00:11.25 | *** join/#sc2mapster RipperRooX (~RipperRoo@pC19F7DCA.dip0.t-ipconnect.de) |
00:11.27 | Bounty | peowww |
00:11.49 | MoonEater916 | hail furer |
00:12.53 | MoonEater916 | some of the kickstarters seem pretty dumb |
00:12.58 | MoonEater916 | like a concert in antartica |
00:13.51 | Bounty | Sober tonight MoonEater916, no fuhrer tonight :) |
00:14.08 | MoonEater916 | lolz right |
00:16.56 | *** join/#sc2mapster Zandose (Zandose@24-246-78-228.cable.teksavvy.com) |
00:24.22 | MoonEater916 | lol its weird i preloaded the image but occasionaly my loading screen isnt there |
00:24.25 | MoonEater916 | its all... purple |
00:26.51 | Zandose | i dont like purple |
00:28.02 | MoonEater916 | ya but it seems to be happening at random |
00:28.05 | MoonEater916 | like 1 in 10 |
00:36.35 | Bounty | Epic https://www.youtube.com/watch?v=HK5tbSgu9NE |
00:56.44 | MoonEater916 | Bounty, KingTD is there a "complete" list of text fonts |
00:56.47 | MoonEater916 | i see only partial lists |
00:59.07 | *** join/#sc2mapster chare (322f51ac@gateway/web/freenode/ip.50.47.81.172) |
00:59.17 | chare | god damn it starcraft 2 is dying |
00:59.24 | chare | we need replacement |
00:59.39 | chare | since even though starcraft 2 sucks its still better than the other rts gamse |
01:00.19 | ArcanePariah | grabs popcorn |
01:00.27 | ArcanePariah | JademusSreg, you bring the beer? |
01:01.35 | Zandose | all i have is this for text fonts |
01:01.36 | Zandose | http://imgur.com/OAcLKO2 |
01:03.05 | MoonEater916 | Zandose thats a partial list |
01:03.08 | MoonEater916 | doesnt have them all |
01:03.11 | MoonEater916 | i found the full list |
01:03.20 | MoonEater916 | http://www.sc2mapster.com/forums/resources/tutorials/2017-misc-text-styles-75-done/?page=2#posts |
01:03.22 | MoonEater916 | last post |
01:03.25 | MoonEater916 | has it attached |
01:03.28 | MoonEater916 | puts urs to shame |
01:03.28 | MoonEater916 | XD |
01:04.09 | MoonEater916 | chare, alright peace out then |
01:04.24 | Zandose | thats some list... |
01:04.34 | MoonEater916 | ya right? |
01:04.42 | MoonEater916 | i was like... SCORE! |
01:04.43 | MoonEater916 | XD |
01:05.20 | MoonEater916 | i think i pissed off chare |
01:05.43 | Zandose | i think they may be the same lists |
01:06.22 | MoonEater916 | your list doesnt have the mod fonts |
01:06.30 | Zandose | k |
01:06.34 | MoonEater916 | i usaly use those |
01:06.37 | MoonEater916 | for the formating |
01:06.37 | Zandose | you win |
01:06.47 | MoonEater916 | XD not trying to win |
01:06.54 | MoonEater916 | im just happy i found a complete list |
01:06.54 | MoonEater916 | XD |
01:09.56 | Ahli | http://imgur.com/OAcLKO2 can be ignored, you can just create a new style and use and edit that :D |
01:10.49 | MoonEater916 | i assume u would import a replacement into textures |
01:11.07 | MoonEater916 | got a link to a tutorial |
01:11.08 | MoonEater916 | ? |
01:14.50 | *** join/#sc2mapster chare (322f51ac@gateway/web/freenode/ip.50.47.81.172) |
01:15.01 | chare | you guys know I'm right |
01:15.09 | Zandose | of course you are |
01:15.56 | chare | we need to create a successor rts game |
01:15.58 | chare | that doesn't suck |
01:17.17 | MoonEater916 | ill get right on that |
01:17.42 | MoonEater916 | with my team of 100 full time programs in a 2 year project |
01:17.47 | MoonEater916 | we got THIS |
01:17.51 | MoonEater916 | Zandose is with me also |
01:17.52 | chare | why is everyone so resistant to the idea |
01:18.06 | MoonEater916 | its one thing if the idea was feasable |
01:18.12 | MoonEater916 | but its not |
01:18.22 | MoonEater916 | not enough time money man power |
01:18.47 | MoonEater916 | if u dont like the galaxy platform you can always go to unity or what not |
01:18.59 | MoonEater916 | but making an engine like unity or anything close |
01:19.06 | Zandose | kickstarter... |
01:19.24 | MoonEater916 | ok well 80k isnt enough |
01:19.28 | chare | MoonEater916 we aren't trying to make a super fancy 3d rts game |
01:19.34 | MoonEater916 | and ur makeing a dev platform |
01:19.36 | chare | we are going for gameplay over graphics |
01:19.40 | MoonEater916 | not a gmae |
01:19.40 | chare | that should make it feasible |
01:19.53 | MoonEater916 | then use unity |
01:20.02 | chare | ok so then you agree its feasiable |
01:20.24 | MoonEater916 | if u have a good gameplay idea |
01:20.26 | MoonEater916 | then do it |
01:20.37 | MoonEater916 | but makign the engine is hard work |
01:20.42 | MoonEater916 | and all the assets |
01:20.49 | chare | we already agreed on unity so we aren't making an engine |
01:20.53 | MoonEater916 | look at indie games out there |
01:20.59 | chare | the assets we just crowdsource them to the starcraft community |
01:21.00 | MoonEater916 | they either use an existing platform |
01:21.22 | MoonEater916 | then go make ur game |
01:21.23 | MoonEater916 | lolz |
01:21.26 | MoonEater916 | u dont need funds |
01:21.39 | chare | you gonna help me? |
01:21.45 | MoonEater916 | nope |
01:21.45 | chare | we're gonna use Haskell |
01:22.03 | MoonEater916 | go ask jade |
01:22.07 | MoonEater916 | he was using unity |
01:22.27 | chare | so wtf game are you working on if you're not going to help |
01:22.53 | MoonEater916 | Im doing rock the cabnet |
01:23.40 | chare | so your girlfriend dumped you and you have nothing to do so you just smoke pot |
01:24.20 | Zandose | anyone here a story writer for maps? |
01:24.39 | MoonEater916 | Stewox |
01:24.40 | MoonEater916 | is |
01:24.43 | MoonEater916 | a story writer |
01:24.44 | MoonEater916 | XD |
01:24.59 | Zandose | was Stewox banned or an i thinking of someone else? |
01:25.16 | MoonEater916 | Chare, u got me im a lonly loser who smokes pot all day long and jacks off to hentia |
01:25.23 | MoonEater916 | the secret it out! |
01:25.34 | chare | so stop doing nothing and help with game |
01:25.43 | MoonEater916 | Zandose, ya but hes all about conspiricies |
01:25.52 | MoonEater916 | he was banned from talking too much about it |
01:25.59 | Zandose | i remember |
01:26.11 | MoonEater916 | Chare, i would consider it more if i ever saw u around the forums or on irc |
01:26.26 | MoonEater916 | if you were jade, bounty, Zandose, or anyone reputable |
01:26.35 | MoonEater916 | i would give you more of an ear |
01:26.48 | chare | so you're saying if I get zandose to help then you will help? |
01:27.00 | *** join/#sc2mapster JademusSreg (~jademus.s@c-76-123-235-103.hsd1.tn.comcast.net) |
01:27.07 | MoonEater916 | but u come into the sc2 mapmaker comunity who are all sc2 fans and tell us that sc2 is dead that we should leave it and make a game with you on unity or a different platform |
01:27.26 | MoonEater916 | i said i would give u an ear |
01:27.34 | MoonEater916 | you dont have my attention right now |
01:27.59 | Zandose | i believe if you want to create something (and you dont have money) you need to lay a large chunk of the groundwork yourself |
01:28.22 | chare | starcraft 2 is dying, for example: http://www.teamliquid.net/forum/viewmessage.php?topic_id=442589 |
