| 00:04.12 | Bounty | Jademssreg u there? |
| 00:04.18 | JademusSreg | Yes. |
| 00:04.52 | *** join/#sc2mapster Gnarfoz (smallbrain@geektour.de) |
| 00:04.53 | Bounty | wanna see the collision? :) |
| 00:05.20 | JademusSreg | Sure. |
| 00:06.01 | Bounty | kk uploading now, ill send u invite |
| 00:06.34 | Bounty | all set >< |
| 00:08.45 | JManV | hmm. i kinda want to make a predator tag game |
| 00:09.23 | JManV | dunno if it would work overhead tho |
| 00:09.45 | JManV | ofc it doesn't have to |
| 00:10.01 | JManV | there's already a third-person map set up :P |
| 00:10.54 | JManV | anyways, point being a combat "tag" game, where the person who's it gets powers, and you become it by killing him |
| 00:10.55 | Bounty | works perfectly except that it fires for both of us at the same time Jade |
| 00:10.55 | Bounty | lol |
| 00:11.20 | JademusSreg | You're using Apply Force, right? |
| 00:11.24 | Bounty | nope |
| 00:11.28 | Bounty | move unit instantly |
| 00:11.29 | Bounty | =P |
| 00:11.35 | Bounty | with those conditions i told u about |
| 00:11.39 | Bounty | looks pretty good doesnt it? |
| 00:11.54 | JademusSreg | Alright. Well, it could use improvement. The direction doesn't seem authentic. |
| 00:12.01 | JManV | move unit instantly is buggy, we found |
| 00:12.12 | Bounty | how does Jade? |
| 00:12.15 | Bounty | if u hit me |
| 00:12.19 | Bounty | i will go in the proper direction |
| 00:12.35 | Bounty | the problem is |
| 00:12.36 | Bounty | you will go... somewhere |
| 00:12.36 | Bounty | lol |
| 00:13.41 | Bounty | did u notice the speed affect? |
| 00:13.47 | Bounty | the faster i go when i hit u |
| 00:13.50 | Bounty | the further u fly |
| 00:14.36 | JManV | e |
| 00:15.01 | JademusSreg | Has anyone tested how pathing cost works? |
| 00:17.44 | Bounty | u know what i could do |
| 00:17.55 | Bounty | make everyones hitbox size differant by like .001 |
| 00:17.56 | Bounty | lol |
| 00:18.05 | JademusSreg | ? |
| 00:18.13 | Bounty | iunno |
| 00:18.22 | Bounty | i juts need a way to make it so both triggers dont run |
| 00:18.24 | Bounty | is that possible? |
| 00:18.32 | Skittles | You know what I can do? 1 second, publishing. |
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| 00:20.48 | *** join/#sc2mapster FireryRage (~FireryRag@129-97-120-144.uwaterloo.ca) |
| 00:21.49 | sjkoe | how many nested if's can you have until it starts to bug out? |
| 00:22.25 | JademusSreg | How many do you need? |
| 00:23.02 | sjkoe | 3, but im trying to reorganize so i dont need it |
| 00:24.01 | Bounty | so what was your idea Jademussreg? |
| 00:24.36 | JademusSreg | For what? |
| 00:25.04 | Bounty | the collision |
| 00:25.07 | Bounty | u said u had an idea |
| 00:29.27 | JademusSreg | Yes, I wanted to know how you were handling the collision. I think you'd need to handle physics to make it look good. Second to that, I'd suggest improving the calulation. It's pretty silly when I fly in the same direction as you on collision. |
| 00:32.50 | Skittles | http://www.youtube.com/watch?v=2qqxY4PSI2E |
| 00:33.48 | JademusSreg | Hilarious. |
| 00:34.27 | Skittles | haha |
| 00:34.50 | *** join/#sc2mapster allenmelon (~amin@97-93-49-23.static.mtpk.ca.charter.com) |
| 00:39.12 | JManV | can i make my own units not show up or not be dimmer in fog of war? |
| 00:40.04 | JademusSreg | Hm. I wanna say that is possible. |
| 00:40.07 | Bounty | do u think it would be better to just get the angle between the two ships Jade? |
| 00:41.09 | JademusSreg | You need to know the angle and their face to determine the energy exchanged between them and in what direction. |
| 00:42.11 | JademusSreg | Since skidding isn't possible on your map, face could be take as the direction of motion, but that is still a bit less than correct. |
| 00:42.40 | JademusSreg | That might actually come into play when you get multiple chain collisions. |
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| 00:43.40 | Bounty | oh shit |
| 00:43.41 | Bounty | dude |
| 00:43.42 | JademusSreg | Better than getting unit face would be storing the units direction of motion. |
| 00:43.52 | Bounty | angle between points works perfectly lol |
| 00:44.03 | Bounty | all u gotta do is reverse it with -180 degrees |
| 00:44.10 | JademusSreg | Cool. |
| 00:44.51 | Demonette | Mmmhh does someone has an idea how to make units with sight arcs... like they can only see what in front of them... |
| 00:45.16 | grim001 | back |
| 00:45.36 | JademusSreg | I've considered that, Demonette. |
| 00:46.00 | Bounty | omfg |
| 00:46.00 | Demonette | and? |
| 00:46.00 | Saeris1 | so what're you guys workin on now? |
| 00:46.02 | Bounty | im so mad Jade |
| 00:46.06 | Bounty | all those conditions i made |
| 00:46.06 | Saeris1 | not more WASD crap i hope |
| 00:46.08 | Bounty | are useless |
| 00:46.14 | Bounty | all i had to do was use anlge between points |
| 00:46.15 | Bounty | lol |
| 00:46.44 | JademusSreg | You could give it a sight range of zero and trigger revealers in a sequence along the line extending from the unit's face. |
| 00:46.59 | Demonette | =S |
| 00:47.05 | Saeris1 | yea but i think there's another problem there |
| 00:47.13 | Saeris1 | if the unit ahs no sight range then he can't target anything |
| 00:47.16 | Saeris1 | cuz it's out of LoS |
| 00:47.19 | JademusSreg | And update it periodically. And detect sight blockers. |
| 00:47.27 | Bounty | u wanna see it Jade? I think this is exactly waht u were talking about |
| 00:47.49 | JademusSreg | Good point. May as well script attacking, too. |
| 00:48.00 | Saeris1 | yea |
| 00:48.11 | Saeris1 | damn those stupid built in functions! |
| 00:48.20 | JademusSreg | In a moment, Bounty. |
| 00:48.24 | Saeris1 | making things all difficult and shit |
| 00:48.35 | JademusSreg | Or set abilities and attacks to not require sight. |
| 00:48.42 | JademusSreg | See if that will work. |
| 00:48.46 | Saeris1 | yea |
| 00:48.57 | Bounty | dude im so f*cking happy right now |
| 00:48.59 | Saeris1 | then you can shoot invisible targets, too |
| 00:49.01 | Saeris1 | =/ |
| 00:49.02 | Bounty | i cant believe how well this works |
| 00:49.03 | Bounty | lol |
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| 00:49.16 | JademusSreg | Wakka wakka |
| 00:49.25 | Bounty | at the same time im really upset |
| 00:49.32 | Bounty | it took hours to get those conditions for the old collision |
| 00:49.34 | Bounty | lol |
| 00:50.58 | grim001 | OK, what's the simplest-to-use free C++ compiler out there |
| 00:51.11 | grim001 | I don't need no bells or whistles |
| 00:51.33 | *** join/#sc2mapster MrOp (~MrOp@76.76.73.7) |
| 00:52.07 | Demonette | sounds... ugly if i want it for each single unit...mmmhh can i somehow create LOS blockers that follow a unit? XD like a privat LOS-wall in there back? |
| 00:52.07 | JademusSreg | Anyway, I like tinkering with WASD. |
| 00:52.36 | JademusSreg | Demonette, you can do that. |
| 00:53.12 | JademusSreg | Units with footprints, move them periodically at points offset by face from the unit position. |
| 00:53.17 | Demonette | I think i can't... as LOS-blocking needs a footprint and units with footprints can't move |
| 00:53.26 | JademusSreg | Sure they can. |
| 00:53.32 | JademusSreg | UnitSetPosition. |
| 00:53.38 | Demonette | yeah... periodically recreation... |
| 00:53.43 | Demonette | oh you mean triggers... |
| 00:53.48 | Demonette | yeah trigger could work as well |
| 00:53.48 | JademusSreg | Of course. |
| 00:54.23 | Demonette | i meant move in the sence of walking or flying around... not instance trigger teleporting =P |
| 00:54.42 | JademusSreg | Heh, gotta think flexibly. =D |
| 00:54.45 | Demonette | yeah... i could look at that |
| 00:55.23 | Saeris1 | suddenly i'm seeing a map with a bunch of marines with a cone LOS, a grey mask fog of war, and lots of little boo-like zerglings that are stalking the marines but stop cold when they're caught in the marine's LoS |
| 00:55.34 | JademusSreg | Haha. |
| 00:55.56 | Saeris1 | now i need to go make this |
| 00:56.02 | JademusSreg | That would be pretty cool. Not zerglings necessarily, but that is funny. |
| 00:56.04 | Saeris1 | best survival horror ever |
| 00:56.52 | Saeris1 | i think getting the zerglings to stop would be fairly simple too |
| 00:57.14 | Saeris1 | just give the marine a behavior that searches in the same arc as his LoS that stuns anything caught in it |
| 00:57.21 | grim001 | creating a LOS system that constantly repositions LOS blockers based on the facing direction of the players' units |
| 00:57.30 | grim001 | would be neat for a survival horror game |
| 00:57.36 | JademusSreg | Very cool. |
| 00:57.58 | grim001 | you'd literally need other players to "watch your back" |
| 00:58.03 | Saeris1 | yea |
| 00:59.52 | Saeris1 | well, i'm thinking that you'd need a team, maybe 4-5 players, have them move through a bounds type mansion, have them get stalked by all manner of zerglings, roaches, hydralisks, etc.... all the enemies are visibile through the grey fog of war, but get stunned when in direct LoS |
| 01:00.02 | Saeris1 | that would make for a very difficult game |
| 01:00.56 | Saeris1 | would anyone be interested in getting in on that? |
| 01:01.22 | JademusSreg | I'd be interested in playing it. |
| 01:01.41 | sjkoe | lol |
| 01:04.22 | *** join/#sc2mapster MaxMode (~Adium@ip184-187-175-87.sb.sd.cox.net) |
| 01:07.43 | Demonette | got such an idea for a long long time.... |
| 01:11.01 | Bounty | is there anyway to get a flying unit to tilt based on the terrain like ground units do? |
| 01:12.01 | JademusSreg | I dunno. I've never tried. |
| 01:14.25 | Bounty | bc i made a half pipe |
| 01:14.29 | Bounty | and the ships dont tilt |
| 01:14.32 | Bounty | when they go around it |
| 01:15.20 | JademusSreg | I guess the first step is to find out what makes ground units tilt. |
| 01:15.28 | Bounty | looking at the vulture now |
| 01:15.34 | Bounty | cant find anything in the actors |
| 01:17.54 | sjkoe | mover? |
| 01:18.03 | Bounty | yeah i set the units move to ground already |
| 01:19.25 | JademusSreg | I wonder if tipability in the model data is of any consequence. |
| 01:19.34 | Bounty | oo |
| 01:19.52 | Bounty | looks like it |
| 01:19.54 | Bounty | vulture has it |
| 01:20.05 | JademusSreg | I noticed it the other day. |
| 01:20.37 | Bounty | fuck Jade |
| 01:20.46 | Bounty | if you were a woman, i would do you right now |
| 01:20.51 | JademusSreg | Hah. |
| 01:20.52 | Bounty | it worked |
| 01:20.53 | Bounty | lol |
| 01:21.16 | JManV | i think it'd be more likely that you would be the woman, bounty :P |
| 01:21.25 | sjkoe | ^ |
| 01:21.26 | JademusSreg | I'm not smart, I just have lots of serendipitous accidental observations! |
| 01:21.36 | JManV | couldn't resist :P |
| 01:21.40 | Bounty | i know lol |
| 01:21.40 | JademusSreg | Haha |
| 01:30.06 | Motive | YEAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH |
| 01:30.06 | Motive | :D |
| 01:30.17 | JademusSreg | Hi! |
| 01:30.55 | Motive | Sup everyone |
| 01:31.10 | MrOp | hi |
| 01:31.13 | JademusSreg | Scripting. About to start dinner. |
| 01:31.17 | Motive | forgot to mention about your script |
| 01:31.29 | Motive | always a good idea to prefix everything, no matter how insignificant, with the library prefix |
| 01:31.30 | Motive | ex: |
| 01:31.39 | Motive | struct libInput_Button |
| 01:31.42 | Motive | or even |
| 01:31.47 | JademusSreg | I'm familar with the practice. |
| 01:31.51 | Motive | const int c_libInput_MAXBUTTON |
| 01:32.00 | Motive | I was in class at the time |
| 01:32.00 | Motive | Lol |
| 01:32.21 | JademusSreg | But I try, to an extent. |
| 01:33.26 | JademusSreg | I just don't think it's worth making my name space ugly, sometimes. |
| 01:33.37 | Motive | agreed |
| 01:33.39 | Motive | galaxy needs namespaces |
| 01:33.40 | Motive | :( |
| 01:33.44 | JademusSreg | Srsly |
| 01:34.09 | JademusSreg | grim's preprocessor will hopefully give us simple, basic scope functionality. |
| 01:34.33 | JademusSreg | By prefixing, of course. =) |
| 01:34.56 | JademusSreg | But so long as I don't need to look at ugly prefixes all the damn time, I'm happy. |
| 01:35.11 | Motive | Grim's working on a preprocessor now? |
| 01:35.12 | Motive | :D |
| 01:35.17 | JademusSreg | Yup. |
| 01:35.26 | JademusSreg | Something very basic. |
| 01:35.30 | Motive | thank god |
| 01:35.34 | Motive | we need something basic |
| 01:35.43 | JademusSreg | I know! /agony |
| 01:35.45 | Motive | I was seriously debating writing a library so I could just code in Galaxy like this |
| 01:35.48 | Motive | goop_typedef("point2d", " |
| 01:35.48 | Motive | xPosition:fixed |
| 01:35.48 | Motive | yPosition:fixed |
| 01:35.48 | Motive | "); |
| 01:35.48 | Motive | fixed point2d_get_x(point2d p) |
| 01:35.48 | Motive | { |
| 01:35.49 | Motive | return goop_accessor_fixed(p, "xPosition"); |
| 01:35.50 | Motive | } |
| 01:35.50 | Motive | object_id point2d = goop_new("point2d"); |
| 01:35.51 | Motive | fixed x = point2d_get_x(point2d); |
| 01:36.07 | JademusSreg | Heh. |
| 01:36.25 | JademusSreg | I need to start grilling some chicken. |
| 01:36.29 | Motive | Lolol |
| 01:36.44 | JademusSreg | Making chicken wraps tonight. |
| 01:39.23 | sjkoe | send me some |
| 01:39.46 | JademusSreg | I'll fax it to you. |
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| 02:02.51 | *** join/#sc2mapster s4ikD (~s4ikD@77-57-171-132.dclient.hispeed.ch) |
| 02:04.30 | Bounty | So... all i gotta do now is the terrain for my map then its rdy for release >< |
| 02:04.57 | sjkoe | that simple huh? |
| 02:05.08 | Bounty | well its a racing map |
| 02:05.13 | Bounty | and i got all the mechanics done |
| 02:06.09 | *** join/#sc2mapster Sixen1 (~Sixen@173-25-23-86.client.mchsi.com) |
| 02:06.21 | Bounty | Hay Sixen |
| 02:06.40 | Bounty | Bai Sixen |
| 02:06.47 | Demonette | *laugh* |
| 02:08.46 | *** mode/#sc2mapster [+o Sixen] by ChanServ |
| 02:13.32 | *** join/#sc2mapster harl (harl@dslb-088-076-055-229.pools.arcor-ip.net) |
| 02:25.16 | *** join/#sc2mapster Demo (4304c874@gateway/web/freenode/ip.67.4.200.116) |
| 02:26.14 | Demo | Question!: How do you make it so an actor that plays a models animation plays the correct variation. i.e. the protoss spirit death model chooses from 3 random animations, I only want it to choose one. |
| 02:39.16 | Demo | I am a sad panda :( |
| 02:40.35 | Demo | Who wants to play give demo a hug? |
| 02:40.59 | deathtorn | Meow |
| 02:41.28 | Demo | You do!? |
| 02:41.37 | deathtorn | Fosho |
| 02:41.38 | Demo | hug deathtorn |
| 02:41.47 | Demo | hugs deathtorn! |
| 02:41.54 | deathtorn | *hugs Demo* |
