <<attribute value="">>"Positive" or "Negative"<</attribute>> |
00:27.09 | Iggyhopper | wt |
00:27.11 | Hati | yea editing it in the small thing is a mess - copy it into editor <3 |
00:27.19 | Iggyhopper | http://www.sc2mapster.com/api-docs/game-files/xml/behavior-data-xml/ |
00:27.30 | Iggyhopper | ok thar |
00:27.42 | Iggyhopper | see Children with charge and cooldown? |
00:27.57 | Hati | Buff? |
00:27.59 | Hati | BehaviorBuff? |
00:28.03 | Iggyhopper | sure |
00:28.07 | Hati | k |
00:28.13 | Iggyhopper | oh ctrl+f Alignment |
00:28.17 | Iggyhopper | hati |
00:28.23 | Hati | found |
00:28.41 | Iggyhopper | ok see i could have value, then line break and like possible values |
00:29.02 | Iggyhopper | i guess that would do, what i have right now is okay |
00:30.14 | Iggyhopper | <Options index="LinkedCooldown" value="1"/> |
00:30.30 | Iggyhopper | that in teh cores |
00:30.38 | Iggyhopper | <CWeapon> |
00:31.04 | Hati | yea i guess that way you could fire multiple weapons at once |
00:31.37 | Iggyhopper | i think you can have a weaponArray or like AbilWeapon |
00:31.50 | Iggyhopper | they already have something like AbilEffect |
00:32.32 | Hati | only thing i wonder is |
00:32.48 | Iggyhopper | wow |
00:32.52 | Iggyhopper | wow wow wow |
00:32.59 | Hati | CWeaponLegacy should inherhit CWeapon |
00:33.03 | Iggyhopper | <Options index="OnlyFireWhileInAttackOrder" value="1"/> |
00:33.05 | Iggyhopper | wow |
00:33.43 | Hati | yea posted earlier |
00:33.49 | Hati | at mothership |
00:34.15 | Jerub | question for you xml nuts |
00:34.29 | Jerub | any idea what the behaviour is for a colossos facing a thor? |
00:34.45 | Jerub | does the thor fire its canons, it's AA, or both? and is that defined in the xml? |
00:34.46 | Hati | huh? |
00:34.50 | Hati | oh |
00:34.57 | Hati | mom i check |
00:35.00 | HeliosDoubleSix | The thor uses ground if It's in range |
00:35.03 | Iggyhopper | mom |
00:35.05 | HeliosDoubleSix | if It's further away it uses air |
00:35.12 | Iggyhopper | for collosses |
00:36.06 | Jerub | is that just because the ground does more damage? |
00:36.12 | HeliosDoubleSix | I imagine so yes |
00:36.18 | HeliosDoubleSix | and the air outranges the ground |
00:36.24 | Hati | my guess he uses air |
00:36.35 | Hati | as it is his 'first' weapon |
00:36.40 | HeliosDoubleSix | nope he uses ground |
00:36.53 | HeliosDoubleSix | hes a smart lil thor |
00:37.06 | HeliosDoubleSix | shoots those colossus knee caps out |
00:37.24 | Jerub | sigh |
00:37.28 | Jerub | clearly it should use both |
00:37.38 | Hati | against Colossus it wouldn't make a difference |
00:37.40 | Jerub | wants his thors to blast the shit out of those goddamn colossos. |
00:37.44 | HeliosDoubleSix | :-P |
00:37.49 | Hati | air does 40dmg |
00:37.52 | Hati | ground too |
00:37.56 | HeliosDoubleSix | use the 250mm? canons them |
00:38.02 | HeliosDoubleSix | then |
00:38.06 | Hati | 10s duration |
00:38.14 | Hati | you die before you activate :P |
00:38.27 | HeliosDoubleSix | maybe you should use thro then ;-p |
00:38.28 | Hati | 2s preparation time |
00:38.29 | HeliosDoubleSix | shouldnt |
00:38.37 | Hati | well or you use it on distance |
00:38.50 | Hati | range: 7 |
00:39.10 | Hati | Colossus has 6(+1) |
00:39.31 | Hati | but still 2 marauders are more effective against colossus |
00:39.33 | Hati | than 1 thor |
00:39.40 | Jerub | Hati: uh, no, they're not. |
00:39.45 | HeliosDoubleSix | what's the range for thor air |
00:39.47 | HeliosDoubleSix | I thoguht it was pretty large |
00:39.48 | Jerub | colossos will destroy the maraders before they're in range. |
00:40.17 | Jerub | even 20 maraders will have heavy losses taking out a colossos cluster. |
00:40.22 | HeliosDoubleSix | yah air is 10 |
00:40.28 | Hati | well ... flank him |
00:40.28 | Jerub | 3 thors with infantry support will suffer only superficial casualties. |
00:40.31 | HeliosDoubleSix | The Thors anti air has a range of 10 |
00:40.44 | HeliosDoubleSix | the ground to ground on it is 7 |
00:40.52 | HeliosDoubleSix | tha 250mm canon is 10 |
00:40.59 | Hati | 250mm sucks :( |
00:41.02 | Hati | it is single target |
00:41.06 | HeliosDoubleSix | lol maybe you just suck as using thor |
00:41.06 | Hati | was aoe :( |
00:41.13 | Hati | i don't play terran |
00:41.13 | Jerub | Hati: i use the 250mm when i want to be sure to take out a pylon |
00:41.36 | Jerub | like i'm in the middle of a base assault and i realise a single pylon will take out 5 gateways. |
00:41.43 | HeliosDoubleSix | thats always nice |
00:41.53 | Jerub | <3 incompetant architects. |
00:41.58 | Iggyhopper | I'm going to work on TurretData |
00:42.04 | Jerub | i hate those bastards who line up a line of 6 pylons behind 4 gateways |
00:42.04 | Iggyhopper | because it's small |
00:42.20 | Hati | it's not hard :P |
00:42.26 | HeliosDoubleSix | yah the Thors anti air is pretty impressive I think |
00:42.33 | HeliosDoubleSix | and It's general purpose use |
00:42.54 | HeliosDoubleSix | but it needs support of course |
00:42.58 | HeliosDoubleSix | like anything |
00:43.05 | Jerub | HeliosDoubleSix: i always love it when i play someone who hasn't seen thors before. |
00:43.14 | Hati | got one time a terran ... |
00:43.20 | HeliosDoubleSix | :-) yah especially when you dropship them with SCVs |
00:43.24 | Hati | he had 2 fabrics ... pumping hellions |
00:43.26 | Hati | going mutas |
00:43.29 | Jerub | because either a) they focus on the thor and die to my MMM, or b) use the wrong rock/paper/scissor response to them |
00:43.32 | Hati | he was building a thor and canceling at 90% |
00:43.35 | Hati | back to hellions oO |
00:43.48 | Iggyhopper | how many gateways should i have when going against Z |
00:43.51 | Iggyhopper | i had like 1 |
00:43.53 | Iggyhopper | lol |
00:43.54 | Hati | 3 |
00:43.59 | Iggyhopper | but i wanted to tech to collossus |
00:44.00 | Hati | 3Gate 1 Robo |
00:44.06 | Jerub | Iggyhopper: 1 means you're vulnerable to a zergling rush |
00:44.19 | Iggyhopper | then he went zergling and muta and roach |
00:44.20 | Hati | you need immortals to countern roaches |
00:44.31 | Iggyhopper | i just couldnt keep up |
00:44.32 | Hati | and this way he is forced to go mutas |
00:44.36 | Iggyhopper | i need more practice |
00:44.37 | Hati | or hydras |
00:44.59 | Hati | hydras aren't that good (alone) against zealots |
00:45.01 | Iggyhopper | then i went air but he really went hard on mutas |
00:45.14 | Hati | and protoss are 'weak' against mutas |
00:45.22 | Iggyhopper | i got like a could phenoixes and warp ras |
00:45.27 | Iggyhopper | he tried to nydus me too |
00:45.37 | Iggyhopper | got him so it didnt work out too well for him |
00:45.39 | Hati | used it once ... to expand |
00:45.41 | Hati | not more :P |
00:46.05 | HeliosDoubleSix | shit the Thor anti air does splash now too I forgot about that |
00:46.12 | HeliosDoubleSix | *hugs Thors ankle* |
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00:46.37 | Hati | but i wonder why queen costs 2 supply ... |
00:46.43 | Hati | i mean ok ... it's strong only cost 150 |
00:46.46 | Hati | ppl would mass it |
00:46.52 | Hati | but why not simply 1hatch = 1queen |
00:46.52 | Hati | ... |
00:47.27 | HeliosDoubleSix | cus then youd have less to think about and worry |
00:47.36 | HeliosDoubleSix | and Blizzard likes making you worry and consider |
00:47.46 | Hati | well ok ... |
00:48.00 | Hati | you could have 2 close hatches and spawn for everyone a queen or let your queen travel |
00:48.01 | Hati | k ... |
00:48.16 | Iggyhopper | what if default=0? |
00:48.21 | Iggyhopper | for xml what would happen? |
00:48.24 | Iggyhopper | nothign? |
00:48.24 | Hati | it's not default |
00:48.49 | Iggyhopper | weird so its 1 or why bother haveing the attr |
00:48.52 | Iggyhopper | lol |
00:48.57 | Hati | if <CEffectDamage default="1"> <Amount value="20"/> </CEffectDamage> |
00:49.08 | Hati | every <CEffectDamage> without <Amount> would deal 20dmg |
00:49.53 | Hati | so it just changes the default values if default="1" |
00:50.08 | Hati | like global & local variables |
00:51.07 | Hati | and |
00:51.18 | Hati | if you have default="1" id="something" you can parent="something" |
00:51.34 | Hati | otherwise you can't |
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01:00.16 | Hati | <!-- This is temporary. The Colossus art is not build for his current design and the |
01:00.16 | Hati | <PROTECTED> |
01:00.21 | Hati | ah ok |
01:00.25 | Hati | good to know :P |
01:04.33 | Iggyhopper | you see the patch today? |
01:04.43 | Iggyhopper | marud's got a upgrade for concussive |
01:04.46 | Iggyhopper | i knew it |
01:04.51 | Iggyhopper | i totally called it |
01:06.41 | Hati | TurretData.xml is really just for the turret part of units |
01:06.44 | Hati | to let it rotate etc. |
01:06.50 | Hati | just deactivated for immortal |
01:06.53 | Hati | looks sick :P |
01:07.26 | Hati | but |
01:07.30 | Hati | in ModelData.xml |
01:07.31 | Hati | <AttachProps Id="Ref_Hardpoint"> |
01:07.31 | Hati | <PROTECTED> |
01:07.31 | Hati | <PROTECTED> |
01:07.42 | Hati | this applies "units" |
01:08.46 | Hati | or not |
01:11.41 | Hati | k and removing Turret="" from WeaponArray resulting in un-turnable units |
01:12.53 | davidcramer | im kind of interested, how many of you 1. are working/have made maps for sc2, and then 2. actually have a beta key (that answered yes to #1) |
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01:19.59 | davidcramer | http://www.break.com/game-trailers/game/starcraft-2/starcraft-2-tetris-video |
01:20.01 | davidcramer | that is kind of lame :) |
01:20.06 | davidcramer | its just a replay :( |
01:20.20 | Sixen | heh? |
01:20.32 | Sixen | It could've been done via Galaxy. |
01:20.33 | davidcramer | http://www.break.com/game-trailers/game/starcraft-2/starcraft-2-beta-breakup but that one is funny :) |
01:22.26 | JademusSreg | I mod, and have the beta. |
01:22.49 | JademusSreg | I run mods using Zoxc's launcher, so the integrity of the game's mpqs isn't violated. |
01:23.14 | Iggyhopper | is yaw up and down? |
01:23.21 | davidcramer | I believe so |
01:23.40 | davidcramer | I REALLY hope the editor gets rid of the need for all the changes to be in basedata/etc |
01:23.48 | davidcramer | and we dont have to wait another month for that one :) |
01:23.49 | Iggyhopper | also you can try RemoveWeaponArray |
01:23.57 | Iggyhopper | like RemoveValidatorArray |
01:24.12 | Iggyhopper | turret data is going to look nice once i publish my edits |
01:25.07 | Witchsong | If I want to implement an interface into the "primitive" data types, I need to make a class that extends UInt16 etc? |
01:25.27 | Witchsong | A struct cannot extend another struct? |
01:29.35 | Hati | if you have a low GB HD something like 256GB ... you think you are messy ... but if you upgrade to 1TB, you realize you are messy oO |
01:30.26 | Iggyhopper | yaw has to be the rotation of the y axis |
01:30.31 | Iggyhopper | no the z |
01:30.42 | Hati | up&down is maybe not 'defined' |
01:30.47 | Iggyhopper | maybe |
01:31.07 | Iggyhopper | but why would mothership clearly not have something else if yaw is not just left and right |
01:31.10 | Hati | as even if Core.SC2data theres nothing like it |
01:31.27 | Iggyhopper | yaw rate |
01:31.33 | Hati | yawrate is turn rate |
01:31.47 | Hati | speed of yaw |
01:31.55 | Hati | 360 = instant |
01:31.59 | Hati | and so on |
01:32.04 | Iggyhopper | 361? |
01:32.20 | Hati | i think it is max 360 |
01:32.31 | Iggyhopper | no i see 999.8437 for colossus |
01:32.36 | Hati | oO |
01:32.38 | Hati | that's turn rate |
01:32.47 | Iggyhopper | 0o |
01:32.53 | Hati | oh i see |
01:32.54 | Hati | my bad |
01:32.58 | Hati | hellion has too |
01:33.07 | Hati | maybe really the same as turnrate |
01:34.21 | Hati | maybe there's something like pitch? |
01:35.09 | Repo | Knowledge base page update: http://www.sc2mapster.com/api-docs/game-files/xml/turret-data-xml/ by Iggyhopper |
01:36.47 | Repo | Knowledge base page update: http://www.sc2mapster.com/api-docs/game-files/xml/turret-data-xml/ by Iggyhopper |
01:36.47 | Iggyhopper | ok dokey |
01:36.57 | Iggyhopper | check out the new awesomeness |
01:37.38 | Hati | hmm |
01:37.44 | Hati | Immortal Model is complete |
01:37.47 | Hati | it is with turret |
01:38.59 | Iggyhopper | one more edit |
01:40.01 | Hati | <AttachProps ...> i'm sure it has to do with this things |
01:40.24 | Repo | Knowledge base page update: http://www.sc2mapster.com/api-docs/game-files/xml/turret-data-xml/ by Iggyhopper |
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01:40.46 | Iggyhopper | im sure it has to do with weapon attachments or weapon sources |
01:40.57 | Iggyhopper | like pheonixes shooting from the side |
01:41.07 | Hati | Colossus too |
01:41.11 | Iggyhopper | also there are throw types |
01:41.14 | Hati | Ref_Hardpoint at immorta |
01:41.14 | Hati | l |
01:41.42 | Iggyhopper | like my TurretData.xml edits? |
01:42.32 | Hati | yup |
01:45.14 | *** join/#sc2mapster Corosus (~Corosus@CPE0013460a1f0d-CM001ac3595d6a.cpe.net.cable.rogers.com) |
01:49.29 | Hati | k |
01:49.47 | Hati | AttachProps refers to Bones |
01:49.54 | Iggyhopper | k |
01:49.58 | Iggyhopper | hmm |
01:50.01 | Iggyhopper | i thought so |
01:50.09 | Iggyhopper | i do 3d animation so you name your bones |
01:50.20 | Hati | yea |
01:50.21 | Iggyhopper | also thats how you attach stuff to models in war3 |
01:50.21 | Hati | Hardpoint |
01:50.52 | Hati | was quite obviously |
01:51.03 | Hati | hmm |
01:51.10 | Iggyhopper | what is hardpoint anyway? do you know what that is? |
01:51.17 | Iggyhopper | what it points to? |
01:51.48 | Iggyhopper | you could try like. |
01:51.56 | Iggyhopper | doing something way out of the box |
01:52.18 | Hati | hardpoint are things to carry something |
01:52.18 | Iggyhopper | hold on |
01:52.21 | Hati | heard it somewhere |
01:52.23 | Iggyhopper | o |
01:52.58 | Hati | but i can't find it in the model ... |
01:53.06 | Hati | used to blender -.- now again 3ds |
01:53.34 | Hati | how to wireframe in 3ds? |
01:53.50 | Iggyhopper | nope |
01:53.53 | Iggyhopper | maya :\ |
01:54.00 | Iggyhopper | <StartingUnitArray Count="6" Unit="SCV"> |
01:54.05 | Iggyhopper | <PROTECTED> |
01:54.12 | Iggyhopper | You know WTF this is? |
01:54.31 | Hati | yea |
01:54.33 | Hati | RaceData |
01:54.36 | Iggyhopper | Yes. |
01:54.40 | Iggyhopper | How does Offset work? |
01:54.44 | Iggyhopper | i know offset |
01:54.58 | Iggyhopper | 0,0 offset 1,1 is 1,1 |
01:55.02 | Hati | i guess there are these StartingPlaces on maps |
01:55.08 | Iggyhopper | but theres like 13 |
01:55.08 | Hati | like in SCEditor / World Editor |
01:55.18 | Iggyhopper | no, 16 |
01:55.21 | Hati | yea they can be |
01:55.28 | Hati | right / left to the base |
01:55.30 | Hati | or bottom |
01:55.36 | Hati | top i haven't seen so far |
01:55.45 | Hati | should be 18 positions |
01:55.49 | Iggyhopper | well have to graph them out |
01:55.57 | Iggyhopper | real quick |
01:56.00 | Iggyhopper | ill do it notepad |
02:01.25 | Iggyhopper | aha |
02:01.29 | Iggyhopper | i see the patern |
02:01.59 | Iggyhopper | its just the borders |
02:02.04 | Iggyhopper | um |
02:02.39 | *** join/#sc2mapster ppl_ (~a@CPE00222d18b141-CM00222d18b13d.cpe.net.cable.rogers.com) |
02:02.48 | Iggyhopper | 1111111 |
02:02.48 | Iggyhopper | 1000001 |
02:02.48 | Iggyhopper | 100X001 |
02:02.48 | Iggyhopper | 1000001 |
02:02.49 | Iggyhopper | 1111111 |
02:03.09 | Iggyhopper | <Offset value="0,-3"/> |
02:03.09 | Iggyhopper | <PROTECTED> |
02:03.09 | Iggyhopper | <PROTECTED> |
02:03.09 | Iggyhopper | <PROTECTED> |
02:03.09 | Iggyhopper | <PROTECTED> |
02:03.09 | Iggyhopper | <PROTECTED> |
02:03.09 | Iggyhopper | <PROTECTED> |
02:03.10 | Iggyhopper | <PROTECTED> |
02:03.28 | Hati | btw |
02:03.32 | Hati | seems like there is pitch |
02:03.32 | Hati | PitchQuery |
02:03.35 | Iggyhopper | oah |
02:03.37 | Iggyhopper | wat |
02:03.40 | Iggyhopper | where? |
02:03.41 | Hati | <CActorTurret default="1"> |
02:03.41 | Hati | <PROTECTED> |
02:03.41 | Hati | <PROTECTED> |
02:03.41 | Hati | <PROTECTED> |
02:03.41 | Hati | <PROTECTED> |
02:03.41 | Iggyhopper | wat xml |
02:03.42 | Hati | <PROTECTED> |
02:03.47 | Iggyhopper | i see |
02:03.48 | Hati | Core Actor |
02:04.05 | Iggyhopper | Actor xml is friggen ginourmous |
02:04.05 | Hati | or let's say ... there should be pitch ^^ |
02:06.45 | Iggyhopper | <SCost> |
02:06.45 | Iggyhopper | <PROTECTED> |
02:06.46 | Iggyhopper | <PROTECTED> |
02:06.46 | Iggyhopper | <PROTECTED> |
02:06.49 | Iggyhopper | What could hat be? |
02:06.56 | Iggyhopper | SCost |
02:06.59 | Iggyhopper | and CAbil |
02:07.11 | Iggyhopper | and then CAbilEffect |