01:28.49 | MoonEater916 | chare, how dumb do i look, u send me a link by idra about sc2 dying |
01:29.02 | MoonEater916 | idra is far far from reputable |
01:29.32 | chare | hey its well known that viewership in sc2 isn't sky rocketing like in league of legends |
01:29.36 | chare | thats a well known fact |
01:29.44 | Zandose | has finished most basic systems for rpg map but now needs to think of a story |
01:29.46 | MoonEater916 | Leage of legends has been in decline |
01:29.58 | MoonEater916 | alot of the major turnaments r dead for leage |
01:30.02 | MoonEater916 | unlike starcraftr |
01:30.06 | MoonEater916 | so double wrong |
01:30.24 | chare | now you're just making shity up |
01:30.39 | MoonEater916 | go look it up |
01:30.48 | MoonEater916 | alot of the anual turnaments for leage are cancled |
01:30.50 | MoonEater916 | unlike sc2 |
01:34.07 | Zandose | can i make a local/unsynced beam from my unit to the direction of my mouse? |
01:34.35 | Bounty | Everyone has known Starcraft is fading lol |
01:34.40 | Bounty | Hence the shift to the Arcade |
01:34.48 | MoonEater916 | not as fast as leage |
01:34.59 | MoonEater916 | alot of turnaments in leage have been cancled |
01:35.12 | MoonEater916 | while sc2 hasnt done that yet |
01:35.50 | MoonEater916 | but ya bounty, i kinda think thats why blizzard did rock the cabnet |
01:36.07 | MoonEater916 | i think they hope to strengthen the arcade |
01:36.11 | Bounty | Of course, that and they made the Arcade free to prep for the marketplace |
01:36.23 | Bounty | No other reason to make your product free unless you have plans on monetizing it |
01:36.49 | MoonEater916 | well then its perfect, blizzard is playing into your cammunist ways |
01:36.55 | Bounty | lol |
01:37.12 | Bounty | Whenever someone buys a map, we all get a cut |
01:37.14 | MoonEater916 | speaking of which bounty, ever seen this chare dude? |
01:37.17 | Bounty | >.< |
01:37.22 | Bounty | nope |
01:37.26 | MoonEater916 | thought so |
01:37.40 | Bounty | Does not instantly make him wrong though |
01:37.41 | Bounty | *shrug* |
01:37.50 | MoonEater916 | no it doesnt |
01:38.34 | MoonEater916 | i got soo much shit to draw |
01:38.36 | Bounty | Whenever I see new faces I have a more "shocked" reaction lol |
01:38.37 | MoonEater916 | its rediculous |
01:38.45 | MoonEater916 | ur a cynic |
01:38.45 | Bounty | In that I am shocked that we are seeing new faces |
01:38.48 | Ahli | Blizz didn't look intot he marketplace stuff, yet, but they will do that after heroes ships |
01:38.54 | Ahli | according to blizzcon |
01:39.10 | MoonEater916 | i have hope for sc2, i think blizzard messed up early on and didnt support it that well unlike warcraft |
01:39.12 | Bounty | Yeah but they did make the Arcade free to prep for marketplace |
01:39.22 | MoonEater916 | i really hold a grudge against blizzard for warcraft |
01:39.26 | chare | so bounty you believe starcraft 2 is dead? |
01:39.36 | Bounty | It is... |
01:40.01 | Bounty | I also don't pay attention to E-Sports whatsoever so I could be wrong |
01:40.03 | Bounty | lol |
01:40.05 | MoonEater916 | really, u think the user and game stats in the top right on login are a lie? |
01:40.17 | Bounty | So basically, I am just talking out of my ass with no data behind my statements |
01:40.38 | Bounty | Those are pretty low numbers IMO |
01:40.58 | MoonEater916 | then they been always low |
01:40.59 | MoonEater916 | XD |
01:41.00 | Ahli | well, in the long run, yes... also, I assume to prepare people for the delay of heroes as it is working different than lol or dota2, afaIk. |
01:41.20 | MoonEater916 | blizzard fucked up with dota |
01:41.28 | MoonEater916 | when a game is good, u patent it |
01:41.40 | MoonEater916 | and copyright the name |
01:41.43 | Ahli | I assume everyone is aware of that |
01:42.07 | Bounty | dota is better served as a genre name neways |
01:42.10 | Bounty | like TD |
01:42.12 | MoonEater916 | some dude in some cubicle in some corner of the office is like |
01:42.14 | MoonEater916 | SDFGHGSbSVDRFES$XGZDFBtBFC |
01:42.28 | Bounty | Naming your game Dota 2 is like naming your game Tower Defense 3 |
01:42.34 | MoonEater916 | lolz |
01:42.48 | MoonEater916 | u and ur communist ways |
01:42.53 | Bounty | lol |
01:42.55 | MoonEater916 | names are free for all to use |
01:43.06 | MoonEater916 | starcraft 3 by bounty |
01:43.16 | Bounty | Pretty sure I did not say that |
01:43.39 | Ahli | trademarks? |
01:43.46 | MoonEater916 | ya |
01:44.05 | MoonEater916 | heros of storms isnt called dota cause of fking valve |
01:44.08 | Ahli | legal system to avoid that problem in most markets? |
01:44.11 | MoonEater916 | how did that happen |
01:44.18 | MoonEater916 | lolz |
01:44.35 | Bounty | Heroes of the Storm is a better name.... |
01:44.35 | chare | hearthstone another stupid fuckikng game |
01:45.02 | MoonEater916 | im sure valve tried to fuck them also by trying to have dota on wc3 removed due to copyright |
01:45.15 | Bounty | Hearthstone is a good game, just a shame that yet again people are trying to turn it into a damn sport |
01:45.16 | Ahli | valve and blizzard made an agreement... (which basically means Blizzard lost ;D or didn't want to create a big sh*tstorm) |
01:45.35 | MoonEater916 | i bet |
01:45.40 | MoonEater916 | i mean |
01:45.48 | MoonEater916 | blizzard should ahve fought for dota |
01:45.56 | MoonEater916 | valve pulled a bitch move |
01:46.18 | Ahli | well, I don't know when that was started, but at the time it was settled, dota2 was already very, very established |
01:47.13 | MoonEater916 | blizzard... those dolts... should have cornered the dota market |
01:47.42 | Zandose | they dont have prior art? |
01:48.26 | MoonEater916 | prior art? |
01:48.33 | chare | blizzard is just completely about money now, notice how they didn't get into the MOBA space until league of legends had skyrocketed |
01:48.55 | chare | they didn't see a reason to make a game in moba space because NO MONEY until legaue of legends got big |
01:49.00 | Zandose | dota was created in wc3 right? |
01:49.05 | MoonEater916 | ya |
01:49.08 | MoonEater916 | then |
01:49.13 | MoonEater916 | valve make dota2 |
01:49.15 | Zandose | blizzard controls rights. |
01:49.17 | MoonEater916 | and copyrighted dota |
01:49.20 | MoonEater916 | nope |
01:49.27 | MoonEater916 | valve owns the rights to dota |
01:49.52 | Zandose | cant blizz challange it says dota was made in wc3 |
01:50.07 | MoonEater916 | i guess |
01:50.11 | MoonEater916 | but messy |
01:50.21 | Zandose | eh |
01:50.53 | chare | who cares about name, name doesn't make game good |
01:50.56 | chare | gameplay makes the game good |
01:51.32 | MoonEater916 | esablished names like dota draws in crowds |
01:52.29 | Zandose | i know i saw local beams before. reene i think |
01:53.13 | MoonEater916 | speaking of which |
01:53.23 | MoonEater916 | i see reene come around and do updates |
01:53.32 | MoonEater916 | like patch release notes n such |
01:53.36 | Zandose | have noticed shes been here more |