| 02:42.03 | MrOp | sup |
| 02:42.07 | deathtorn | Hey |
| 02:42.15 | deathtorn | We're having a moment. |
| 02:42.15 | Demo | Just a hug orgy nothing to see here. |
| 02:42.25 | MrOp | lol |
| 02:42.34 | deathtorn | Aww |
| 02:42.44 | deathtorn | Only hugs? |
| 02:42.46 | deathtorn | =[ |
| 02:42.52 | Demo | Srsly though, how do I remove the random animation and make it play the right one from start to finish |
| 02:43.05 | deathtorn | Force it through triggers? |
| 02:43.07 | MrOp | can i get some people help test my map please |
| 02:43.14 | MrOp | demo and death can you help please |
| 02:43.21 | deathtorn | Sure |
| 02:43.25 | MrOp | thxs |
| 02:43.26 | deathtorn | Deathtorn.779 |
| 02:43.26 | Demo | Is it that gay map with tubes |
| 02:43.38 | MrOp | just come to our channel in sc2 |
| 02:43.43 | MrOp | :( |
| 02:43.45 | MrOp | yea |
| 02:43.48 | Demo | lol |
| 02:43.49 | deathtorn | Lol |
| 02:43.52 | Demo | just wanted to see your reaction |
| 02:43.52 | MrOp | hopefully is less gay now |
| 02:44.06 | MrOp | it is* |
| 02:44.08 | Demo | gimme a sec... really hating this problem with actor/model |
| 02:44.13 | MrOp | still no monsters yet |
| 02:44.15 | MrOp | :( |
| 02:44.22 | MrOp | so basicly your not coing |
| 02:44.22 | Demo | how many people do you need |
| 02:44.23 | MrOp | sigh |
| 02:44.28 | MrOp | 4-12 |
| 02:44.39 | Demo | how many do you have with me if I go |
| 02:44.45 | MrOp | 3 |
| 02:44.50 | Demo | when you find a 4th |
| 02:44.53 | Demo | spam my name |
| 02:44.59 | deathtorn | what's the channel? |
| 02:44.59 | MrOp | jade |
| 02:45.02 | Demo | and I'll get on |
| 02:45.05 | MrOp | sc2mapster |
| 02:45.09 | deathtorn | kay |
| 02:45.12 | MrOp | jman |
| 02:45.15 | MrOp | can you come |
| 02:45.17 | MrOp | plz |
| 02:45.39 | deathtorn | I'm on |
| 02:45.42 | deathtorn | Invite meh |
| 02:45.47 | MrOp | ok i need to publish |
| 02:45.51 | MrOp | k |
| 02:49.06 | deathnight114 | ohi |
| 02:49.07 | deathnight114 | What? |
| 02:49.09 | deathnight114 | oh |
| 02:49.11 | deathnight114 | Different death |
| 02:49.13 | deathnight114 | lol |
| 02:49.15 | deathnight114 | ping |
| 02:50.52 | Demo | MrPoop can I test something quick? |
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| 03:16.16 | *** join/#sc2mapster Demo_ (4304c874@gateway/web/freenode/ip.67.4.200.116) |
| 03:16.32 | Demo_ | The person registered with ma name kicked me offz |
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| 03:17.33 | Demo_ | how does open private chat with freenodes? |
| 03:17.43 | Demo_ | or the person I was talking to could you re-private me |
| 03:18.58 | MrOp | did you guys think that there is enough clues |
| 03:19.06 | MrOp | to move around |
| 03:19.09 | deathtorn | mrop |
| 03:19.18 | deathtorn | look at sc2 |
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| 03:51.15 | JManV | hey shawn, thanks for that |
| 03:51.18 | JManV | it was awesome |
| 03:52.00 | JManV | gl wif yer gf |
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| 03:59.30 | *** join/#sc2mapster grim001 (~chatzilla@c-69-246-170-145.hsd1.fl.comcast.net) |
| 03:59.57 | grim001 | well I just noticed that I hate C++ |
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| 04:00.26 | grim001 | and if I do it in some more reasonable language it will probably be nearly as slow as AutoIt |
| 04:00.53 | Motive | hey grim |
| 04:01.00 | grim001 | hi |
| 04:01.00 | Motive | someone told me you were working on a preprocessor |
| 04:01.12 | grim001 | a very basic one |
| 04:01.19 | Motive | good. I like basic :P |
| 04:01.24 | Motive | what will it have? |
| 04:03.05 | grim001 | scopes, requirements, private, initializers, free local declaration, fix 0. type errors, debug mode, erase whitespace, erase comments, hotkeys for quickly saving/testing the map without needing to be looking at the editor |
| 04:03.22 | Motive | cool, sounds good :P |
| 04:03.32 | Motive | should add macros too even if they're evil |
| 04:03.37 | Motive | like C-style |
| 04:03.58 | grim001 | anything it does must not require the thing to comprehend the code |
| 04:04.17 | grim001 | really basic macros could be possible but they'd be really lame |
| 04:04.21 | Motive | yup, just blind stupid macros |
| 04:04.25 | Motive | stuff like |
| 04:04.27 | Motive | #define DEBUG |
| 04:04.29 | Motive | #ifdef DEBUG |
| 04:04.31 | Motive | printf("DEBUG!"); |
| 04:04.33 | Motive | #endif |
| 04:04.44 | grim001 | it will already have a debug mode |
| 04:04.48 | Motive | ok |
| 04:04.50 | grim001 | do you have any other real use for it in mind? |
| 04:05.03 | Motive | there are situations where if someone's going to write like |
| 04:05.06 | Motive | a generic linked list |
| 04:05.09 | Motive | you can do |
| 04:05.18 | Motive | #define type myStruct |
| 04:05.18 | grim001 | no, doing generics with this method would be impossible |
| 04:05.22 | Motive | include "linkedlist" |
| 04:05.25 | Motive | #define type myotherStruct |
| 04:05.28 | Motive | include "linkedlist" |
| 04:05.29 | Motive | or something like that |
| 04:05.39 | Motive | :( |
| 04:05.39 | Motive | oh well |
| 04:05.40 | Motive | Lol |
| 04:05.56 | grim001 | well I mean... |
| 04:06.23 | grim001 | maybe I could create an extra copy of an entire script while replacing a certain keyword with another keyword |
| 04:06.35 | grim001 | there's your generic crap |
| 04:06.48 | grim001 | requires LinkedList<Integer> |
| 04:06.51 | Motive | or just move "include" to a preprocessor macro |
| 04:06.53 | Motive | but either way |
| 04:07.08 | Motive | good job, keep it simple, what you iterated is pretty much exactly what we need |
| 04:07.47 | grim001 | textmacros are a possibility I guess, but lowest priority out of any feature |
| 04:08.12 | Motive | yup |
| 04:08.36 | grim001 | making this thing in AutoIt would have quite a number of advantages... versus the one disadvantage of slower compile time |
| 04:08.57 | Motive | meh, I've done 30 minute compiles on VS C++ |
| 04:09.01 | Motive | bring it on |
| 04:09.01 | Motive | Lol |
| 04:09.03 | grim001 | personally I'm willing to wait 3 seconds for a script to compile if it means I can spend 3 weeks instead of 3 years making this thing |
| 04:09.09 | Motive | yup |
| 04:09.09 | Motive | Lol |
| 04:09.10 | grim001 | C++ sucks |
| 04:09.14 | Motive | psh |
| 04:09.24 | Motive | c++ is for real pro men |
| 04:09.35 | grim001 | and if the code is comprehensible then anyone can open the thing up and add what they like |
| 04:09.42 | Motive | yup |
| 04:11.36 | grim001 | well, your comments about it it being possible to edit code outside the editor are what started this whole thing |
| 04:11.48 | Motive | Lol, well, woot. |
| 04:11.59 | grim001 | I created a nice setup for myself and even used AutoIt to make it easy to test the map from notepad++ |
| 04:12.04 | Motive | Cool :) |
| 04:12.10 | grim001 | then I realized I could just edit the files right before testing the map |
| 04:12.22 | Motive | yeah I've been stuck on a notepad-equivilent since before there was GE |
| 04:12.29 | Motive | was fun for a while being like one of a dozen people who knew galaxy |
| 04:12.30 | Motive | Lol |
| 04:12.42 | grim001 | still seems like there are only a dozen people |
| 04:13.01 | Motive | maybe. but we're more experienced and it seems like we have a lot more knowledgable people among us |
| 04:13.27 | *** join/#sc2mapster poiuy_qwert (~poiuy_qwe@unaffiliated/poiuy-qwert/x-0506151) |
| 04:32.11 | *** join/#sc2mapster MaxMode (~Adium@ip184-187-175-87.sb.sd.cox.net) |
| 04:42.22 | *** mode/#sc2mapster [+o nicoli_s] by ChanServ |
| 04:48.30 | JManV | awesome. |
| 04:48.42 | JManV | i successfully creating a building and used it in-game |
| 04:49.35 | JManV | haven't worked out exits yet to |
| 04:49.36 | JManV | tho |
| 04:49.51 | JManV | that specific building didn't need an exit tho |
| 04:51.26 | *** join/#sc2mapster LordAbyss (~Christoph@150.135.210.73) |
| 04:55.02 | Skittles | jmanv |
| 04:55.08 | Skittles | custom map night tomorrow? |
| 04:55.12 | JManV | absolutely |
| 04:55.15 | Skittles | kk |
| 04:55.21 | *** join/#sc2mapster Sixen (~Sixen@173-25-23-86.client.mchsi.com) |
| 04:55.21 | *** mode/#sc2mapster [+o Sixen] by ChanServ |
| 04:55.31 | Skittles | tsk tsk |
| 04:55.38 | JManV | what? |
| 04:55.39 | Skittles | even sent u a pm |
| 04:55.42 | Skittles | sound. |
| 04:55.51 | Skittles | like tisk tisk |
| 05:00.19 | JManV | huh? |
| 05:00.42 | Skittles | xd |
| 05:01.38 | JManV | quote from rodrigo: "There are already too many people on Starcraft who want to punch my face." |
| 05:02.46 | Skittles | lol |
| 05:06.15 | *** join/#sc2mapster RyanWin (46f69c18@gateway/web/freenode/ip.70.246.156.24) |
| 05:07.08 | JManV | sup ryan |
| 05:07.12 | RyanWin | Does anyone know where in the editor I would go to remove 2/3 of the zealots attack animations? |
| 05:07.15 | RyanWin | hey Jman |
| 05:07.55 | Skittles | previewer maybe |
| 05:08.04 | RyanWin | no not look at them |
| 05:08.07 | RyanWin | remove them |
| 05:08.11 | Skittles | yeah |
| 05:08.26 | Skittles | idk, I know you can make your own animations in the previewer though |
| 05:08.33 | RyanWin | im not trying to remove them from the game, im trying to remove them from the Zealot attack ability |
| 05:08.37 | Skittles | or think you can. |
| 05:08.44 | Skittles | oh idk |
| 05:08.47 | RyanWin | nah you have to make custom animations in 3ds max |
| 05:08.53 | RyanWin | or some other program |
| 05:09.36 | *** join/#sc2mapster Ammorth (4b9c2647@gateway/web/freenode/ip.75.156.38.71) |
| 05:09.37 | JademusSreg | I return. |
| 05:09.43 | Ammorth | As do I |
| 05:09.44 | Skittles | wb |
| 05:10.23 | Ammorth | Anyone know anything about win32, c++ and GUIs? |
| 05:10.24 | JademusSreg | Hi Ammorth. |
| 05:10.29 | Ammorth | Hey Sreg |
| 05:10.55 | Ammorth | I have a class project which requests the program to have a GUI, but I know nothing about it... |
| 05:11.12 | JademusSreg | I assume you remember my alternate handle, right? =) |
| 05:11.15 | Ammorth | the teacher says I can use whatever libraries I want, the code just has to be in c++ |
| 05:11.30 | Ammorth | handle as in name? |
| 05:11.35 | JademusSreg | Yes. |
| 05:11.39 | Ammorth | Owen? |
| 05:11.43 | JademusSreg | Bingo. |
| 05:12.15 | Ammorth | I try to not forget names.. If only I could apply that to my integration techniques =/ |
| 05:12.56 | Ammorth | anyways, I'm trying to create a GUI with win32 in c++ |
| 05:13.18 | Ammorth | I just have a few questions, if anyone know somethign about it |
| 05:14.20 | JademusSreg | Not my field. What I know of c++ would not be helpful; my understanding is elementary, having not done much more than run cmd line programs. |
| 05:14.49 | Ammorth | exactly where I am at... |
| 05:15.33 | Ammorth | I have made progress though, but I'm not sure if what I am doing is the right appoach =/ |
| 05:15.54 | Ammorth | I can create file, edit, etc menus and have the user load files into my program |
| 05:16.06 | *** join/#sc2mapster grim001 (~chatzilla@c-69-246-170-145.hsd1.fl.comcast.net) |
| 05:16.08 | Ammorth | but the "user area" is the part im not sure about |
| 05:16.24 | Ammorth | apparently I need to use paint commands to draw stuff to it |
| 05:16.39 | Ammorth | so I can draw primitives such as rectangles and text |
| 05:16.46 | Ammorth | but how would I draw buttons? |
| 05:16.54 | Ammorth | so that the user can interact with it. |
| 05:17.12 | Ammorth | this is where I think I am going wrong, as I believe this isn't the correct approach. |
| 05:17.41 | Ammorth | I fell into something called windows forms, which looks more what I want, but I can't seem to find any guides/tutorials |
| 05:18.30 | Ammorth | I'm using windows visual studio 2010 professional btw |
| 05:18.48 | JademusSreg | Ah. |
| 05:19.05 | Ammorth | free student copies are awesome btw =P |
| 05:19.12 | JademusSreg | No doubt. |
| 05:19.38 | *** join/#sc2mapster Skizot (~skizot@pool-71-101-93-249.tampfl.dsl-w.verizon.net) |
| 05:19.40 | JademusSreg | Dealers always give new customers the primo to get them hooked. =) |
| 05:20.06 | Ammorth | haha, at over $1000 a pop, I'm not sure I'll be much of a user tbh |
| 05:22.54 | Ammorth | the problem is a lot of the GUI stuff with .net framework uses visual basic |
| 05:23.17 | Ammorth | but seeing as how this is a c++ course, I doubt my prof would be happy with the sudden change in language |
| 05:23.33 | JademusSreg | I was thinking about that. |
| 05:23.40 | JademusSreg | thinking/wondering |
| 05:23.57 | Ammorth | win32 is c++ native, but I basically have to code everything from scratch, it seems |
| 05:24.24 | Ammorth | I would love to have an api that is DrawButton(text, x, y, length, width, funcAction) |
| 05:24.27 | Ammorth | or something like that |
| 05:26.24 | *** join/#sc2mapster DonKalypso (~chatzilla@user-105n0q0.cable.mindspring.com) |
| 05:26.44 | JademusSreg | So you'll need to write something for drawing in the user area. Sounds fun/arduous. |
| 05:27.07 | *** join/#sc2mapster Sumo- (Sumo-@60-241-0-5.static.tpgi.com.au) |
| 05:27.24 | Sumo- | heyas, which flag takes off a units rank off the ui? |
| 05:27.44 | JademusSreg | Sounds like something you'd delete in the actor. |
| 05:28.02 | Sumo- | actor - ui right |
| 05:28.05 | Sumo- | but what? |
| 05:28.29 | JademusSreg | I don't have the editor open at the moment. |
| 05:28.38 | JademusSreg | When I open it up, I'll check. =) |
| 05:29.05 | Sumo- | i have a feeling its a flag on the unit instead..oddly |
| 05:29.19 | JademusSreg | Mehbeh. |
| 05:29.28 | Ammorth | sreg, I think I am going to try experiment with forms, this drawing stuff like stupid |
| 05:29.30 | Ammorth | looks* |
| 05:30.01 | Sixen | ohai ammorth |
| 05:30.02 | Ammorth | plus, being able to drag buttons, menu items, text boxes and all that stuff to a window, and have it generate everything for me is awesome |
| 05:30.07 | Ammorth | hey sixen! |
| 05:30.30 | JademusSreg | =D |
| 05:31.07 | Ammorth | sixen, know anything about windows32, .net framwork or windows forms? |
| 05:31.07 | JademusSreg | It's not like the professor said not to use forms. |
| 05:31.08 | Ammorth | =D |
| 05:31.12 | Bounty | Hey Jade |
| 05:31.12 | Sumo- | i think the trick ois the make the unit a structure :/ |
| 05:31.16 | JademusSreg | Hi. |
| 05:31.18 | Bounty | I got turn acceleration turning =P |
| 05:31.21 | Bounty | working* |
| 05:31.26 | Ammorth | he said I can use anything GUI, it just has to be in c++ |
| 05:31.40 | Ammorth | he linked to a GUI SDK called Qt (cute) |
| 05:31.48 | JademusSreg | Hah. |
| 05:31.49 | Ammorth | and said we could try that if we wanted |