02:07.19 | Iggyhopper | OOOOOOOOOOOO SHIIIIIIIIIT |
02:07.29 | Iggyhopper | You get to define ability classes. |
02:08.10 | Hati | huh? |
02:08.31 | *** join/#sc2mapster valkrial (~stephen@S01060018f83eb1ee.pk.shawcable.net) |
02:08.34 | Iggyhopper | okay why can core simply define CAbil and then CAbilEffect and other, CAbil* and so on |
02:08.49 | Iggyhopper | so you can disable these via triggers by class |
02:09.03 | Iggyhopper | <DisableAbilClassArray value="CAbilEffect" |
02:10.00 | Iggyhopper | maybe? |
02:10.01 | *** part/#sc2mapster Sixen (~Sixen@173-25-22-19.client.mchsi.com) |
02:10.08 | Hati | no clue |
02:10.17 | *** part/#sc2mapster gregv21 (~gregv21@c-24-60-181-167.hsd1.ma.comcast.net) |
02:10.25 | Iggyhopper | me neither so im going to test it |
02:10.45 | Iggyhopper | I'm going to define my own abiailtay |
02:10.54 | Iggyhopper | or simply change some words |
02:16.29 | Iggyhopper | no u! |
02:17.39 | Hati | hmm |
02:17.43 | valkrial | blizzards facebook contest is so cruel. :( looks like they'll only be posting keys for the beta during regular business hours. I _work_ during regular business hours. |
02:18.03 | valkrial | i dont think my boss would like me sitting on fb all day |
02:18.37 | Hati | they post keys on facebook? |
02:18.46 | *** join/#sc2mapster lolwut (~chatzilla@60-242-161-18.static.tpgi.com.au) |
02:19.18 | Iggyhopper | <CAbilBehavior default="1" id="Salvage"> |
02:19.18 | Iggyhopper | <PROTECTED> |
02:19.18 | Iggyhopper | <PROTECTED> |
02:19.18 | Iggyhopper | <PROTECTED> |
02:19.19 | Iggyhopper | <PROTECTED> |
02:19.19 | Iggyhopper | <PROTECTED> |
02:19.19 | Iggyhopper | <PROTECTED> |
02:19.20 | Iggyhopper | <PROTECTED> |
02:19.20 | Iggyhopper | <PROTECTED> |
02:19.21 | Iggyhopper | <PROTECTED> |
02:19.24 | Iggyhopper | NOT even DEFINED in core |
02:19.34 | Iggyhopper | <CAbilBehavior |
02:19.50 | Iggyhopper | <CAbilBehavior default="1"/> |
02:19.53 | Iggyhopper | ok well it is |
02:19.55 | Iggyhopper | BUT OMG |
02:27.30 | *** join/#sc2mapster Terin (~chausara@c-98-220-195-224.hsd1.il.comcast.net) |
02:28.53 | valkrial | hati: facebook.com/starcraft |
02:29.23 | Hati | i got one so nvm :P |
02:29.26 | Hati | but that's sick ^^ |
02:29.45 | Iggyhopper | ok |
02:29.51 | Iggyhopper | Hati |
02:30.14 | valkrial | yrah kinda funny to see the fanboys go nuts |
02:31.07 | Hati | `? |
02:31.17 | Iggyhopper | ok so |
02:31.30 | Iggyhopper | i changed all <CAbilBuild to <CAbilMakeStuff |
02:31.32 | Iggyhopper | lol |
02:31.34 | Iggyhopper | testing SC2 |
02:34.00 | Hati | i wonder how modelchange at marines work |
02:34.14 | Hati | it only applies a BehaviorBuff |
02:35.06 | davidcramer | If there's any map maker here that doesnt have a bnet account please PM me :) |
02:35.12 | davidcramer | err a sc2 beta account rather |
02:38.51 | Iggyhopper | totally fucked it up |
02:38.53 | *** join/#sc2mapster valkrial (~stephen@S01060018f83eb1ee.pk.shawcable.net) |
02:39.08 | ckknight | davidcramer: we have a spreadsheet of people. |
02:39.09 | Iggyhopper | lol |
02:39.13 | ckknight | in the topic |
02:39.18 | Iggyhopper | averageurl |
02:39.21 | Iggyhopper | ~topic |
02:39.27 | Iggyhopper | llool |
02:39.41 | davidcramer | ckknight: that dont have accounts that are active? :D |
02:39.45 | davidcramer | (i saw the one that listed people that did) |
02:39.53 | ckknight | go to the second sheet |
02:39.58 | Iggyhopper | oh fuck didnt make a backup of Base.SC2Data |
02:40.03 | Iggyhopper | oh wait i have a server |
02:40.04 | Iggyhopper | :) |
02:40.09 | Iggyhopper | on my other PC |
02:40.23 | davidcramer | oh |
02:40.42 | Ingela | Iggyhopper, http://www.mediafire.com/?dqwtnkytt2m |
02:40.52 | Iggyhopper | oh well thats cool |
02:41.03 | Iggyhopper | but i have a server where i can access its whole file system |
02:45.37 | Hati | hmm |
02:45.49 | Iggyhopper | it is not starting my download arg |
02:45.49 | Hati | i think there's a way to fake uberlisk |
02:45.59 | Iggyhopper | really? |
02:46.00 | Hati | you can set units on follow :x |
02:46.09 | *** join/#sc2mapster Sixen (~Sixen@173-25-23-10.client.mchsi.com) |
02:46.09 | *** mode/#sc2mapster [+o Sixen] by ChanServ |
02:46.22 | Hati | but this would look crappy |
02:47.47 | Iggyhopper | its not serving i probably got to restart it |
02:54.53 | Hati | i think i come closer to the how to add something to a model |
02:58.25 | Hati | basicly the Spawn Larva from Queen does nothing else |
02:58.37 | Hati | it adds SuperLarvaEggs (the model is called so) to the Hatchery etc. |
03:01.20 | Hati | <CActorModel default="1" id="ModelAddition" parent="ModelAnimationStyleContinuous"> |
03:01.26 | Hati | ModelAddition ? |
03:11.03 | *** join/#sc2mapster ckknight (~ckknight@WoWUIDev/WoWAce/CurseStaff/CurseForge/ckknight) |
03:11.03 | *** mode/#sc2mapster [+o ckknight] by ChanServ |
03:11.47 | Iggyhopper | wat |
03:12.20 | Iggyhopper | in actor right? |
03:12.38 | *** join/#sc2mapster Corbo (~thecorbo@190.87.69.136) |
03:12.43 | Iggyhopper | CROBOS |
03:12.51 | Corbo | hai |
03:12.54 | Iggyhopper | R U READY FOR MORE? |
03:13.04 | Iggyhopper | WELL IM NOT |
03:13.06 | Iggyhopper | SO YEAH |
03:13.08 | Iggyhopper | hello |
03:14.01 | Corbo | BRING IT |
03:14.08 | Iggyhopper | AWWWWW |
03:14.12 | Iggyhopper | YOUR MOM IS A WHORE |
03:14.27 | Corbo | whch one? |
03:14.35 | Iggyhopper | 3rd one |
03:15.34 | Corbo | I only have 2 moms |
03:15.37 | Iggyhopper | How big is the liberty base.sc2data? |
03:15.43 | Iggyhopper | just give me kb |
03:15.56 | Corosus | 709kb? |
03:15.59 | Corbo | bigger |
03:16.00 | Iggyhopper | yup |
03:16.00 | Iggyhopper | ok |
03:16.06 | Corbo | 23mb |
03:16.08 | Iggyhopper | i got one that is 708 |
03:16.17 | Iggyhopper | so pretty much the same |
03:16.32 | Iggyhopper | i had two sitting on my server and didnt know which one was the unmodified one |
03:16.34 | Corosus | :up: |
03:16.41 | Corosus | yeah thats defiantely my original |
03:16.55 | Iggyhopper | defiantly |
03:17.49 | Corbo | who made the mapster logo? |
03:17.53 | Hati | sooo |
03:17.56 | Hati | lets see |
03:18.01 | Iggyhopper | how to make myself administrator? |
03:18.06 | Iggyhopper | or move files as admin? |
03:18.10 | Iggyhopper | thats gey in win7 |
03:18.14 | Hati | sdfj naejnodasfo |
03:18.15 | Hati | muahahaha |
03:18.16 | Hati | muhahahr |
03:18.33 | Iggyhopper | i cant move a simple file give me a break |
03:18.56 | Iggyhopper | i am the only user on this pc how can i not be admin |
03:19.01 | Hati | i added an Zergegg ontop a Uberlisk! |
03:19.07 | Iggyhopper | NO WAYT PIC PIC PIC |
03:19.08 | Hati | now just have to find the right Location |
03:19.14 | Iggyhopper | ubelriks? |
03:19.18 | Iggyhopper | Hati |
03:19.25 | Iggyhopper | HURRY UP AND BE GLORIUS |
03:19.31 | Hati | http://yfrog.com/1xscreenshot010tj |
03:19.43 | Iggyhopper | omg f u im jealous |
03:19.56 | Hati | and they are right |
03:19.59 | Hati | it is fucking easy |
03:20.02 | Hati | if you know how to xD |
03:20.09 | Iggyhopper | make a marine douch |
03:20.12 | Iggyhopper | +e |
03:20.33 | Hati | mom |
03:20.38 | Corbo | you assholes with ultra res |
03:20.39 | Corbo | QQ |
03:20.40 | Corbo | QQ moar |
03:20.45 | Iggyhopper | hey |
03:20.49 | Iggyhopper | corbo |
03:20.55 | Iggyhopper | i just got a new computer |
03:21.04 | Iggyhopper | suck it |
03:21.27 | Corbo | asshole |
03:21.28 | Corbo | QQ |
03:21.29 | Iggyhopper | Trying to scale models at low-res = ugh |
03:21.42 | Iggyhopper | Scaling models at high-res = :o |
03:21.58 | JademusSreg | Is that just an ultralisk with an egg on it? |
03:22.07 | Iggyhopper | Does the egg do anything? |
03:22.11 | Iggyhopper | Also you must post xml data |
03:22.13 | Iggyhopper | Hati |
03:22.25 | Hati | it spawns a larva |
03:22.51 | Hati | but generally just a placeholder |
03:22.51 | Corosus | the huge zergling in contra looks awesome |
03:22.54 | Hati | for the moment |
03:22.57 | Iggyhopper | it does |
03:25.19 | *** join/#sc2mapster Vindicator (~wadewazen@adsl-68-94-1-242.dsl.rcsntx.swbell.net) |
03:28.15 | *** join/#sc2mapster HeliosDoubleSix (~HeliosDou@87-194-199-56.bethere.co.uk) |
03:29.36 | Iggyhopper | wtf |
03:29.48 | Iggyhopper | you guys know why i cant overwrite a file? |
03:29.50 | Iggyhopper | in windows 7? |
03:29.59 | Iggyhopper | expesially in program files |
03:30.13 | HeliosDoubleSix | cus you are the systems bitch |
03:30.17 | HeliosDoubleSix | and it owns you |
03:30.20 | Iggyhopper | lol |
03:30.34 | HeliosDoubleSix | you can get a contextuial menu addon that lets you give yourself permissions |
03:30.35 | Iggyhopper | DUDE IT SAYS I AM THE FUCKING ADMIN HO.... WHA... AAAAAAAAAAAAA |
03:30.35 | JademusSreg | Because while Windows loves you, it doesn't want to change for you; it wants you to accept it for who it is. |
03:30.47 | HeliosDoubleSix | yah you are never really an admin in Windows |
03:30.49 | HeliosDoubleSix | just an observer |
03:30.54 | Corosus | yeah ive gotten annoyed and tried to rename wmplayer.exe , wont let me even as admin |
03:30.58 | Corosus | extra protections |
03:31.04 | HeliosDoubleSix | yah theres a addon you can get |
03:31.07 | HeliosDoubleSix | I lost the url :/ |
03:31.10 | Iggyhopper | google |
03:31.24 | HeliosDoubleSix | yah ill just google windows addon |
03:31.35 | Iggyhopper | how do i give myself permissions normamlly? |
03:31.44 | HeliosDoubleSix | dunno |
03:31.45 | HeliosDoubleSix | you cant |
03:31.49 | HeliosDoubleSix | there is no normal way |
03:32.10 | HeliosDoubleSix | http://www.blogsdna.com/2173/add-take-ownership-option-in-right-click-context-menu-of-windows-7.htm |
03:32.11 | HeliosDoubleSix | tadda |
03:32.18 | Corosus | yeah try to take ownership |
03:32.20 | HeliosDoubleSix | makes you feel like you actually onw the computer your running it on now |
03:32.23 | Corosus | if it even doesnt let you do that |
03:32.27 | Corosus | you cant..... easily |
03:32.39 | HeliosDoubleSix | yah and stay away from the WINXS? folder |
03:32.40 | *** join/#sc2mapster Xtek (~cmoran@69.73.16.202) |
03:32.41 | *** join/#sc2mapster Xtek (~cmoran@WoWUIDev/CurseStaff/CookieMonster/Xtek) |
03:32.43 | HeliosDoubleSix | it will just sadden andconfuse you |
03:33.13 | HeliosDoubleSix | winsxs |
03:33.19 | Iggyhopper | WinXS? |
03:33.27 | HeliosDoubleSix | yah It's Wndows portal to despair and sorrow |
03:33.41 | Iggyhopper | tghats fuckin stupid |
03:33.42 | Iggyhopper | lol |
03:33.46 | HeliosDoubleSix | designed out of It's need to be antiquated and backward comptaible with crazy stupid conventions they ivneted way way back |
03:34.01 | HeliosDoubleSix | go look at it if you dont believe, and be afraid |
03:34.03 | HeliosDoubleSix | be very afraid |
03:34.17 | Iggyhopper | oh wait |
03:34.35 | Iggyhopper | :\ |
03:34.41 | Iggyhopper | I had it open by another program. |
03:34.44 | Iggyhopper | That's why. |
03:34.55 | HeliosDoubleSix | It's like a bottomless self referential pit of uncleanable junk |
03:35.15 | Iggyhopper | I tried to rename it, it said it was in use by another program. |
03:35.18 | Iggyhopper | So, I fail/. |
03:35.21 | HeliosDoubleSix | :-) |
03:35.45 | Iggyhopper | I want to play some SC2 melee but Hati here, is preventing me from doing so. |
03:35.54 | Corbo | Seriously |
03:35.56 | Hati | hmm |
03:36.21 | Iggyhopper | You are in abil/effect/behavior data fight? |
03:36.25 | Iggyhopper | right? |
03:37.32 | Hati | yup |
03:38.57 | Iggyhopper | What are you editing? |
03:39.05 | Iggyhopper | Copy/paste current line of code |
03:40.15 | Hati | SpawnSpinecrawler |
03:40.28 | Hati | trying to get it work from the beginning |
03:41.12 | Iggyhopper | cant find spawn spinecrallwer |
03:41.21 | Iggyhopper | whats the xmldoc? |
03:41.30 | Corbo | seriously |
03:41.33 | Corbo | who made the logo? |
03:41.34 | Iggyhopper | no |
03:41.35 | Hati | it's my own |
03:41.36 | Corbo | I can make sc2 font |
03:41.49 | Hati | yup got the sc2 font too :D |
03:41.49 | Corbo | but I need to recreate exactly the mapster logo |
03:42.33 | Hati | hmm |
03:42.43 | Hati | seems like ActorData is loaded before behaviordata |
03:45.26 | Iggyhopper | hmm |
03:45.34 | Iggyhopper | make the ultralisk have a marine |
03:45.35 | ppl_ | what up |
03:46.00 | ppl_ | are there any sc2 playable rpgs |
03:46.11 | Iggyhopper | ppl_ this: http://yfrog.com/1xscreenshot010tj |
03:46.36 | ppl_ | is it a full game? ;/ |
03:46.39 | Iggyhopper | lkol |
03:46.45 | Iggyhopper | no |
03:46.51 | Iggyhopper | we are ading units on top of each other |
03:46.54 | Iggyhopper | attaching |
03:46.58 | ppl_ | :) |
03:49.29 | *** join/#sc2mapster HeliosDoubleSix (~HeliosDou@87-194-199-56.bethere.co.uk) |
03:49.50 | Hati | guessing only the 'valid' host name has to been found now |
03:50.12 | Iggyhopper | host name? |
03:51.14 | Hati | the unit to attach |
03:51.19 | Iggyhopper | o |
03:51.25 | Iggyhopper | are you editing uh.. actor? |
03:51.52 | Hati | yea |
03:59.07 | *** part/#sc2mapster ppl_ (~a@CPE00222d18b141-CM00222d18b13d.cpe.net.cable.rogers.com) |
03:59.16 | Iggyhopper | Hati do stuff |
03:59.18 | Iggyhopper | moar |
04:00.50 | Corbo | can someone link me to a sc2mapster logo |
04:00.53 | Corbo | in high res |
04:01.36 | Terin | Does anyone know how to turn the various t3 files into an editable form? |
04:02.43 | Hati | case-sensitive xml ... |
04:03.34 | Terin | Huh? |
04:04.22 | JademusSreg | I think it would be a great idea for someone to replace the ball texture with a breast. So when we fuck up some model data or something, at least we'll get to see some tits. |
04:05.07 | JademusSreg | Pardon my language, but I stand by the statement. |
04:05.22 | Hati | hmm it's not attacking :/ |
04:15.19 | Hati | i'm going to sleep over this :x |
04:15.24 | Hati | ltr |
04:17.19 | Bifuu | Woooooooo off work |
04:17.36 | Bifuu | Working on my day off = teh gayzors |
04:17.36 | JademusSreg | I just saw the vetical commands buttons Corbo. Sex. |
04:40.25 | *** join/#sc2mapster Thunder_Child (~Thunder_C@ppp-71-142-2-130.dsl.irvnca.pacbell.net) |
04:40.25 | *** join/#sc2mapster Thunder_Child (~Thunder_C@WoWUIDev/PITA/TC) |
04:54.02 | Iggyhopper | guys |
04:54.23 | Iggyhopper | i just made an upgrade add a nuke that follows my unit |
04:54.31 | Bifuu | O.o |
04:54.40 | Iggyhopper | not really :P |
04:54.42 | Iggyhopper | lol |
04:56.30 | *** part/#sc2mapster valkrial (~stephen@S01060018f83eb1ee.pk.shawcable.net) |
05:00.03 | Corbo | aw crap |
05:00.16 | Corbo | making video logo was harder than I though it'd be. |
05:00.23 | Corbo | at least for 30 minutes :P |
05:00.25 | Iggyhopper | ll |
05:00.31 | Corbo | specially when AE is being gay and lagging |
05:00.38 | Corbo | and doesn't animate the brightness.... |
05:01.09 | HeliosDoubleSix | what logo is this |
05:01.17 | Iggyhopper | a logo of boobs |
05:01.27 | HeliosDoubleSix | excellent I always wondered why boobs didnt have logos |
05:01.42 | Iggyhopper | advertising costgs |
05:02.14 | Corbo | uh |
05:02.23 | Iggyhopper | uh |
05:02.29 | Iggyhopper | vaginaz |
05:02.35 | HeliosDoubleSix | :/ |
05:02.38 | Corbo | I making an animated mapster logo |
05:02.46 | Corbo | so we can put in our vids as a trademark |
05:02.49 | HeliosDoubleSix | ah |
05:02.56 | HeliosDoubleSix | does it have lazors |
05:03.00 | Corbo | consequently it has boobs |
05:03.02 | Corbo | and pew pew lazors |
05:03.11 | HeliosDoubleSix | win win |
05:03.48 | HeliosDoubleSix | that pretty much covers all demographics |
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05:19.16 | NakDotNak | How's it going guys |
05:21.06 | JademusSreg | Forward, and a little toward starboard. |
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05:23.34 | davidcramer | can anyone explain to me where a custom load screen is placed? |
05:23.47 | davidcramer | need to add support to nibbits for them >< |
05:24.25 | JademusSreg | Have you checked the archives? |
05:25.04 | Corosus | well you can put it anywhere, but its path is specified in the mapinfo file |
05:26.07 | davidcramer | JademusSreg: didnt look yet |
05:26.09 | davidcramer | ah really |
05:26.12 | davidcramer | mapinfo being the binary file? |
05:26.15 | Corosus | http://www.sc2mapster.com/api-docs/game-files/maps/map-info/ |
05:26.16 | Corosus | yeah |
05:26.17 | davidcramer | guess im gonna have to finally write my parser for that >< |
05:26.19 | Corosus | char loaderImagePath[]; |
05:26.25 | davidcramer | at least the groundwork is done for me on this one :D |
05:26.36 | davidcramer | are they null terminated strings? |
05:26.39 | Corosus | you can make it fullscreen / widescreen with bit after it |
05:26.45 | Corosus | ahhhhh no i dont think so |
05:26.51 | davidcramer | neat |