01:53.47 | MoonEater916 | but i dont see her do much else? |
01:53.50 | MoonEater916 | no games? |
01:53.56 | chare | ok here is what we need, we need dota2 to kill heores of the storm, WoW to collapse in players, starcraft 2 to die, and hearthstone to get crushed by other card games, then we need starcraft replacement |
01:54.01 | Zandose | she aint a map maker i think |
01:55.22 | MoonEater916 | hm... |
01:55.48 | MoonEater916 | Chare, if ur looking to create that next big game better get started |
01:56.01 | MoonEater916 | gona take atleast months to complete |
01:56.03 | MoonEater916 | if not years |
01:56.17 | chare | MoonEater916 its a game for the community, so its a community project, that means we accept artwork from outside people |
01:56.19 | MoonEater916 | look at minecraft.... still not done |
01:56.25 | MoonEater916 | after all these years |
01:56.33 | MoonEater916 | made in java from scratch |
01:56.43 | MoonEater916 | right |
01:56.44 | chare | Java is a crap language |
01:56.46 | MoonEater916 | going to shower |
01:57.32 | MoonEater916 | lolz |
01:57.37 | MoonEater916 | cant belive u just said that |
01:57.49 | MoonEater916 | alright peace |
01:57.50 | chare | it is |
01:57.58 | chare | you don't know Java's history? |
01:58.04 | MoonEater916 | well considering its the most used and learned language |
01:58.26 | chare | it was created for Joe Schmoe programmer, James Gosling has said they dumbed down the language intentionally |
01:58.55 | chare | thats why there are no unsigned integer |
01:59.00 | chare | no lambdas or function types |
02:03.29 | MoonEater916 | Char, Have you tried downloading more ram? |
02:03.35 | MoonEater916 | might fix alot of your issues |
02:03.45 | MoonEater916 | improved game play |
02:04.30 | chare | if we aren't gonna work on rts game then YOU PICK THE GAME WE ARE GOING TO WORK ON |
02:04.48 | MoonEater916 | im working on Sprite's Quest |
02:05.40 | MoonEater916 | you make that game, maybe in may ill come help |
02:06.35 | chare | wtf is sprite's quest |
02:06.37 | chare | link |
02:06.40 | chare | link to demo |
02:06.47 | MoonEater916 | its arcade |
02:07.07 | chare | why are you sticking with arcade, you have the limitations of starcraft 2 engine |
02:07.15 | chare | you can't do anything outside of the engine's ability |
02:07.46 | Ahli | distribution platform and multiplayer service |
02:11.23 | chare | we need to all switch from arcade to steam |
02:11.35 | chare | because steam is compatible with linux |
02:11.38 | chare | i want microsoft windows dead |
02:12.47 | Ahli | why do you want it dead? |
02:12.55 | chare | LONG LIVE LINUX |
02:13.34 | MoonEater916 | lolz |
02:13.41 | MoonEater916 | linux was dead since day one |
02:13.47 | MoonEater916 | lets all make linux game |
02:13.54 | MoonEater916 | to not get distrubuted ever |
02:14.04 | MoonEater916 | arcade has assets |
02:14.08 | MoonEater916 | lots of them |
02:14.13 | MoonEater916 | which steam doesnt |
02:15.04 | chare | android is linux based |
02:19.04 | chare | so ahli what are you doing? |
02:22.11 | Ahli | learning for an exam? |
02:22.33 | chare | so you haven't failed out of university yet? |
02:23.50 | Ahli | I've my degree and I hope I will be accepted for the masters program at my university... if not, I've another masters place that I can take. |
02:27.03 | chare | NO YOU REJECT MASTERS PROGRAM FOR WORKING ON STARCRAFT CLONE GAME |
02:27.54 | Ahli | I'm good at cloning existing things and improving these while I'm at it... |
02:32.08 | chare | why is channel dead now |
02:32.45 | MoonEater916 | its not dead we just ingorning you |
02:33.26 | Ahli | it's dead after 5 minutes? lol |
02:33.50 | MoonEater916 | ah thats why u think sc2 is dead |
02:34.02 | MoonEater916 | broodwar still has quite afew players |
02:34.17 | *** join/#sc2mapster Dustin|Work (~Dustin@ip68-102-170-78.ks.ok.cox.net) |
02:35.47 | JademusSreg | Shazam. |
02:36.49 | MoonEater916 | jade, u still making arcade maps... bully |
02:37.02 | JademusSreg | ? |
02:37.30 | MoonEater916 | which part confused u? |
02:47.10 | chare | lets talk about a group project |
02:47.15 | chare | that we can work together |
02:47.19 | chare | in cooperation |
02:47.21 | chare | ok? |
02:54.12 | ArcanePariah | Ahh JademusSreg, welcome back to the peanut gallery, I brought popcorn |
02:58.23 | chare | why are you guys so resistent to help |
02:58.59 | ArcanePariah | Because we feel you vastly underestimate the resources and expertise involved? |
02:59.41 | ArcanePariah | As it stands, in this channel right now, there are maybe 5 people qualified to start writing a game engine, and that is after some study probably or at least getting up to speed a bit |
03:05.38 | MoonEater916 | i second that |
03:06.36 | JademusSreg | Hah. |
03:07.17 | MoonEater916 | jade so ur not working on an arcade game? |
03:07.29 | JademusSreg | ? |
03:07.42 | MoonEater916 | giant bully.... |
03:08.31 | chare | ArcanePariah thats why we work as a group because its too much for any one individual |
03:10.52 | MoonEater916 | Chare Blizzard, has thousands of employees across all thier games |
03:10.56 | MoonEater916 | working full time |
03:11.52 | MoonEater916 | they just layed off 600 employees that were mannaging world of warcraft |
03:13.06 | chare | world of warcraft is a shity game |
03:13.11 | MoonEater916 | your asking 5 ish people to make a kick ass game with 0 concept, design, assets, ideas, or anythign |
03:13.23 | MoonEater916 | with 0 ground work laid |
03:13.26 | MoonEater916 | with 0 funding |
03:13.33 | MoonEater916 | with no ideas |
03:14.12 | chare | crowdsourcing assets |
03:14.20 | MoonEater916 | WITH NO CROWD |
03:14.26 | chare | STARCRAFT IS A CROWD |
03:14.33 | MoonEater916 | Go get them then |
03:14.34 | MoonEater916 | SHOW ME |
03:16.51 | *** join/#sc2mapster yttrium (~herolief@resnet-228-57.resnet.umbc.edu) |
03:17.08 | MoonEater916 | like i said, you want to rally people |
03:17.15 | MoonEater916 | u need somthing to rally people with |
03:18.39 | MoonEater916 | snails slugs and puppy dog tails |
03:20.03 | *** join/#sc2mapster herolief (~herolief@resnet-228-57.resnet.umbc.edu) |
03:20.04 | JademusSreg | chare, the logs show you've been repeating yourself for the past 3 years, on various irc channels, clojure, bitbucket, linux communities, googlecode, et cetera. Would expect you to be more capable, given the time invested. |
03:21.10 | MoonEater916 | and JademusSreg puts the smack down |
03:21.15 | chare | JademusSreg you gotta stop investigating my private life |
03:25.34 | MoonEater916 | lolz |
03:25.45 | MoonEater916 | if only jade would answer my question |
03:25.48 | MoonEater916 | dat bully |
03:27.44 | JademusSreg | ? |
03:28.17 | MoonEater916 | anyways, Chare you have any works? |
03:28.29 | MoonEater916 | have u ever produced any game or any code? |
03:28.56 | Zandose | i go sleep now |
03:30.57 | chare | CODE YES |
03:30.58 | chare | GAME NO |
03:31.24 | MoonEater916 | can i see? |