| 05:31.50 | Sixen | :O |
| 05:32.07 | Ammorth | but I don't want to learn a new developement platform and GUI at the same time |
| 05:32.14 | Ammorth | only change one variable at a time please! |
| 05:32.27 | sjkoe | sumo, hold on, let me look |
| 05:32.31 | JademusSreg | Heh. Starcraft Ghost would have changed 2. |
| 05:32.41 | *** join/#sc2mapster Skizot (~skizot@pool-71-101-93-249.tampfl.dsl-w.verizon.net) |
| 05:36.23 | Ammorth | sigh, damn shortcuts =/ |
| 05:36.56 | Ammorth | I wanted a spacer in my menu, so I'm looking for a place to set my menu item as a spacer in its properties... |
| 05:37.07 | Ammorth | turns out if I make the text "-" it becomes a spacer by default =/ |
| 05:37.21 | JademusSreg | Hah. |
| 05:37.35 | JademusSreg | It yearns to assist you. |
| 05:41.44 | *** join/#sc2mapster Sixen (~Sixen@173-25-23-86.client.mchsi.com) |
| 05:41.44 | *** mode/#sc2mapster [+o Sixen] by ChanServ |
| 05:44.45 | Ammorth | "For more information, see Windows Forms Designer and Windows Forms Designer and Windows Forms Designer and Windows Forms Designer.." (FYI, the each "Windows Forms Designer" is a link to a different page) |
| 05:46.21 | *** join/#sc2mapster sjkoe (~chatzilla@ip70-180-170-121.lv.lv.cox.net) |
| 05:46.28 | JademusSreg | Hah. |
| 05:46.36 | sjkoe | stupid roommates messing with the internet |
| 05:46.43 | sjkoe | sumo-: I found it |
| 05:46.51 | sjkoe | god.. |
| 05:46.58 | sjkoe | he left |
| 05:47.19 | JademusSreg | Such luck. |
| 05:47.56 | sjkoe | the internet was fine.. and my roommates are screwing with it for some reason |
| 05:48.10 | sjkoe | I just wanna go out there and smack a ho |
| 05:48.33 | Ammorth | Do it |
| 05:48.37 | Ammorth | youtube it |
| 05:48.40 | Ammorth | become a star |
| 05:48.43 | JademusSreg | Yes. |
| 05:48.52 | Ammorth | perform with Gaga during her next concert! |
| 05:48.54 | JademusSreg | Captialize on bad decisions. =D |
| 05:49.06 | JademusSreg | *Capitalize |
| 05:49.11 | Ammorth | She can sing while you smack hoes |
| 05:49.46 | JademusSreg | People will swoon with hoarse whispers of "so avant garde". |
| 05:55.45 | *** join/#sc2mapster Vexal (81740a3b@gateway/web/freenode/ip.129.116.10.59) |
| 05:56.06 | Vexal | is it possible to have a random periodic offset without specifying each possible offset in the list of periodic offsets |
| 05:56.16 | Vexal | i'd like the effect to have an equal chance to be anywhere in a radius |
| 05:56.16 | *** join/#sc2mapster Skizot (~skizot@pool-71-101-93-249.tampfl.dsl-w.verizon.net) |
| 05:59.21 | Vexal | how do i make an effect happen in a random location? |
| 06:00.41 | JademusSreg | Data only? |
| 06:00.46 | Vexal | yeah |
| 06:01.04 | Vexal | i want to make a spell that calls projectiles down from the sky in a random spot in a radius around the caster |
| 06:01.09 | Vexal | everything's done except |
| 06:01.22 | Vexal | the only way i can figure out how to do a random location is manually specify all possible points in the periodic offsets |
| 06:01.28 | Vexal | which there's no way i could possibly do. |
| 06:01.46 | JademusSreg | I cannot imagine a data only solution. |
| 06:01.51 | Vexal | what the fuck |
| 06:01.53 | Vexal | that's retarded |
| 06:01.53 | Lilianna | Effect Persistent, Periods, 1, Interval 0.1, Persistent Effect(The Start of your chain) |
| 06:01.57 | Lilianna | Flags, Random Offset |
| 06:02.00 | Vexal | but |
| 06:02.04 | Lilianna | Fill in a whole bunch of random offsets |
| 06:02.08 | Vexal | i can't |
| 06:02.13 | Lilianna | and it will randomly choose one of those |
| 06:02.13 | Vexal | that'll take all day |
| 06:02.16 | Vexal | i know |
| 06:02.20 | Vexal | but i don't want to what the fuck this is stupid |
| 06:02.31 | Vexal | i hate this stupid piece of shit fucking thing |
| 06:02.55 | Bounty | lol |
| 06:02.58 | Bounty | u can drift in my racing map now |
| 06:03.00 | Bounty | >< |
| 06:03.09 | JademusSreg | Cool. |
| 06:03.13 | JademusSreg | I'm ready to test. |
| 06:03.15 | Lilianna | Im sure theres another way to do it, but I dont have the editor open to look at it closer |
| 06:03.21 | Bounty | alright |
| 06:03.24 | Bounty | ill upload it |
| 06:03.57 | *** join/#sc2mapster sjkoe (~chatzilla@ip70-189-159-47.lv.lv.cox.net) |
| 06:04.48 | Vexal | is there any way i could use a script to generate the the points i put into the data editor |
| 06:04.58 | Vexal | i don't see how i could possibly make a circular radius by hand |
| 06:05.47 | Lilianna | Im sure you could edit the XML |
| 06:05.48 | Bounty | alright Jademussreg |
| 06:05.49 | Bounty | logging on now |
| 06:05.51 | Lilianna | to make copy paste easier |
| 06:05.57 | JademusSreg | Jaja |
| 06:06.01 | Lilianna | and finding points on a circle is just about using trig |
| 06:06.08 | Vexal | i know how to find points on a circle |
| 06:06.10 | JademusSreg | XML is the way to go. |
| 06:06.11 | Vexal | but |
| 06:06.16 | Vexal | it has to be a filled in circle |
| 06:06.26 | Vexal | i'd need to input probably 50-100 points |
| 06:06.30 | Vexal | to make it seem convincing. |
| 06:06.31 | Lilianna | How big is this circle? |
| 06:06.37 | Vexal | i don't want the user to notice any sort of pattern |
| 06:06.42 | Vexal | radius of 5 |
| 06:07.02 | Lilianna | Me personally, I would break it down |
| 06:07.14 | Lilianna | So Radius 5, break it up in 1,1 spots |
| 06:07.26 | Lilianna | then make another effect that chooses a random position in a 1 radius circle |
| 06:07.33 | Lilianna | so the 5 can reuse the 1 radius circle |
| 06:07.42 | Lilianna | since its all the same in that little area |
| 06:08.02 | Vexal | hmm. |
| 06:08.09 | Vexal | that could work. |
| 06:08.15 | Vexal | i'll see if i have the attention span to finish that. |
| 06:08.19 | Vexal | thanks. |
| 06:08.50 | Lilianna | You could also make 3 levels and it would cut it down even more |
| 06:09.17 | Lilianna | but anyways |
| 06:23.46 | furymonkey | I am using a corpose as a unit model, however when it dies it doesn't dissapear, where should I look to fix it? |
| 06:24.01 | JademusSreg | Time for me to sleep. |
| 06:24.30 | Vexal | ah you can hit "view raw data" then paste it in as text |
| 06:24.37 | Vexal | i'm just going to write a lisp program to generate a circle. |
| 06:31.58 | LordAbyss | i |
| 06:32.02 | LordAbyss | will make sixen respond to me |
| 06:39.43 | Vexal | wtf |
| 06:39.49 | Vexal | there's a limit to how many different offsets you can have |
| 06:40.07 | *** join/#sc2mapster Skittles (ad39a794@gateway/web/freenode/ip.173.57.167.148) |
| 06:49.23 | RyanWin | what kind of offsets vexal |
| 06:49.52 | Vexal | sec |
| 06:50.11 | Vexal | i gave up |
| 06:50.27 | Vexal | decided to use a trigger to create the effect in a random spot |
| 06:50.38 | Vexal | instead of add dozens of offsets to the periodic offsets |
| 06:53.20 | *** join/#sc2mapster Deathtorn (63fc8a73@gateway/web/freenode/ip.99.252.138.115) |
| 07:36.06 | *** join/#sc2mapster grim001 (~chatzilla@c-69-246-170-145.hsd1.fl.comcast.net) |
| 07:39.42 | grim001 | so I've got it enumerating through each line of each file before combining them now |
| 07:39.49 | grim001 | whee |
| 07:40.32 | Skittles | hey |
| 07:40.33 | Skittles | http://www.youtube.com/watch?v=2qqxY4PSI2E |
| 07:40.51 | Skittles | do you guys think I should add it to my d3 map like that? But make it so if units collide in the air they die? |
| 07:41.06 | Skittles | atm, the tornado wont drag u into the middle, it just makes the tornado were u are standing |
| 07:41.18 | grim001 | it takes 0.106 seconds for about 700 lines of code |
| 07:48.10 | Deaod | grim, maybe theres a way to implement GOLD in AutoIt |
| 07:49.16 | grim001 | if AutoIt can do this task reasonably fast it'd be ideal to not complicate things |
| 07:54.12 | Deaod | well, if you want to do more complicated things later on, then having a parser could be of use |
| 07:55.06 | grim001 | right now it takes it approximately 2.1 seconds to read 10,000 lines of code from about 300 files, modify each line, and join them together into a single output file |
| 07:55.19 | Deaod | not too bad |
| 07:55.46 | grim001 | I think the whole point of this idea was to not use a parser |
| 07:56.03 | Deaod | meh |
| 07:56.09 | grim001 | just sticking to things that can be done fairly easily with commonsense code |
| 07:57.06 | Hati | Skittles: now you can do The Wonderful Wizard of Oz with zergling tornado :o |
| 07:57.59 | Skittles | Hmm, did oz have a tornado? |
| 07:59.04 | Tobin | yeah at the start |
| 07:59.24 | Tobin | thats how the main character gets sent to oz |
| 08:00.12 | Skittles | But did it have zerglings in it? |
| 08:00.14 | Skittles | No? They did it wrong. |
| 08:00.47 | Tobin | true |
| 08:01.00 | Tobin | but you asked if it had tornado... not a zergnado |
| 08:01.00 | Skittles | didn't that movie end with her waking up and remembering it was just a bad trip caused by bad pot? |
| 08:02.16 | Tobin | yup |
| 08:03.10 | Tobin | Anyways, How do I add that range indicator like the missile turret has when selecting placement? |
| 08:09.12 | Skittles | idk |
| 08:09.17 | Skittles | but im going to bed. Night yall. |
| 08:11.07 | *** join/#sc2mapster deathnight114_ (~chatzilla@c-98-247-52-158.hsd1.wa.comcast.net) |
| 08:12.14 | Hati | Tobin: splats |
| 08:17.42 | MrOp | does anyone know how to check if you are over your trigger memory limit |
| 08:17.49 | MrOp | or check it in gernal |
| 08:17.54 | MrOp | * |
| 08:17.58 | MrOp | genral* |
| 08:18.12 | Deaod | general* |
| 08:18.18 | Deaod | and no, i dont. |
| 08:18.19 | Hati | uhm overview displays script size |
| 08:18.39 | MrOp | how do i know what is the maz |
| 08:18.42 | MrOp | max |
| 08:19.01 | Hati | reading :D |
| 08:19.04 | Hati | testing |
| 08:19.06 | Hati | 4MB is max iirc |
| 08:19.15 | Hati | or MiB dunno |
| 08:19.16 | Deaod | i assume by overview you mean CTRL+F11 |
| 08:19.43 | Deaod | and that overview doesnt tell you anything |
| 08:19.44 | *** join/#sc2mapster Skizot (~skizot@pool-71-101-93-249.tampfl.dsl-w.verizon.net) |
| 08:20.33 | Deaod | unless youve memorized how many ops each line of code takes |
| 08:20.49 | MrOp | hati it says |
| 08:20.59 | MrOp | i have 12.1 megs uncompressed |
| 08:21.05 | MrOp | and 1.73 compressed |
| 08:21.14 | MrOp | is the 4 megs compressed |
| 08:21.25 | Hati | dunno |
| 08:21.28 | MrOp | :/ |
| 08:21.29 | Hati | never hit the limit |
| 08:21.50 | MrOp | well i am getting an error taht says script to large |
| 08:22.34 | RyanWin | MrOp |
| 08:22.37 | Deaod | then yeah, your script doesnt fit into 2MiB |
| 08:22.39 | MrOp | yea |
| 08:22.44 | RyanWin | thats not necessarily true |
| 08:22.51 | RyanWin | it could be from a trigger thats too long |
| 08:22.57 | RyanWin | do you have an extremely long trigger? |
| 08:23.15 | MrOp | idk in one version i have it doesnt work nothing loads |
| 08:23.32 | MrOp | idk even know what i changed and it stopped working |
| 08:23.39 | RyanWin | 4MB is a lot of text |
| 08:23.47 | RyanWin | what the hell are you making? |
| 08:24.20 | Deathtorn | Windows 7 |
| 08:24.26 | Deathtorn | sc2 mode |
| 08:33.28 | Bounty | wtf |
| 08:33.39 | Bounty | is that a joke Deathtorn? |
| 08:33.40 | Bounty | lol |
| 08:33.56 | Deathtorn | Yes |
| 08:33.57 | Deathtorn | =P |
| 08:34.00 | Bounty | =P |
| 08:34.56 | Bounty | god |
| 08:35.05 | Deathtorn | ? |
| 08:35.45 | Bounty | i cant get over how awesome this fuckign song is until the stupid god damn lyrics kick in |
| 08:35.46 | Bounty | http://www.youtube.com/watch?v=9kVYp-2Ynec&feature=related |
| 08:35.56 | Bounty | like its riddiculas |
| 08:36.10 | Bounty | how big the transition is |
| 08:36.14 | Bounty | from awesome to WTF? |
| 08:37.25 | Bounty | like whenever i want to listen to the song i have to retart it as soon as it hits 1:01 lol |
| 08:40.22 | Skittles | mmm |
| 08:41.40 | Bounty | So, my racing map is the shit |
| 08:41.42 | Bounty | :) |
| 08:42.13 | Bounty | except the name, i gotta think of a new one lol |
| 08:44.10 | Bounty | The Duke Nukem Forever of the SC2 custom map community |
| 08:44.11 | Bounty | http://www.youtube.com/watch?v=eI6oQBZX7-Y |
| 08:55.52 | Skittles | racing now? |
| 08:56.10 | Skittles | What's with that link? |
| 08:59.48 | Skittles | oh shit |
| 08:59.52 | Skittles | http://www.youtube.com/aljazeeraenglish?feature=ticker |
| 08:59.58 | Skittles | 8.8 earthquake hit japan |
| 09:05.59 | Vexal | skittles |
| 09:06.18 | Skittles | ? |
| 09:06.31 | Vexal | let me show you my spells |
| 09:07.03 | Skittles | ; |
| 09:07.04 | Skittles | l |
| 09:07.05 | Skittles | k |
| 09:07.29 | Vexal | godzilla |
| 09:08.27 | Skittles | im on |
| 09:08.49 | Vexal | oh |
| 09:08.51 | Vexal | i didn't mean now |
| 09:09.27 | Skittles | > |
| 09:09.35 | Skittles | I dont get it. |
| 09:10.55 | Vexal | well |
| 09:10.57 | Vexal | you linked that video |
| 09:10.59 | Vexal | now i'm watching it. |
| 09:11.26 | Skittles | lol yeah |
| 09:11.33 | Skittles | it's interesting |
| 09:13.53 | grim001 | so I'm already to the point of implementing the topsort algorithm for requirements |
| 09:14.06 | grim001 | in C++ that'd take about 3 more years |
| 09:16.07 | Vexal | huh |
| 09:18.25 | Bounty | another earthquake eh? |
| 09:18.47 | Bounty | what is that like the 37th big one in the last 2 years? crazy |
| 09:19.49 | *** join/#sc2mapster deathnight114 (~chatzilla@c-98-247-52-158.hsd1.wa.comcast.net) |
| 09:22.13 | Bounty | Anyone know the maximum amount of threads you can have going before things get goofy |
| 09:24.30 | grim001 | has anyone ever implemented a topological sort algorithm before? |
| 09:24.51 | grim001 | it seems no one has bothered to implement one in AutoIt |
| 09:26.41 | *** join/#sc2mapster Gnarfoz (smallbrain@WoWUIDev/WowAce/Gnarfoz) |
| 09:26.51 | Skittles | gonna try that sleep thing again |
| 09:26.51 | Skittles | afk |
| 09:29.16 | MrOp | why |
| 09:44.31 | Bounty | This shit in Japan is insane |
| 09:44.59 | Bounty | Tsunami looked like the one from the Day After Tomorrow |
| 09:45.46 | *** join/#sc2mapster Clord (~Clord@62-165-186-65.bb.dnainternet.fi) |
| 09:45.54 | Clord | hehe |
| 09:46.15 | Clord | I just realized what I should do with shinigami note map so others not know who kira is so easily |
| 09:46.19 | Clord | I give him dialog ^^ |
| 09:46.53 | Clord | now if it would be possible to make that unit not reveal name when mouse overed over it |
| 09:46.59 | Clord | I mean who owns it |
| 09:47.45 | Tobin | You cant do that with flags clord? |
| 09:48.00 | Clord | I have looked flags and so far I don't think such flag exist |