05:26.56 | davidcramer | do you know how they're defined? |
05:27.24 | davidcramer | theme and planet eh? |
05:27.37 | Corosus | yeah some other options i never touch :D |
05:27.47 | davidcramer | unknownWidth -- could that be playable area vs map dimensions? |
05:27.48 | davidcramer | nicoli_s: ping |
05:27.56 | Corosus | there isnt buffer space for the path, i can just plug any size of char in |
05:29.07 | davidcramer | so it must be null terminated |
05:29.14 | davidcramer | or has a leading size col |
05:30.14 | Corosus | thinking about it now, im not sure sure, but it has to be a .dds file if thats usefull |
05:30.49 | davidcramer | hrm |
05:30.53 | davidcramer | so that means i have to be able to parse .dds? |
05:30.57 | davidcramer | >< |
05:30.59 | davidcramer | isnt that a texture format |
05:31.07 | Corosus | heh yeah..... direct draw surface |
05:32.34 | JademusSreg | Photoshop opens dds. Use that? |
05:32.38 | Corosus | http://code.google.com/p/nvidia-texture-tools/ |
05:32.42 | Corosus | this might help |
05:32.54 | JademusSreg | Yeah, those did help. |
05:33.02 | JademusSreg | Hah, I forgot about those. |
05:33.11 | JademusSreg | That's why I can open dds. |
05:33.56 | davidcramer | hrm |
05:34.03 | Corosus | im not sure if theres a nice lil api to open dds files for php/asp/pl whatever, but this source will defiantely help you make one! :P |
05:34.39 | davidcramer | cool those will compile under linux im assuming? |
05:34.57 | davidcramer | ok this wont be too bad |
05:35.01 | davidcramer | its not like i dont have 100 diff converters already |
05:35.13 | Corosus | hehe |
05:35.20 | Corosus | ahhh not sure ive never used these, just found the link |
05:35.31 | Corosus | just lookin at http://code.google.com/p/nvidia-texture-tools/wiki/CommandLineTools now |
05:36.45 | davidcramer | anyone know what it decompresses to? |
05:36.50 | davidcramer | (im not gonna do this right now, probably this weekend) |
05:44.21 | Corosus | i think it outputs tga |
05:45.31 | davidcramer | k i can deal w/ that |
05:56.46 | Iggyhopper | heyh |
05:57.31 | Iggyhopper | ok playing sc |
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06:03.27 | Genopath | ello |
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06:09.46 | Bifuu | yo |
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07:29.04 | vjeux | http://github.com/vjeux/sc2-dev/commit/72985ae0f9e0b1ed9160736a481a1a256dea520f |
07:29.13 | vjeux | grr, the merge didn't go so well :( |
07:29.14 | vjeux | Grum |
07:31.18 | davidcramer | :/ |
07:32.26 | davidcramer | bad line endings or what |
07:34.42 | vjeux | I think that tortoisegit don't know how to merge |
07:34.57 | vjeux | it deletes and adds everything |
07:36.48 | krry | is there a tortoise for git?! I have totally missed that. |
07:37.55 | Grum | vjeux: omg |
07:37.56 | krry | Is it good? (other than that it cannot merge properly :) ) |
07:38.32 | Grum | vjeux: clearly i shouldnt make the repo public ;) |
07:38.41 | vjeux | well, I just forked it :p |
07:38.45 | Grum | yeah saw |
07:38.49 | Grum | patching now |
07:38.53 | davidcramer | vjeux: MapInfo, are strings null-terminated? |
07:38.53 | vjeux | thanks :p |
07:39.00 | vjeux | davidcramer: have no idea |
07:39.01 | davidcramer | krry: I use git-extensions on windows |
07:39.14 | vjeux | krry: well, haven't used it much |
07:39.15 | davidcramer | vjeux: working on adding some more support to my parser :) |
07:39.21 | vjeux | it seems to work at least :p |
07:39.24 | vjeux | nice |
07:39.39 | davidcramer | what are theme and planet? |
07:39.40 | davidcramer | do you know? |
07:39.45 | vjeux | have no clue |
07:40.00 | krry | Because git is nice and all, but I just don't want to bother with the CLI version |
07:40.36 | krry | I'll look em up, for now subversion is fine |
07:40.48 | vjeux | well, the problem with the CLI version on windows, is that we have to use DOS -_- |
07:40.55 | davidcramer | vjeux: there's git bash |
07:41.00 | davidcramer | but git extensions works w/ explorer integration |
07:41.01 | davidcramer | its usable |
07:41.07 | davidcramer | its not as nice as CLI say on Linux/Mac, but its definitely usable |
07:41.12 | davidcramer | i also use it for visual studio integration |
07:42.36 | Sixen | Rawr. |
07:43.10 | davidcramer | what does "pUnk" mean? |
07:43.13 | davidcramer | must be a c++ thing |
07:43.18 | davidcramer | oh nvm |
07:43.20 | davidcramer | player unknown |
07:43.40 | Sixen | heh.. |
07:44.14 | vjeux | hey Sixen |
07:44.24 | Grum | vjeux: http://github.com/grum/sc2-dev/commit/a61052a7fceb504da58bcc4721720674e26b33c8 |
07:44.28 | vjeux | http://travelblog.viator.com/wp-content/uploads/2008/02/berlin-punk-things-to-do.jpg |
07:44.54 | Sixen | what's up vjeux? |
07:45.23 | Grum | and the problem is you are storing the files as is (ea CRLF lineendings), i tihnk those are devil seed and should only appear when you check out the code on a retard system which actually uses crlf .. hence i just store LF (handled by git btw) |
07:45.45 | vjeux | :p |
07:46.42 | vjeux | we got more than 2k unique visitors yesterday! |
07:47.25 | Sixen | Mmmm, ~15k/month |
07:48.00 | vjeux | per month means nothing when we are not even up for a month :p |
07:48.47 | Sixen | Sure we are? |
07:48.48 | davidcramer | grats :) |
07:48.57 | davidcramer | but it sbeen more than a month I think like Sixen said |
07:49.05 | Sixen | Mmmm, a little more iirc. |
07:49.12 | vjeux | yeah ... :p |
07:49.15 | davidcramer | k lets see if serialize works for MapInfo |
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08:10.05 | vjeux | Repo wake up! |
08:10.08 | vjeux | grrr |
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08:10.31 | vjeux | New announcement from vjeux: http://www.sc2mapster.com/announcements/andromeda-patch-diff/ |
08:11.16 | Repo | New announcement: http://www.sc2mapster.com/announcements/andromeda-patch-diff/ |
08:14.24 | davidcramer | http://www.pastethat.com/IL9uJ |
08:14.25 | davidcramer | yay |
08:16.03 | vjeux | nice |
08:16.34 | vjeux | shouldn't playerCount be playerS? :p |
08:17.18 | davidcramer | errm ya that var is named wrong |
08:17.22 | davidcramer | let me fix haha |
08:17.36 | davidcramer | hrm wtf loadingimagepath is a jpg? |
08:17.39 | davidcramer | you dont have to use dds? |
08:19.09 | Sholdak | http://img535.imageshack.us/img535/773/texturedterrain.png |
08:19.22 | Sholdak | mm |
08:19.30 | Sholdak | editor coming soonish :) |
08:20.17 | vjeux | WoW! |
08:21.27 | davidcramer | Sholdak: whered you see that |
08:21.37 | Sholdak | i made it :p |
08:21.39 | davidcramer | oh nvm |
08:21.51 | ubitux | vjeux: no, SC2 |
08:22.11 | vjeux | what ubitux ? |
08:22.18 | ubitux | <@vjeux> WoW! |
08:22.21 | ubitux | it's not. |
08:22.22 | vjeux | lol :p |
08:22.24 | ubitux | :( |
08:22.39 | ubitux | it isn't* |
08:24.13 | vjeux | Sholdak: are you going to make it editable? |
08:26.35 | Viewer | it can be useful for unit placement |
08:27.05 | Viewer | try to add m3 visualisation |
08:27.08 | Viewer | of units |
08:27.13 | Viewer | on this terrain |
08:27.14 | davidcramer | ah hah! |
08:27.17 | davidcramer | vjeux: want my awesomeness? |
08:27.23 | vjeux | yup |
08:27.27 | davidcramer | or my random easy guesses |
08:27.27 | davidcramer | 'UnknownWidth=800', 'UnknownHeight=600' |
08:27.35 | davidcramer | LoaderImageWidth and LoaderImageHeight |
08:27.58 | vjeux | go try to edit it! |
08:28.04 | davidcramer | which means uknown 6 7 and 8 are all loaderimage related |
08:28.05 | vjeux | and see if that's correct :p |
08:28.05 | davidcramer | nah im lazy |
08:28.12 | davidcramer | dont have link open anymore |
08:28.16 | davidcramer | im 99% certain its correct |
08:28.27 | Sholdak | vjeux: i'm going to let people generate heightmaps from images |
08:28.32 | Sholdak | and texture masks |
08:28.32 | vjeux | why would they store there the image format? |
08:28.36 | davidcramer | dont ask me |
08:28.42 | davidcramer | but im sure thats what it is |
08:28.45 | davidcramer | 800x600 is a normal image resolution |
08:28.48 | Sholdak | so baisically you'd have to create a heightmap from another program |
08:28.48 | davidcramer | and this uses a custom image |
08:28.55 | Sholdak | say a gradient in photoshop |
08:28.55 | davidcramer | loaderimageformat is 1 |
08:29.00 | Sholdak | and then you just load it in via the editor |
08:29.34 | vjeux | loaderimageformat: 1 = normal, 2 = wide |
08:29.43 | Sholdak | and yea, we'll likely use it for visualization of objects |
08:29.50 | vjeux | ok |
08:29.51 | Sholdak | eventually |
08:30.09 | vjeux | so you're not going to support terrain editing directly from the game |
08:30.16 | vjeux | editor |
08:30.20 | Sholdak | well for now |
08:30.22 | vjeux | ok |
08:30.33 | Sholdak | i think it would be interesting what people can create with other tools |
08:30.45 | Sholdak | integrated with that |
08:30.50 | Sholdak | probably something GE wont allow |
08:30.53 | vjeux | and, blizz is going to make some kickass one, no way we could ever beat it |
08:30.59 | Sholdak | right |
08:32.40 | vjeux | davidcramer: going to release you mapinfo parser on github? |
08:33.07 | davidcramer | ya |
08:33.11 | davidcramer | even tho that shit on github doesnt really work |
08:33.14 | davidcramer | its more like example code haha |
08:34.59 | vjeux | :p |
08:39.11 | Corosus | lol dont need to use dds, good to know |
08:40.49 | vjeux | what? |
08:41.41 | davidcramer | vjeux: for laoder images |
08:41.46 | davidcramer | this ones a jpg for example |
08:41.50 | vjeux | great |
08:43.59 | davidcramer | crap |
08:44.03 | davidcramer | some people use .dds files >< |
08:44.11 | davidcramer | means i gotta go deal w/ that real quick |
08:45.02 | davidcramer | i assume the dds is high resolution? |
08:45.04 | Grum | what other format should they use? |
08:45.12 | Grum | no dds is a mipmapped format |
08:45.36 | davidcramer | Grum: jpg works |
08:45.46 | Grum | you mean ingame? |
08:45.52 | davidcramer | the loader image path |
08:45.54 | davidcramer | loading screen image |
08:46.00 | davidcramer | sec ill find out in a sec |
08:46.04 | davidcramer | instlaling nvidias tool |
08:46.07 | Grum | i will shoot someone if i see jpeg artifacts O.o |
08:46.31 | davidcramer | Grum: just the loading screen image so far |
08:46.33 | davidcramer | Contra = jpg |
08:46.50 | Grum | still! jpeg == artifacts ;( |
08:46.59 | davidcramer | nothing wrong w/ jpeg |
08:47.07 | davidcramer | high quality image swith low filesize |
08:47.21 | davidcramer | waits for cmake to install |
08:47.52 | Grum | cute terrain Sholdak |
08:48.46 | vjeux | well, 100% quality jpeg takes lot less space than png for that kind of images |
08:49.39 | Grum | i call lies :( |
08:50.15 | davidcramer | oh shit |
08:50.21 | davidcramer | turns out someone already gave me a dds conversion plugin for PIL |
08:50.26 | vjeux | :p |
08:51.05 | Grum | PIL? |
08:51.25 | vjeux | Python Image Library |
08:51.44 | vjeux | http://www.wowinterface.com/downloads/info15561-PythonBLPconverterlibraryPIL.html |
08:52.18 | vjeux | http://pythonware.com/products/pil/ |
08:52.50 | davidcramer | ya |
08:53.03 | davidcramer | ya the BLP stuff has DDS in it |
08:56.29 | Viewer | jpeg has less filesize but i think that dds is native to game engine |
08:56.47 | Viewer | so it loads faster? |
08:58.16 | vjeux | yes |
08:58.29 | vjeux | however the loading time of a jpeg image is really small |
08:59.28 | Sixen | Vjeux, anything else we need done? |
08:59.36 | Grum | Corosus: what are those money maps exactly? |
08:59.42 | Grum | you just start with loadsofresources? |
08:59.45 | Sixen | Been busy with DFans lately, we just moved from vBulletin -> IPBoard, hence why i've been so dead here :P |
08:59.51 | Sixen | But i'm back nao. |
08:59.57 | vjeux | basically yes Grum |
09:00.01 | vjeux | you gather faster |
09:00.09 | Grum | resources deplete faster? |
09:00.12 | vjeux | and have more minerals |
09:00.20 | vjeux | no depletion |
09:00.30 | vjeux | the goal is to make MASS units :p |
09:00.46 | Grum | so the amount of units also goes up? |
09:00.47 | vjeux | IPBoard is the root of all evils :p |
09:00.54 | Corosus | nah, the mineral counts per spot is 50000 instead of 1500 |
09:01.04 | Corosus | same with gas |
09:01.14 | vjeux | well, it's the kind of maps you play to have fun |
09:01.32 | Sixen | eh? |
09:01.33 | vjeux | you just make 500 zerglings and rush the enemy base that have 300 zealots |
09:01.35 | Sixen | I think IPB > VB |
09:01.38 | Corosus | or if you have so many other players in the game you cant expand |
09:01.41 | Corosus | either or :D |
09:01.42 | Grum | btw vjeux i updated nearly all map related sections last night making them look more .. alike .. |
09:01.53 | Grum | also t3HardTile has sortof been figured out |
09:02.02 | vjeux | oh, what is this? |
09:02.06 | Grum | but it needs experimenting to find out what it does ;) |
09:02.07 | vjeux | i see there's a cached version |
09:02.16 | davidcramer | well thats interesting |
09:02.17 | vjeux | but why the hell would they cache it |
09:02.22 | davidcramer | a LOT of files are missing their declared loadingImage |
09:02.32 | Grum | davidcramer: the image is optional |
09:02.40 | davidcramer | but its defined |
09:02.42 | Grum | many of the blizz maps dont have them |
09:02.43 | davidcramer | and its usually a dds in Assets |
09:02.45 | davidcramer | oh |
09:02.59 | davidcramer | should it be falling back on some sc2 base data? |
09:03.02 | Grum | yes |
09:03.04 | Grum | it does that |
09:03.06 | davidcramer | damn |
09:03.11 | davidcramer | so i need to support those |
09:03.15 | davidcramer | could you test something for me grum? |
09:03.22 | Grum | depends |
09:03.25 | davidcramer | Assets\Textures\loading-braxisalpha.dds -- load that up |
09:03.28 | davidcramer | and tell me if its large resolution |
09:03.29 | Grum | i cant :) |
09:03.32 | davidcramer | damn |
09:03.33 | davidcramer | can anyone here? |
09:03.36 | vjeux | if there isn't a custom image, then the normal loading screen goes on (the one where you see the minimap + players loading bars) |
09:03.48 | vjeux | give the map davidcramer |
09:04.14 | Corosus | hmm |
09:04.22 | davidcramer | thats not a custom one |
09:04.26 | vjeux | oh ok |
09:04.26 | davidcramer | its asking for that |
09:04.27 | vjeux | let me see |
09:04.30 | davidcramer | so im assuming thats in the core files |
09:04.35 | davidcramer | i dont have them off hand (its on my other pc) |
09:05.09 | vjeux | 2048 * 1160 * 60 |
09:05.10 | Corosus | lets see here |
09:05.13 | vjeux | oops *24 |
09:05.19 | Corosus | yeah |
09:05.20 | Corosus | that |
09:06.02 | Corosus | they all seem to be that size, at least for the jpg versions i have |
09:06.43 | vjeux | are those images available somehow in the normal game? |
09:07.00 | davidcramer | vjeux: well the way it refs files |
09:07.03 | davidcramer | but thats SEXY |
09:07.12 | davidcramer | means i can generate full map images as long as i have those assets available locally |
09:07.23 | vjeux | great |
09:07.25 | davidcramer | vjeux: wone more favor please? :D |
09:07.30 | davidcramer | could you zip all loading-* images in there for me? |
09:07.32 | davidcramer | I'll <3 you long time |
09:07.43 | vjeux | I was working on it : |
09:07.44 | vjeux | p |
09:08.03 | Corosus | id say theyre hiding in an mpq, but theyre obviously not working |
09:08.06 | davidcramer | ady's DDS plugin sadly didnt work (guess he got it off someone else) |
09:08.08 | davidcramer | so im gonna try nvidia for it |
09:09.06 | davidcramer | ya nvidias stuff works good |
09:09.16 | vjeux | want them in dds or jpg? |
09:09.27 | davidcramer | dds is fine |
09:09.30 | davidcramer | ill deal w/ conversion manually |
09:09.36 | davidcramer | im just gonna keep a local copy of sc2 assets on the server i guess |
09:11.01 | Corosus | makes sense, unless custom one which is hopefully in the map file |
09:11.37 | vjeux | http://www.fooo.fr/~vjeux/curse/sc2/sc2galaxyfiles.rar |
09:12.32 | davidcramer | gonna try fixing the dds plugin real quick |
09:12.42 | davidcramer | Corosus: ya, which obviously supports at least dds and jpg |
09:12.46 | davidcramer | thanks vjeux |
09:12.51 | davidcramer | ill let you know when i got this workin :D |
09:21.05 | davidcramer | hrm vjeux that file doesnt seem to have those? |
09:21.07 | davidcramer | the .dds files right? |
09:23.14 | vjeux | what |
09:23.55 | vjeux | http://www.sc2mapster.com/assets/blizzard-loading-screens/images/ |
09:24.12 | Repo | New asset: http://www.sc2mapster.com/assets/blizzard-loading-screens/. Blizzard - Loading Screens. vjeux (Manager/Author). Approved by vjeux. |