03:31.28 | chare | no |
03:32.50 | *** join/#sc2mapster SCMothership (17f0423b@gateway/web/freenode/ip.23.240.66.59) |
03:32.52 | MoonEater916 | Jade, why did u gotta go ban stewox. I miss talking to him :( |
03:33.33 | Bounty | I don't |
03:33.37 | Bounty | lol |
03:34.04 | MoonEater916 | lolz |
03:34.24 | MoonEater916 | i do actually |
03:34.38 | MoonEater916 | he was nice, i mean the conpsiriacy thing was narly |
03:34.49 | MoonEater916 | but nice |
03:35.50 | MoonEater916 | So bounty u doing rock the cabnet since jade is cold sholdering me like the big bully he is |
03:36.25 | Bounty | Yes I am. I will be submitting 3 games, possibly 4 if I have time. |
03:36.48 | JademusSreg | Moon, your question is defective. |
03:36.59 | MoonEater916 | They simple games, or just alot of games that you left on the bus with ahli? |
03:37.17 | Bounty | What do you mean by simple? Simple to play or simple to make? |
03:37.22 | MoonEater916 | JademusSreg>, question seems pretty good to me, you sure your not defective? |
03:38.25 | MoonEater916 | Bounty, simple to make, im just wondering cause 3-4 is alot and im wondering if ur no life-ing or what |
03:38.40 | Bounty | Nah |
03:38.47 | Bounty | Not simple to make |
03:39.05 | Ahli | bounty has a time machine |
03:39.18 | Ahli | but only backwards in time |
03:39.20 | Bounty | and if spending a lot of time on a project that will get you 7k is no life-ing it.... so be it |
03:39.22 | Bounty | >.< |
03:39.31 | MoonEater916 | so like a bus that goes backwards? |
03:39.32 | MoonEater916 | XD |
03:42.15 | MoonEater916 | Ahli ur submitting your gravity game to rock the cabnet? |
03:43.28 | Ahli | A1win: |
03:46.01 | MoonEater916 | my bad XD |
03:46.11 | MoonEater916 | what r u working on then? |
03:49.20 | *** join/#sc2mapster Repo (~repo@76.164.170.2) |
04:00.28 | Ahli | me? |
04:05.14 | JademusSreg | Woo. |
04:06.16 | *** join/#sc2mapster Ahli_ (~asdaaaaa@dslb-092-073-204-116.pools.arcor-ip.net) |
04:06.19 | Ahli_ | Diablo map as I'm currently motivated due to 2 people discussing it and asking questions and making suggestions... and I've started a minigame map last week for the contest. In the next days, I will start to produce UIs again for rtschutter, too... (as I've vacations before I need to study like a slave in april.) In case my university accepts me, I don't need to look for a new apartment. else, I need to find one in whatever city |
04:06.20 | Ahli_ | continue my study in information systems. One university already replied and accepts me, so... I sense that I won't make it into my university. Damned interview didn't went well. If I had passed that goddamned exam last semester, I wouldn't have had all the problems (and possibly completly burned out by now). =/ |
04:06.56 | MoonEater916 | sounds good n bad |
04:07.00 | MoonEater916 | XD |
04:07.17 | MoonEater916 | im working on a shop |
04:12.19 | Ahli | well, I've options... if no university would have taken me I would need to find other options... but half a year ago, every university wanted me and now I'm only 0.1 worse, so it was unlikely :D |
04:14.08 | Bounty | People are still arguing about "Fun" being a judging factor in the contest... really??????????? |
04:14.46 | MoonEater916 | Bounty what do u mena |
04:14.47 | MoonEater916 | mean |
04:14.54 | Bounty | http://www.sc2mapster.com/forums/general/general-chat/61964-blizzard-arcade-contest-and-launch-event/?page=6#p116 |
04:15.07 | Bounty | People are mad that games are being judged on Fun |
04:15.09 | Bounty | lol |
04:15.16 | Bounty | nuff said |
04:16.41 | MoonEater916 | lolz |
04:16.53 | MoonEater916 | i think he was complaining about fan base |
04:17.10 | MoonEater916 | games with fan base have better chances |
04:17.25 | MoonEater916 | or makers with fan base |
04:17.31 | Bounty | Blizzard selects the batch of games to be voted on by the community |
04:17.42 | Bounty | If Blizzard DOES end up selecting popular games made before the competition.... |
04:17.44 | Ahli | well, obviously fan bases are part of the community, lol :D |
04:17.51 | Bounty | I will be out |
04:17.52 | Bounty | lol |
04:17.56 | Bounty | Go learn Unity or something |
04:18.47 | MoonEater916 | wait |
04:18.55 | MoonEater916 | blizzaed never said there would be a vote? |
04:19.06 | MoonEater916 | i thought blizzard picked on what they liked? |
04:19.20 | Bounty | I wish |
04:19.21 | Bounty | It goes |
04:19.24 | Bounty | Blizzard picks |
04:19.28 | Bounty | Community votes on the top 5 |
04:19.32 | Bounty | Then |
04:19.38 | Bounty | Blizzard picks the top 3 from that |
04:19.58 | Ahli | first Blizzard preselects stuff... (I assume only to make a list of valid entries), then the communtiy votes and Blizzard picks 1st, 2nd and third out of the 5 most voted maps |
04:20.04 | MoonEater916 | were do u see this/ |
04:20.11 | MoonEater916 | ? |
04:20.20 | Ahli | in its rules? |
04:20.46 | Ahli | http://us.battle.net/sc2/en/blog/12701118/blizzard-arcade-rock-the-cabinet-contest-1-30-2014 |
04:21.05 | MoonEater916 | fond it |
04:21.06 | MoonEater916 | ya |
04:21.10 | MoonEater916 | kinda vuage |
04:21.22 | Ahli | "After a thorough review, we?ll pick the semi-finalists from the pool of entries and ask the community to help us decide on the winners. That?s right, the players themselves will narrow it down to the final five from which we will select first, second, and third place winners." |
04:21.23 | MoonEater916 | thats kinda lame |
04:21.36 | MoonEater916 | i think blizzard should play each map submited |
04:21.41 | MoonEater916 | atleast once |
04:21.52 | Ahli | well, they avoid picking maps that everyone hates except for Blizzard |
04:21.54 | MoonEater916 | hear community feed back |
04:21.58 | MoonEater916 | and make a decision |
04:22.21 | Ahli | so unpopular maps have no real chance to win. |
04:22.37 | Ahli | they might do that, not sure |
04:22.50 | Ahli | I guess it depends on the amount of entries |
04:23.17 | Ahli | maybe I add diablo to the contest, too, lol |
04:23.28 | MoonEater916 | lol they feature games that the comunity hates all the time |
04:23.58 | Ahli | that's what they will try to avoid. people need to like it to win... in the end, people play it and not Blizzard |
04:24.36 | MoonEater916 | like factory ships and chu chu madness are way low on the ranking |
04:24.39 | MoonEater916 | they arnt bad games |
04:24.41 | MoonEater916 | they r fun |
04:24.49 | MoonEater916 | but they are not widly popular |
04:25.44 | MoonEater916 | i duno lolz... |
04:26.07 | Ahli | I've played chu chu madness once, I defenden 9 attackers on my own and had like 40+% left... when the defender only needs to spam some buttons all the time, it's weak design... |
04:27.21 | MoonEater916 | well |
04:27.25 | MoonEater916 | rafiel liked it |
04:29.08 | *** join/#sc2mapster MoonEater916_ (a2e889dc@gateway/web/freenode/ip.162.232.137.220) |
04:29.38 | MoonEater916_ | ;p; |
04:29.41 | MoonEater916_ | lol |
04:29.56 | MoonEater916_ | Chare is gone |
04:29.57 | MoonEater916_ | lolz |