| 09:53.47 | Tobin | Maybe no highlight? |
| 09:54.51 | Tobin | ahh nvm sorry |
| 09:54.55 | Sixen | I wonder if 1.3 will hit tomorrow... |
| 09:55.37 | Clord | aka friday what is now where |
| 09:55.39 | Clord | 11:55 |
| 09:55.40 | Clord | ^^ |
| 09:58.41 | Sixen | It's 2am Friday here :P |
| 09:59.02 | Hati | 11am :D |
| 09:59.28 | Hati | iam in the future |
| 09:59.39 | Clord | hehe |
| 09:59.55 | Clord | I'm trying to modify that instead -note <instertnamehere> |
| 09:59.57 | Clord | it detects |
| 10:00.01 | Clord | via edit box |
| 10:00.04 | Clord | what someone types :) |
| 10:00.06 | Sixen | lol |
| 10:00.11 | Clord | that way others not know who is kira |
| 10:00.13 | Clord | when he kills |
| 10:03.39 | Clord | oh and..... |
| 10:03.56 | Clord | listbox will be used for history of who is already killed.... yeah.. it is mostly for visual purposes XD |
| 10:07.27 | EonShiKeno | wow, i wake up and find out japan's shit is hitting the wall |
| 10:07.29 | EonShiKeno | damn |
| 10:09.28 | Bounty | did anyone else have this VHS as a kid? lol |
| 10:09.28 | Bounty | http://www.youtube.com/watch?v=WjdmOeLJP1I |
| 10:09.35 | Bounty | >< |
| 10:14.03 | *** join/#sc2mapster Sevenix (pheonix@c-83-233-145-142.cust.bredband2.com) |
| 10:20.20 | Clord | Shikeno.. it is not as bad like 2004 |
| 10:20.22 | Clord | or so they say |
| 10:21.45 | *** join/#sc2mapster Skizot (~skizot@pool-71-101-93-249.tampfl.dsl-w.verizon.net) |
| 10:23.48 | Clord | I wonder how I detect what someone has typed to edit box XD |
| 10:24.49 | Deathtorn | Dialog edit value |
| 10:25.06 | *** join/#sc2mapster Shadow_Killer (tekoppar@c-8e8de455.45-2102-74657210.cust.bredbandsbolaget.se) |
| 10:27.54 | *** join/#sc2mapster airtonix (~T_T@unaffiliated/airtonix) |
| 10:29.06 | Clord | ooh |
| 10:29.08 | Clord | used dialog item |
| 10:29.09 | Clord | ^^ |
| 10:29.15 | Clord | I did that wrong |
| 10:29.24 | Clord | when I made it "used dialog item".. it started to work right |
| 10:29.58 | Clord | it compares it to all name strings in map :) |
| 10:30.02 | Clord | and voila |
| 10:33.53 | *** join/#sc2mapster Ousnius (55d804c7@gateway/web/freenode/ip.85.216.4.199) |
| 10:33.58 | Ousnius | hi^^ |
| 10:50.44 | Clord | hi |
| 10:59.39 | Clord | now there is note dialog |
| 11:02.20 | Clord | just type name |
| 11:02.22 | Clord | and press the button XD |
| 11:02.23 | Clord | gg |
| 11:19.19 | *** join/#sc2mapster airtonix (~T_T@unaffiliated/airtonix) |
| 11:22.43 | Tobin | How can i increase the cost of building each time its built (with data). |
| 11:22.46 | Tobin | ?* |
| 11:32.43 | *** join/#sc2mapster cintiq_ (~cintiq@219-90-178-46.ip.adam.com.au) |
| 11:34.18 | Clord | probably not supported that way |
| 11:34.22 | *** join/#sc2mapster Obatztrara (3ee2944a@gateway/web/freenode/ip.62.226.148.74) |
| 11:34.58 | Obatztrara | morning |
| 11:35.54 | *** join/#sc2mapster Cintiq (~cintiq@219-90-178-46.ip.adam.com.au) |
| 11:36.47 | Clord | dynamic costs however is cheap way to make balance ^^ |
| 11:36.56 | Clord | as units what are spammed can become quite expensive |
| 11:38.49 | Clord | yay |
| 11:38.55 | Clord | my "note" dialog works :) |
| 11:40.11 | Clord | I probably need to add wandering police forces too |
| 11:41.01 | Clord | it can make nasty abilities like mind control rather useful :) |
| 11:43.25 | Tobin | what kind of map are you making clord? |
| 11:46.30 | Clord | shinigami note |
| 11:47.16 | Ousnius | http://www.youtube.com/watch?v=8an4J9oBjNg |
| 11:47.18 | *** join/#sc2mapster TeddyTeddy (~Teddy@adsl-75-26-174-52.dsl.scrm01.sbcglobal.net) |
| 11:47.25 | Ousnius | O.O and that's crysis ONE XD |
| 11:49.36 | Clord | kira's abilities |
| 11:49.41 | Clord | sprint... stackable running speed buff |
| 11:49.52 | Clord | domination.... takes control of unit until it is destroyed |
| 11:49.56 | Clord | can't release otherwise |
| 11:50.38 | *** join/#sc2mapster MrOp (~MrOp@76.76.73.7) |
| 11:51.03 | Clord | oh and |
| 11:51.05 | Clord | can see more far |
| 11:51.10 | Clord | ^^ |
| 11:51.19 | Clord | other plays get... sprint |
| 11:51.26 | Clord | and some other ability what is useful to beat down kira |
| 11:54.13 | Clord | http://forums.sc2mapster.com/development/triggers/19425-hiding-player-names-from-units/ |
| 11:54.15 | Clord | YES! |
| 11:54.33 | Clord | I found with search how to hide those silly names over units telling who controls them |
| 11:57.14 | *** join/#sc2mapster airtonix (~T_T@unaffiliated/airtonix) |
| 11:58.22 | Tobin | sounds like abs exodus clord |
| 11:58.37 | Tobin | Abe's* |
| 11:59.02 | Clord | lol |
| 11:59.13 | Clord | it is based to death note anime.. idea part an bit |
| 11:59.25 | Clord | there is student who gets hands to note that kills when name is written there |
| 11:59.26 | Clord | XD |
| 11:59.43 | Clord | expect this not even use same settings really that much |
| 11:59.58 | MrOp | clord are you any good with sound |
| 12:00.05 | MrOp | in reguards to triggers |
| 12:00.43 | *** join/#sc2mapster Nesetalis (~demonic@static-71-176-215-186.rcmdva.fios.verizon.net) |
| 12:00.48 | Obatztrara | noobish question: how to make a unit follow with triggers :< |
| 12:00.53 | Obatztrara | ?* |
| 12:01.25 | Tobin | issue order to unit - follow |
| 12:01.43 | Obatztrara | uhm... |
| 12:01.56 | Tobin | sec, ill give more detailed explanation. |
| 12:01.57 | Clord | well |
| 12:02.01 | Clord | sounds are easy in triggers |
| 12:02.05 | Clord | just call sound effect |
| 12:02.06 | Clord | and it works |
| 12:02.19 | MrOp | if it was that simple my friend i would nto be asking lol |
| 12:02.25 | Obatztrara | I think there is no follow order tobin |
| 12:02.35 | MrOp | i have a set of complex things happening |
| 12:02.49 | MrOp | and the sound freaks out mainly on bnet |
| 12:02.57 | MrOp | test its works perfectly |
| 12:03.17 | Tobin | Issue Order -> Order targeting unit |
| 12:03.37 | Obatztrara | yep |
| 12:03.45 | Tobin | sec |
| 12:03.49 | Tobin | your right |
| 12:04.01 | Tobin | use move |
| 12:04.02 | Tobin | haha |
| 12:04.03 | Obatztrara | as far as i remember it was just move |
| 12:04.05 | Obatztrara | yea |
| 12:04.07 | MrOp | clord so the issues is i have sound playing at points |
| 12:04.38 | MrOp | they work perfect in test but do an epic fail when i publish to bnet |
| 12:05.03 | MrOp | either they dont play or play once |
| 12:05.11 | MrOp | or freak out on me |
| 12:05.32 | Tobin | Bounty |
| 12:06.04 | *** join/#sc2mapster Nesetalis (~demonic@static-71-176-215-186.rcmdva.fios.verizon.net) |
| 12:06.52 | MrOp | has anyone seen heral tonight/day (thing) |
| 12:07.03 | MrOp | helral* |
| 12:07.30 | Clord | errrm |
| 12:07.41 | Clord | they should just play fine XD |
| 12:07.45 | Clord | at least offcial sounds do |
| 12:08.00 | MrOp | (_ _) |
| 12:08.07 | MrOp | they are all offical |
| 12:08.09 | MrOp | :/ |
| 12:13.40 | *** join/#sc2mapster Skizot (~skizot@pool-71-101-93-249.tampfl.dsl-w.verizon.net) |
| 12:14.25 | Clord | hehe this is silly thing but |
| 12:14.30 | Clord | maybe volume is not enough loud |
| 12:14.31 | Clord | for purpose |
| 12:14.35 | MrOp | nope |
| 12:14.37 | MrOp | (_ _) |
| 12:14.51 | MrOp | like i said it works perfect in test |
| 12:14.57 | MrOp | failzors in bnet |
| 12:15.00 | MrOp | :/ |
| 12:15.07 | MrOp | and i set my Z to 25 |
| 12:15.14 | MrOp | on each point |
| 12:15.18 | MrOp | :\ |
| 12:15.36 | Tobin | Bounty told me something about sounds being played through triggers is bad |
| 12:15.54 | MrOp | well how else are we suppose to play them |
| 12:15.58 | Tobin | he said he creates actors to play them instead |
| 12:16.01 | Tobin | i think* |
| 12:16.06 | Tobin | *its hazy |
| 12:16.11 | MrOp | :/ |
| 12:16.18 | MrOp | what does that mean |
| 12:16.37 | Tobin | Means i cant remember for sure. |
| 12:21.14 | Clord | I don't lock camera to unit even if it is just one unit player controls first |
| 12:21.17 | *** join/#sc2mapster Skizot (~skizot@pool-71-101-93-249.tampfl.dsl-w.verizon.net) |
| 12:21.25 | Clord | I instead took advantage of making decoys sight range zero |
| 12:21.26 | Clord | ^^ |
| 12:26.22 | MrOp | clord what you tlaking about |
| 12:26.23 | MrOp | XD |
| 12:26.51 | *** join/#sc2mapster Skizot (~skizot@pool-71-101-93-249.tampfl.dsl-w.verizon.net) |
| 12:27.27 | Clord | hehe |
| 12:27.30 | Clord | doing my map |
| 12:27.42 | Clord | each player got four decoy units |
| 12:27.46 | Clord | what move automatically |
| 12:28.01 | Clord | but I changed that consept now that neutral hostile keeps control over them |
| 12:28.07 | MrOp | Oo |
| 12:28.38 | MrOp | tobin |
| 12:28.45 | Tobin | ? |
| 12:28.55 | MrOp | can you help me test like like 5-10 mins |
| 12:29.01 | Tobin | sure |
| 12:29.02 | MrOp | nto even sure i need ot that long |
| 12:29.04 | MrOp | k |
| 12:29.49 | MrOp | i am in our channle |
| 12:30.15 | MrOp | oO |
| 12:30.22 | MrOp | i dont see you XD |
| 12:30.36 | Tobin | sec had to restart game |
| 12:30.40 | Tobin | got wierd error |
| 12:30.49 | MrOp | k |
| 12:31.08 | MrOp | bewubeebs |
| 12:40.25 | *** join/#sc2mapster Skizot (~skizot@pool-71-101-93-249.tampfl.dsl-w.verizon.net) |
| 12:45.39 | *** join/#sc2mapster Xaragoth (~name@p5DCC267D.dip0.t-ipconnect.de) |
| 12:49.19 | Clord | hehe... publisher system failed to read map file right |
| 12:49.23 | Clord | restarting editor helped |
| 12:57.42 | *** join/#sc2mapster Shadow_Killerr (tekoppar@c-8e8de455.45-2102-74657210.cust.bredbandsbolaget.se) |
| 13:10.56 | *** join/#sc2mapster [1]Sevenix (pheonix@c-83-233-145-142.cust.bredband2.com) |
| 13:18.24 | Clord | earth management game |
| 13:18.24 | Clord | lol |
| 13:18.24 | Clord | Fate of the World |
| 13:20.51 | *** join/#sc2mapster slightlyrandom (~random@109.59.18.176) |
| 13:26.51 | JManV | i'd try a game like that |
| 13:28.29 | *** join/#sc2mapster hyarion (c05ben@peppar.cs.umu.se) |
| 13:33.54 | *** join/#sc2mapster TheSkunk_ (18eb4c89@gateway/web/freenode/ip.24.235.76.137) |
| 13:34.15 | TheSkunk_ | New PTR patch out.. |
| 13:34.31 | TheSkunk_ | Fun or not actually works consistently for me now |
| 13:40.25 | Clord | XD |
| 13:40.27 | Clord | new ptr patch out |
| 13:40.28 | Clord | lol |
| 13:41.28 | Clord | news say nothing about it |
| 13:41.32 | Clord | in three different realms |
| 13:45.05 | *** join/#sc2mapster sjkoe (~chatzilla@ip70-189-159-47.lv.lv.cox.net) |
| 13:49.01 | Clord | so new ptr patch is not out and how it would be lol |
| 13:57.11 | *** join/#sc2mapster Griffith` (~Zeta@CPEc0c1c013ce86-CM0013718d3546.cpe.net.cable.rogers.com) |
| 14:00.09 | *** join/#sc2mapster Helral|Work (~BenZegvel@217-19-29-249.dsl.cambrium.nl) |
| 14:04.11 | MrOp | OMG |
| 14:04.15 | MrOp | HELRAL |
| 14:04.29 | MrOp | i been waiting for you lol |
| 14:04.47 | MrOp | POOPIEPOOPOPPPERS |
| 14:05.13 | MrOp | and now you are afk |
| 14:05.18 | MrOp | DOOKIE |
| 14:05.24 | MrOp | not you |
| 14:05.33 | Helral|Work | you ain't asking questions ;p |
| 14:05.45 | MrOp | :_____________________________________( |
| 14:05.51 | MrOp | i have to goto bed |
| 14:05.59 | MrOp | and i been waitng lol |
| 14:06.05 | MrOp | but then i tested a map |
| 14:06.07 | MrOp | uh |
| 14:06.15 | MrOp | when are you on when you are not at work |
| 14:06.30 | MrOp | where do you live anyway |
| 14:06.38 | Helral|Work | NL ;p |
| 14:06.43 | MrOp | huh |
| 14:06.51 | MrOp | where is that |
| 14:06.58 | Helral|Work | Europe |
| 14:07.00 | MrOp | oh |
| 14:07.03 | MrOp | yea i gathered |
| 14:07.18 | MrOp | are you going to be on a normal USA time |
| 14:07.25 | MrOp | well normal for me XD |
| 14:07.32 | MrOp | its 7am now |
| 14:07.41 | MrOp | what time is it where you are |
| 14:07.48 | Helral|Work | 15:00 |
| 14:08.00 | MrOp | 3pm? |
| 14:08.05 | Clord | actually that is over 7 minutes wrong |
| 14:08.06 | Clord | lol |
| 14:08.15 | Helral|Work | [15:08] <Clord> actually that is over 7 minutes wrong <-- 8 actually |
| 14:08.15 | MrOp | lol |
| 14:08.21 | Clord | yeah |
| 14:08.25 | Clord | OVER 7 minutes wrong |
| 14:08.26 | Clord | ^^ |
| 14:08.32 | Clord | =) |
| 14:08.37 | Clord | nitpicking here lol |
| 14:08.41 | *** join/#sc2mapster JManV|Work (~jvanderbe@209.254.253.130) |
| 14:08.57 | Clord | so map night aka mag evening today |
| 14:08.58 | Clord | ^^ |
| 14:09.02 | Clord | map |
| 14:09.37 | Clord | my map has been keeping slowly climbing in positions |
| 14:09.51 | Clord | it was quite while just barely first page....... |
| 14:10.33 | Clord | maybe it is increasing competitive scene around map lol |
| 14:14.44 | JManV|Work | yup. map night in EU will be in a few hours i think |
| 14:16.51 | JManV|Work | 4 if my math is correct |
| 14:18.14 | Clord | utc +2 here ^^ |
| 14:18.18 | Clord | that means pretty clearly |
| 14:18.20 | Clord | gmt +2 |
| 14:19.05 | Clord | I mean |
| 14:19.07 | Clord | yeah |
| 14:19.08 | Clord | ^^ |
| 14:19.28 | Clord | if ti is 7pm in gmt +1 area |
| 14:19.34 | Clord | then it is 8pm here in finland as it is +2 here |
| 14:19.41 | Clord | 20:00 basically |
| 14:19.54 | Clord | 3 hours... 41 minutes |
| 14:20.01 | Clord | actually less if takes account seconds |
| 14:25.22 | JManV|Work | oh geez |
| 14:25.25 | JManV|Work | i was rounding |
| 14:25.43 | JManV|Work | :P |
| 14:26.22 | JManV|Work | i dunno about EU, but in the NA you gotta show up early cuz it fills up |
| 14:27.26 | JManV|Work | i actually think i need another NA host |
| 14:27.41 | furymonkey | what is map night? |
| 14:29.13 | MrOp | night/morning all |
| 14:29.36 | MrOp | i night full of maps |
| 14:29.52 | *** part/#sc2mapster MrOp (~MrOp@76.76.73.7) |
| 14:33.26 | JManV|Work | we try out all kinds of custom maps |
| 14:33.32 | JManV|Work | anything not on the first page |
| 14:33.51 | JManV|Work | there's a map night in EU and NA tonight |
| 14:33.54 | JManV|Work | both are streamed |
| 14:36.00 | JManV|Work | if you just want to watch, they'll be streamed to sc2mapster when they start |
| 14:36.25 | JManV|Work | if you want to play, EU map night starts in 3:20 |
| 14:36.48 | JManV|Work | NA map night is like 10 hours from now |
| 14:38.20 | sjkoe | Man, this site is so pretty. Actually, it's not but I'm proud of it |
| 14:38.55 | JManV|Work | still hiding shawn? |
| 14:39.04 | sjkoe | nah. |
| 14:39.05 | JManV|Work | i think someone talked to op |
| 14:39.12 | JManV|Work | cuz he's been laying off me, too |
| 14:39.22 | Shawn|Rawr | Weird |
| 14:39.26 | JManV|Work | i had to keep telling him to ask me questions in channel |
| 14:39.35 | JManV|Work | "i'm not the only one that can help you, dude" |
| 14:40.05 | furymonkey | sounds cool |
| 14:40.16 | JManV|Work | when what i was thinking was "just let me work on my f-ing map, man" |