09:25.03 | davidcramer | i meant the .dds files |
09:25.03 | davidcramer | :( |
09:25.14 | davidcramer | oh wait these are loading screen images, do i really want these |
09:25.16 | davidcramer | ya i do i guess |
09:25.28 | vjeux | well, the rar contains all the loading screens |
09:25.34 | vjeux | in dds |
09:25.35 | davidcramer | what dir ar ethey in? |
09:26.36 | vjeux | Assets/Textures/ |
09:27.21 | davidcramer | i think you got the wrong zip or something |
09:28.16 | vjeux | fuck |
09:28.24 | davidcramer | :D |
09:28.29 | vjeux | http://www.fooo.fr/~vjeux/curse/sc2/loading%20images.rar |
09:28.33 | vjeux | sorry linked you the wrong one |
09:29.49 | davidcramer | im gonna just make a list of the default loading screens I suppose |
09:29.52 | davidcramer | and if its one of those, ignore it |
09:32.06 | davidcramer | http://sc2.nibbits.com/maps/project/106/simanai-v031-scrap-station |
09:32.07 | davidcramer | hehe yay |
09:32.51 | vjeux | nice |
09:33.47 | vjeux | lol my sc2 account is in platinium league |
09:33.51 | vjeux | sharing ftw :p |
09:34.50 | davidcramer | :D |
09:35.46 | Sixen | lol my sc2 account is in platinium league |
09:35.49 | Sixen | me being pro ftw :P |
09:38.53 | davidcramer | http://sc2.nibbits.com/maps/view/131645/ffa-v6-shakuras-plateau-crazy-computer |
09:38.54 | davidcramer | lol |
09:44.02 | *** join/#sc2mapster Witchsong (noreply@211.115.34.95.customer.cdi.no) |
09:45.06 | vjeux | hey Witchsong |
09:45.12 | Witchsong | Heya |
10:04.51 | Witchsong | I have a List<List<ISerializable>> containing lists of objects... ISerializable are implemented in all my classes, BUT I also have lists of primitive types (UInt16, Int16, Int32 etc.). When I write these lists, I write through all ISerializable objects and calls the Write function in the interface. |
10:04.57 | Witchsong | But, that doesn't work for the primitive types. |
10:05.07 | Witchsong | As those don't implement the interface. |
10:05.10 | Witchsong | How to solve that? |
10:09.42 | Witchsong | I want to avoid if-checking for every single primitive type... |
10:11.02 | Grum | oh shit haha |
10:11.07 | Grum | i accidently fucked up the gitrepo :P |
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10:13.24 | Witchsong | Ordered my new PSU now. Hope replacing the old one is gonna stop the random restarts. |
10:13.41 | Witchsong | What's the normal lifetime of a PSU? |
10:13.42 | Grum | i accidently commited some vim swapfiles with it =) ... fixed ;) |
10:13.55 | Grum | Witchsong: you have random restarts? |
10:14.02 | Witchsong | Ya. |
10:14.04 | Grum | using windows? turn off the 'automatic restart on errors' :p |
10:14.14 | Witchsong | It's not that. |
10:14.28 | Witchsong | It just powers down for a few seconds, then it powers up again. |
10:14.45 | Witchsong | No quick flash of blue-screen. |
10:14.56 | Grum | what powers down? your whole pc? O.o |
10:14.59 | Witchsong | Ya. |
10:15.12 | Witchsong | As if someone would have pulled the plug. |
10:15.19 | Witchsong | Just that it gets the power back after a few seconds. |
10:15.24 | Grum | are you sure the outlet you are plugged into is ok? O.o |
10:15.25 | Witchsong | And then it starts up. |
10:15.40 | Witchsong | Should be, my TV uses it too without any issues. |
10:16.28 | Witchsong | However, I think the PSU is like 5 years old now, and it might be failing. |
10:16.41 | Grum | vjeux: can you change the link in http://www.sc2mapster.com/announcements/andromeda-patch-diff/ to http://github.com/grum/sc2-dev/commit/a51bff414368c2987dfc0c106f30305865fc02a2 please? |
10:17.00 | vjeux | sure |
10:17.23 | Grum | i noticed i accidently added some of my vim swapfiles ... :P |
10:17.27 | Grum | so fixed that ;) |
10:17.29 | Witchsong | But, anyone got an answer to my C# issue I mentioned further up... |
10:17.31 | Witchsong | ? |
10:17.43 | vjeux | haven't done any C# so ... can't help you i'm sorry |
10:18.48 | vjeux | done |
10:19.01 | Grum | vjeux: i also documented the lava shit in http://www.sc2mapster.com/api-docs/game-files/maps/t3water/ |
10:19.22 | vjeux | kewl |
10:19.29 | Grum | i kinda updated all documentation |
10:21.42 | Grum | made them all look mostly the same |
10:21.42 | vjeux | yeah you are now using C structs |
10:21.42 | Grum | well i sortof was before ... but they were kinda wonky |
10:21.42 | Grum | these should work when pasted into 010 Editor |
10:21.55 | Grum | BLOCK blocks[ (FileSize()-64)/(64*32) ]; <-- that is still kinda lame though (in the t3TextureMasks) |
10:22.05 | vjeux | :p |
10:22.46 | Grum | but i removed all unknowns, change them into a guess of some kind and all the header zero bytes to DWORD zero[x]; added the DWORD magic; // XXXX for each filetype |
10:23.10 | Grum | and renamed all the second UINTs to 'UINT version; // current: xxx' |
10:23.20 | Grum | with a version i've seen in one of the files |
10:23.24 | Grum | (one of the newer files) |
10:23.42 | Grum | t3Terrain.xml needs a description though |
10:23.58 | Grum | a proper one :p |
10:24.54 | vjeux | you are documentation master :) |
10:25.10 | vjeux | but see, now Sholdak is going to add it inside mwe thanks to you :) |
10:26.10 | vjeux | your efforts are rewarded :) |
10:26.42 | Grum | meh i hate documentin |
10:27.16 | Grum | btw have you ever played Shattered Galaxy? |
10:28.28 | Grum | http://sgalaxy.com/ it has a 'capture' element in the game and you play with a certain groupcomposition of units |
10:29.34 | vjeux | lol @ the url :p |
10:29.53 | vjeux | they are going to get many visits :p |
10:30.03 | Grum | you have to stand on certain locations called POCs for a certain amount of time to capture them |
10:30.18 | Grum | its a game element which might be repeatable in SC2 and its actually quite fun :) |
10:30.42 | Grum | here; http://sgalaxy.com/images/screenshots/battle8.jpg one of the 'POC's on the righthand side |
10:31.14 | Grum | you just control a combination of 6-12 units which you can 'gear' |
10:37.11 | vjeux | anyway got to go |
10:37.13 | vjeux | cya later |
10:38.27 | Sixen | grum, you play SG? |
10:38.27 | Sixen | I used to love that game.. |
10:38.40 | Sixen | been so long since i've played it, but that game was so epic |
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10:45.30 | Hati | o/ |
10:55.47 | krry | Witchsong: read your question but I don't know enough .NET-fu to understand it :) |
10:57.01 | Witchsong | I'm just gonna make a struct for each primitive data type, which has a member of that type and implements the needed interface. Not very pretty, but at least it will work. :p |
10:58.25 | krry | sounds like an OK workaround |
11:10.30 | Hati | manipulating models kinda works ... |
11:10.37 | Hati | but make them able to do something o.O |
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11:18.04 | Grum | Sixen: used to play it yeah |
11:18.09 | Grum | it was quite wtfbbqnice |
11:18.37 | Grum | Sixen: would be so nice to 'remake' it in sc2 ;) |
11:22.00 | Grum | btw i quite like how blizz handles the patches in sc2 |
11:22.08 | Grum | compared to WoW its way cleaner |
11:26.26 | Hati | hmmyea |
11:26.42 | Hati | just replacement of data |
11:28.46 | Grum | wow rebuilds a patch mpq file every time |
11:28.58 | Grum | then again if we'd have all iterative data since 1.0 your folder would be 4 times the size |
11:49.46 | Hati | ActorData seems like the most commented file oO |
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12:40.44 | PixelWarrior | oo loading screens |
12:45.17 | Hati | :( |
12:45.23 | PixelWarrior | ?? |
12:45.53 | Hati | can't get attached unit to attack |
12:46.32 | PixelWarrior | attached unit? |
12:47.14 | Hati | yea |
12:49.59 | Hati | a unit attached to another |
12:51.28 | PixelWarrior | like how bloodlings are attached to brood lord? |
12:53.01 | Hati | kinda |
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12:59.16 | Hati | but i didn't looked into Broodlord |
12:59.19 | Hati | that could do it :o |
13:01.13 | Hati | i looked into SpawningLarva |
13:01.20 | Hati | how it applies Eggs to Hatchery+ |
13:01.30 | PixelWarrior | larva dont do shit |
13:01.35 | Hati | they explode :O |
13:03.06 | Hati | k guess that's 'how' it can be done |
13:03.36 | PixelWarrior | ive noticed that the projection of broodlings from the brood lord is kinda weird |
13:03.45 | PixelWarrior | im not sure if its supposed to be like that |
13:03.56 | Grum | we need a unit that can throw other units! |
13:03.59 | Grum | or doodads :P |
13:04.05 | PixelWarrior | but they kinda float out, then shoot really fast towards the target |
13:04.05 | Hati | well Grum |
13:04.10 | Hati | that can be done easily |
13:04.15 | Hati | by Ammo Type |
13:04.22 | Hati | you can also give Marines just 6Ammo |
13:04.27 | Hati | so they can only attack 6 times |
13:04.30 | Hati | like survival shooter |
13:04.31 | Grum | we need a protos mega-gun that shoots stalkers ;) |
13:04.47 | PixelWarrior | ammo type = stalkers |
13:04.53 | Hati | yup |
13:05.30 | PixelWarrior | make zealots shoot HADOKENS |
13:05.56 | Grum | make ultralisks shoot ultralisks :( |
13:06.01 | PixelWarrior | can we put custom animation into maps? |
13:06.10 | Hati | xD |
13:06.14 | Grum | like what? |
13:06.16 | Hati | if you can do it |
13:06.18 | Hati | i guess you can |
13:06.22 | Grum | it depends |
13:06.30 | Grum | you cannot dynamicly change the map or textures i think |
13:06.31 | Hati | Hadoken you could make a row of ArchonMerge |
13:06.38 | PixelWarrior | like a SHORYUKEN animation for zealots |
13:06.46 | Hati | or archonmerge with archonattack lightning |
13:06.53 | Hati | should not be that hard |
13:07.07 | Grum | you can probably make a dynamic doodad |
13:07.15 | Grum | you can prolly scale/size/move it through code |
13:07.19 | Grum | we should make frogger =) |
13:07.28 | Hati | but |
13:07.29 | PixelWarrior | wth man, the photon canons pretty much a hadoken |
13:07.32 | Hati | <ExternalAngle value="-149.9853"/> |
13:07.41 | Hati | wonder if there's also a value for pitch |
13:07.50 | Hati | because this one just 'uses' same height |
13:07.56 | Hati | which kinda sucks |
13:08.09 | Grum | just curious |
13:08.16 | PixelWarrior | can we change the tragectory? |
13:08.19 | Grum | airunits are floating because they have a static height? |
13:08.26 | PixelWarrior | yes |
13:08.29 | PixelWarrior | no |
13:08.30 | PixelWarrior | not static |
13:08.52 | PixelWarrior | they go up and down according to the terrain theyre flying over |
13:08.57 | Hati | yea grum |
13:08.59 | Grum | i've seen them drop down into the 'nothingness' at the end of a map |
13:09.08 | Grum | so its a static relative height |
13:09.09 | Hati | they have a static Z offset |
13:09.11 | Grum | yeah |
13:09.13 | Grum | that i meant |
13:09.16 | PixelWarrior | yeah |
13:09.31 | Grum | their bounding box is just 'extended' to the bottom so it appears they fly |
13:09.43 | Grum | can you lock units at a certain height? or can you change that dynamicly? |
13:10.07 | Grum | if so you can make boats |
13:10.42 | Hati | k |
13:10.48 | Hati | just made a carrier with external interceptors :P |
13:10.59 | PixelWarrior | nice |
13:11.02 | PixelWarrior | they dont dock? |
13:11.08 | Hati | 4 aren't |
13:11.11 | art[] | it'd be neat if they docked externally |
13:11.15 | Grum | haha yeah |
13:11.27 | PixelWarrior | broodlings dock externally |
13:11.31 | Hati | but lo0oks kinda crappy :P |
13:11.33 | Hati | through range |
13:12.00 | PixelWarrior | but external docking would be AWESOME of scrolling shooter games |
13:12.12 | Hati | http://yfrog.com/eqscreenshot011xj |
13:12.26 | Grum | so cute :D |
13:12.53 | art[] | the protoss mothership needs 100 interceptors that dock externally |
13:13.02 | Hati | ^^ |
13:13.02 | art[] | that would be intimidating |
13:13.03 | Grum | make them fly formations |
13:13.06 | Hati | could be done i guess |
13:13.11 | lolwut | 100 mini phoenixs |
13:13.12 | Hati | ArmMagazine seems quite powerful |
13:13.13 | Grum | form a huge cock and then nuke something |
13:13.13 | lolwut | would be pro |
13:13.25 | Grum | oh O.o ;D |
13:14.22 | Hati | you could also attach 2 Zerg eggs on Spinecrawler |
13:14.32 | Hati | there you go for cock |
13:14.38 | lolwut | o wow |
13:14.46 | Grum | haaha |
13:14.49 | PixelWarrior | why spine crawler? |
13:14.56 | PixelWarrior | should do it to the air one |
13:14.57 | Grum | and then scale when you get a lot of minerals |
13:15.00 | Grum | to dispayepeen! |
13:15.19 | Grum | pylon+2probes should look sortof the same if you stretch it properly ;) |
13:15.21 | Hati | http://i50.tinypic.com/14lrhqb.gif |
13:15.23 | Hati | because of this |
13:15.43 | PixelWarrior | DUDE! |
13:15.45 | lolwut | oh double wow |
13:15.51 | Grum | lalaolalalalaolalalaoalaoalaol |
13:16.02 | PixelWarrior | GG |
13:16.04 | PixelWarrior | rofl |
13:16.27 | Grum | we need avatars |
13:16.33 | Grum | which do that stuff witheachother :p |
13:16.38 | Grum | depending on how the battles goes |
13:18.33 | Hati | well interceptors are still stupid oO |
13:18.47 | Hati | haven't tried but i guess they are flying back into the Carrier |
13:18.49 | Hati | to get launched |
13:18.53 | Hati | even if they are already outside |
13:19.15 | Hati | oh no they aren't |
13:19.18 | Hati | nice |
13:19.53 | Hati | epic |
13:22.08 | Viewer | is there any way to revive dead heroes without loss of level and abilities? |
13:23.48 | Hati | CAbilRevival |
13:23.49 | Hati | is there |
13:23.49 | Viewer | i tried to use CAbilRevive but it does not works |
13:23.49 | Viewer | <CAbilRevive id="ReviveHero"> |
13:23.49 | Viewer | <Activity value="UI/Reviving"/> |
13:23.49 | Viewer | <Alert value="ReviveComplete"/> |
13:23.49 | Viewer | <Flags index="BestUnit" value="1"/> |
13:23.49 | Viewer | <NameOverride value="UI/Revive_S"/> |
13:23.49 | Viewer | <PROTECTED> |
13:23.49 | Viewer | <PROTECTED> |
13:23.49 | Viewer | <PROTECTED> |
13:23.49 | Viewer | <PROTECTED> |
13:23.49 | Viewer | </CAbilRevive> |
13:23.52 | Hati | and? |
13:24.35 | Viewer | and nothing |
13:24.45 | Viewer | no button appeared |
13:27.51 | Viewer | i think that reviving can work |
13:28.04 | Viewer | but |
13:28.28 | PixelWarrior | mmm |
13:28.38 | PixelWarrior | whic building did u attach that ability to? |
13:28.56 | Viewer | game deletes unit data after death? |
13:29.32 | Viewer | PixelWarrior: a new unit based on warpprism |
13:30.44 | Viewer | it can hire new heroes with train ability |
13:30.55 | Viewer | but it can't revive them |
13:40.06 | Grum | Viewer: what is not working the UI element of the reviving? |
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14:40.49 | Hati | Alot of tears in SC2 Beta forum from zerg players :o |
14:42.15 | monoframe | More like goo-slime coming out of their eyes, zergs don't have tears |
14:42.16 | vjeux | :p |
14:42.29 | vjeux | they deserved it! |
14:43.07 | Hati | hmm EquipmentArray ... |
14:43.39 | monoframe | Will these balanses fit the StarCraft 2 Campaign at all? |
14:43.56 | Hati | dunno |
14:43.58 | Hati | but i guess no |
14:44.03 | monoframe | As in, they're being pushed Multiplayer-wise |
14:44.06 | monoframe | not Singleplayer |
14:44.10 | Hati | I guess there will be seperate Singleplayer units |
14:54.11 | vjeux | http://starcraftrankings.com |
14:54.14 | vjeux | do you know that website? |
14:55.23 | Hati | yes, i now know it :P |
14:56.11 | vjeux | how did he get the values? |
14:56.26 | Hati | dunno |
14:56.33 | Hati | manual entry? |
14:56.45 | Hati | it's "just" platinum leagues |
14:56.51 | Hati | platinum divisions* |
14:57.24 | vjeux | manually entered 3500 rows? |
14:57.46 | Hati | Ppl are bored today |
14:57.50 | vjeux | xD |
14:58.33 | monoframe | "Well, lets re-code and re-compile original Starcraft now..." |
14:58.55 | Hati | ´Pah, i don't got a Beta key - I do my own SC2 ? |
14:59.07 | Hati | starting tomorrow |
15:00.03 | Hati | k CAbilArmMagazine don't be the right way to create Uberlisk |
15:00.17 | Hati | but it can become handy for Sporecrawlers shooting banelings :> |
15:01.20 | vjeux | :p |
15:02.22 | Hati | hmm |
15:02.38 | Hati | ActorData On Terms=, * might be a wildcard |
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15:06.35 | Hati | so lets see |
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15:09.11 | Hati | yup seems like a Wildcard |
15:10.13 | vjeux | great |
15:11.11 | Hati | or the Ultralisk burrow animation just suck |
15:12.31 | Hati | yea ultralisk animation just suck oO |
15:12.44 | monoframe | So anyone up on how to define model's, unit's animation set-type using ActorData.xml s: |
15:12.46 | Hati | he acts like falling into the ground |
15:12.48 | monoframe | ? |