04:31.28 | SCMothership | man, the only reason im here is cus i wanted to watch the troll... |
04:32.20 | MoonEater916_ | jade cleaned his clock |
04:32.23 | MoonEater916_ | good |
04:32.50 | MoonEater916_ | with out chare, ill have to troll bounty |
04:33.05 | MoonEater916_ | HAIL MUH FURER!!! |
04:34.28 | MoonEater916_ | Were is dead zergling |
04:34.59 | Ahli | oh SCMothership was here :D didn't notice that |
04:37.47 | *** join/#sc2mapster SCMothership (17f0423b@gateway/web/freenode/ip.23.240.66.59) |
04:37.56 | MoonEater916_ | lol |
04:37.57 | SCMothership | back by popular demand! |
04:38.00 | MoonEater916_ | he missed me |
04:39.38 | MoonEater916_ | ~seen Chare |
04:39.38 | purl | chare <322f51ac@gateway/web/freenode/ip.50.47.81.172> was last seen on IRC in channel #sc2mapster, 1h 8m 10s ago, saying: 'no'. |
04:40.02 | MoonEater916_ | ~seen deadzergling |
04:40.02 | purl | deadzergling <836bc076@gateway/web/freenode/ip.131.107.192.118> was last seen on IRC in channel #sc2mapster, 2d 40m 9s ago, saying: 'probably appear again when I'm having stupid camera issues, lol'. |
04:40.16 | MoonEater916_ | lol |
04:43.03 | MoonEater916_ | Ok, why is starbow in arcade? |
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04:56.47 | JademusSreg | Backish. |
05:00.36 | ArcanePariah | Frontish |
05:01.03 | JademusSreg | Hah. |
05:05.48 | JademusSreg | Fun times. Realized there was a critical flaw in my Scalar script while rewriting my Vector script for typical functionality. |
05:07.44 | JademusSreg | Flaw is comically obvious in retrospect, but didn't notice until coding the normalize function for producing Unit vectors. |
05:11.25 | Ahli | I really need to start managing my exam preparations instead of being the god of procrastinating |
05:11.31 | Ahli | *procrastination |
05:12.51 | JademusSreg | Basically, to permit a broader range of galaxy operators to be used with vectors and matrices (no purpose beyond versatility in principle), typedef'd scalar from int, which necessitated functions for users to convert between int scalars and fixed. However, clever as it all may have been, it completely shits the bed when arithmetic division is involved. |
05:13.13 | Ahli | what's scalars? |
05:13.17 | Ahli | *are |
05:13.31 | JademusSreg | http://en.wikipedia.org/wiki/Scalar_(mathematics) |
05:14.00 | JademusSreg | Or http://en.wikipedia.org/wiki/Scalar_(disambiguation) |
05:14.01 | JademusSreg | =D |
05:15.32 | Ahli | k-ish |
05:17.03 | JademusSreg | Converting between int and fixed is a cute trick, must say. |
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05:19.45 | JademusSreg | By which I mean bitwise conversion, retaining the information while changing its context, so to speak. |
05:21.15 | JademusSreg | Something like this. int FixedInt (fixed a) { int trunc = TruncI(a); int sign = trunc&Pow2I(31); int whole = (trunc&524287)<<12; int fract = FixedToInt((a-trunc)*4096.0); return sign|whole|fract; } |
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05:45.26 | MoonEater916 | meh |
05:50.45 | JademusSreg | Thar we go. Relabeled the old script shit. https://pastee.org/pt47e |
05:51.22 | JademusSreg | int-color conversions are neato. |
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07:05.26 | Bounty | Peow |
07:06.27 | JademusSreg | Meowp |
07:06.34 | Bounty | So, JademusSreg |
07:06.37 | Bounty | Debating on something here |
07:07.05 | Bounty | Movement... standard movement like in Photon Discs or move water ski like? |
07:07.51 | JademusSreg | I have only the vaguest idea of how water skis move. |
07:08.03 | Bounty | same |
07:08.06 | Bounty | lol |
07:08.26 | Bounty | Seems like a good idea though, unless everyone hates it |
07:08.28 | Bounty | >.< |
07:08.55 | JademusSreg | Involves some intense balance, which makes me think it would be like playing Tony Hawk Extreme Brutal Board Skullgrind Deathmatch. |
07:09.23 | Bounty | Sounds kinda fun |
07:09.50 | JademusSreg | =D |
07:10.20 | Bounty | Photon Discs : Water World |
07:10.22 | Bounty | lol |
07:10.35 | JademusSreg | "Photon Skis" haha |
07:10.39 | Bounty | >.< |
07:11.45 | JademusSreg | I still like the Naga idea. Remember a clever map from wc3 that had a surface and underwater layer? =D |
07:13.08 | Bounty | What Naga idea? All you said was "SEEEEA GIAAANTS..... NAGAAA!" |
07:13.34 | Bounty | and if I do underwater that means 3D.... |
07:13.44 | JademusSreg | Hell yeah. |
07:14.20 | Bounty | Pretty sure 3D shooting does not perform well in bnet lol |
07:14.59 | JademusSreg | How so? |
07:15.32 | Bounty | From what I saw everytime someone tried to do it, it failed |
07:15.57 | Bounty | Real 3D shooting with dodge-able projectiles... |
07:16.01 | Bounty | that bounce |
07:16.03 | Bounty | lol |
07:16.09 | JademusSreg | Probably because their approach was terrible, and they should feel terrible. |
07:16.37 | Bounty | Well I don't know how to do it, that is beyond my capabilities lol |
07:16.56 | *** join/#sc2mapster Kueken (~Kueken@brsg-4dbd771e.pool.mediaWays.net) |
07:17.13 | Kueken | What up, moonpie? |
07:18.52 | JademusSreg | Sure ya do, Bounty. Just gotta let your mind play, find solutions. |
07:19.05 | Bounty | haha |
07:19.38 | Bounty | 3D moving projectiles that bounce, yeah ok |
07:19.48 | Bounty | That means I have to make shit bounce off the ceiling |
07:19.53 | JademusSreg | Just math. |
07:20.00 | Bounty | Which I do not know >.< |
07:20.22 | Bounty | I've tried to do this before |
07:20.29 | Bounty | You need Traclines apparenly |
07:21.03 | JademusSreg | Hah. |
07:22.08 | JademusSreg | Don't trip on the fears and mistakes of others. If it's what you want, you'll figure it out. |
07:22.34 | Bounty | I don't really want 3D projectiles though lol |
07:22.50 | Bounty | Maybe for something else |
07:23.40 | JademusSreg | For instance, I'm coding a physics system in galaxy script. It's rather like a fun nightmare, riding a party train to hell, receiving a lapdance in a straightjacket. |
07:24.18 | Bounty | I have enough planned for this game that I will be in that situation |
07:24.26 | Bounty | >.< |
07:24.55 | JademusSreg | But yeah, I don't mean to push you to 3d whatever, just that if you should want to, don't avoid potential difficulty. =D |
07:25.10 | Bounty | Oh I know |
07:25.21 | Bounty | I just don't think 3D is good for a shooter like Photon Discs |
07:25.34 | Bounty | Bad enough you gotta worry about shit bouncing behind you |
07:25.52 | *** join/#sc2mapster rts (~rtschutte@ip72-220-22-237.sd.sd.cox.net) |
07:25.55 | JademusSreg | Photon Chakram: Warrior Princess |
07:26.13 | Bounty | lol |
07:26.25 | Bounty | You know what was how Photon Discs came to be right? |
07:26.38 | Bounty | that was* |
07:26.44 | Bounty | It was a Chakram like ability |
07:26.57 | Bounty | like a boomerang disc |
07:29.33 | *** part/#sc2mapster Goa (~hookah604@91.82.163.41.pool.invitel.hu) |
07:29.51 | *** join/#sc2mapster Goa (~hookah604@91.82.163.41.pool.invitel.hu) |