| 14:40.44 | JManV|Work | he seems to forget that we're all working on maps, too, and he can't suck up hours of our time at once |
| 14:40.47 | Shawn|Rawr | I'm at about T - 8 hours |
| 14:40.59 | JManV|Work | for? |
| 14:41.03 | Shawn|Rawr | GF |
| 14:41.14 | Shawn|Rawr | Though she did apologize for being a bitch for the last week |
| 14:41.40 | Shawn|Rawr | I'm paraphrasing |
| 14:42.13 | Tobin | how many people showed up to the last map night (us)? |
| 14:42.22 | Tobin | (NA)* |
| 14:44.11 | JManV|Work | a lot |
| 14:44.21 | furymonkey | http://multimedia.ekstrabladet.dk/archive/00642/eksplosionJAPAN-QUA_642954o.jpg |
| 14:44.23 | JManV|Work | there were like 15+ people in channel at any given time |
| 14:44.28 | furymonkey | chemical factory explosion at japan |
| 14:44.35 | furymonkey | caused by fire, that is one huge fire ball |
| 14:44.38 | JManV|Work | a lot of them were playing side games tho |
| 14:45.47 | JManV|Work | but we stayed full and didn't have much trouble finding more ppl for games |
| 14:49.48 | furymonkey | so many earthquakes is happening |
| 14:49.54 | furymonkey | i wonder if i will finish my map before world ends |
| 14:50.15 | Shawn|Rawr | >.> |
| 14:51.24 | furymonkey | earth is beta testing 2012 |
| 14:57.07 | Shawn|Rawr | Hehe. html and css combine by the power of my fingertips! |
| 14:57.09 | Shawn|Rawr | :D |
| 14:57.34 | Shawn|Rawr | is having fun |
| 14:58.55 | Shawn|Rawr | Just need some more graphics |
| 14:59.02 | Shawn|Rawr | And I'll be set |
| 15:00.43 | *** join/#sc2mapster Skizot (~skizot@pool-71-101-93-249.tampfl.dsl-w.verizon.net) |
| 15:02.28 | Hati | Shawn|Rawr: no |
| 15:04.28 | *** join/#sc2mapster sjkoe (~chatzilla@ip70-189-159-47.lv.lv.cox.net) |
| 15:07.47 | *** join/#sc2mapster aussie123 (~aaa@202.174.35.5) |
| 15:08.10 | aussie123 | japans rockn harder than kiss |
| 15:10.25 | Hati | not funny :/ |
| 15:11.15 | aussie123 | ok, japans rockn harder than yo mama |
| 15:17.14 | *** join/#sc2mapster Zoxc (Zoxc@ti0128a380-dhcp0824.bb.online.no) |
| 15:27.18 | *** join/#sc2mapster wOlfLinG (~wOlfLinG@cpc3-nrte21-2-0-cust330.8-4.cable.virginmedia.com) |
| 15:30.17 | *** join/#sc2mapster Twiner|home (~Twiner@c-98-229-148-216.hsd1.nh.comcast.net) |
| 16:25.18 | *** join/#sc2mapster wOlfLinG (~wOlfLinG@cpc3-nrte21-2-0-cust330.8-4.cable.virginmedia.com) |
| 16:25.59 | *** join/#sc2mapster Ingela (~Ingela@90-230-170-118-no35.tbcn.telia.com) |
| 16:26.09 | Clord | resurrection spell for chat channel |
| 16:26.13 | Clord | or whatever |
| 16:29.59 | Clord | damn |
| 16:30.01 | Clord | it missed ^^ |
| 16:30.07 | Clord | :) |
| 16:31.19 | Hati | rise and slaughter them all |
| 16:31.53 | JManV|Work | heh |
| 16:31.56 | *** join/#sc2mapster cintiq_ (~cintiq@219-90-178-46.ip.adam.com.au) |
| 16:32.12 | Clord | lol |
| 16:32.14 | JManV|Work | wise fwom your gwave! |
| 16:37.01 | *** join/#sc2mapster Cintiq (~cintiq@219-90-178-46.ip.adam.com.au) |
| 16:38.34 | *** join/#sc2mapster Sixen (~Kevin@149.169.213.50) |
| 16:38.34 | *** mode/#sc2mapster [+o Sixen] by ChanServ |
| 16:41.37 | Clord | mind.. blown... http://www.dukenukemforever.com |
| 16:41.38 | Clord | XD |
| 16:41.40 | Clord | new frontpage |
| 16:41.42 | Clord | and holy hell |
| 16:41.48 | Clord | I thought square enix does best ones ;) |
| 16:49.21 | *** join/#sc2mapster Cheekything (~Cheekythi@host86-160-138-134.range86-160.btcentralplus.com) |
| 16:49.29 | *** join/#sc2mapster Buze (~BubuzePow@roe35-1-78-231-170-70.fbx.proxad.net) |
| 16:53.53 | Hati | hmm |
| 16:54.11 | Hati | 35 hours of video are uploaded per hour to youtube :o |
| 16:58.13 | *** join/#sc2mapster Skizot (~skizot@pool-71-101-93-249.tampfl.dsl-w.verizon.net) |
| 16:59.38 | Zoxc | sees a standard logo and a silly age thing |
| 17:04.17 | *** join/#sc2mapster Skizot (~skizot@pool-71-101-93-249.tampfl.dsl-w.verizon.net) |
| 17:08.35 | Tobin | How do i make terrazine show up next to resources? |
| 17:16.15 | Clord | well |
| 17:16.17 | Clord | in data editor |
| 17:16.19 | Clord | go under races |
| 17:16.23 | Clord | and give each race terrazine |
| 17:16.26 | Clord | as displayed resource |
| 17:16.29 | Clord | but |
| 17:16.42 | Clord | if you don't change default UI further via some notepad or something |
| 17:16.49 | Clord | your food display is goner |
| 17:17.04 | Tobin | thats fine, my map doesnt use it |
| 17:17.16 | Tobin | thanks |
| 17:21.12 | Tobin | How do i increase damage by a % with a buff? |
| 17:29.37 | *** join/#sc2mapster Zoxc- (Zoxc@ti0128a380-dhcp0824.bb.online.no) |
| 17:36.14 | *** join/#sc2mapster ckknight (~kvirc@WoWUIDev/WoWAce/CurseStaff/CurseForge/ckknight) |
| 17:36.14 | *** mode/#sc2mapster [+o ckknight] by ChanServ |
| 18:03.00 | Tobin | How do i multiply unit damage through attributes? |
| 18:03.21 | Tobin | II cant find the field for it. |
| 18:07.03 | Tobin | Clord |
| 18:24.35 | *** join/#sc2mapster MaxMode (~Adium@ip184-187-175-87.sb.sd.cox.net) |
| 18:26.31 | JademusSreg | I awaken. |
| 18:31.29 | Hati | JademusSreg: morning |
| 18:32.42 | JademusSreg | What's up? |
| 18:35.51 | Clord | Tobin............................................. |
| 18:35.58 | Clord | you do it via fraction increase |
| 18:36.00 | Clord | in buffs |
| 18:36.10 | Clord | like put fraction of "1" and that is +100% damage |
| 18:37.25 | *** join/#sc2mapster Sixen (~Kevin@149-169-250-35.nat.asu.edu) |
| 18:37.25 | *** mode/#sc2mapster [+o Sixen] by ChanServ |
| 18:44.19 | *** join/#sc2mapster Tobin (45497832@gateway/web/freenode/ip.69.73.120.50) |
| 18:44.24 | Bounty | Japan = another reason to look at 2012 and go... "Hmmm, i wonder" |
| 18:44.28 | Bounty | >< |
| 18:46.02 | Tobin | How do i multiply unit damage through attribute? |
| 18:46.13 | Hati | Behaviour Combat - Damage Fraction |
| 18:46.29 | Hati | so same way as with a simple Behaviour |
| 18:46.55 | *** join/#sc2mapster wOlfLinG (~wOlfLinG@cpc3-nrte21-2-0-cust330.8-4.cable.virginmedia.com) |
| 18:48.13 | ckknight | Bounty: no. |
| 18:48.17 | Tobin | damage deal fraction's tooltip says damage dealt based on the maximum # of hit points of unit being attacked... |
| 18:48.27 | ckknight | Bounty: natural disasters have been occurring throughout the entire history of mankind. |
| 18:48.42 | Bounty | Yeah but its like every 3 months now |
| 18:48.49 | ckknight | because you get news about it |
| 18:49.12 | ckknight | if this were the early 1900s, we wouldn't know, care, or get any real news about it. |
| 18:49.25 | Bounty | I dont remember anything like this in the 90's lol |
| 18:49.36 | Tobin | 1900's* |
| 18:49.36 | ckknight | because the news stations have changed their styling. |
| 18:49.43 | ckknight | since even the 90s. |
| 18:50.05 | ckknight | I think 9/11 was a big turning point |
| 18:50.11 | ckknight | everything has been a catastrophe since then |
| 18:50.18 | ckknight | news-wise |
| 18:50.32 | Bounty | *shrug* i just thought it was wierd every 2 hours another major area gets leveled by an earthquake lol |
| 18:50.41 | Bounty | i guess that makes sense |
| 18:51.02 | Bounty | They saw the 9/11 ratings and thought hey, lets stick to that? |
| 18:51.20 | ckknight | likely, but I'm not part of the news conglomorate, so I'm just speculating |
| 18:51.31 | Bounty | it would make sense |
| 18:51.42 | Tobin | Freakin wrong tool tip had me screwing around for 30 minutes... |
| 18:52.05 | Bounty | Everyone has alittle bit of a "George Carlin" mentalityin them |
| 18:52.21 | Bounty | In that they like watching catastrophe |
| 18:56.00 | Bounty | lol wtf |
| 18:56.07 | Bounty | all of Skittles spells are triggers? |
| 18:56.13 | Bounty | for his Diablo Hero Siege map |
| 18:58.33 | *** join/#sc2mapster Nesetalis (~demonic@static-71-176-215-186.rcmdva.fios.verizon.net) |
| 19:00.08 | JademusSreg | I concur with ck. |
| 19:00.56 | *** join/#sc2mapster MaxMode (~Adium@169-231-104-255.wireless.ucsb.edu) |
| 19:00.58 | JademusSreg | Also, Twisted Shadow Planet looks neat. |
| 19:01.09 | ckknight | JademusSreg: oh no, shark attack! |
| 19:02.24 | JademusSreg | Oh no, the hidden dangers of green technology! Stay tuned for news at 11. |
| 19:03.01 | ckknight | Is it wrong to have sex with a horse? Our investigators will take you through the process after this break. |
| 19:03.09 | JademusSreg | Hahaha |
| 19:03.25 | JademusSreg | Horsecockalypse 2012 |
| 19:03.45 | JademusSreg | Better watch out, guys; the hippies warned us about this! |
| 19:04.36 | ckknight | What's it like to live life as an African-American? Our investigators will put on black-face and roam the ghettos to find out. |
| 19:05.12 | JademusSreg | That report will conclude the African Americans are extraordinarily violent toward people wearing black face. |
| 19:05.36 | JademusSreg | Shocking stuff. |
| 19:06.04 | JademusSreg | http://www.youtube.com/watch?v=1f-ul5QV3S0&feature |
| 19:06.08 | JademusSreg | http://www.youtube.com/watch?v=1f-ul5QV3S0 |
| 19:06.10 | JademusSreg | Heh. |
| 19:13.11 | Bounty | Someone to make this in SC2 |
| 19:13.12 | Bounty | http://www.youtube.com/watch?v=LOEF6-BkBaI&feature=related |
| 19:13.31 | Bounty | just have the entire map be that |
| 19:13.32 | Bounty | lol |
| 19:14.21 | JademusSreg | I disagree. Copying other media like that is tapping a keg of rich despair. |
| 19:14.45 | Bounty | your telling me if someone made that in sc2 u wouldnt think it was cool |
| 19:14.54 | Bounty | nothing to do with be creative, just cool |
| 19:15.58 | JademusSreg | I can judge the technical aspects of the things independently of the imaginative, creative aspects. But a well executed turd is still just a turd. |
| 19:16.25 | Bounty | how would that be a turd though? |
| 19:16.50 | Bounty | having combat like that in sc2 would be amazinfg |
| 19:17.35 | *** join/#sc2mapster Nesetalis (~demonic@static-71-176-215-186.rcmdva.fios.verizon.net) |
| 19:18.02 | JademusSreg | It's not apparent to me how "combat like that" handles. It might be slick and crunchy, but there's no way to know that without playing the game. =D |
| 19:18.24 | Bounty | yeah thats what im saying though |
| 19:18.30 | Bounty | someone should make it just like that |
| 19:18.32 | JademusSreg | If you mean combat of a cinematic quality, that's just kinda weird to me. |
| 19:18.32 | Bounty | =P |
| 19:18.57 | Bounty | ur wierd sometimes ;) |
| 19:19.09 | JademusSreg | Some games walk the line and do it pretty well, games like God of War where you have epic boss sequences and shit. |
| 19:19.19 | Bounty | combat of a "cinematic quality" is wierd to u? |
| 19:19.34 | Bounty | yeah |
| 19:19.41 | Bounty | exactly, thats cinematic quality |
| 19:20.12 | Bounty | neways |
| 19:20.18 | Bounty | ive been thinking |
| 19:20.18 | JademusSreg | I admit I just don't like the pretense of making a game like a movie, unless its satirical of the pretense. |
| 19:20.32 | Bounty | how the hell am i going to keep track of what position everyone is in on my racing map? |
| 19:20.44 | JademusSreg | UnitGetPosition |
| 19:20.47 | Bounty | i mean ive thought of a few ways but they dont seem very good |
| 19:20.48 | JademusSreg | =D |
| 19:20.58 | Bounty | there is an action for that? |
| 19:21.05 | JademusSreg | Yeah, it returns a point. |
| 19:21.41 | Bounty | ok but then how would i determined if hes in first or last OR if he didnt turn around and is riding the course backwards |
| 19:21.42 | Bounty | lol |
| 19:22.16 | *** join/#sc2mapster wOlfLinG (~wOlfLinG@cpc3-nrte21-2-0-cust330.8-4.cable.virginmedia.com) |
| 19:22.16 | JademusSreg | Oh. I see. That sounds like a fun thing to program. |
| 19:22.21 | Bounty | yeah |
| 19:22.22 | Bounty | i mean |
| 19:22.26 | Bounty | my method would work but |
| 19:22.31 | Bounty | its sloppy |
| 19:23.29 | JademusSreg | Think about how you would do it on a straight track, first, without using regions along the track. |
| 19:23.40 | Bounty | i was going to use points |
| 19:23.51 | Bounty | and when u enter a range of that point |
| 19:23.55 | Bounty | it sets that as ur checkpoint |
| 19:24.05 | Bounty | then it sets the next checkpoint as ur destination |
| 19:24.52 | JademusSreg | But then the accuracy of place tracking correlates positively to the number of points. |
| 19:25.35 | Bounty | thats what i meant when i said it would be sloppy |
| 19:25.41 | Bounty | i would have to use a bunch of triggers |
| 19:25.51 | Bounty | to determine who was the first, second third etc to hit each point |
| 19:26.08 | Bounty | btw, those points would also be ur respawn point |
| 19:26.17 | JademusSreg | bbl, yard work |
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| 20:03.14 | *** part/#sc2mapster Sixen (~Kevin@149-169-250-35.nat.asu.edu) |
| 20:14.02 | *** join/#sc2mapster MaxMode (~Adium@169-231-98-233.wireless.ucsb.edu) |
| 20:18.55 | JManV|Work | no EU stream? |
| 20:20.51 | JManV|Work | so hows the shooter engine coming, jademus? |
| 20:22.52 | JManV|Work | nvm |
| 20:23.15 | Motive | Map night tonight :D |
| 20:24.48 | Bounty | So, designing a racing track around vehicles that go insane speeds is alot harder then i thought lol |
| 20:25.00 | Bounty | 256x256 isnt big enough :) |
| 20:25.44 | JManV|Work | indeed |
| 20:25.52 | JManV|Work | map night in 4 1/2 hours |
| 20:26.04 | JManV|Work | make them really small bounty? |
| 20:26.08 | JManV|Work | and zoom in? |
| 20:26.13 | Bounty | meh |
| 20:26.17 | Bounty | its not that |
| 20:26.23 | Bounty | i just mean coming up with ideas |
| 20:26.27 | Bounty | bc it cant be flat |
| 20:26.35 | Bounty | so far the coolest thing i have is you ride on the walls lol |
| 20:26.53 | Bounty | like, half pipe things |
| 20:27.29 | Bounty | and appearance wise, it seems that what looks like shit in the editor terrain wise looks great when your flying through it |
| 20:27.58 | Shawn|Rawr | lol. have them crash into cos, of course |
| 20:28.02 | Shawn|Rawr | cows* |
| 20:28.06 | Bounty | lol |
| 20:28.10 | Bounty | psh, this isnt sc rally :) |
| 20:28.13 | Motive | what'll make it is a car physics simulator :P |
| 20:28.17 | Bounty | this is more of an F-Zero type racer |
| 20:28.23 | Bounty | well |
| 20:28.28 | Bounty | this has physics |
| 20:28.35 | Motive | can I do the PIT maneuver on the car in front of me? |
| 20:28.41 | Bounty | custom accelerate/decelerate system |
| 20:28.49 | Bounty | and |
| 20:29.00 | Bounty | when you turn, your car will turn sharper the longer u are turning |
| 20:29.08 | Bounty | which allows u to drift if u let go of the throttle |
| 20:29.09 | Bounty | :) |
| 20:29.12 | Motive | but what about the pit maneuver?! |
| 20:29.21 | Bounty | whats that |