15:13.15 | monoframe | Hati, this is Beta, you know |
15:13.27 | Hati | still it looks crappy :< |
15:13.33 | monoframe | THEN MODEL EET |
15:13.35 | Hati | more love for ultralisk |
15:13.40 | monoframe | AND CONFIGURE EET THE ROIGHT WAY! |
15:13.41 | monoframe | DO EET |
15:19.11 | monoframe | You know 5 Hive's Larvae-exit tubes? Those could be used for...ADDON MODS! |
15:39.29 | Alevice_Work | vjeux check your thread |
15:42.10 | vjeux | k |
15:43.53 | PixelWarrior | ultralisks shouldnt be able to burrow |
15:44.09 | JademusSreg | I disagree. |
15:44.14 | PixelWarrior | or only on creep |
15:44.23 | JademusSreg | What sense would that make? |
15:44.28 | PixelWarrior | its like a tauren rogue |
15:44.31 | Alevice_Work | They hsould burrow, but not get invisibility :P |
15:44.42 | JademusSreg | Haha, then it would be pointless. |
15:44.44 | PixelWarrior | how do u hide such a beast of a thing? LOL |
15:44.49 | Alevice_Work | regenration maybe? |
15:44.54 | Alevice_Work | ala crypt fiend |
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15:45.06 | JademusSreg | That would be awesome. For Zerg players. |
15:45.11 | Alevice_Work | of course |
15:45.16 | JademusSreg | Everyone else would be pissed. |
15:45.16 | Alevice_Work | ultra regen! |
15:45.36 | Alevice_Work | well, its a fucking late tier unit. and with void rays you could kill ultras that arent attacking |
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15:46.06 | Alevice_Work | ultras are hardly versatile and that powerufl anyway |
15:46.23 | Alevice_Work | they are slow, only deal melee damage in a small aoe and thats all |
15:46.42 | Alevice_Work | oh, they have a tough caparace |
15:46.52 | Alevice_Work | but still focused fire fries them rapidly |
15:46.55 | Ackis | http://bit.ly/bJN5sD SC2 CE |
15:48.14 | Alevice_Work | stanard sc2 59.99? |
15:48.46 | JademusSreg | Good. Use them as diversions. |
15:50.35 | monoframe | "visually unique version of the terran Thor unit" |
15:50.36 | monoframe | what |
15:51.14 | Ackis | might pre-order SC2 CE to resell at a later date |
15:52.49 | Hati | hmm |
15:53.05 | JademusSreg | Haha, mini Thor pet. |
15:54.13 | Hati | dunno i preordered for 25Pounds |
15:54.49 | PixelWarrior | thats alot of extra stuff |
15:54.56 | PixelWarrior | i wouldnt mind paying extra for it |
15:55.06 | Hati | well ... |
15:55.07 | Hati | - A World of Warcraft(R) mini Thor in-game pet that can be applied to all World of Warcraft characters on a single Battle.net account. |
15:55.10 | Hati | if you don't play WOW |
15:55.12 | Hati | it just sucks |
15:55.28 | vjeux | :p |
15:55.35 | PixelWarrior | 176 page art book |
15:55.37 | PixelWarrior | thats decent |
15:55.38 | JademusSreg | SC battlechest is worth about 20 bucks. SC2 is about 60. |
15:55.41 | Hati | - Exclusive Battle.net downloadable content, including special portraits for your Battle.net profile, decals to customize your units in-game, and a visually unique version of the terran Thor unit, ... i smell something serious strange |
15:55.55 | monoframe | Well, as mentioned, a special visual look unlock for Thor |
15:56.03 | JademusSreg | So the rest should be about $20 of value. |
15:56.06 | Hati | DLC to customize multiplayer units ... ? |
15:56.12 | monoframe | BS! |
15:56.14 | monoframe | or not? |
15:56.39 | Hati | decals to customize your units in-game,terran Thor unit, ... i smell something serious strange |
15:56.46 | JademusSreg | I expect that is the scent of things to come. |
15:56.55 | vjeux | $$$ everywhere! |
15:56.56 | PixelWarrior | april fools type strange? |
15:57.11 | Hati | well if so ... we might see pink bunny zerglings |
15:57.28 | PixelWarrior | 10 dollars to have ur zerg look like dalmations |
15:58.12 | PixelWarrior | players might rage quit if blizzard start monatizing too hard |
15:59.38 | JademusSreg | Only if they really interfere with the game, or if the players weren't really into the game to begin with. |
15:59.50 | JademusSreg | I really don't care what they sell. |
16:00.04 | JademusSreg | It doesn't effect me using Battlenet for free to play the game. |
16:00.34 | JademusSreg | Damn. |
16:00.43 | JademusSreg | I forgot to add a "really" to my last sentence. |
16:00.52 | Alevice_Work | Exactly. If said bunny zerglings had a speed bonus for eating carrots, I would be pissed. But if it is only a cosmetic chnage only the guy whp paid for it can see it I dun care |
16:01.09 | Alevice_Work | *sight bonus |
16:01.19 | JademusSreg | Haha. |
16:01.41 | Ackis | Hati: you could sell the code on ebay for a decent price I think |
16:01.44 | Hati | well depends on where the change are allowed :P |
16:02.06 | Hati | changes* |
16:02.51 | *** join/#sc2mapster ckknight (~ckknight@WoWUIDev/WoWAce/CurseStaff/CurseForge/ckknight) |
16:02.51 | *** mode/#sc2mapster [+o ckknight] by ChanServ |
16:03.06 | Ackis | Dawn of War 2 has special skins for your units if you register the game/buy through their shop |
16:03.48 | Alevice_Work | Aye. But they dont get extra gear |
16:03.50 | Alevice_Work | IIRC |
16:04.34 | Ackis | nope, just visually different |
16:04.45 | Alevice_Work | yeah |
16:04.51 | Alevice_Work | so it is fair game, iMO |
16:05.28 | Hati | as long as you can't do crazy stuff i agree |
16:08.19 | JademusSreg | I sreiously doubt they would sell services that would have any effect on balance. |
16:08.51 | JademusSreg | I mean, they may fuck up ocassionally, but they aren't stupid. |
16:09.21 | monoframe | ya right...Give WoWteam to develop Diablo 3 |
16:10.01 | Hati | <Movers Link="SpineCrawlerTentacleExtendShort" IfRangeLTE="3"/> |
16:10.01 | Hati | <Movers Link="SpineCrawlerTentacleExtendLong" IfRangeLTE="7"/> |
16:10.03 | Hati | o.o |
16:10.11 | Hati | IfRangeLTE o.O |
16:11.16 | Hati | wasn't it MinimumRange for Weapons? |
16:11.32 | Hati | read it somewhere for siegetanks do apply MinimumRange in siegemode |
16:13.06 | Alevice_Work | movers might do it for graphical behaviour rather than other things |
16:15.34 | *** join/#sc2mapster Bif (~DS@cpe-071-077-144-013.nc.res.rr.com) |
16:17.46 | *** join/#sc2mapster Kabie (~kabie3000@58.25.205.125) |
16:18.13 | Fisker | not that big a deal |
16:18.27 | Fisker | customizable decals have been in play for a long time btw |
16:18.33 | JademusSreg | Neat. |
16:18.36 | Fisker | i recall that being mentioned in one of their first multiplayer previews |
16:18.46 | Fisker | You can unlock achievements to get decals that will be applied to your units |
16:19.01 | Fisker | instead of standard protoss/zerg/terran emblems |
16:19.24 | Fisker | That they do a model swap + give you some extra decals and portraits is no big deal here :P |
16:19.32 | Fisker | looking forward to the WoW pet though |
16:19.36 | Fisker | the Thor is awesome |
16:22.06 | Alevice_Work | current emblem for terran is dominion's btw. |
16:23.05 | Fisker | yeah |
16:25.38 | JademusSreg | Hm. |
16:25.57 | JademusSreg | I wonder if we'll be seeing emblem and decal design contests in the near future. |
16:26.04 | Alevice_Work | mayhaps |
16:27.20 | JademusSreg | Which reminds me of a dream I had. |
16:27.37 | ckknight | a bicycle-throwing contest |
16:27.47 | Fisker | a give me the fucking ce ckknight |
16:27.54 | ckknight | and if I refuse? |
16:28.00 | Fisker | not so much |
16:28.03 | JademusSreg | I dreamt the white circle in my Jademite emblem was firing gamma-wavelength lasers. |
16:28.09 | Fisker | but i hope that Blizzard puts up the CE on their own store |
16:28.22 | Fisker | i'm sick and tired of scalping retailers who cheat their customers |
16:28.36 | JademusSreg | Later, there was an enormous conga line. The two are unrelated. |
16:28.36 | vjeux | grrr, parenting does not work at all on actordata :( |
16:28.48 | Fisker | have you tried reverse psychology vjeux? |
16:28.59 | vjeux | <PROTECTED> |
16:29.15 | vjeux | they should use ##id## instead of Ultralisk ... |
16:29.20 | Alevice_Work | yeah, paernting and actor data dont work save for stuff that is stored at core.mod |
16:29.36 | Fisker | anyway ckknight |
16:29.38 | Fisker | listen to my rage |
16:29.43 | Alevice_Work | fucking blows as fuck |
16:30.12 | ckknight | Fisker: FFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUU- |
16:30.29 | Fisker | With the Wrath CE, many retailers sold the CE at double the MSRP |
16:30.31 | *** part/#sc2mapster ubitux (~ubitux@did75-20-88-183-34-32.fbx.proxad.net) |
16:30.39 | Fisker | And many retailers so obviously oversold their stock |
16:30.41 | Fisker | and never told people |
16:30.44 | Fisker | fuckers |
16:31.44 | Hati | vjeux makes no difference if you do UltraliskPortrait or ##id##Portrait |
16:31.56 | Hati | just some effort |
16:32.00 | Fisker | btw ckknight |
16:32.02 | Bif | lol CE's are a waste =P |
16:32.04 | Fisker | did you see this little tidbit? |
16:32.16 | vjeux | well, if using Ultralisk portrait it fucks up parenting |
16:32.22 | Fisker | "Additional information about StarCraft II: Wings of Liberty, including the release date, will be announced in the coming weeks." |
16:32.32 | vjeux | you can't make a new actor where parent="Ultralisk" |
16:32.46 | Bif | Where is that O.o |
16:32.46 | Hati | you can? |
16:33.01 | vjeux | well, you can but you will get half of the properties |
16:33.05 | Hati | just do in the child <PortraitModel value =""/> |
16:33.14 | Bifuu | Oh hey im connected twice, who knew |
16:33.19 | Hati | overwrite it o.o |
16:33.28 | vjeux | well I don't want to copy & paste the whole thing |
16:33.44 | vjeux | just want to make <CActor id="TDWave1" parent="Ultralisk" /> |
16:33.57 | vjeux | and it automagically is an Ultralisk |
16:34.29 | Hati | It is? |
16:34.35 | vjeux | no it's not |
16:34.42 | Hati | but you have to default id="Ultralisk" |
16:34.53 | vjeux | what? |
16:35.11 | Hati | you have to default="1" what you want to parent as far as i see |
16:35.55 | Hati | <CActorUnit default="1" id="ZergBuilding" parent="GenericUnitStandard"> |
16:35.56 | Hati | ie |
16:36.19 | vjeux | omg it works |
16:36.29 | vjeux | what's wrong with parenting without default!? |
16:36.33 | Hati | dunno |
16:36.42 | Hati | guessing default is just making it "global" |
16:36.47 | vjeux | that's lame |
16:36.50 | Hati | if you see the whole xml-stuff as variables |
16:37.52 | Alevice_Work | fucking lame as shit |
16:38.40 | Hati | i'm still looking for all the Send=""-values ... |
16:38.41 | JademusSreg | BVtw, Levi, did you find out if attributes work for non heroes? |
16:38.46 | Hati | there's a ModelSwap |
16:38.59 | Hati | might there's also ModelAdd |
16:40.43 | Hati | + |
16:40.49 | *** join/#sc2mapster krry (~d5640f32@gateway/web/freenode/x-omeuuvsddtyokshn) |
16:40.50 | Hati | there seems to be a On Term="Level" |
16:41.25 | vjeux | hmm, default="1" makes it global indeed |
16:41.34 | vjeux | but it doens't fix my parenting problem :( |
16:42.06 | Hati | ? |
16:42.13 | Hati | what's still wrong? |
16:42.22 | vjeux | <PROTECTED> |
16:42.25 | vjeux | I want to do that |
16:42.38 | Hati | yea |
16:42.41 | vjeux | what I did was making default="1" to all parents |
16:43.01 | Hati | yea |
16:43.17 | Hati | so whats going wrong? |
16:43.19 | vjeux | but only the last one works |
16:43.28 | Hati | oh |
16:43.34 | Alevice_Work | JademusSreg, habvent tried. Likely they do, at least if you got veterancy behaviour |
16:43.40 | vjeux | because everything else is being overriden |
16:43.41 | Hati | 'fucked' up your XML data? |
16:43.52 | JademusSreg | I mean without veterancy, also. |
16:44.19 | Alevice_Work | i ought to try |
16:44.26 | Hati | hmm |
16:44.53 | Hati | what is overridden vjeux? |
16:44.57 | Hati | they all look the same? |
16:45.20 | vjeux | that's strange |
16:45.27 | vjeux | sec |
16:46.25 | vjeux | <CActorUnit id="TDTowerA1" parent="PhotonCannon" /> <CActorUnit id="TDTowerB1" parent="SporeCrawler" /> |
16:46.33 | vjeux | with just that, they do not show up |
16:47.03 | Hati | but with <Model ? |
16:47.16 | vjeux | yeah |
16:47.16 | Hati | <Model value="PhotonCannon"/> |
16:47.32 | Hati | the reason is because they don't define it theirselves |
16:47.34 | Alevice_Work | doesnt that kill the point of parenting? save for spell animas and the like? |
16:47.36 | Hati | they use ##id## for it |
16:47.46 | vjeux | <CActorUnit id="TDTowerA1" parent="GenericUnitStandard"> <Parent value="PhotonCannon" /> </CActorUnit> |
16:47.49 | vjeux | however this works |
16:47.52 | Hati | your id is TDTowerA1 |
16:47.58 | Hati | so hes looking for Model TDTowerA1 |
16:47.59 | Alevice_Work | nniice |
16:48.04 | vjeux | oh I see |
16:48.09 | Hati | because of ##id## |
16:48.13 | vjeux | <CModel id="TDTowerA1" parent="PhotonCannon" /> |
16:48.19 | Hati | could do |
16:48.21 | vjeux | got that |
16:49.47 | Hati | i think <CActorUnit id="TDTowerA1 parent="PhotonCannon"/> will work too, if you have <CModel id="TDTowerA1" parent="PhotonCannon"/> |
16:50.01 | Alevice_Work | it doesnt |
16:50.04 | Alevice_Work | i have tried that before |
16:50.09 | Alevice_Work | no luck |
16:50.27 | *** join/#sc2mapster Ingela (~Ingela@90-230-173-174-no35.tbcn.telia.com) |
16:50.55 | Repo | 10mapster-td: 03vjeux * r11 / (10 files in 3 directories): Various things |
16:51.08 | vjeux | I've updated the mapster td |
16:51.11 | vjeux | if you want to try |
16:51.17 | vjeux | I don't understand what's going on there |
16:52.45 | Hati | ActorData.xml seems kinda confusing :P |
16:52.50 | Hati | Blizzard commented alot there |
16:52.53 | vjeux | yeah |
16:53.07 | vjeux | <PROTECTED> |
16:53.10 | vjeux | this is fucked up |
16:53.15 | vjeux | they put strings in there |
16:53.25 | Hati | well |
16:53.39 | Hati | Send seems powerful |
16:53.43 | Hati | you can Swapmodels with it |
16:53.44 | Hati | etc. |
16:54.27 | monoframe | Blizzard employee: "What do we do with ActorData", staff manager: "Leave it be, we're not supposed to change it.", Blizzard employee: "But I want some new animations...Ultralisk burrowing doesn't work." staff manager: "I said...LEAVE...IT...BE" |
16:54.59 | vjeux | well, even if that's powerful ... you have xml files, raw strings are not the way to do it! |
16:56.03 | vjeux | <PROTECTED> |
16:56.07 | Alevice_Work | what raw strings? |
16:56.13 | vjeux | also, why the hell is there ProtossBuild in there |
16:56.29 | vjeux | an ability linked inside an actor sound -_- |
16:56.30 | Hati | where? |
16:56.46 | vjeux | <On Terms="Abil.ProtossBuild.BuiltStart" Send="Create"/> |
16:56.54 | Hati | yea |
16:56.57 | Alevice_Work | well, it is meant to be played when the evevent stated in term occur |
16:57.00 | vjeux | I mean ... in ProtossBuild there's no reference to that actor |
16:57.02 | Hati | if you start it it createst something |
16:57.12 | Hati | there don't have to be |
16:57.16 | Hati | there's alot of this stuff |
16:57.18 | Alevice_Work | so whenever a unit catss Abil.ProtosBuild with any unit, that sound is played |
16:57.22 | vjeux | well, that's lame |
16:57.31 | vjeux | it's hard to track down all the dependencied |
16:57.31 | Alevice_Work | i found it very useful actually |
16:57.32 | Hati | On terms as far as i understand are like triggers |
16:57.35 | vjeux | dependencies |
16:57.42 | Alevice_Work | well, you get used to it |
16:57.46 | Hati | if it happens do smth |
16:57.54 | Alevice_Work | it makes snses immo |
16:57.54 | monoframe | vjuex, it's hard with separate xml files...won't be so with Data Editor at hand |
16:57.55 | Hati | like a Behavior being enabled |
16:58.04 | Hati | or a unit created |
16:58.14 | Alevice_Work | if you need special sounds to be played when a guy catss psi strom, you dont need to track down all untis catsing it |
16:58.22 | Alevice_Work | only defint an actorsound that plays is |
16:58.37 | Hati | <On Terms="ActorCreation; ValidateUnit ZerglingUpgraded" Send="ModelSwap ZerglingUpgrade"/> |
16:58.37 | Hati | <PROTECTED> |
16:58.42 | Hati | ie. |
16:58.58 | vjeux | well, I would like a reference in the ability |
16:59.01 | vjeux | that would be cleaner :p |
16:59.11 | Alevice_Work | in the abildata? |
16:59.14 | vjeux | yeah |
16:59.15 | Hati | but would it still be so customizable? |
16:59.19 | Alevice_Work | that wouldnt sperate presentation from logic |
16:59.52 | vjeux | having "code" inside xml is really strange |
16:59.54 | Repo | Knowledge base page update: http://www.sc2mapster.com/api-docs/game-files/maps/t3sync-pathing-info/ by grum |
16:59.54 | Hati | but preparing GE for ActorData seems to be a mess |
17:00.15 | Alevice_Work | it would be nice if we had actoreffect or smth more general purpose, but it makes sense |
17:00.26 | Alevice_Work | there is not much code, only certain events defined |