07:35.37 | JademusSreg | Well, I should point out that switching to water or such just sounds like an aesthetic change. |
07:40.40 | Bounty | I could see why you would think that |
07:41.00 | Bounty | Just think of the benefits of having water as the ground for a game like Photon Discs though :) |
07:41.04 | Bounty | mechanics wise |
07:45.21 | Bounty | I'm not starting anything for another 3 weeks anyways so who knows |
07:45.27 | Bounty | maybe I'll think of something better lol |
07:50.33 | JademusSreg | Almost certainly will think of something better than a paint job. |
08:07.07 | Bounty | I still think the splashing thing was cool lol |
08:07.21 | Bounty | Sprint at an enemy and hit the break so you splash water in their face |
08:07.23 | Bounty | :) |
08:12.30 | JademusSreg | Suppose that same mechanic could be done in other games. A ruthless, roguish brawler could pull that off, easily. |
08:12.53 | JademusSreg | Instead of water, dust or sand or whatever. |
08:15.38 | Bounty | No I mean |
08:15.45 | Bounty | its a movement + offensive based mechanic |
08:16.24 | JademusSreg | Yep, it's good. However, it's not a pillar strong enough to hold aloft the entire game. =D |
08:16.39 | Bounty | Of course |
08:21.43 | *** join/#sc2mapster Bommes (~Bommes@ipkn-70.koenigsnet.rwth-aachen.de) |
08:25.35 | Bommes | good morning beautiful people |
08:26.24 | Goa | http://www.google.com/trends/explore#q=starcraft%2C%20hearthstone%2C%20world%20of%20warcraft%2C%20diablo%203&cmpt=q |
08:26.25 | Goa | http://www.google.com/trends/explore#q=starcraft%20arcade%2C%20starcraft%20custom%20maps&cmpt=q |
08:29.46 | kingTD | ~seen SCMothership |
08:29.49 | purl | scmothership <17f0423b@gateway/web/freenode/ip.23.240.66.59> was last seen on IRC in channel #sc2mapster, 3h 51m 52s ago, saying: 'back by popular demand!'. |
08:31.46 | kingTD | cuba :DDDDD |
08:32.37 | JademusSreg | Haha |
08:46.56 | JademusSreg | Here's my latest abomination: https://pastee.org/rj85d |
08:48.18 | kingTD | seems like vector to me |
08:48.59 | JademusSreg | Would be less hideous with some polymorphism and perhaps operator overloading. |
08:51.18 | Kueken | uh, cute |
08:51.35 | Kueken | I wonder if she is free tonight |
08:52.01 | Kueken | those sexy scalarTernaryOperations turn me on |
08:52.25 | JademusSreg | ♥ ♥ ♥ |
08:53.03 | Kueken | thank god there is no polymorphism and operator overloading, or I couldn't restrain myself |
08:53.09 | Bommes | can you operator overload in galaxy? |
08:53.19 | JademusSreg | Noooope |
08:53.37 | Kueken | can you "insert decent scripting feature" in galaxy? |
08:53.41 | Kueken | you know the answer |
08:53.43 | JademusSreg | Noooope |
08:53.44 | Bommes | what does the "Operator" option (or whatever it is called) for Action Definitions do? |
08:54.07 | Bommes | oh nevermind |
08:54.09 | Bommes | it says it right there |
08:54.10 | Bommes | ^^ |
08:54.14 | Kueken | :D |
08:54.20 | JademusSreg | Allows its custom script to be used as an operator, I'd expect. |
08:54.37 | JademusSreg | [insert + here] and such |
08:56.24 | JademusSreg | Next, recoding Matrix and adding Quaternions. |
08:56.25 | JademusSreg | brb |
09:01.05 | Kueken | Quarterneos for the matrix? |
09:01.11 | Kueken | sounds about right |
09:01.23 | Kueken | "collect 4 to free Zion" |
09:17.54 | JademusSreg | Galaxy is a weird environment. As I recall, a number of virtual machines self-optimize to reduce execution time for frequently accessed variables, functions, et cetera. Galaxy, by comparison, apparently gets worse. =D |
09:30.35 | Bounty | I think I'm taking Win the Crowd out of the 3 JademusSreg lol |
09:30.47 | Bounty | Don't think it can win. |
09:30.52 | Bounty | I'm thinking... racing game |
09:31.05 | Bounty | Naga Racing |
09:31.07 | Bounty | lol |
09:31.59 | JademusSreg | Aaaand? |
09:47.20 | *** join/#sc2mapster Ahli (~asdaaaaa@dslb-092-073-204-116.pools.arcor-ip.net) |
09:48.57 | Bounty | and what? |
09:49.15 | Bounty | This is how all of my games start out |
09:49.25 | Bounty | pick a starting point, and figure it out later |
09:49.27 | Bounty | lol |
09:50.06 | Bounty | I do plan to be more of a "write things down" type of developer for the contest though |
09:50.18 | Bounty | Just in case I come up with some amazing concept while I'm shit faced |
09:52.14 | JademusSreg | Writing is good for records, and for sharing information with a dev team when it exceeds the possibility of direct social interaction. |
09:53.14 | Bounty | That to, so you don't have to keep retyping the same shit over and over |
09:53.22 | Bounty | But I'm really only doing it for the reason I just gave |
09:53.45 | Bounty | I don't even have to be shit faced, I'll still probably forget it >.< |
09:54.22 | A1win | mjeow |
10:00.40 | Bounty | You know what though JademusSreg |
10:00.55 | Bounty | I could have both above and below water, and still keep it 2D |
10:01.17 | Bounty | Would be more of an "upstairs and downstairs" thing |
10:03.17 | JademusSreg | Exactly like the wc3 map. |
10:03.48 | Bounty | I did want to do something like this |
10:03.49 | Bounty | just not underwater |
10:03.52 | Bounty | but |
10:03.57 | Bounty | since I am using water... |
10:04.04 | Bounty | makes more sense lol |
10:04.38 | Bounty | Easier to make an underwater field than a platform of water in the sky |
10:04.43 | Bounty | >.< |
10:06.45 | Bounty | Getting exciting now.... |
10:06.52 | Bounty | *shiver* |
10:08.01 | Bounty | Man, now I'm never going to be able to fall the fuck asleep |
10:08.07 | Bounty | with all these ideas in my head now |
10:08.17 | Bounty | thanks JademusSreg.. gosh! |
10:08.20 | JademusSreg | Haha |
10:08.24 | JademusSreg | Just do what I do. |
10:08.43 | Bounty | But really, thanks for that. It is definitely more logical to go underwater than above |
10:08.54 | JademusSreg | Yep. |
10:08.56 | Bounty | Should smack myself for coming up with splashing water in players face before that |
10:09.44 | Bounty | I was going to have waterslides |
10:09.49 | Bounty | that take you to the upper platform |
10:12.20 | JademusSreg | Saved you from not making any sense. |
10:12.36 | Bounty | lol |
10:12.56 | Bounty | My games are not supposed to abide by the laws of physics |
10:13.13 | Bounty | You should know, you've seen my vehicle collision systems |
10:14.24 | JademusSreg | I'm aiming for entertaining physics. Which is what I've been coding for SC2 lately. |
10:14.39 | Bounty | So its not a realism based physics engine? |
10:14.54 | Bounty | Thats good, sounds interesting in that case |
10:15.08 | JademusSreg | Hah, realism. |
10:15.16 | Bommes | why call it physics then, just call it fun simulation |
10:15.42 | Bounty | You entering the contest Bommes? |
10:15.55 | Bommes | sure |
10:16.07 | Bounty | Decide on a project yet? |
10:16.21 | Bommes | singleplayer top down shooter stuff |
10:16.46 | Bounty | Lots of people going that route it seems |
10:16.50 | Bounty | Smash TV type stuff |
10:17.03 | Bommes | simply because it's what I'm already working on for so long and it's the only slim chance I have of doing something that might get past the community vote |