| 20:29.35 | Motive | http://en.wikipedia.org/wiki/PIT_maneuver |
| 20:30.07 | Bounty | oh u mean hit them from the rear side? |
| 20:30.13 | Motive | no |
| 20:30.15 | Motive | look at this picture |
| 20:30.16 | Bounty | there is collision |
| 20:30.21 | Motive | http://upload.wikimedia.org/wikipedia/en/c/c0/Pit_maneuver.svg |
| 20:30.43 | Motive | the rear-left tire loses traction from the pushing, so the car veers left and does a circle around the police car |
| 20:30.56 | Bounty | ah |
| 20:31.07 | Bounty | well my original collision system allowed that |
| 20:31.13 | Bounty | like if u hit someone from the back left |
| 20:31.16 | Bounty | it would spin them |
| 20:31.21 | Motive | cool |
| 20:31.23 | Bounty | but it doesnt work |
| 20:31.26 | Motive | :( |
| 20:31.28 | Bounty | when the other car is actually moving lol |
| 20:31.37 | Bounty | like it move sthem but it wont spin them |
| 20:31.40 | Motive | :( |
| 20:31.47 | Bounty | but |
| 20:31.59 | Bounty | what you get instead of vehicle collision and track walls that wtf pwn |
| 20:32.00 | Motive | iirc the way to do it right is to give each wheel it's own force parameters |
| 20:32.02 | Bounty | =P |
| 20:32.06 | Motive | and friction |
| 20:32.13 | Bounty | there are no wheels |
| 20:32.22 | Bounty | its an F-Zero type racer lol |
| 20:32.29 | Motive | oh |
| 20:32.29 | Motive | ok |
| 20:32.30 | Motive | LOL |
| 20:32.32 | Bounty | like |
| 20:32.35 | Bounty | your hauling ass |
| 20:32.40 | Bounty | on a floating vehicle |
| 20:33.01 | Bounty | the turning mechanics work pretty well according to Jademus |
| 20:33.18 | Motive | ok |
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| 20:43.30 | JademusSreg | Haha. |
| 20:45.59 | JademusSreg | Bounty is doing really well at faking the physics. I'd still like him to do physics calculations, but it plays pretty well without. |
| 20:47.27 | *** join/#sc2mapster wOlfLinG (~wOlfLinG@cpc3-nrte21-2-0-cust330.8-4.cable.virginmedia.com) |
| 20:52.16 | *** join/#sc2mapster poiuy_qwert (~poiuy_qwe@unaffiliated/poiuy-qwert/x-0506151) |
| 20:58.09 | *** join/#sc2mapster ThunderLord (60e2f012@gateway/web/freenode/ip.96.226.240.18) |
| 21:00.07 | JManV|Work | how's the shooter engine coming, jademus? |
| 21:07.06 | Shawn|Rawr | Am I really expected to be able to find/make graphics for websites that i make? |
| 21:07.10 | Shawn|Rawr | >.> |
| 21:07.19 | Shawn|Rawr | That seems like a lot of work |
| 21:08.39 | Skittles | mm |
| 21:09.13 | JManV|Work | it depends |
| 21:09.38 | Skittles | same time jmanv? 8 east |
| 21:09.40 | Wihl | Shawn|Rawr - vecteezy.com -> open it in photoshop and write on it using times new roman -> Success |
| 21:11.02 | Shawn|Rawr | That's one problem taken care of |
| 21:11.13 | Shawn|Rawr | they might still want MOAR |
| 21:11.19 | Shawn|Rawr | But i can make the simple stuff i think |
| 21:27.32 | ThunderLord | is it possible for me to simoltaniously run 2 copys of the editor and copy paste stuf between 2 maps? |
| 21:28.03 | Motive | Don't think you can run two at once |
| 21:28.06 | Motive | but you can copy and paste using the "Window" menu |
| 21:28.59 | ThunderLord | k |
| 21:29.11 | ThunderLord | but what if |
| 21:29.13 | ThunderLord | im so awesome |
| 21:29.17 | ThunderLord | that i can built 2 maps |
| 21:29.18 | ThunderLord | at once |
| 21:29.46 | Motive | so? |
| 21:30.07 | ThunderLord | so i need to run 2 editors |
| 21:30.47 | Motive | good luck with that then |
| 21:30.55 | ThunderLord | )= |
| 21:31.03 | ThunderLord | lol |
| 21:31.14 | Shawn|Rawr | Just switch using the window menu.. |
| 21:31.20 | Motive | ^ |
| 21:31.27 | ThunderLord | the computer cannot handle it! |
| 21:31.30 | *** join/#sc2mapster Shadow_Killer (tekoppar@c-b286e455.45-2102-74657210.cust.bredbandsbolaget.se) |
| 21:31.37 | Shawn|Rawr | Besides, the more projects you do at once, the less likely you'll finish any of them, especially if they're big ones |
| 21:31.47 | ThunderLord | yeah /= |
| 21:32.08 | ThunderLord | thats why i abandoned all my reasonable projects for this one that i will never get close to finishing! |
| 21:32.29 | Shawn|Rawr | if you're copying data, you should be using xml anyway |
| 21:33.11 | ThunderLord | well, turns out i was just being stupid, i didnt need to copt data |
| 21:33.17 | Motive | o_O |
| 21:33.23 | Shawn|Rawr | Problem solved, tehn |
| 21:33.26 | Shawn|Rawr | then* |
| 21:33.45 | ThunderLord | i was making an inventory and i couldent figure out why it wouldent work so i tried to copy it from my other map, but then i rememberd i have a trigger that intercepts all smart commands |
| 21:33.56 | *** join/#sc2mapster LordAbyss (~Christoph@ip72-201-114-36.ph.ph.cox.net) |
| 21:43.00 | ThunderLord | This is a streach, but does anyone know of a way to check IN THE LOBBY if a player has played the game before? like when a player joins the lobby the other players can see how much experience that player has? and to take it a step further, i want to restrict the lobby categorys to not allow unexperienced players to play on the more difficult levels |
| 21:44.45 | ThunderLord | like check banks |
| 21:44.57 | ThunderLord | pre-game |
| 21:45.12 | ThunderLord | maybe? |
| 21:45.30 | Shawn|Rawr | Not a chance |
| 21:45.42 | ThunderLord | D= |
| 21:45.50 | Shawn|Rawr | We have very little control over the lobby |
| 21:46.01 | Shawn|Rawr | If it's not in game variants, you can't control it |
| 21:46.38 | ThunderLord | wth not! |
| 21:46.48 | ThunderLord | i want to keep out the Noobs! |
| 21:52.15 | *** join/#sc2mapster Dryeyece (4252093b@gateway/web/freenode/ip.66.82.9.59) |
| 21:52.59 | Shawn|Rawr | Banning people from your game is also impossible |
| 21:53.03 | Shawn|Rawr | :) |
| 21:53.37 | Skittles | lol |
| 21:54.00 | Skittles | 8.9 earthquake hit japan last night. XD |
| 21:54.16 | *** join/#sc2mapster ckknight (~kvirc@WoWUIDev/WoWAce/CurseStaff/CurseForge/ckknight) |
| 21:54.16 | *** mode/#sc2mapster [+o ckknight] by ChanServ |
| 21:54.53 | Shawn|Rawr | how many casualties? |
| 21:55.16 | Deaod | few compared to the magnitude of the earthquake |
| 21:57.06 | Shawn|Rawr | This means US gets to send billions of dollars to help them. |
| 21:57.11 | Shawn|Rawr | hoary.... |
| 21:57.15 | Shawn|Rawr | hooray*... |
| 21:57.19 | Skittles | like 20 last I heard, but that way like 12 hours ago |
| 21:57.26 | Skittles | and that was b4 the tsunami |
| 21:57.46 | Skittles | Yeah, exactly. |
| 21:57.54 | Skittles | But also, it was a 8.9 quake |
| 21:57.57 | Skittles | that's hella big |
| 21:57.58 | Hunter_Killers | their structures are designed to be earthquake resistant unlike most places |
| 21:58.03 | Skittles | yeah |
| 21:58.12 | Skittles | but the tsunami is suppose to hit other stuff too |
| 21:58.16 | Skittles | unprepared stuff |
| 21:58.39 | *** join/#sc2mapster LordAbyss (~Christoph@ip72-201-114-36.ph.ph.cox.net) |
| 22:01.41 | *** join/#sc2mapster ThunderLord_ (60e2f012@gateway/web/freenode/ip.96.226.240.18) |
| 22:02.28 | *** join/#sc2mapster Twiner|home (~Twiner@c-98-229-148-216.hsd1.nh.comcast.net) |
| 22:08.54 | *** join/#sc2mapster Sixen (~Sixen@173-25-23-86.client.mchsi.com) |
| 22:09.04 | *** mode/#sc2mapster [+o Sixen] by ChanServ |
| 22:10.33 | ThunderLord_ | anyone know how i can combat the deal where my map ASPLODES! when i run to many triggers at the same time? |
| 22:10.59 | ThunderLord_ | i get red text sayin to many threads, and then none of my triggers work till i restart starcraft |
| 22:20.05 | ThunderLord_ | also, how can i get the red text to just go away. let it just ignore trigger errors and not announce to the people playing the map "THUNDERLORD MADE A MISTAKE EDITING THIS TRIGGER!!!!" |
| 22:20.36 | Shawn|Rawr | Map -> options |
| 22:20.55 | ThunderLord_ | Got it! |
| 22:20.56 | ThunderLord_ | thanks |
| 22:21.02 | Shawn|Rawr | Besides, if you're sc2 is crashing, you're doing something horribly wrong |
| 22:21.09 | ThunderLord_ | no |
| 22:21.13 | ThunderLord_ | to many triggers |
| 22:21.26 | ThunderLord_ | the crashing only happins every now and then |
| 22:21.29 | ThunderLord_ | well not a crash |
| 22:21.55 | Shawn|Rawr | Too many actions/triggers -> something horribly wrong |
| 22:21.58 | ThunderLord_ | it just is like "TOO MANY TRIGGERS, SCREW YOU I QUIT!" then none of the triggers will trigger |
| 22:22.01 | Shawn|Rawr | >.> |
| 22:22.04 | ThunderLord_ | nooooo |
| 22:22.11 | ThunderLord_ | its a big map )= |
| 22:22.24 | ThunderLord_ | the kind of map i deliver |
| 22:22.29 | ThunderLord_ | requires alotta triggers |
| 22:22.34 | Shawn|Rawr | I've made a big map, but you go what you want. I quit |
| 22:23.27 | Motive | Too many threads means you programmed it wrong |
| 22:23.36 | ThunderLord_ | noo |
| 22:23.37 | Motive | threads != triggers |
| 22:23.38 | ThunderLord_ | i didnt |
| 22:23.41 | Motive | yes you did |
| 22:23.45 | ThunderLord_ | no |
| 22:23.46 | ThunderLord_ | its just |
| 22:23.52 | ThunderLord_ | an advansed system |
| 22:24.02 | Shawn|Rawr | you cant even spell advanced |
| 22:24.02 | Motive | it means you're blocking execution in some thread by either explicitly starting a new thread and waiting on it, or using a Wait event |
| 22:24.04 | ThunderLord_ | no lag WASD |
| 22:24.05 | Motive | and multiply that times 4096 |
| 22:24.09 | Motive | yeah |
| 22:24.19 | Motive | your advanced system doesn't work. -.- |
| 22:24.24 | ThunderLord_ | it does |
| 22:24.28 | ThunderLord_ | until it just flips out |
| 22:24.29 | Motive | no you just said it breaks |
| 22:24.31 | Shawn|Rawr | no lag wasd has been done with 2 triggers |
| 22:24.33 | Shawn|Rawr | >.> |
| 22:24.43 | ThunderLord_ | not like mine |
| 22:24.44 | ThunderLord_ | its not |
| 22:24.50 | ThunderLord_ | wana me explane? |
| 22:24.54 | Motive | complicated != advanced |
| 22:24.55 | Shawn|Rawr | Right, because yours is bloated and overcomplicated |
| 22:25.07 | ThunderLord_ | NOOOOO |
| 22:25.11 | ThunderLord_ | serious |
| 22:25.15 | ThunderLord_ | its really cool actually |
| 22:25.26 | Motive | SC2's "too many threads" means you have a fundamental problem in your code's programming |
| 22:25.28 | Shawn|Rawr | It's not the best system, but go ahead |
| 22:25.49 | ThunderLord_ | have you seen the data based movement? |
| 22:25.56 | Motive | yes |
| 22:26.01 | ThunderLord_ | and have you seen the regular trigger movement? |
| 22:26.01 | Motive | yes |
| 22:26.02 | ThunderLord_ | okay good |
| 22:26.04 | ThunderLord_ | so |
| 22:26.06 | ThunderLord_ | the idea of it |
| 22:26.08 | ThunderLord_ | is when you have the unit selected |
| 22:26.15 | ThunderLord_ | you have the abilitys on hotkeys |
| 22:26.21 | ThunderLord_ | just like the data system |
| 22:26.30 | ThunderLord_ | but the problem that i have compinsated for is |
| 22:26.36 | ThunderLord_ | 8 direction movement |
| 22:26.45 | ThunderLord_ | and stoping when the key is unpress |
| 22:26.53 | Motive | 8 direction movement is easy when you use a movement vector rather than hardcoding it |
| 22:26.57 | Motive | its been done to death |
| 22:27.10 | ThunderLord_ | when you press down W, it runs the W ability |
| 22:27.18 | ThunderLord_ | and that W ability is tied to a trigger |
| 22:27.31 | ThunderLord_ | first it sets the W var to 1 |
| 22:27.32 | Motive | it runs the W ability after 125ms, which calls the trigger, yes |
| 22:27.35 | Motive | so just like every other system |
| 22:27.38 | Motive | it has a 125ms delay |
| 22:27.42 | Motive | because that's the game update delay |
| 22:27.52 | ThunderLord_ | then checks ASD and see if those are set up |
| 22:27.54 | ThunderLord_ | right |
| 22:27.57 | Shawn|Rawr | It's been shown that infinite while loop + booleans is the best way |
| 22:28.15 | Shawn|Rawr | >.> |
| 22:28.21 | ThunderLord_ | the event "key pressed" |
| 22:28.23 | ThunderLord_ | is super laggy |
| 22:28.33 | Motive | no it'd 125ms laggy |
| 22:28.38 | Motive | just like everything else |
| 22:28.45 | ThunderLord_ | not an ability execution |
| 22:28.58 | Motive | ability execution is 125ms laggy, too, if ordered from the client, like you're saying it is |
| 22:29.00 | ThunderLord_ | thats the whole point |
| 22:29.06 | ThunderLord_ | that why people have gone to data |
| 22:29.10 | Motive | data is 125ms laggy... |
| 22:29.25 | Motive | the difference between data and trigger is this |
| 22:29.26 | ThunderLord_ | no, the Key pressed is more laggy than data |
| 22:29.28 | Motive | data you send "W" |
| 22:29.31 | Motive | trigger you send |
| 22:29.37 | Motive | "WaawdjawiodwaCTRLwhatever" |
| 22:29.44 | Motive | and on a broadband connection in a developed country there won't be a difference |
| 22:29.45 | ThunderLord_ | have you made a WASD? |
| 22:29.53 | Motive | yes |
| 22:30.09 | ThunderLord_ | and you know that the "Event Key pressed" is ultra lagy? |
| 22:30.12 | Motive | the only difference is trigger Key events send extra data |
| 22:30.15 | Motive | it's not "ultra laggy" |
| 22:30.17 | Motive | everything is 125ms laggy |
| 22:30.20 | Motive | everything. |
| 22:30.33 | Motive | from the time I press "A" to the time the event is fired will be 125ms. |
| 22:30.53 | ThunderLord_ | no its not, For some reason, the trigger event for Key pressed takes awhile to respond, idk why blizz cannot fix |
| 22:30.54 | JademusSreg | Yup. Pretty sad. |
| 22:31.02 | Motive | yes it is |
| 22:31.11 | ThunderLord_ | but when you press a hotkey for an ability |
| 22:31.17 | ThunderLord_ | that ability executs WAYYY faster |
| 22:31.26 | ThunderLord_ | right? |
| 22:31.31 | Motive | When you press an ability's hotkey, or an ability, the message is sent to the other clients saying player X wants to press ability Y on unit Z |
| 22:31.36 | Motive | and 125ms later that's part of the shared gamestate |
| 22:31.37 | Motive | and it happens |
| 22:31.39 | Motive | 125ms. again. |
| 22:31.47 | JademusSreg | The lack of support for modding undercuts the viability of the marketplace as a profitable feature. |
| 22:31.55 | *** join/#sc2mapster grim001 (~chatzilla@c-69-246-170-145.hsd1.fl.comcast.net) |
| 22:32.04 | grim001 | .... |
| 22:32.06 | JademusSreg | Hi grim. |
| 22:32.09 | Motive | grim :D |
| 22:32.21 | grim001 | hi |
| 22:32.56 | grim001 | anyone done topological sorting before? |
| 22:32.56 | JademusSreg | "lagless wasd" makes me laugh every time I see it. |
| 22:33.03 | Motive | ^ |
| 22:33.17 | Motive | anyone who claims to have "lagless wasd" doesn't understand how SC2 works |
| 22:33.29 | JademusSreg | I've not done topological sorting before, grim. Sorry. |
| 22:33.31 | ThunderLord_ | not lagless |