17:00.31 | vjeux | they made a lot of clean xml files |
17:00.45 | Alevice_Work | actor data is robust as fuck |
17:00.46 | Hati | and then they come up with ActorData.xml |
17:00.48 | vjeux | and there in actordata.xml it's a real mess |
17:01.08 | Hati | you could write in Blizzard forums :P why it is so messy |
17:01.17 | art[] | lol, the sc2 special edition does come with a WoW pet |
17:01.21 | art[] | i called it |
17:01.21 | Alevice_Work | yeah, cerrtain structures are bizzarr, I garee. but the evenets and such code are intended to have more felixbility with model animations and shit |
17:01.34 | Hati | yup |
17:01.47 | Hati | they said - highly customizable - there you go |
17:01.48 | Alevice_Work | I like that I dont need to define an unflexible spell animation in the model anymore |
17:02.07 | Alevice_Work | and that i dont have to have jass code to fancy up a spell |
17:02.10 | Alevice_Work | :P |
17:02.16 | Alevice_Work | visually i mean |
17:02.21 | Hati | but still |
17:02.26 | vjeux | I mean, they use XML everywhere, why in there there are strings to be parsed ? :p |
17:02.32 | Hati | Behavior.*.On does not to be fired on Load |
17:02.35 | vjeux | <PROTECTED> |
17:02.42 | Hati | because they can. |
17:02.59 | Alevice_Work | any proposals for it? |
17:03.58 | Hati | uhm btw |
17:03.59 | vjeux | <Send> <Action id="AnimBracketStop" value="Burrow" /> <ConditionArray id="AbilMorph.*.Finish" /> <ConditionArray id="MorphTo" value="Baneling" /> ... |
17:04.13 | Hati | are we supposed to add valid arguments for attributes in wiki? |
17:04.24 | vjeux | would be great |
17:04.52 | Hati | vjeux |
17:04.55 | Hati | where you found this? |
17:04.58 | Alevice_Work | doesnt seem to be any fucking cleaner :P |
17:05.04 | vjeux | well, it's xml |
17:05.06 | vjeux | not clean |
17:05.22 | vjeux | but coherent with the rest of the files |
17:05.33 | Hati | or you just wrote it by yourself? |
17:05.37 | vjeux | yes |
17:05.40 | Hati | ah k ._. |
17:05.46 | Alevice_Work | I can see what you mean. But overall it doesn't really imprve the way it murks that much. I dont see you complaying about target filders :P |
17:06.10 | Alevice_Work | *works not murks |
17:06.11 | Alevice_Work | :P |
17:06.12 | Hati | hmm |
17:06.22 | Hati | valid arguments simply as text? |
17:06.39 | vjeux | the main issue I see is there isn't any link in the ability, models, ... files |
17:06.48 | vjeux | they just put random references there |
17:06.56 | Hati | facerolling |
17:06.57 | vjeux | I would like something like |
17:07.25 | vjeux | <Model id="Zergling"> <Actor id="Zergling" /> </Model> |
17:07.46 | vjeux | this way we know Zergling actor, and only Zergling actor is able to reference the Zergling model |
17:07.58 | Hati | hmm |
17:08.01 | vjeux | and not actor referencing any model/ability they want |
17:08.03 | Hati | might be hardcoded somewhere |
17:08.07 | Hati | like ##id## |
17:08.16 | vjeux | also ##id## |
17:08.17 | Alevice_Work | check core.mod actordata |
17:08.18 | vjeux | wtf |
17:08.26 | Hati | <On Terms="Upgrade.CentrificalHooks.Add" Send="SetWalkAnimMoveSpeed 3"/> |
17:08.29 | vjeux | they use $parent |
17:08.33 | vjeux | why not $id ... |
17:08.40 | Hati | but like said - you can access alot of things through it |
17:08.50 | Alevice_Work | it is <Actor id="Zergling"> <Model id="Zergling" /> </Actor> |
17:09.25 | Alevice_Work | well, more like <actor default="1"><model value="##id##"</actor> |
17:09.54 | Alevice_Work | I wish actually that units referneced to a given acotr explicitely, tho |
17:09.59 | vjeux | yeah |
17:10.05 | Hati | wtb manual from blizzard xD |
17:10.09 | Alevice_Work | even core.mod unit data doesnt address actors anywaher |
17:10.21 | Alevice_Work | fucking typos |
17:10.27 | vjeux | also, I would like to do : <Unit id="mynewunit" parent="zergling" /> |
17:10.36 | vjeux | the new unit is a zergling |
17:10.54 | Alevice_Work | it works already like that... |
17:10.55 | *** join/#sc2mapster Technetium (~a@adsl-69-208-14-198.dsl.akrnoh.ameritech.net) |
17:10.56 | vjeux | but no ... you have to add a new model, a new actor, modify bunch of actors, ... to make it work |
17:11.02 | Technetium | sup |
17:11.07 | Technetium | long time vjuex |
17:11.09 | vjeux | hey! |
17:11.12 | vjeux | indeed |
17:11.13 | Alevice_Work | if you parent straight from an unit, iirc, you dont need actors whatsoever |
17:11.17 | Technetium | I got your linkedin lol |
17:11.26 | Technetium | nic got me working on the terrain files |
17:11.44 | vjeux | for example the ultralisk need actors for the attack animation |
17:11.50 | Technetium | I've been hanging around blizzmods |
17:11.56 | Alevice_Work | oooh true, that :( |
17:11.57 | Technetium | but shit, back to work |
17:11.59 | vjeux | and you can't just parent the actor, you have to copy & paste it |
17:12.12 | Technetium | bbl |
17:12.15 | Alevice_Work | yeah. the big fucking issue is how actor inheritance works |
17:12.20 | Alevice_Work | IT DOESNT! |
17:12.21 | vjeux | Technetium: yeah ... gave my gmail contacts once to linked in, and it spammed it :( |
17:12.21 | Alevice_Work | :P |
17:12.25 | vjeux | yeah |
17:12.30 | Technetium | lol |
17:12.39 | vjeux | their parent system is fucked up |
17:12.44 | Alevice_Work | indeed. |
17:12.47 | vjeux | was really well done in WoW interface |
17:13.09 | vjeux | you did parent="something" and it magically inherited everything |
17:13.38 | Alevice_Work | aye |
17:13.46 | *** join/#sc2mapster nicoli_s (~nsinkule@69.73.16.202) |
17:13.47 | *** mode/#sc2mapster [+o nicoli_s] by ChanServ |
17:13.55 | vjeux | Technetium: Grum did a great job on the terrain format |
17:13.55 | vjeux | http://www.sc2mapster.com/api-docs/game-files/maps/ |
17:14.01 | Technetium | yeah |
17:14.08 | Technetium | all our structs match up perfectly |
17:14.28 | Technetium | it's all a matter of piecing together the data now |
17:14.37 | Technetium | ok, I really have to go lol |
17:14.41 | Technetium | bbl |
17:15.23 | vjeux | ok |
17:15.23 | vjeux | cya |
17:16.02 | nicoli_s | oh nice, didnt know about the removed= whatever thing |
17:16.09 | Alevice_Work | interestingly, model parenting works great |
17:16.11 | nicoli_s | think we might be able to finally get around the damn patch thing |
17:16.17 | nicoli_s | model parenting? |
17:16.21 | vjeux | yup |
17:16.24 | Alevice_Work | well, i didbefore you all nerds, with heromod |
17:16.28 | vjeux | <Model parent="Some other Model" /> |
17:16.48 | vjeux | I'm trying to make completly new units for the TD |
17:16.55 | nicoli_s | ahh |
17:16.59 | vjeux | but this is a real pain because of the actor thing! :( |
17:17.04 | Alevice_Work | heheh |
17:17.05 | Fisker | nicoli_s |
17:17.08 | Fisker | what patch thing? |
17:17.17 | Alevice_Work | well, just copy paste from the time being |
17:17.23 | vjeux | well, that sucks :p |
17:17.26 | Alevice_Work | at least unitl we find out about the quriks and shit |
17:18.02 | vjeux | going to make a post on the forum, maybe someone knows more about it |
17:18.43 | Alevice_Work | aye |
17:18.54 | Repo | Knowledge base page update: http://www.sc2mapster.com/api-docs/game-files/xml/weapon-data-xml/ by xhatix |
17:20.00 | Fisker | finds nicoli_s |
17:20.06 | nicoli_s | fisker: why must you interject in random conversations for no reason? |
17:20.21 | Fisker | why oh why! |
17:20.42 | Repo | Knowledge base page update: http://www.sc2mapster.com/api-docs/game-files/xml/weapon-data-xml/ by xhatix |
17:21.16 | Hati | is there a way to add something behind a attribute tag? |
17:21.19 | Hati | in wiki? |
17:21.30 | Alevice_Work | ???? |
17:21.37 | nicoli_s | dunno, youd have to ask ckknight when he returns |
17:21.55 | Hati | like index="Melee" |
17:21.57 | Hati | at the top |
17:22.15 | Hati | but below in the Children thingy |
17:22.48 | Hati | <Options> in weapondata doesn't look that nice now :x |
17:24.06 | *** join/#sc2mapster ckknight (~ckknight@WoWUIDev/WoWAce/CurseStaff/CurseForge/ckknight) |
17:24.06 | *** mode/#sc2mapster [+o ckknight] by ChanServ |
17:25.07 | ckknight | should we have a new poll? |
17:28.11 | vjeux | http://forums.sc2mapster.com/development/map-development/297-help-actor-parenting/ |
17:29.11 | vjeux | Hati: did you manage to change the damage value? |
17:30.31 | vjeux | * bool **OnlyFireWhileInAttackOrder** - Blablabal |
17:30.41 | vjeux | you may use that Hati for the <Options> |
17:33.21 | vjeux | ckknight: possible to move the latest forums post on the right bar? |
17:33.27 | vjeux | would stimulate the forums |
17:34.14 | ckknight | yea, could be done, but it'd need to change due to smaller width |
17:34.38 | ckknight | so, yea |
17:36.26 | vjeux | http://www.youtube.com/watch?v=LEebg_puDIs |
17:37.30 | Hati | re |
17:37.41 | Hati | sooo |
17:38.07 | Hati | vjeux: hmm? |
17:38.20 | vjeux | hmm about what? :P |
17:38.39 | Hati | [19:29:11] <@vjeux> Hati: did you manage to change the damage value? |
17:38.39 | Hati | [19:30:31] <@vjeux> * bool **OnlyFireWhileInAttackOrder** - Blablabal |
17:38.39 | Hati | [19:30:41] <@vjeux> you may use that Hati for the <Options> |
17:38.45 | Hati | which damagevalue? |
17:38.52 | Hati | of attacks? |
17:39.28 | vjeux | damage attacks |
17:39.34 | vjeux | hmm |
17:39.41 | vjeux | the number of hp removed by attacks :p |
17:40.03 | Hati | <Amount |
17:40.13 | Hati | <Amount value="int"/> |
17:40.33 | Hati | and in CEffectDamage |
17:40.45 | Hati | <CEffectDamage id="RoachU" parent="DU_WEAP_MISSILE"> |
17:40.45 | Hati | <PROTECTED> |
17:40.46 | Hati | <PROTECTED> |
17:40.46 | Hati | <PROTECTED> |
17:40.46 | Hati | <PROTECTED> |
17:41.04 | vjeux | oh I see |
17:41.09 | vjeux | lame |
17:41.10 | Hati | but there's nothing like |
17:41.12 | Hati | 16-17 |
17:41.14 | Hati | 16;7 |
17:41.15 | Hati | 16,17 |
17:41.18 | Hati | tried all :P |
17:41.32 | Hati | or Amount index="0" value="16 |
17:41.38 | Hati | Amount index="1" value="18 |
17:41.51 | Hati | damage ranges properly have to be generated by Chance |
17:42.10 | Hati | currently (my guess) |
17:43.29 | vjeux | ok :p |
17:43.35 | monoframe | Hati, that's the missile unit, you won't define Roach's damage |
17:43.38 | monoframe | with it |
17:43.40 | vjeux | well, random values sucks anyway :P |
17:43.54 | Hati | no mono |
17:43.57 | monoframe | what |
17:43.59 | Hati | you define the damage with it |
17:44.04 | Hati | it is a damage-effect |
17:44.15 | monoframe | WAS I TRICKED BY THE MARAUDER MISSILE!?! |
17:44.33 | monoframe | SCREW YOU OBSERVERS! |
17:44.43 | vjeux | another weird thing from the xml xD |
17:45.00 | Hati | <CEffectDamage id="MarauderU" parent="DU_WEAP"> |
17:45.01 | Hati | <PROTECTED> |
17:45.01 | Hati | <PROTECTED> |
17:45.01 | Hati | <PROTECTED> |
17:45.01 | Hati | <PROTECTED> |
17:45.01 | Hati | <PROTECTED> |
17:45.01 | Hati | <PROTECTED> |
17:45.08 | Hati | the parent can be 'anything' |
17:45.11 | monoframe | yes found it |
17:45.12 | monoframe | <PROTECTED> |
17:45.12 | monoframe | <PROTECTED> |
17:45.12 | monoframe | <PROTECTED> |
17:45.12 | monoframe | <PROTECTED> |
17:45.12 | monoframe | <PROTECTED> |
17:45.12 | monoframe | <PROTECTED> |
17:45.13 | monoframe | <PROTECTED> |
17:45.22 | Hati | 16? |
17:45.26 | vjeux | Hati: can you write that down on the forum |
17:45.31 | monoframe | for my attachment mod |
17:45.38 | vjeux | maybe in the Various Findings topic |
17:45.50 | monoframe | well actually, observer-missile-attachment mod tbe |
17:46.00 | Hati | i edited yesterday a bit the EffectData.xml wiki |
17:46.34 | vjeux | write something on the forums to link what you added :) |
17:46.45 | vjeux | there's no recent changes in the wiki ;x |
17:49.34 | Repo | Knowledge base page update: http://www.sc2mapster.com/api-docs/game-files/xml/weapon-data-xml/ by xhatix |
17:49.48 | Hati | also had a whole ability trackdown added |
17:50.01 | Hati | http://paste.sc2mapster.com/1937/ |
17:50.36 | vjeux | sexy |
17:51.22 | nicoli_s | wow thats crazy how much data is needed for that one ability |
17:51.30 | vjeux | yeah |
17:51.44 | Hati | well there is still no actor in it |
17:51.48 | vjeux | xml is verbose! |
17:51.51 | Hati | like explosions etc. |
17:51.52 | vjeux | that's not a new thing :p |
17:52.20 | Hati | or the thor animation which happens if you use the spell |
17:54.03 | Hati | if you look into Spawning larva from queen |
17:54.15 | Hati | it is mostly just bouncing between EffectDatas & BehaviorDatas |
17:56.00 | Hati | found new wallpaper o.o |
17:56.05 | Hati | http://static.sc2mapster.com/content/images/19/757/loading-xil.jpg |
17:58.05 | monoframe | Hope the loading screens will be more than just these static look-on Planets and star constelations in the final game s: |
17:58.24 | nicoli_s | finally! |
17:58.26 | Fisker | i like it :( |
17:58.34 | Hati | animated ones? |
17:58.35 | nicoli_s | got the object data saving correctly :) |
17:58.59 | nicoli_s | the whole time i couldnt figure out my problem, was forgetting to save the type property of points, so there were no start locations :P |
17:59.09 | monoframe | Hati, you know how there were others loading screens, text-story featured ones in the original StarCraft? |
18:00.04 | Hati | hmm a bit |
18:00.14 | monoframe | They're backgrounds were more than just "oh look another planet being evaporated by Protoss' deathray quadmachines" |
18:00.27 | monoframe | Like deserts, Command Bases |
18:02.05 | monoframe | Anyone know if we can use text strings in the "Loading" window layout? |
18:05.11 | Repo | Knowledge base page update: http://www.sc2mapster.com/api-docs/game-files/maps/t3fluff-doodad/ by grum |
18:09.50 | Repo | Knowledge base page update: http://www.sc2mapster.com/api-docs/game-files/maps/t3hard-tile/ by grum |
18:10.25 | Hati | On Terms="Upgrade.zerglingattackspeed.Add" Target="::PortraitGameSelf" Send="SetTintColor '5,5,5 RGB1'" |
18:10.29 | Hati | RGB1 ? |
18:16.48 | Hati | hmm interesting |
18:20.23 | Hati | if a unit has a behavior which Send 'Create Baneling' they are 1 Unit, with 2 models :o |
18:20.26 | Hati | if you can now offset it |
18:21.07 | Hati | ehm vjeux: |
18:21.19 | Hati | i think i know how you can 'copy' a actor |
18:21.31 | Alevice_Work | Hati, explain |
18:21.35 | Hati | instead of using parent |
18:21.44 | Hati | you do 1 <On Terms |
18:22.04 | Hati | <On Terms="CreateActor" Send="ModelSwap -InsertUnitYouWant-"/> |
18:22.17 | Alevice_Work | does it do attack animations and stuff? |
18:22.32 | Hati | it just swaps the model with the InsertUnitYouWant one |
18:22.36 | Hati | just did it with Zergling |
18:22.44 | Hati | if burrowing he swaps his model for a Baneling |
18:22.49 | Hati | so its a zerg in baneling costume |
18:22.55 | Hati | if he dies he explodes |
18:22.59 | Hati | attack = baneling attack anim |
18:23.01 | Hati | etc. |
18:23.25 | Hati | so it just takes the model |
18:24.11 | Hati | trying with zealot |
18:24.44 | Hati | yea |
18:24.48 | Hati | copy's attack animation etc. |
18:24.58 | Hati | but you have to apply weapon by yourself |
18:28.58 | nicoli_s | ahh so thats for swapping out models based on certain effects? |
18:29.43 | monoframe | More like Conditions |
18:30.06 | nicoli_s | yeah thats what i meant, do we have an enum of possible values to Terms? |
18:30.17 | Hati | well |
18:30.20 | Hati | it is mostly like Links |
18:30.43 | Hati | ie Abil.AbilityID.Start Abil.AbilityID.Finish |
18:31.03 | Hati | ie Abil.AbilityID.Start Abil.AbilityID.Stop* |
18:31.11 | Hati | Finish is for morph |
18:31.26 | Hati | or Behavior.BehaviorID.On - if the Behavior is active |
18:31.35 | Alevice_Work | yep |
18:31.42 | nicoli_s | have you seen examples like that? or just guessing |
18:31.56 | Alevice_Work | check the actordata.xml |
18:31.58 | Hati | ActorData.xml |
18:31.59 | Hati | tested |
18:32.04 | Alevice_Work | tehre are toons of cases where it is used |
18:32.08 | nicoli_s | very cool |
18:32.13 | Hati | changing some of the Send values |
18:32.24 | Alevice_Work | mind you, i still have trouble getting custom powersource behaviours to display correctly |
18:32.52 | Alevice_Work | the powergrid radius display i mean |
18:33.00 | Hati | hmm |
18:33.20 | Hati | how far you are with it? |
18:33.45 | Hati | and by powersource you mean Psi-Matrix ? |
18:34.11 | Alevice_Work | it displays a non tinted grid, but it does it always not just on seletcion. it aint anumated either |
18:34.24 | Alevice_Work | yeah, the power field. |
18:34.38 | Alevice_Work | they are called powersources in the behaviour data |
18:35.59 | Fisker | i'm bored |
18:36.12 | Alevice_Work | i wanna get back home :( |
18:37.07 | Hati | Alevice |
18:37.13 | Hati | do you have set a CActorPower ? |
18:38.18 | Hati | <VisualArray value="PowerVisual"/> |