10:17.28 | Bounty | Yeah, I predict lots of shooters |
10:17.31 | Bounty | Pew Pew |
10:17.50 | Bommes | Kueken, you like figuring out Texture Select By ID problems, right? |
10:17.50 | JademusSreg | A bunch of simulated motorcycles drive around in a virtual abstract landscape shaped like current and circuits, ostensibly destroying one another with walls of light. If I were aiming for realism, the physics would be electro-magnetism. |
10:17.55 | Bounty | If a TD or a Tug of War gets beyond community vote I might just end my life |
10:18.12 | Kueken | Bommes: I dare say, its my specialty :p |
10:18.27 | Bounty | Ah so you're going for REAL tron like JademusSreg |
10:18.38 | Bounty | driving on pipes |
10:18.43 | Bommes | so I can change the texture of a roach with selecting the correct substring/prefix |
10:18.56 | Bommes | but I can't change the Roach Ragdoll which uses the same texture |
10:19.11 | JademusSreg | Naw, not pipes. |
10:19.47 | Bounty | Is it flat or can you do loops and shit |
10:19.47 | Kueken | alright, how do you apply the textures to the ragdoll? |
10:19.56 | Bounty | That would be cool, drive on a wall or something |
10:19.57 | Bounty | lol |
10:20.13 | Bommes | on actor creation of the death model actor |
10:20.15 | JademusSreg | More abstract and virtual aesthetic, luminous, soothing in its tones but threatening in its uncertainty. |
10:20.25 | Bommes | which I created a new one for that unit |
10:20.35 | Kueken | I assume it works for non-ragdoll deaths? |
10:21.01 | Bounty | interesting description |
10:21.08 | Bommes | oh hold on a minute |
10:21.10 | Bommes | I might have made a mistake |
10:21.12 | Kueken | if I recall correctly, ragdoll deaths use separate death actors |
10:21.30 | Bommes | yeah I might have forgot to change the actor it uses ^^ my bad |
10:21.38 | Kueken | :D |
10:21.39 | Bommes | on the custom death I mean |
10:21.41 | Kueken | or that |
10:22.09 | Bommes | but I have to load up the editor again so it will take a couple of minutes to check |
10:22.12 | Kueken | if its that, I am disappointed in the problem |
10:22.59 | JademusSreg | Hazard Circuit is the race gameplay mode in the design. Circuit refers both to the racing and the layout of the track, like that of a circuit flow diagram. |
10:23.47 | Bounty | I will probably only understand this circuit system once I see it when the map is done |
10:23.58 | Bounty | >.< |
10:29.14 | Bommes | Kueken, yeah nevermind, I'm just an asshole :/ Forgot to change the custom death actor |
10:29.22 | Kueken | :-* |
10:29.38 | Bommes | but I still have a question that you maybe know the answer for, why does the texture change work for "roach_" in prefix and "diffuse" in substring |
10:29.45 | Bommes | but not for "roach_diffuse" in substring? |
10:29.50 | Bommes | a little disappointing |
10:29.50 | JademusSreg | Imagine the flow of electricity through a circuit diagram, tiles raising / materializing as the bounds for the section of track recede behind and surge forward, the amplitude of the electrical pulses lighting up the track's tiles in a cool soothing blue like intersecting waves, the light from the tiles fades at the edges, glows with each crest of the aplitude wave, until the pulse moves |
10:29.50 | JademusSreg | on, the tiles go dark and fall away. |
10:30.13 | Bommes | a lot of the time I have problems changing textures because I'm not sure what to put into prefix and what to put into substring |
10:31.53 | JademusSreg | Bommes_Silly.dds and BommesShitty.dds; the prefix that matches both of these is Bommes, substring for the first should at least be _Silly, for the second it should be Shitty. |
10:31.55 | JademusSreg | Got it? |
10:32.44 | A1win | you can just put the full texture file name in both prefix and substring |
10:32.47 | Bounty | So its a shifting terrain layout JademusSreg? |
10:33.47 | A1win | and don't put prefix in the Texture data entry |
10:33.59 | JademusSreg | A1, yes, and then you've got an adaptation per texture, woo. Doesn't matter either way, but know how the shit works is more helpful than not. |
10:34.15 | A1win | if only it worked |
10:34.16 | A1win | ;p |
10:34.48 | A1win | err nvm, I had that other thing messing up my stuff |
10:34.57 | JademusSreg | Bounty, yes, not randomly, just responsively. In most cases, it'd be well contrained. |
10:35.10 | Bounty | nice |
10:35.19 | Bounty | Sounds strategic >.< |
10:36.35 | Bommes | JademusSreg: I mean I know what a prefix is, but sometimes it just doesn't work |
10:37.02 | Bommes | it's probably just me doing an error but dunno |
10:37.20 | JademusSreg | Other game modes behave differently, but similar in essence of the dynamism. |
10:37.40 | Bommes | and my point is, sometimes it works to put the whole texture string into the substring box |
10:37.42 | Bommes | and sometimes it doesn't |
10:37.49 | A1win | make sure your Texture data entries don't have a name that is also the name of a texture file that you use in some other Texture, there's a bug with it |
10:38.10 | A1win | *don't have an ID that is |
10:39.33 | JademusSreg | I've not had trouble with texture swaps. Even swapped textures for particles emitted by the dark shrine. |
10:40.07 | A1win | woo I have money again and no overdue bills, should relieve some stress 8o |
10:40.16 | JademusSreg | Oh, and since the map won't depend on Liberty or any such, should always load quite rapidly. |
10:41.22 | JademusSreg | brb |
10:46.05 | Bommes | JademusSreg: Well I could even retexture all the blood slats and blood particles and shit coming out of a death model, so I'm not saying it's impossible |
10:46.26 | Bommes | I'm just saying it's super inconsistent and it always needs different methods of using prefix/substring combinations |
10:47.08 | JademusSreg | Blame those who names the textures. =D |
10:47.19 | Bommes | like sometimes it requires to transfer the Upper Case letters into the Prefix, sometimes it doesn't work when you transfer the Upper Case letters from the Cutscene editor into the texture declaration |
10:47.32 | Bommes | sometimes you need a prefix, sometimes you don't |
10:47.49 | Bommes | maybe I'm just always making small errors and I'm the idiot |
10:47.50 | Bommes | dunno |
10:47.55 | JademusSreg | ^ |
10:48.24 | JademusSreg | But no worries, that's the first step toward wisdom. |
10:49.03 | Bommes | I'm not convinced yet though |
10:49.08 | Bommes | I mean I make a lot of shitty errors, don't get me wrong |
10:49.19 | Bommes | but the amount of trouble I have with texture declarations is absurd |
10:49.45 | Bommes | for example that's the texture declaration I was talking about with changing the blood textures https://pastee.org/vf246 |
10:49.48 | JademusSreg | Try doing it in the XML view instead. Less bullshit to distract. |
10:49.58 | A1win | just do what I do, use full texture name in prefix and substring, only one declaration per definition, and no prefix in the Texture, seems to work every time |