| 22:33.39 | ThunderLord_ | you have me all workied up motive lol |
| 22:33.41 | ThunderLord_ | lemme show you |
| 22:33.43 | ThunderLord_ | hang on |
| 22:33.50 | ThunderLord_ | <---is making a demonstration |
| 22:33.50 | Motive | :/ |
| 22:33.55 | JademusSreg | In fact, I can't linger. I've got cabinetry to work on at the moment. |
| 22:34.03 | Motive | Lol. Have fun with that, Jademus. :P |
| 22:34.15 | ThunderLord_ | Motive dotn go anywhere |
| 22:34.18 | grim001 | As soon as I manage to implement a topsort algorithm, requirements will be done and working. |
| 22:34.22 | ThunderLord_ | cuz this is actually really interesting |
| 22:34.41 | JademusSreg | I enjoy carpentry. It has a meditative quality to it. |
| 22:35.04 | JademusSreg | I'll be back whenever. |
| 22:35.16 | ThunderLord_ | and my WASD is not "Lagless" of corse but it is MUCH faster than the conventional method, but i did look over it and i could probably clean up my tirggers |
| 22:35.19 | grim001 | cya |
| 22:35.34 | Motive | it can't be |
| 22:35.41 | Motive | every method has the same delays, except for a few bad ones that have more delays |
| 22:35.52 | Motive | it's been done to death. there's no way to make it "ultra more responsive" or anything |
| 22:36.08 | ThunderLord_ | NU UHH!!! |
| 22:36.09 | ThunderLord_ | lol |
| 22:36.11 | ThunderLord_ | hang on |
| 22:39.17 | Shawn|Rawr | So you're using an ability that fires trigger, ya? |
| 22:39.27 | ThunderLord_ | in a way |
| 22:39.35 | Motive | it's a yes/no question |
| 22:39.42 | ThunderLord_ | basicly the ability starts the movement |
| 22:39.46 | Motive | yes |
| 22:39.49 | ThunderLord_ | Boom, press W, ability gives move |
| 22:39.50 | Motive | so your trigger looks like |
| 22:39.50 | ThunderLord_ | then |
| 22:40.02 | ThunderLord_ | the actually trigger based part kicks in |
| 22:40.04 | Shawn|Rawr | Is the Event "Unit Uses Ability" |
| 22:40.05 | Motive | "Any unit uses ability Move Forward" |
| 22:40.13 | Motive | That event, like "A player presses key" has a 125ms delay |
| 22:40.23 | Motive | (As long as it's ordered by the client, which it is) |
| 22:40.24 | Shawn|Rawr | That's not my point motive lol |
| 22:40.29 | Motive | Lol ok |
| 22:40.44 | Shawn|Rawr | The point is that when you hold down an ability hotkey, it starts to rapid fire |
| 22:40.52 | Shawn|Rawr | Hence too many threads, maybe? |
| 22:41.15 | *** join/#sc2mapster MrOp (~MrOp@76.76.73.7) |
| 22:41.21 | ThunderLord_ | that may actually be it |
| 22:41.23 | ThunderLord_ | cuz |
| 22:41.27 | ThunderLord_ | when ever you press W |
| 22:41.30 | MrOp | hi |
| 22:42.03 | ThunderLord_ | it checks for every combonation If A=1 S=0 D=0 move at 45 degress is A=0 S=0 and D=0 move 0 degress |
| 22:42.11 | ThunderLord_ | witch i can clean that up with locals |
| 22:42.13 | ThunderLord_ | but first |
| 22:42.14 | ThunderLord_ | i will |
| 22:42.16 | ThunderLord_ | demonstrate |
| 22:42.19 | Shawn|Rawr | Right, I can't be sure if that is it, but I'm trying to help you troubleshoot this |
| 22:42.29 | Shawn|Rawr | And point out fundamental errors you may have made |
| 22:42.32 | Shawn|Rawr | >.> |
| 22:43.56 | ThunderLord_ | wait |
| 22:43.59 | ThunderLord_ | are you guys US? |
| 22:44.05 | Shawn|Rawr | I am |
| 22:44.31 | *** join/#sc2mapster grim001 (~chatzilla@c-69-246-170-145.hsd1.fl.comcast.net) |
| 22:45.07 | ThunderLord_ | Motive? |
| 22:45.21 | *** join/#sc2mapster Lilianna (~Lilianna@adsl-75-15-119-194.dsl.snlo01.sbcglobal.net) |
| 22:45.42 | Dryeyece | The SC2 engine runs on a .0625 second loop does'nt it motive? |
| 22:46.17 | Shawn|Rawr | I think so lol |
| 22:46.27 | Dryeyece | I am like 90pct sure it does |
| 22:47.00 | Dryeyece | but thats just the trigger end of things, the information thats stored actually on blizzards server and not your local computer, and the data end of it is the stuff on your local computer and that gets ran from there as well does it not? |
| 22:47.28 | *** join/#sc2mapster Skizot (~skizot@pool-71-101-93-249.tampfl.dsl-w.verizon.net) |
| 22:48.03 | *** join/#sc2mapster P_R_Deltoid (~P_R_Dontk@c-76-20-43-100.hsd1.ca.comcast.net) |
| 22:52.43 | Motive | It's 1/16th of a second, yes, iirc. |
| 22:52.50 | Motive | though from my understanding it can change depending on the game speed |
| 22:57.22 | Dryeyece | no |
| 22:57.24 | Dryeyece | not that part |
| 22:57.37 | Dryeyece | the game loop is the game loop |
| 22:57.51 | Dryeyece | on the data side its basically chekcing validators every 16th of a second |
| 22:59.13 | Dryeyece | the human eye cannot percieve faster than that is why, sort of like the frames of an animation which are usually 15 a second but that doesnt produce a real number with an end to its decimal place |
| 23:01.29 | Dryeyece | I am pretty sure the reason WASD movement or persistent keyed movement doesnt work in a game like this is because this game reconciles your units positions in 3d space on the server side and not locally |
| 23:02.12 | Motive | The reason WASD movement won't work is just the network architecture. |
| 23:02.18 | Dryeyece | games like diablo reconcile the position locally then transmit that information to the server |
| 23:02.19 | Motive | SC2 isn't like CSS. |
| 23:02.25 | Motive | Or better example, WoW |
| 23:02.44 | Motive | SC2, you tell the client to do something. it shares that with the other clients, then in 125ms or so it happens with everyone's computers at once. |
| 23:03.12 | Dryeyece | same thing you move your unit locally and then its position is transmitted to the server that way the lag is between the server knowing where you are not your somputer knowing |
| 23:03.14 | Motive | WoW, you move, it happens instantly, and sends a movement packet, the server shares it with other in-range players, but the other clients get latency compensation to predict where you are now (since their data is 100ms old) |
| 23:03.42 | Dryeyece | yeah you say it more technically competent than i do but we are saying the same thing |
| 23:03.50 | Motive | mmk |
| 23:08.57 | Dryeyece | I dont think sc2 can change it either because of the impact it would have on melee games |
| 23:09.24 | Motive | yeah it would be chaos |
| 23:09.30 | Motive | people are asking an RTS to be an FPS |
| 23:09.33 | Motive | it was never feasable |
| 23:09.34 | Dryeyece | the way it is now at any given time every unit on the map is really actually where it is and doing what it is doing |
| 23:09.58 | Dryeyece | yeah |
| 23:10.05 | Dryeyece | well it is in single player mode |
| 23:10.26 | Dryeyece | but in a multiplayer setting on a platform like this no, its not happening |
| 23:10.50 | *** join/#sc2mapster Maged (~chatzilla@74-207-56-148.nat.luther.edu) |
| 23:12.22 | ThunderLord_ | Well motive, it is not as laggy as i remember, did they fix it recently? |
| 23:12.29 | ThunderLord_ | its slightly noticeable tho |
| 23:12.35 | ThunderLord_ | i made a map that demonstrates it |
| 23:12.51 | Dryeyece | have you published it and played it via multiplayer instead of just launching the map? |
| 23:13.07 | *** join/#sc2mapster JamesObscura_ (~James@ip98-171-190-124.sb.sd.cox.net) |
| 23:13.08 | ThunderLord_ | yes |
| 23:13.17 | ThunderLord_ | thats the only way its noticeable |
| 23:13.23 | ThunderLord_ | http://forums.sc2mapster.com/resources/tutorials/10104-tutorial-lagless-wasd-system-using-data-editor/ have yous een that one? |
| 23:13.29 | Dryeyece | its gonna get worse the more players in the map |
| 23:13.43 | Dryeyece | yeah I have tried it out too |
| 23:14.04 | Dryeyece | still just as laggy as any |
| 23:14.07 | ThunderLord_ | we are talking about the data one that i made, that allows 8 direction, and faster "er" stoping |
| 23:14.10 | ThunderLord_ | what? |
| 23:14.17 | ThunderLord_ | the data fixes it doesnt it? |
| 23:14.23 | ThunderLord_ | not fix of corse |
| 23:14.24 | ThunderLord_ | but |
| 23:14.26 | ThunderLord_ | helps |
| 23:14.28 | *** join/#sc2mapster RaydenUni (~rayden@ip68-5-22-175.oc.oc.cox.net) |
| 23:14.28 | Dryeyece | no |
| 23:14.33 | Dryeyece | look above motive and I explained why |
| 23:14.46 | ThunderLord_ | i understand that |
| 23:15.29 | ThunderLord_ | basicly you press a key game regesters then Okays the key press as opposed to you pressing a key, your computer regesters and then tells the game |
| 23:15.32 | Dryeyece | its simply un-avoidable and theres no way around it because of the fundamental way in which SC2 determines the xyz location of a unit |
| 23:15.41 | Dryeyece | no thats not the problem |
| 23:15.53 | Dryeyece | see in sc2 you move a unit |
| 23:16.09 | Dryeyece | but you dont move it locally on your pc you move it on the server side of things |
| 23:16.26 | ThunderLord_ | right... |
| 23:16.31 | ThunderLord_ | thats what i said |
| 23:16.34 | Dryeyece | games like WoW and Diablo and stuff you move your unit locally |
| 23:16.45 | Dryeyece | meaning your computer knows where it is in 3d space before the server |
| 23:16.57 | Dryeyece | then it sends that info to the server to be sent to everyone else |
| 23:17.03 | ThunderLord_ | you press a ket and then the server okays it |
| 23:17.04 | Dryeyece | so in those games |
| 23:17.18 | ThunderLord_ | as opposed to it happining first on your computer |
| 23:17.24 | Dryeyece | your unit can be somewhere and everyone else doesnt see you there yet because they havent received that information |
| 23:17.41 | Dryeyece | but sc2 is opposite |
| 23:17.54 | ThunderLord_ | i understand that |
| 23:18.13 | Dryeyece | so its literally impossible to create real time persistent movement |
| 23:18.24 | ThunderLord_ | they have chenged it since the beta atleast tho |
| 23:18.34 | ThunderLord_ | because i know that the key pressed trigger event |
| 23:18.35 | ThunderLord_ | was |
| 23:18.38 | ThunderLord_ | so lagin |
| 23:18.39 | ThunderLord_ | So bad |
| 23:18.55 | Dryeyece | they have done what they can to reduce the lag but they cant make it like wow or CoD and such |
| 23:19.20 | ThunderLord_ | but the differance between using an ability and the trigger event |
| 23:19.22 | Dryeyece | they would destroy the balance to any melee game that their actual game is centered around |
| 23:19.30 | ThunderLord_ | thats what im addressing |
| 23:19.44 | Dryeyece | either one are going to be the same |
| 23:20.13 | *** join/#sc2mapster JamesObscura__ (~James@ip98-171-190-124.sb.sd.cox.net) |
| 23:20.14 | ThunderLord_ | but i KNOW there is (or was a few months ago) a differance |
| 23:20.19 | Dryeyece | it may be a little more responsive to use the data editor to persistently order the unit to move to an offset location |
| 23:20.57 | ThunderLord_ | somebody, remember all the crap witht he "key pressed" events? |
| 23:21.01 | ThunderLord_ | its like super laggy |
| 23:21.09 | ThunderLord_ | not like the regular old delay |
| 23:21.20 | Shawn|Rawr | Thunder, the new system we got recently made bounty go wtfholyshit |
| 23:21.23 | Shawn|Rawr | So it's good |
| 23:21.38 | Shawn|Rawr | :) |
| 23:21.50 | ThunderLord_ | there is a new system? |
| 23:21.58 | ThunderLord_ | and what do you mean by bounty? |
| 23:22.10 | Dryeyece | the modder his name is Bounty |
| 23:22.11 | Shawn|Rawr | I told you. An infinite while loop with booleans |
| 23:22.17 | ThunderLord_ | so they "fixed" the key pressed event |
| 23:22.52 | ThunderLord_ | as much as they could |
| 23:23.07 | *** join/#sc2mapster Rayden (~rayden@ip68-5-22-175.oc.oc.cox.net) |
| 23:23.08 | ThunderLord_ | right? someone confirm that there was a differance |
| 23:23.08 | ThunderLord_ | plz |
| 23:23.11 | ThunderLord_ | i am not crazy |
| 23:23.23 | ThunderLord_ | http://forums.sc2mapster.com/resources/tutorials/10104-tutorial-lagless-wasd-system-using-data-editor/ |
| 23:23.28 | ThunderLord_ | Fact 2!!!! |
| 23:23.32 | ThunderLord_ | FACT 2!!! |
| 23:23.38 | Shawn|Rawr | Stop that. It's pointless |
| 23:23.58 | ThunderLord_ | whats pointless? |
| 23:24.06 | ThunderLord_ | i see now that they are the same |
| 23:24.15 | ThunderLord_ | but, has it always been that way? |
| 23:24.21 | Shawn|Rawr | Bounty and FockeWulfe have looked into this shit extensively. I am telling you that the way they are using is the best way |
| 23:24.23 | *** join/#sc2mapster JamesObscura_ (~James@ip98-171-190-124.sb.sd.cox.net) |
| 23:24.27 | Shawn|Rawr | >.> |
| 23:24.59 | ThunderLord_ | i know, ive spent alot of time, countless hours, working trying to avoid the "key pressed event" lag |
| 23:25.12 | Shawn|Rawr | focke spent 7 months only working with this stuff |
| 23:25.16 | Shawn|Rawr | >.> |
| 23:25.24 | Bounty | i got my wasd lagless in about a week lol |
| 23:25.34 | Bounty | mostly bc i figured out what Fockewulf did |
| 23:25.39 | Bounty | or atleast i think its what he did |
| 23:25.42 | Bounty | but it works :) |
| 23:25.42 | ThunderLord_ | okay, i am not arguing about what is the best system now |
| 23:25.43 | Shawn|Rawr | Ya, coattails |
| 23:25.52 | ThunderLord_ | i accept your reality |
| 23:25.53 | ThunderLord_ | BUT |
| 23:26.01 | Bounty | btw |
| 23:26.03 | ThunderLord_ | I need confirmation, that before, way back when |
| 23:26.06 | Bounty | whats this discussion about? lol |
| 23:26.24 | ThunderLord_ | that the key pressed trigger event had more of a delay on it than it does now |
| 23:26.30 | ThunderLord_ | maybe it was even a beta thing |
| 23:26.32 | Bounty | i kept getting the "Someone dropped your name in IRC" beep |
| 23:26.33 | Bounty | =P |
| 23:26.44 | Bounty | nah its the same |
| 23:26.45 | Skittles | no focke spent 7 months off and on doing his map |
| 23:26.48 | Shawn|Rawr | We're talking about wasd.. can't help but mention you |
| 23:26.56 | Bounty | its the same delay it was before |
| 23:27.01 | Skittles | which he really doesn't have much even finished from what I could tell |
| 23:27.01 | Bounty | because my old wasd method... runs the same |
| 23:27.02 | Shawn|Rawr | Bounty = WASD |
| 23:27.12 | *** join/#sc2mapster RaydenUnic (~rayden@ip68-5-22-175.oc.oc.cox.net) |
| 23:27.22 | Bounty | Focke will never release anything |
| 23:27.26 | Bounty | hes like me, but worse |
| 23:27.26 | Skittles | anyway brb |
| 23:27.28 | Bounty | lol |
| 23:27.33 | *** join/#sc2mapster tordy (82f58c25@gateway/web/freenode/ip.130.245.140.37) |
| 23:27.38 | ThunderLord_ | no i am possitive that the key pressed event WAS more laggy than before |
| 23:27.40 | tordy | got a plan? |
| 23:27.53 | Bounty | well |
| 23:27.54 | tordy | were'd Stragus go |
| 23:27.57 | ThunderLord_ | like in the beta maybe? |
| 23:27.59 | Bounty | Thunderlord |
| 23:28.02 | ThunderLord_ | or before a patch? |
| 23:28.03 | ThunderLord_ | yeah? |