18:38.26 | Hati | <CActorSplat id="PowerVisual"> |
18:38.26 | Hati | <PROTECTED> |
18:38.26 | Hati | <PROTECTED> |
18:38.26 | Hati | <PROTECTED> |
18:38.26 | Hati | <PROTECTED> |
18:38.27 | Hati | <PROTECTED> |
18:38.27 | Hati | <PROTECTED> |
18:38.28 | Hati | <PROTECTED> |
18:38.28 | Hati | <PROTECTED> |
18:38.29 | Hati | <PROTECTED> |
18:38.29 | Hati | <PROTECTED> |
18:38.40 | Hati | like adding a Model to something |
18:38.52 | Alevice_Work | lemme see if i have the uopdated version on dropbox |
18:39.32 | Hati | <CModel id="PowerVisual" parent="UI"> |
18:39.32 | Hati | <PROTECTED> |
18:39.32 | Hati | <PROTECTED> |
18:39.39 | Hati | seems like Host Subject is important for it |
18:40.40 | Alevice_Work | Seems I dont have the updated version. |
18:40.44 | Alevice_Work | what I have is this |
18:41.07 | Alevice_Work | <CActorPower id="Power"> |
18:41.09 | Alevice_Work | <PROTECTED> |
18:41.09 | Alevice_Work | <PROTECTED> |
18:41.09 | Alevice_Work | <PROTECTED> |
18:41.09 | Alevice_Work | <PROTECTED> |
18:41.09 | Alevice_Work | <PROTECTED> |
18:41.22 | Hati | yea |
18:41.27 | Hati | oh wait |
18:42.18 | Alevice_Work | ? |
18:43.00 | Hati | nah haven't seen you modified |
18:44.06 | Alevice_Work | ??? |
18:44.46 | Hati | nah nothing |
18:45.18 | Alevice_Work | kk |
18:50.48 | nicoli_s | finally! new release of MWE is up |
18:51.17 | Alevice_Work | changelog? |
18:51.46 | nicoli_s | theres a bunch of stuff |
18:51.57 | nicoli_s | http://www.sc2mapster.com/assets/milkywayedit/files/14-rev56/ has a basic changelog |
18:52.00 | nicoli_s | but theres alot more than that |
18:52.51 | Corosus | fyi, http://www.sc2mapster.com/assets/blizzard-loading-screens/ is missing loading-avernus.jpg |
18:53.01 | Alevice_Work | check next page |
18:53.11 | Corosus | aha! |
18:53.14 | Corosus | :D |
18:53.19 | Corosus | and my work is done! |
18:53.34 | nicoli_s | Corosus: your requests are all in the new MWRE |
18:53.36 | nicoli_s | MWE* |
18:53.53 | nicoli_s | easier object placement, properly indented generated xml, ability to change lang, and more |
18:54.07 | Corosus | niiiiceeeee |
18:55.06 | Sholdak | going to do an upload today? |
18:55.19 | Alevice_Work | chrashes if sc2 beta is not isntalled |
18:55.33 | Alevice_Work | you oguht to do a check and tell the user that ratehr than just crash |
18:55.36 | nicoli_s | already done |
18:55.37 | Alevice_Work | :P |
18:55.43 | Sholdak | oh? |
18:55.49 | Sholdak | time to start integrating my changes then |
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18:56.17 | Sholdak | did you see http://img535.imageshack.us/img535/773/texturedterrain.png btw? |
18:56.27 | nicoli_s | http://www.sc2mapster.com/assets/milkywayedit/files/14-rev56/ is the new one |
18:56.32 | nicoli_s | oh yes, very badass |
18:56.41 | Alevice_Work | holy cvraaap |
18:56.43 | Corosus | oh nice its uploaded :D |
18:56.46 | Alevice_Work | thats sweet s |
18:56.55 | Alevice_Work | Sholdak |
18:59.01 | HeliosDoubleSix | the textures on that terrain look messed? |
18:59.25 | HeliosDoubleSix | like the bit depth and res are crushed a bit, otherwise = nerd boner |
18:59.51 | Sholdak | the way i texture it isnt really correct |
19:00.24 | HeliosDoubleSix | cool progress |
19:00.37 | nicoli_s | isnt the texture as simple as just finding which of the texture masks have values at a certain pixel and then blending in all the textures based on how much color is in the mask? |
19:00.54 | nicoli_s | i mean im sure its probably alot more complicated than that, just trying to get a handle on it |
19:01.01 | Sholdak | yes pretty much |
19:01.12 | Sholdak | i mean each texture is 1024x1024 |
19:01.16 | Corosus | hmm |
19:01.19 | Sholdak | and i baisically squish them into 64x64 |
19:01.40 | Sholdak | and create one big texture for the entire thing |
19:02.05 | *** join/#sc2mapster Bantas (~564b094c@gateway/web/freenode/x-wcvcnpjsdxkwzkbx) |
19:02.18 | Bantas | Hello |
19:02.19 | Sholdak | the real way to do it is real multitexturing, etc |
19:02.31 | HeliosDoubleSix | right |
19:02.40 | Corosus | am i supposed to put the editor in the game dir? im not seeing a path to change in the settings xml and its crashin |
19:02.44 | Sholdak | but i don't know pixel shaders enough to easily do that |
19:03.05 | Sholdak | esp since there's a variable number of possible textures, etc |
19:03.06 | nicoli_s | corosus: there is a setting for the gamepath |
19:03.09 | HeliosDoubleSix | do you need pixel shaders what if you just have it procomposite it using some image library |
19:03.10 | Corosus | basepath? |
19:03.11 | HeliosDoubleSix | like imagemagick |
19:03.13 | HeliosDoubleSix | or something |
19:03.25 | Sholdak | well i precomposite it right now |
19:03.27 | nicoli_s | if you hover Corosus, it has a tooltip telling you example values |
19:03.28 | HeliosDoubleSix | oh I guess you want to I future manipulate the seperate layers |
19:03.29 | Sholdak | and no, you dont |
19:04.12 | Sholdak | the way i do it right now though is too slow to make realtime changes |
19:04.26 | davidcramer | nicoli_s: added a MapInfo parser last night and Nibbits now imports custom load screens :) |
19:04.37 | nicoli_s | yah i read up and saw it |
19:04.55 | nicoli_s | im done with replays personally, after finding out that bullshit about build orders i gave up\ |
19:05.10 | davidcramer | :/ |
19:05.23 | davidcramer | ya i want to slightly clean up my replay stuff (add in winner, teams, maybe apm) but otherwise i dont care |
19:05.42 | nicoli_s | yah none of those are too difficult once you get in event parsing |
19:05.50 | davidcramer | ya |
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19:13.10 | monoframe | What is .svn-base? |
19:13.22 | davidcramer | a file for svn |
19:13.49 | monoframe | And svn is? |
19:14.05 | ckknight | ~lmgtfy |
19:14.06 | purl | [lmgtfy] http://lmgtfy.com/ |
19:14.23 | ckknight | specifically |
19:14.27 | ckknight | ~lmgtfy svn |
19:14.28 | purl | ACTION thinks you should look here: http://lmgtfy.com/?q=svn |
19:15.34 | nicoli_s | svn is a source control system |
19:16.08 | monoframe | And what does it do in Base.SC2Data? |
19:16.29 | Corosus | mean to not be there my guess :P |
19:16.44 | Corosus | those damn folders get everywhere |
19:17.43 | ckknight | not a fan of svn myself |
19:17.46 | ckknight | I'm a git or hg fan |
19:18.23 | nicoli_s | yes, ckknight loves earing mercury, he said it himself |
19:18.26 | nicoli_s | thats why hes so crazy\ |
19:18.43 | ckknight | did you know that the average salmon has as much mercury as a rectal thermometer? |
19:18.48 | ckknight | would you eat a rectal thermometer? |
19:18.49 | ckknight | I know I would |
19:18.52 | nicoli_s | lol |
19:18.57 | ckknight | mmm... mercury, the most delicious of the transient metals |
19:19.07 | nicoli_s | why wont you kiss me down there! you drink sweet tea! |
19:19.31 | nicoli_s | thank you ckknight, i would not have expected anyone else to know that hilarious sealab reference |
19:21.26 | Sholdak | nicoli_s: dont see your changed on svn |
19:21.29 | Sholdak | sure it committed fine? |
19:21.59 | Sholdak | changes* |
19:22.14 | nicoli_s | oh yeah my bad, forgot it didnt like me committing lapin.exe |
19:22.47 | nicoli_s | ok committed |
19:22.49 | Repo | 10milkywayedit: 03sanktanglia * r57 Tools/SC2MapEditor/SC2MapEditor (12 files in 1 directory): (Message trimmed by 2 lines) |
19:22.50 | Zoxc | what didn't like that? |
19:22.51 | Repo | lots of new stuff |
19:22.52 | Repo | added galaxy error checking with lapin.exe |
19:22.54 | Repo | added setting for lang so other lang people can use it |
19:22.55 | Repo | reworked objects editing so it used property grid |
19:22.59 | nicoli_s | svn wouldnt let me commit an exe |
19:23.05 | Zoxc | ha |
19:23.12 | Zoxc | why not? |
19:23.24 | nicoli_s | prob because of the sc2apster repo hooks |
19:31.10 | Hati | nintendo 3ds ? |
19:31.19 | Hati | someone heard of it? |
19:33.04 | nicoli_s | i have |
19:33.12 | nicoli_s | so Corosus, were you ever able to get the editor working? |
19:33.30 | Corosus | is slightly distracted at the moment, but will be back to that shorty :P |
19:33.34 | nicoli_s | mmk\ |
19:33.36 | Corosus | lol |
19:33.39 | Corosus | shortly* |
19:33.43 | nicoli_s | i just wanna make sure someone other than me can run it :P |
19:33.48 | nicoli_s | the ultimate test of software :) |
19:39.06 | Grum | nicoli_s; already a map editor? :p |
19:39.58 | nicoli_s | Grum: we had a map editor a month ago :) |
19:40.09 | Grum | a terrain editor! |
19:40.11 | Grum | and texture |
19:40.12 | Grum | and doodad! |
19:40.27 | nicoli_s | it just started as a small personal project, and then all of a sudden sholdak appeared out of nowhere and transformed it into the awesome piece of work it is now |
19:40.53 | Sholdak | hmm, when i use the PlaceUnit thing, it seems to place 2 red dots |
19:40.55 | Sholdak | on the map |
19:41.15 | nicoli_s | when you right click? |
19:41.22 | Sholdak | left click |
19:42.00 | nicoli_s | hmmm, im only seeing 1 dot, and 1 new object entry |
19:42.13 | nicoli_s | are the 2 dots like right next to each other? |
19:42.38 | Corosus | yay it loaded without crashing! 'unsuported xml tag: cost' though |
19:42.41 | Sholdak | no the 2nd dot is like 100 pixels above |
19:42.45 | Sholdak | and a little to the left |
19:42.46 | Corosus | got the config right |
19:42.48 | Ackis | linked in another chan by DWSR: http://www.break.com/game-trailers/game/starcraft-2/starcraft-2-beta-breakup |
19:42.50 | Sholdak | i get only 1 object entry |
19:42.52 | Sholdak | but 2 dots |
19:43.07 | nicoli_s | thats really weird sholdak, i dont get that at all |
19:43.34 | nicoli_s | does it happen on all maps? |
19:44.29 | Sholdak | hmm, not getting it anymore |
19:44.31 | Sholdak | after restarting |
19:44.35 | Sholdak | maybe i didnt have a unit selected |
19:44.42 | Sholdak | it uses the last selected unit right |
19:45.41 | gregv21 | i cant get the GE to open a map |
19:46.15 | gregv21 | it says it can't find the euUS.SC2Data file |
19:46.43 | nicoli_s | gregv21: newest version? |
19:46.58 | nicoli_s | sholdak: yeah the last one or just nothing if you havent selected one |
19:47.08 | gregv21 | ya |
19:47.21 | gregv21 | 56 |
19:47.22 | Sholdak | hmm, ok |
19:47.28 | Sholdak | ill see if i can reproduce it |
19:47.40 | nicoli_s | gregv21: you need to edit the settings beforey ou load a map |
19:47.53 | nicoli_s | to get the paths right, and you need to edit the language if you arent us |
19:48.03 | Corosus | yeah i had that issue, set basepath to your starcraft 2 ROOT folder, and path to base.sc2data itself |
19:48.21 | nicoli_s | yeah ill be removing that with the next patch, no need for both of those settings |
19:48.54 | nicoli_s | brb starbucks |
19:51.08 | gregv21 | how do i do that |
19:51.46 | Sholdak | click on settings after starting the program |
19:51.52 | Sholdak | and change those values on the right |
20:07.26 | Fisker | i gotta pee Ackis |
20:08.06 | Bifuu | grats |
20:10.13 | *** join/#sc2mapster Repo (~supybot@repos.curseforge.net) |
20:10.52 | *** join/#sc2mapster Alevice_Work2 (~alevice@201.155.119.183) |
20:18.43 | *** join/#sc2mapster Thunder_Child (~Thunder_C@WoWUIDev/PITA/TC) |
20:19.38 | *** join/#sc2mapster vjeux (~52e9ed5b@gateway/web/freenode/x-hehalzblcuymskko) |
20:19.51 | *** mode/#sc2mapster [+o vjeux] by ChanServ |
20:21.55 | *** join/#sc2mapster lapin_sc (~a@unaffiliated/lapin-sc/x-1279542) |
20:22.57 | nicoli_s | heya lapin |
20:22.57 | Bifuu | i feel like i stopped being active in here =/ |
20:22.58 | Corosus | nice job on the current release of mwe :D, objects file formatted flawlessly :D |
20:23.04 | nicoli_s | glad to hear it Corosus |
20:23.21 | nicoli_s | lapin_sc: got our release of our editor with yer syntax checker in it |
20:24.24 | vjeux | nicoli_s: did you release the new version of the editor? |
20:24.37 | lapin_sc | hi |
20:24.47 | lapin_sc | nicoli_s cool ill take a look |
20:25.03 | nicoli_s | yeah vjeux |
20:25.09 | vjeux | it needs a news! |
20:25.29 | nicoli_s | hmm, yeah it might be about time to start newsing it |
20:26.08 | vjeux | could you make a post on the forum explaining all the features + some screenies? |
20:27.04 | Corosus | only issue ive noticed isnt a biggie, small gui glitch, when you maximize or enlarge the GUI that effects the Map image to lose scale with the units/doodads etc onscreen |
20:27.38 | nicoli_s | oh shit, didnt notice that |
20:27.42 | Corosus | oh yeah, you should probably force it to keep scale |
20:27.47 | Corosus | as it stretched the actual image as well |
20:28.32 | nicoli_s | yeah just saw that bug Corosus, will get it fixed for next release |
20:28.49 | nicoli_s | and vjeux: i think im gonna work on bug fixes and stuff a bit before we do a news post |
20:29.04 | vjeux | ok |
20:29.35 | lapin_sc | nicoli_s it would be nice if there was a new option, so if you have no maps... or dont know wtf you are doing (like me) you can just get a new template to get a grasp of what the program can do |
20:30.47 | nicoli_s | well lapin_sc the issue with that is we cant create maps from scratch, you have to edit existing ones |
20:31.15 | vjeux | "Unsupported XML Tag: KillResource" when opening Contra |
20:31.40 | nicoli_s | mmk, will add that one vjeux |
20:31.42 | vjeux | and throws an error afterward |
20:31.43 | *** join/#sc2mapster Iggyhopper (~a@adsl-75-12-118-108.dsl.skt2ca.sbcglobal.net) |
20:31.46 | Iggyhopper | hi |
20:31.47 | Iggyhopper | old pc |
20:31.54 | Iggyhopper | what is andro? |
20:32.02 | vjeux | andromedia? |
20:32.05 | nicoli_s | that is a unitdata field right vjeux? |
20:32.06 | Iggyhopper | meda |
20:32.10 | Iggyhopper | news |
20:32.11 | vjeux | -i |
20:32.25 | vjeux | some new galaxy precompiler |
20:32.29 | Iggyhopper | vjeux have you seen my turretdata.xml edit? |
20:32.38 | vjeux | nop |
20:32.39 | Iggyhopper | what does it do? generate a galaxy script? |
20:32.54 | vjeux | takes an enhanced galaxy script and generates a galaxy script of it |
20:33.09 | Iggyhopper | oh so how the heck would it do classes? |
20:33.22 | Iggyhopper | guess ill have to test it out, but have you, yet? |
20:33.34 | vjeux | well, you can simulate class with naming convention |
20:33.44 | Bifuu | i dunno but it has switch statements, so i love it |
20:33.47 | Iggyhopper | i see |
20:33.52 | Iggyhopper | ok ill test it out |
20:33.56 | Iggyhopper | k so vjeux http://www.sc2mapster.com/api-docs/game-files/xml/turret-data-xml/ |
20:34.00 | Iggyhopper | check out my awesome |
20:34.13 | Iggyhopper | the syntax is a little Flex/regex |
20:34.13 | vjeux | nice |
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20:34.58 | Iggyhopper | o h wow just found an error, must edit |
20:34.59 | vjeux | we need color on the wiki |
20:35.03 | vjeux | it's a bit unredable |
20:35.17 | Iggyhopper | k for like what, value tpyes and then, what else? what did you have in mind? |
20:35.33 | nicoli_s | vjeux: KillResource is just like CostResource right? |
20:35.36 | vjeux | <YawIdleRate> should be in green! |
20:35.42 | vjeux | yep |
20:35.49 | Iggyhopper | it should? |
20:35.56 | Iggyhopper | whats green? |
20:35.58 | Iggyhopper | element? |
20:35.59 | vjeux | it's the number of resource you gain when killing a monster |
20:36.06 | vjeux | yeah, would help readability |
20:36.10 | vjeux | (but you can't change it :P) |
20:36.11 | Iggyhopper | and then attributes |
20:36.17 | *** join/#sc2mapster ckknight (~ckknight@WoWUIDev/WoWAce/CurseStaff/CurseForge/ckknight) |
20:36.17 | *** mode/#sc2mapster [+o ckknight] by ChanServ |
20:36.30 | vjeux | ckknight: here? |
20:38.28 | vjeux | hmm, hasn't the 3d view be commited? |
20:38.40 | Corosus | i guess not :P |
20:38.58 | Grum | wtb modelviewer :( |
20:39.08 | Grum | i want to look at the different cliff models somehow |
20:39.16 | Grum | and no importing into 3dsmax is not an option |
20:39.19 | vjeux | :P |
20:39.41 | vjeux | http://oneclick-code.blogspot.com/ |
20:39.44 | vjeux | isn't this working? |
20:40.27 | nicoli_s | vjeux: we have the flash model viewer but its not fast enough, im still working on the .net version |
20:40.44 | Grum | isnt there anything that doesnt require the unpack of the whole bloody mpq? |
20:40.44 | vjeux | nicoli_s: I'm talking about the terrain 3d |
20:41.28 | nicoli_s | oh, thats not even committed yet\ |
20:41.37 | nicoli_s | and its in XNA so we'll have a branch for it\ |
20:41.38 | Repo | Knowledge base page update: http://www.sc2mapster.com/api-docs/game-files/xml/turret-data-xml/ by Iggyhopper |
20:41.39 | *** join/#sc2mapster art[] (~art@adsl-99-19-43-75.dsl.klmzmi.sbcglobal.net) |
20:41.55 | vjeux | ok |
20:42.01 | vjeux | Grum: need one too |
20:43.23 | Repo | Knowledge base page update: http://www.sc2mapster.com/api-docs/game-files/xml/turret-data-xml/ by Iggyhopper |
20:43.39 | Iggyhopper | thar we go fixed |
20:43.42 | Iggyhopper | a little syntax error |
20:44.06 | Bifuu | yay people finally editing and mproving the XMLs! |
20:51.58 | vjeux | yeah :) |
20:52.21 | Grum | that model viewer is made out of fail |
20:52.27 | Iggyhopper | it doesnt work yet |
20:52.31 | Grum | it demands the textue to be the same as the modelname |
20:52.36 | Grum | WHICH IT ISNT AS IT SAYS IN THE MODEL! >< |
20:52.55 | Iggyhopper | the andromeda thing wont work for me |
20:53.13 | Grum | http://oneclick-code.blogspot.com/ <-- brokenish |
20:53.25 | Grum | is it me or cant it be too hard ? ;p |
20:54.36 | *** join/#sc2mapster |Hati-EK| (kvirc@dslb-088-074-156-046.pools.arcor-ip.net) |
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22:36.37 | *** topic/#sc2mapster is http://sc2mapster.com/ | Players spreadsheet: http://averageurl.com/sc2/ | Pure Win: http://www.cad-comic.com/cad/20100224 | Blizzcon 2010: Oct 22nd & 23rd |
22:36.42 | davidcramer | youtube fail :( |
22:36.44 | Repo | New announcement: http://www.sc2mapster.com/announcements/opt-in-to-the-curse-newsletter/ |
22:36.47 | davidcramer | doesnt curse support videos? |
22:37.36 | a228zip | What's your youtube account vjeux ? |
22:37.40 | vjeux | vjeux |
22:37.50 | a228zip | http://www.youtube.com/user/vjeux =p |
22:37.50 | vjeux | Sixen: wtf is that news :( |
22:38.19 | davidcramer | quote fail |
22:38.31 | nicoli_s | lol yeah thats def not how you do quotes :P |
22:38.31 | davidcramer | Sixen: who are you btw? :) |
22:38.41 | nicoli_s | sixen is our cm for sc2mapster and diablofans |
22:38.45 | davidcramer | ah |
22:38.52 | nicoli_s | and a noob to boot :P |
22:39.02 | davidcramer | David didn't join Curse was that right? |
22:39.03 | davidcramer | (diablofans) |
22:39.31 | ckknight | davidcramer: where are you posting a youtube video? |
22:39.33 | nicoli_s | dunno |
22:39.34 | Sixen | Yeah... |
22:39.39 | Sixen | Vjeux, Doran made me =| |
22:39.48 | davidcramer | ckknight: hm? |
22:39.50 | davidcramer | im not vjeux was |
22:40.02 | davidcramer | but Curse used to support vids, just wasnt sure if you guys dropped that, otherwise why not up there :D |
22:41.52 | vjeux | http://www.youtube.com/watch?v=3SFSRsquDa8 |
22:41.52 | ckknight | we dropped that |
22:41.55 | vjeux | will be up there |
22:41.55 | ckknight | no one used it |
22:41.58 | ckknight | so no real point |
22:42.03 | ckknight | also was a huge burden on our end |
22:46.01 | vjeux | ckknight: is the post this news in xxx hours working? |
22:46.18 | ckknight | I'm not sure, tbh |
22:46.23 | ckknight | it should, but it didn't on april 1st |
22:48.11 | vjeux | ok |
22:48.28 | vjeux | have 2 seconds to add <<floatright>> on the wiki? |
22:50.52 | vjeux | http://www.youtube.com/watch?v=3SFSRsquDa8 |
22:50.52 | vjeux | there is a rough preview |
22:52.34 | *** join/#sc2mapster `-FISKER_Q (~n_a@69.39.238.36) |
22:53.06 | nicoli_s | lol yeah that map deff looks a little bugged :P |
22:53.33 | davidcramer | ya looks odd |
22:53.44 | vjeux | I really need curse to buy me new computer, can't even fraps in low quality :x |
22:54.06 | davidcramer | :( |
22:54.41 | a228zip | Pylon isn't in center, yet the unit go into the center |
22:54.42 | a228zip | Or |
22:54.51 | a228zip | They can target the towers from the center |
22:54.58 | a228zip | And that's why they went there |
22:55.04 | a228zip | Gotta ask the author |
22:55.08 | vjeux | well, it's completly fucked up imo |
22:55.26 | a228zip | Not worth a video indeed |
22:56.09 | a228zip | Wish that facebook beta key giveaway was also for europe =/ |
22:56.14 | vjeux | a video is worth a news! |
22:56.55 | a228zip | It wasn't worth a video in the first place =p |
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23:14.52 | *** topic/#sc2mapster is http://sc2mapster.com/ | Players spreadsheet: http://averageurl.com/sc2/ | Pure Win: http://www.cad-comic.com/cad/20100224 | Blizzcon 2010: Oct 22nd & 23rd |
23:14.55 | Iggyhopper | I need an arrow ability and weapon switch ability for each weapon. |
23:17.31 | nicoli_s | sholdak: have you fixed the issue with the unhandled Cost element in behaviordata? if not i was gonan do it rq |
23:19.22 | Iggyhopper | Figuring out which Behavior to derive it from. |
23:20.07 | Iggyhopper | To make new buttons, I need button data and GameStrings right? |
23:20.41 | nicoli_s | yep |
23:21.01 | nicoli_s | yay fixed the cost unhandled stuff |
23:21.20 | *** join/#sc2mapster Dustin|Work (~dustin.he@ip68-102-230-202.ks.ok.cox.net) |
23:21.27 | *** join/#sc2mapster Witchsong (noreply@211.115.34.95.customer.cdi.no) |
23:21.35 | Dustin|Work | Hey there guys |
23:21.41 | Iggyhopper | hey |
23:21.44 | nicoli_s | heya |
23:21.47 | vjeux | <PROTECTED> |
23:21.50 | vjeux | I didn't see that! |
23:21.59 | Iggyhopper | bitches dont know bout my pylon |
23:22.07 | Dustin|Work | lol |
23:22.50 | Dustin|Work | Decided to hop onto the map making bandwagon to get a grasp of what's all going on here before they release the editor :) |
23:23.04 | nicoli_s | well glad to have you |
23:23.14 | nicoli_s | this is the place to be for that for sure :) |
23:23.25 | Iggyhopper | So how would i add buttons via GameStrings? |
23:23.32 | Iggyhopper | if i mod from GameData directory? |
23:23.43 | nicoli_s | Iggyhopper: you dont add buttons via gamestrings, just labels |
23:23.50 | nicoli_s | ButtonData.xml has the buttons |
23:23.51 | vjeux | ButtonsData.xml |
23:23.52 | Iggyhopper | ok how do i do that? |
23:24.02 | vjeux | just copy & paste an existing button :p |
23:24.06 | Iggyhopper | thats it? |
23:24.11 | vjeux | pretty much yeah |
23:24.12 | Iggyhopper | but i try to click it and nothing happens |
23:24.23 | vjeux | well, it has to be bound to an ability |
23:24.30 | Iggyhopper | i thought i did that to |
23:24.32 | Iggyhopper | laaaaame |
23:25.24 | Dustin|Work | Damn I keep trying to edit the objects file in the s2ma but it keeps getting overwritten |
23:25.35 | nicoli_s | overwritten? |
23:25.47 | nicoli_s | also, what are you editing it with? |
23:25.51 | Dustin|Work | Im using the sc2 mapster tut |
23:26.09 | nicoli_s | are you editing it in the Files folder? |
23:26.12 | Dustin|Work | Open the map file with the mpq editor, extract the file, edit, save, reimport |
23:26.16 | Dustin|Work | I tried both |
23:26.24 | Dustin|Work | Unless there's another directory it has to be in |
23:26.39 | nicoli_s | nope, it should just import it in when you launch the bat |
23:27.26 | Dustin|Work | Hmmm |
23:27.36 | Dustin|Work | Cause Im trying to change the start unit |
23:27.43 | Dustin|Work | But it doesnt save my changes anywhere |
23:27.46 | Dustin|Work | Ill try it again |
23:27.51 | nicoli_s | hmm |
23:28.23 | Bifuu | lol looks like that other TD used my colorizer too xD yay for making something useful |
23:28.30 | Iggyhopper | where do i find the names of the weapons? |
23:28.33 | Bifuu | i should really put in the suggested stuff.... |
23:28.43 | nicoli_s | Iggyhopper: think thats in the gamestrings too |
23:28.48 | Iggyhopper | k |
23:29.10 | davidcramer | Bifuu: good job :) |
23:29.43 | Iggyhopper | omg here is gamestring.txt? |
23:29.46 | Iggyhopper | where* |
23:29.58 | Dustin|Work | are you using the tutorial? |
23:30.05 | nicoli_s | one sec Iggyhopper |
23:30.21 | vjeux | ok ... the map is in fact less random when using the correct base 10000 folder :p |
23:30.34 | nicoli_s | LocalizedData\GameStrings.txt is the file |
23:30.38 | Iggyhopper | aha |
23:30.46 | nicoli_s | Mods\Liberty.SC2Mod\enus.SC2Data |
23:30.49 | nicoli_s | is the mpq |
23:31.04 | vjeux | it's too easy ... until the million adds zerglings comes in |
23:31.18 | nicoli_s | lol |
23:31.23 | vjeux | he basically merged my td with the micro defense |
23:32.24 | Iggyhopper | thx guys |
23:32.29 | Iggyhopper | ok now to work |
23:33.39 | Dustin|Work | Tutorial/Files/ |
23:33.51 | Dustin|Work | Is the path for the imported files right |
23:34.48 | nicoli_s | yeah |
23:34.54 | nicoli_s | im not sure why yer changes arent taking |
23:35.13 | davidcramer | vjeux: you need more towers, slacker |
23:35.34 | vjeux | well, I was about to add more towers and more waves |
23:35.39 | davidcramer | uh huh ;) |
23:35.42 | vjeux | but was stuck with the actordata.xml shit |
23:35.45 | davidcramer | I know how you French people operate ;) |
23:36.02 | vjeux | and won't do anything until I figure out how that works |
23:36.18 | davidcramer | I'm going to make zeegtd when the editor comes out :D |
23:36.23 | vjeux | :) |
23:37.54 | vjeux | what time is it in the US? |
23:38.11 | nicoli_s | in PST its 6:39 |
23:38.29 | Dustin|Work | 6:39 in Central Standard |
23:38.35 | vjeux | ok, 1k6 uniques so far ... we may hit the 2k again! |
23:38.35 | Dustin|Work | PST is 4:38 |
23:39.13 | Dustin|Work | You guys come from WC3 mapping aswell? |
23:39.38 | a228zip | I do |
23:39.42 | *** join/#sc2mapster Hati (kvirc@dslb-088-074-139-165.pools.arcor-ip.net) |
23:39.43 | nicoli_s | yep |
23:39.50 | vjeux | Started programming with wc3 mapping (about 10 years ago :P) |
23:39.51 | nicoli_s | whoops, cst i meant |
23:39.53 | a228zip | Hope the language will be better though.. JASS was terrible |
23:40.01 | davidcramer | Dustin|Work: i pretend I do :D |
23:40.05 | nicoli_s | and yeah dustin, i was an admin at wc3campaigns.net for years |
23:40.08 | Dustin|Work | Ya, Jass and I have a Love hate relationship :P |
23:40.10 | Dustin|Work | Og nice |
23:40.19 | Iggyhopper | do dds files i reference have to be sized right? |
23:40.19 | Dustin|Work | I've been at Wc3Campaigns since like 2005 |
23:40.25 | Dustin|Work | Worked on the FPS Mod |
23:40.27 | Iggyhopper | i mean they can be square 1x1 or 128x128? |
23:40.30 | nicoli_s | nice, me too! |
23:40.35 | vjeux | Iggyhopper: yes |
23:40.37 | nicoli_s | i did a bunch of artwork for it |
23:40.41 | Dustin|Work | TEC_Ghost is my nick over there |
23:40.43 | nicoli_s | though it never got used |
23:40.51 | Dustin|Work | I was in charge of terrain |
23:40.56 | Iggyhopper | i asked two q's which one is yes to? |
23:40.59 | Dustin|Work | Before I got into the coding hehe |
23:41.09 | davidcramer | Dustin|Work: i made some bad maps that I pretend never existed, but I like to build cool websites for mappers haha |
23:41.19 | Dustin|Work | I do both lol |
23:41.23 | Dustin|Work | Web Dev is my career |
23:41.37 | Iggyhopper | i want to ref a dds 128x128, will it be sized down to fit as a button? |
23:41.43 | Dustin|Work | I made a badass Turn Based Grid Based map for WC3 |
23:41.51 | vjeux | http://forum.judgehype.com/judgehype/Editeurdecartes/questions-frequemment-worldedit-sujet_91013_1.htm |
23:41.53 | Dustin|Work | Was thinking of re-making it for sc2 |
23:42.02 | vjeux | made a FAQ for war3 ... back in 2004 |
23:42.04 | nicoli_s | awesome, a bunch of people in here are web devs too |
23:42.05 | vjeux | was loong time ago |
23:42.05 | nicoli_s | like me :) |
23:42.27 | davidcramer | Dustin|Work: ya im pumped to take my ideas i had and try em for sc2 |
23:43.09 | Dustin|Work | My first project is going to be a RTS/TPS |
23:43.25 | Dustin|Work | Where it's normal SC2 melee, but other players can take control of the RTS peopls units |
23:43.36 | Dustin|Work | and play them Third Person Shooter style |
23:43.41 | davidcramer | ah |
23:43.44 | davidcramer | ya thats a cool idea |
23:43.46 | nicoli_s | very cool idea |
23:43.47 | davidcramer | didnt think about doing savage/ns in sc2 |
23:43.51 | Dustin|Work | I think it'd be fun as fuck |
23:43.59 | Dustin|Work | Ya like that :D |
23:44.09 | davidcramer | im gonna do a tower/hero defense, to be original :D |
23:44.12 | nicoli_s | makes me wanna play star wars battlefront |
23:44.21 | davidcramer | boo |
23:44.24 | davidcramer | savage 2 is pretty good |
23:44.50 | Dustin|Work | Ya i love savage |
23:45.02 | Hati | uhm |
23:45.05 | Hati | how does Tint work? |
23:45.15 | Hati | Model color + RGB ? |
23:45.43 | vjeux | SetTintColor 0,0,255 |
23:45.46 | vjeux | looks like it's rgb |
23:45.56 | Hati | yea but does it just override |
23:46.03 | vjeux | no idea |
23:46.08 | Hati | k |
23:46.10 | Hati | will try :P |
23:47.15 | Hati | yup |
23:47.18 | Hati | seems like just overrides |
23:47.45 | Dustin|Work | OH |
23:47.52 | Dustin|Work | The mother fucker goes in the XML folder |
23:47.56 | Hati | http://yfrog.com/2mscreenshot012gxj |
23:48.15 | nicoli_s | very cool hati |
23:48.18 | *** join/#sc2mapster ckknight (~ckknight@WoWUIDev/WoWAce/CurseStaff/CurseForge/ckknight) |
23:48.18 | *** mode/#sc2mapster [+o ckknight] by ChanServ |
23:48.19 | Hati | or does this applies any other ideas? |
23:48.47 | Hati | 50,50,50 were the values |
23:48.56 | Hati | which is near black, but a bit above it |
23:49.22 | vjeux | try 255,0,0 |
23:51.07 | Hati | seems to |
23:51.14 | Hati | but still some other effect is present |
23:51.18 | Hati | shadows etc. |
23:51.47 | Hati | with right tint you could fake Dark Archon :P |
23:51.52 | Hati | http://yfrog.com/joscreenshot013bj |
23:53.34 | Sixen | That's sick Hati.. |
23:53.41 | Hati | that's easy |
23:53.42 | Hati | :P |
23:53.46 | Hati | 1 line |
23:53.47 | Sixen | Could change the spells on it.. |
23:53.54 | Sixen | Like, give it the Corruptor ability |
23:54.05 | Hati | you could possibily tint also on various effects |
23:54.12 | Hati | making radioactive guys green |
23:54.25 | a228zip | Can you change the RGB for projectiles ? |
23:54.33 | davidcramer | damnit you guys make me wanna pop open the map files |
23:54.48 | Hati | <3 ActorData |
23:54.49 | a228zip | I remember WC3 had an option so that the projectiles were to scale with the launcher |
23:54.58 | Iggyhopper | weith the source unit |
23:55.01 | Dustin|Work | All projectiles are treated as "units" right? |
23:55.02 | Hati | a228zip: possible |
23:55.06 | vjeux | yes |
23:55.11 | Hati | while they are moving yea |
23:55.15 | Dustin|Work | Badass |
23:55.17 | a228zip | What does that mean ? |
23:55.32 | Hati | you can do AoE effects (toggle ones, etc.) that destroy missiles |
23:55.33 | Dustin|Work | Gonna help out so much with Attack Deteck Systems :P |
23:55.40 | Hati | like a shield |
23:55.43 | Dustin|Work | Detect* |
23:55.46 | Dustin|Work | Thats cool as fuck |
23:55.48 | a228zip | Interesting |
23:56.00 | Dustin|Work | Means you can re-produce the Mothership TimeRift ability |
23:56.12 | vjeux | Dustin|Work: you can do many things just with the xml data |
23:56.26 | Dustin|Work | Can't wait to get my hands on the full editor |
23:56.28 | vjeux | no need to code abilities with jass(or galaxy) |
23:56.30 | a228zip | I just hope there will things to control the turret in the galaxy |
23:56.38 | a228zip | be things* |
23:56.43 | Hati | turret? |
23:56.48 | Hati | what you mean? |
23:56.56 | a228zip | Well, like the turret on the siege tank |
23:57.03 | Hati | you can 'control' |
23:57.03 | Dustin|Work | Well with being able to attach units to other units |
23:57.11 | Dustin|Work | That's pretty much a turret effect |
23:57.22 | Dustin|Work | what'd be cool |
23:57.24 | a228zip | Yes, but that would require new models |
23:57.35 | Dustin|Work | Is to attach a marine to an attackless Helion |
23:57.44 | Dustin|Work | And have each unit owned by different people |
23:57.58 | Dustin|Work | Thatd be fun |
23:57.58 | Hati | the helion flame thrower is build-in model |
23:58.01 | Hati | it's in the model |
23:58.06 | Hati | not attached |
23:58.09 | Dustin|Work | Ya |
23:58.16 | Dustin|Work | Im just saying :P |
23:58.23 | Dustin|Work | Put a marine on that bitch |
23:58.31 | a228zip | Well, since you can attack on the move |
23:58.46 | Dustin|Work | Has anyone attached a unit to a unit yet |
23:58.55 | a228zip | I could create a dummy unit and make the guy with the turret attack it |
23:59.13 | a228zip | Is there something that allows a unit to be unselectable ? |
23:59.28 | Alevice_Work2 | attributes :) |
23:59.30 | vjeux | yes |
23:59.40 | a228zip | Is in the unit data ? |
23:59.43 | a228zip | or an ability ? |
23:59.45 | Alevice_Work2 | +ctrl f "unselectable" |
23:59.47 | vjeux | <FlagArray index="Uncommandable" value="1"/> <FlagArray index="Unselectable" value="1"/> <FlagArray index="Untargetable" value="1"/> <FlagArray index="Uncursorable" value="1"/> <FlagArray index="Unradarable" value="1"/> |
23:59.52 | Alevice_Work2 | I think broodling escort is a good base |
23:59.55 | Dustin|Work | Do we have a lost of all the Unit Data paramters? |