| 23:28.07 | Bounty | did you ever play Doodad Hunt? |
| 23:28.15 | ThunderLord_ | no... |
| 23:28.16 | ThunderLord_ | sorry |
| 23:28.19 | Bounty | ah ok nvm |
| 23:28.22 | Bounty | because i was going to say |
| 23:28.24 | Bounty | go play it again |
| 23:28.32 | Bounty | the delay is the same as it was 7 months ago |
| 23:28.33 | tordy | anyone tried ptr editor |
| 23:28.56 | ThunderLord_ | nonono |
| 23:28.58 | Shawn|Rawr | everytime i open the ptr editor, i manage to totally screw up my map lol. |
| 23:29.00 | ThunderLord_ | thunderlord is not crazy |
| 23:29.11 | Shawn|Rawr | Not a problem with the editor, but its still made me avoid it |
| 23:29.16 | ThunderLord_ | he will find proof |
| 23:29.18 | ThunderLord_ | hang on |
| 23:29.58 | *** join/#sc2mapster TeddyTeddy (~Teddy@adsl-75-26-206-129.dsl.scrm01.sbcglobal.net) |
| 23:31.27 | tordy | i love it when i make a map w/ oly 1 dependency! |
| 23:31.31 | tordy | loads so quickly |
| 23:31.52 | Shawn|Rawr | I've never been able to |
| 23:31.55 | tordy | probably dont even need any dependencies |
| 23:31.58 | tordy | bt im too lazy |
| 23:33.07 | *** join/#sc2mapster allenmelon (~amin@97-93-49-23.static.mtpk.ca.charter.com) |
| 23:36.44 | ThunderLord_ | Q. (Bibendus) - Are you going to fix the keyboard/mouse control lag? 90% of custom games are ruined by this. A. We will be improving keyboard and mouse control in a future patch, but we can't match the responsiveness of an FPS game with an authoritative server. Keyboard-based unit movement should be as responsive as issuing move orders with the mouse after these changes. |
| 23:36.47 | ThunderLord_ | the blue guy |
| 23:36.52 | ThunderLord_ | answerd the question |
| 23:36.56 | ThunderLord_ | that was long ago |
| 23:38.15 | grim001 | oh god |
| 23:38.21 | ThunderLord_ | so im thinking, they improoved it? |
| 23:38.22 | grim001 | Dryeyece |
| 23:38.51 | grim001 | First of all, the human eye can percieve well over 100 frames per second, statements to the contrary are outdated myths |
| 23:39.11 | grim001 | but for all intents and purposes you must get somewhere in the 30-40 frames per second range before it looks very smooth to most people |
| 23:39.24 | grim001 | 16 frames per second is nowhere near good enough |
| 23:39.55 | grim001 | however, if you use blended movement, the SC2 engine interpolates the position on a frame by frame basis anyway, so it is visually updating much more than 16 times per second |
| 23:40.17 | grim001 | second, the scripting engine runs at 32 updates per second on normal game speed, and up to 44.8 updates per second on faster |
| 23:40.31 | grim001 | however, you can't achieve that by using timers |
| 23:41.29 | *** join/#sc2mapster onetwo (ae070b69@gateway/web/freenode/ip.174.7.11.105) |
| 23:41.29 | *** mode/#sc2mapster [+v onetwo] by ChanServ |
| 23:41.37 | onetwo | i return... after an intense week of death haven work |
| 23:41.47 | MrOp | sup man |
| 23:41.54 | MrOp | you some how made it harder lol |
| 23:41.55 | MrOp | XD |
| 23:42.05 | tordy | wasssssup |
| 23:42.10 | onetwo | lol |
| 23:42.22 | MrOp | oh and i lost llike 400 kills |
| 23:42.24 | MrOp | :/ |
| 23:42.26 | ThunderLord_ | onetwo! you have been around SC since the beginning, you will know what im talking about, do you remember that the trigger event for "Player presses key" had a big delayon it? |
| 23:42.26 | MrOp | i think |
| 23:42.39 | onetwo | yeah thunderlord |
| 23:42.47 | onetwo | mrop: if you can confirm it i can always give you a free bank |
| 23:42.51 | grim001 | ThunderLord_, a recent patch optimized keypress events to be much faster, that is the only reason why these "lagless WASD" systems are any better than older ones, there is no way to eliminate the inherent delay |
| 23:42.51 | ThunderLord_ | did they change that to reduce the lag? |
| 23:42.56 | onetwo | but its probably unlikely that it would lose 400 randomly |
| 23:43.05 | ThunderLord_ | YES!!! |
| 23:43.08 | onetwo | neg thunderlord |
| 23:43.10 | onetwo | its not better |
| 23:43.16 | ThunderLord_ | ... |
| 23:43.17 | ThunderLord_ | what? |
| 23:43.31 | ThunderLord_ | i am sure that it is differant |
| 23:43.35 | ThunderLord_ | isnt it? |
| 23:43.46 | onetwo | give it a try |
| 23:43.49 | onetwo | youll see |
| 23:43.49 | onetwo | lol |
| 23:43.54 | ThunderLord_ | i just did |
| 23:43.56 | *** join/#sc2mapster LordAbyss (~Christoph@ip72-201-114-36.ph.ph.cox.net) |
| 23:44.00 | grim001 | first of all, the battle.net packet buffering delay was slashed from 250ms to 125ms... second, keypress events were probably handled in a way that did not make them as responsive as direct unit orders, and blizzard fixed that |
| 23:44.24 | ThunderLord_ | wasent it that, using an ability had less delay than a key pressed event? |
| 23:44.26 | JManV | yoyo |
| 23:44.27 | tordy | sixen gets mad when you mention sen |
| 23:44.34 | tordy | wasssssssssssp |
| 23:44.48 | onetwo | yeah thunderlord still like that |
| 23:44.51 | Saeris1 | zZz |
| 23:44.54 | Saeris1 | sup all |
| 23:44.57 | Shawn|Rawr | onetwo! |
| 23:44.58 | ThunderLord_ | onetwo |
| 23:45.00 | Shawn|Rawr | :D |
| 23:45.01 | ThunderLord_ | its differant |
| 23:45.04 | ThunderLord_ | i just made a test |
| 23:45.05 | ThunderLord_ | and |
| 23:45.07 | ThunderLord_ | idk |
| 23:45.08 | tordy | which patch made them more responsive? |
| 23:45.13 | ThunderLord_ | i think i am crazy |
| 23:45.17 | grim001 | the one that mentioned it in the patch notes |
| 23:45.29 | tordy | when was it |
| 23:45.33 | JManV | hard to imagine it being less responsive |
| 23:45.51 | onetwo | go ahead and respoind to key press or mouse click |
| 23:45.52 | ThunderLord_ | i made a test, 2 marines 1 has stim with a hotkey and 1 had stim without hotkey but had a trigger that issued stimpack hotkey when you press T |
| 23:45.55 | onetwo | publish it |
| 23:45.57 | onetwo | go on bnet |
| 23:45.57 | ThunderLord_ | i uploaded |
| 23:45.58 | onetwo | play it |
| 23:46.00 | onetwo | and let me know |
| 23:46.02 | ThunderLord_ | published |
| 23:46.03 | ThunderLord_ | i did |
| 23:46.05 | ThunderLord_ | you wana try it? |
| 23:46.06 | tordy | how is it |
| 23:46.11 | onetwo | i played ryan's SCU and the mouse delay on cam movement |
| 23:46.12 | onetwo | was 1.5 sec |
| 23:46.13 | ThunderLord_ | i chenged it to do movement also |
| 23:46.15 | onetwo | unbareable |
| 23:46.16 | tordy | you srs |
| 23:46.25 | Shawn|Rawr | hahaha |
| 23:46.28 | tordy | how was the wasd movement |
| 23:46.30 | ThunderLord_ | to make the marines move |
| 23:46.35 | onetwo | wasd is less noticeable |
| 23:46.36 | ThunderLord_ | it is ame |
| 23:46.47 | tordy | less than a second at least? |
| 23:46.47 | ThunderLord_ | same speed, as ability and key pressed |
| 23:46.51 | Shawn|Rawr | The mouselook is that bad huh? |
| 23:47.12 | ThunderLord_ | so, i thought they changed it |
| 23:47.15 | onetwo | mouselook is bad for sure |
| 23:47.19 | onetwo | if keys are better than great |
| 23:47.26 | onetwo | well mouselook isnt bad |
| 23:47.27 | *** join/#sc2mapster Lilianna (~Lilianna@adsl-75-15-119-194.dsl.snlo01.sbcglobal.net) |
| 23:47.29 | ThunderLord_ | ILL TRY IT! |
| 23:47.32 | onetwo | its repsonding to mouse clicked |
| 23:47.42 | onetwo | eg turn on mouse relative mode when someone presses right mouse down |
| 23:47.46 | Skittles | @.@ onetwo is on |
| 23:47.49 | onetwo | to simulate a WOW style cam |
| 23:47.52 | onetwo | Ryan was using it |
| 23:47.58 | onetwo | and i couldnt bear it |
| 23:48.02 | Shawn|Rawr | Hahah |
| 23:48.09 | ThunderLord_ | onetwo |
| 23:48.09 | Shawn|Rawr | That is horrible |
| 23:48.14 | tordy | who's ryan |
| 23:48.14 | Saeris1 | i can imagine that mouselook would be bad just because of the way SC2 is rendered |
| 23:48.15 | ThunderLord_ | i have an amazing fix for that |
| 23:48.18 | ThunderLord_ | right click |
| 23:48.20 | ThunderLord_ | but |
| 23:48.21 | onetwo | creator of controversial starcraft universe video |
| 23:48.23 | ThunderLord_ | it comes at a dier cost |
| 23:48.42 | tordy | refresh my memory |
| 23:48.45 | onetwo | blizz lawyers |
| 23:48.50 | onetwo | 200,000 views in one day |
| 23:48.50 | tordy | oh that guy |
| 23:48.51 | tordy | ok |
| 23:48.54 | ThunderLord_ | put in a trigger that intercepts smart move commands and make that set the mouse relative |
| 23:48.56 | ThunderLord_ | thats what my game does |
| 23:49.01 | ThunderLord_ | MUCH better |
| 23:49.09 | onetwo | give it a try :D |
| 23:49.12 | ThunderLord_ | (still small delay, its not WoW) |
| 23:49.40 | ThunderLord_ | but like i said it comes at a cost, you cannot right click move no more, and you must always have ur toon selected |
| 23:49.51 | Motive | need some players for phantom. |
| 23:49.57 | Motive | I'm on sc2mapster channel |
| 23:49.59 | Motive | or motive 866 |
| 23:50.00 | Motive | NA |
| 23:50.43 | ThunderLord_ | i need to find that patch note, cuz i spend around 30 hrs working on a system for WASD that was like a trigger/data hybrid to avoid relying on the |
| 23:50.52 | ThunderLord_ | key pressed event |
| 23:51.14 | ThunderLord_ | and i need to know that, atleast at that time, it was not a waist |
| 23:51.32 | Saeris1 | but yea as i was saying.... SC2 is optimized for top-down rendering, so when you put the camera parallel to the ground, it has to render way more than it was designed to handle, so it'll have tremendous lag |
| 23:51.39 | Skittles | jmanv |
| 23:51.42 | Skittles | about to start? |
| 23:51.48 | JManV | in an hour |
| 23:51.51 | onetwo | well saeris to beat that i used a mobile skybox and fog |
| 23:51.53 | onetwo | with farclip |
| 23:51.54 | onetwo | but youre right |
| 23:51.54 | Skittles | oh right |
| 23:51.55 | Skittles | haha |
| 23:52.02 | onetwo | theres no mip mapping |
| 23:52.03 | onetwo | etc |
| 23:52.07 | onetwo | for distant textures |
| 23:52.07 | Saeris1 | yea |
| 23:52.09 | Skittles | alright gonna eat then, ill metcha in 50 or so minutes i guess |
| 23:52.11 | onetwo | HL2 uses area portalling |
| 23:52.13 | onetwo | to not render behind walls |
| 23:52.18 | Saeris1 | i know |
| 23:52.25 | Saeris1 | i did TF2 develeopment for a while |
| 23:53.26 | tordy | doesnt every (good) fps engine do that |
| 23:53.40 | Saeris1 | lol, i used to be all about seeing all the neat things you could do with SC2's engine, but now I'd rather just work with the limitations than try to hack around them |
| 23:53.47 | onetwo | yeah |
| 23:53.47 | tordy | did anyone make a life of a peasant map yet |
| 23:53.53 | onetwo | i think so? |
| 23:53.56 | onetwo | harvest moon map? |
| 23:53.57 | onetwo | i dont know |
| 23:54.02 | onetwo | i may want to make one eventually |
| 23:54.06 | onetwo | aka my rpg will never be done |
| 23:54.07 | tordy | lil more than harvest moon |
| 23:54.17 | tordy | yea it would take a while to make |
| 23:54.19 | Shawn|Rawr | need help onetwo? |
| 23:54.23 | Shawn|Rawr | :D |
| 23:54.24 | tordy | gotta have lots of stuff |
| 23:54.24 | ThunderLord_ | lol, im thinking about trashing my RPG |
| 23:54.26 | Saeris1 | onetwo, i've got another great map idea i'd like to get help with =P |
| 23:54.31 | onetwo | i dont know, im at a stand still on rpg |
| 23:54.34 | onetwo | i dont know where to take it |
| 23:54.39 | onetwo | i want to do fantasy |
| 23:54.42 | ThunderLord_ | now cuz of this learning that my WASD system is not that good |
| 23:55.04 | ThunderLord_ | err, no longer better |
| 23:55.13 | tordy | will blizz delete maps for having music from other games in them |
| 23:55.13 | JManV | jademus made a good WASD that you can use |
| 23:55.22 | tordy | can i edit the music a bit to prevent it |
| 23:55.23 | Motive | JMan |
| 23:55.31 | Motive | tonight can you enter my map into the rotation for map night? |
| 23:55.34 | Motive | PhantomCraft, I'll be on :) |
| 23:55.38 | tordy | wassup jman!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
| 23:55.49 | Saeris1 | oh yea, map night |
| 23:55.50 | *** join/#sc2mapster LordAbyss (~Christoph@ip72-201-114-36.ph.ph.cox.net) |
| 23:55.56 | JManV | absolutel |
| 23:55.58 | Saeris1 | fuck, i didn't get the update to TDC done yet |
| 23:55.59 | JManV | y |
| 23:56.00 | Saeris1 | oh well |
| 23:56.00 | onetwo | ive gotta pick up on RL work atm lol |
| 23:56.01 | Saeris1 | next week |
| 23:56.03 | onetwo | too much map making |
| 23:56.06 | Sixen | werd |
| 23:56.07 | tordy | :[ |
| 23:56.12 | tordy | map making is your job! |
| 23:56.16 | onetwo | also ive sent some fbi agents to sixens house |
| 23:56.19 | onetwo | to figure out the titan logo |
| 23:56.21 | onetwo | origin |
| 23:56.21 | Sixen | :) |
| 23:56.26 | tordy | (: |
| 23:56.35 | Saeris1 | yea, about that sixen =P |
| 23:56.38 | Motive | sixen lives in the matrix |
| 23:56.43 | Sixen | Holy shit, it's Motive. |
| 23:56.44 | Sixen | He's alive. |
| 23:56.48 | Motive | I returned. |
| 23:56.50 | Motive | From death. |
| 23:56.52 | ThunderLord_ | Motive! |
| 23:56.52 | Sixen | return Motive; |
| 23:56.55 | ThunderLord_ | i found the thing |
| 23:56.59 | Motive | And with a computer that won't be stuck on Low settings. |
| 23:57.00 | Motive | Lol |
| 23:57.02 | onetwo | tthe tsunami sprung motive from the ground |
| 23:57.04 | onetwo | too soon? |
| 23:57.04 | Sixen | Yay |
| 23:57.09 | Sixen | lol 12 |
| 23:57.16 | Sixen | There was no Tsunami |
| 23:57.20 | Sixen | Godzilla has resurfaced |
| 23:57.29 | *** join/#sc2mapster Motive_ (~motive@c-68-36-169-50.hsd1.nj.comcast.net) |
| 23:57.32 | Sixen | too soon? |
| 23:57.35 | Motive_ | no |
| 23:57.36 | onetwo | lol |
| 23:57.37 | Motive_ | not too soon |
| 23:57.39 | tordy | too late |
| 23:58.05 | onetwo | i had to laugh though looking at footage of japanese newsroom during quake, all standing looking around. In vancouver since were on a big faultline, they teach us to go under desk/doorway asap |
| 23:58.08 | onetwo | meanwhile japanese |
| 23:58.09 | onetwo | just stand there |
| 23:58.29 | onetwo | everybody freezes maybe |
| 23:58.32 | tordy | why cant we have 16 users, can we at least make player 0 a user |
| 23:58.51 | JManV | alert: NA Map night in 1 hour! |
| 23:59.00 | Motive_ | :D |
| 23:59.10 | Shawn|Rawr | alert: NA Map night in 1 hour! |
| 23:59.12 | tordy | anyone interested in a competitive rubik's cube map |
| 23:59.13 | Shawn|Rawr | Oh.. |
| 23:59.18 | JManV | be there or be european! |
| 23:59.21 | Sixen | tordy, that'd be baller |
| 23:59.41 | tordy | that would but people would prob use solving programs to cheat |
| 23:59.46 | Motive_ | One more at least for PhantomCraft if anyone's interesting |
| 23:59.49 | Motive_ | Motive 866 NA |