10:50.02 | Bommes | there's like no consistency, and I remember spending 2 hours on that |
10:50.09 | Bommes | because it never worked |
10:50.13 | Bommes | in any other way |
10:50.24 | JademusSreg | A1, but that's a tad silly. |
10:50.24 | A1win | and use subslots like main.diffuse, main.emissive etc. |
10:50.39 | A1win | JademusSreg, at least it works ;p |
10:50.47 | JademusSreg | Yep. |
10:51.21 | JademusSreg | So bom, any of those in the paste not working? |
10:51.28 | Bommes | no, now they work |
10:51.31 | Bommes | because I spent 2 hours on that |
10:51.33 | Bommes | but |
10:51.33 | A1win | the whole system is silly, don't really care to use a silly approach |
10:51.38 | Bommes | look at the substrings and prefixes |
10:51.43 | JademusSreg | =D |
10:52.06 | JademusSreg | Yep, they are strings. Definitely strings of text and stuff, Bom. |
10:52.10 | Bommes | they make no fucking sense |
10:52.34 | JademusSreg | What doesn't make sense about it? |
10:52.53 | Bommes | why does BloodTerran need a prefix |
10:52.58 | Bommes | but HeatWave doesnt |
10:53.05 | Bommes | why do I have to write one Diffuse in Upper Case |
10:53.08 | Bommes | and the other in lower case |
10:53.13 | Bommes | when both are upper case in the cutscene editor |
10:53.33 | JademusSreg | Can't say without seeing the assets. |
10:54.02 | JademusSreg | brb |
10:54.24 | A1win | now to figure out how to display the proportion of each team's influence over the capturable area... |
10:54.37 | A1win | (again) |
10:55.07 | A1win | not going to use team colored plantes this time |
10:55.26 | A1win | rather keep those with static looks |
10:56.18 | A1win | I think I'll use a range actor to display capture range |
10:56.30 | A1win | and only use circular areas |
10:56.34 | Bommes | okay the diffuse was actually a bad example in this case because the one lower case is actually lower case as well |
10:56.39 | Bommes | in the cutscene editor |
10:56.45 | Bommes | but I had problems with that for other textures |
10:56.57 | Bommes | but the Bloodsquirt thing is super weird |
10:57.03 | Bommes | where I wanted to change the normal texture |
10:57.42 | A1win | new episodes of True Detective and The Walking Dead ;O~~ |
10:57.42 | Bommes | "BloodSquirtRandom_R1Sculpted" is the name for the diffuse, "BloodSquirtRandom_R1SculptedNormals" is the name for the normal |
10:58.20 | Bommes | you would think you need some sort of prefix for these 2, but nope |
10:59.15 | A1win | there is no single correct solution to them |
10:59.22 | A1win | you could probably set it up to work with a prefix too |
10:59.30 | Bommes | then do it |
10:59.53 | Bommes | I mean I would think so too |
10:59.54 | A1win | I probably suck at it as much as you do, no thanks :P |
10:59.57 | Bommes | that's why it took me fucking 2 hours |
11:00.10 | Bommes | because I'm only guessing and it doesn't work when I think it should |
11:10.55 | A1win | hmm... I could do like 5 "LEDs" over capturable areas that light up with team color, and the area will give score based on how many of them the team has, so that it's easier to grasp than if it was entirely linear |
11:11.00 | Kueken | prefix + substring works usually, but there are models, where it leads to errors |
11:11.02 | A1win | err, continuous |
11:11.04 | Kueken | for example thor |
11:11.19 | Kueken | has thor_diffuse and thor_cannon_diffuse |
11:11.33 | Kueken | if you use thor prefix and _diffuse substring, it will malfunction |
11:11.51 | Kueken | because it may reference both thor_diffuse and thor_cannon_diffuse |
11:12.17 | Kueken | in this case to make sure it references the correct texture, I would use the full texture in both prefix and substring |
11:12.30 | Kueken | which "always" works |
11:12.39 | Kueken | if you don't run into another rare bug |
11:15.06 | Kueken | also usually you need to add a prefix for everything, since some patch |
11:15.25 | Kueken | it used to work without prefix and I happily used only the substring field for everything |
11:16.08 | Kueken | but now you need the prefix (and if you have a model that doesn't use it at all, consider me interested :D) |
11:44.00 | JademusSreg | =D |
11:54.44 | A1win | http://www.twitch.tv/sc2proleague |
11:54.47 | A1win | 2 hour tvz going on |
11:56.45 | Kueken | single game? or bosomething |
11:57.13 | A1win | single game |
11:57.41 | A1win | because you know, swarmhosts |
11:58.30 | A1win | seems like they're calling the first stalemate in SC2 ever D: |
11:58.38 | A1win | at least they paused it |
12:00.06 | A1win | or not |
12:02.26 | A1win | yeah they just continued it :P |
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12:11.59 | Kenoli | Wow |
12:12.05 | Kenoli | What a match. |
12:12.08 | A1win | 2h 19min now :P |
12:12.44 | A1win | the zerg can't win but he's not willing to call it a stalemate |
12:12.50 | A1win | apparently |
12:14.27 | kingTD | they both cant win |
12:14.49 | A1win | well the terran is slowly getting some units down, but would probably take hours to do it |
12:16.03 | Bommes | if soulkey runs away there's no way the terran can do anything |
12:16.12 | Bommes | I think |
12:16.17 | Bommes | since there are too many spore crawlers |
12:16.26 | A1win | mm maybe |
12:17.11 | Bommes | so he will lose all his ground force to locusts since he doesn't have enough tanks |
12:17.29 | Bommes | and then it's like 1 BC and a couple of ravens against a lot of queens and spore crawlers |
12:17.33 | A1win | mm |
12:17.35 | Bommes | dunno |
12:17.38 | Bommes | the zerg can't win at all |
12:17.44 | Bommes | but it would be risky for the terran to try |
12:17.48 | Bommes | maybe 50:50 |
12:18.01 | A1win | yeah that's what the casters said too, that the terran could win but it'd be a big risk |
12:18.02 | Bommes | the zerg can only win when the terran lets him |
12:18.31 | Kenoli | Seems like terran could slowly push zerg with enough energy |
12:18.48 | A1win | I wonder what will happen to swarm hosts ;p |
12:18.49 | Kenoli | Winning safely, eventually |
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12:44.46 | kingTD | gimme gimme zolden after midnight ffs! |
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12:52.44 | Kenoli | Having over 10k minerals and 10k should be like autowin |
12:52.55 | Kenoli | and gas* |
12:53.05 | Goa | yeah |
12:53.17 | Goa | wtf is going on anyway, did sc2 become a turtle game? |
12:55.05 | Kenoli | 15k minerals now. |
12:55.09 | Kenoli | So crazy |
12:55.49 | Ahli | tunes into proleague |
12:56.50 | Kenoli | Reality is just broke |
12:57.27 | JademusSreg | misread that as "Ahli turns into proleague" and wondered what Kafka-fueled living nightmare we just entered. |
13:03.41 | A1win | woo, True Detective just keeps getting more and more interesting |
13:03.58 | Ahli | checks into liquibet to check which team I have to cheer for |
13:04.28 | Ahli | go SK |
13:04.43 | JademusSreg | Wat is this Trudective? |
13:04.54 | Ahli | but this season I'm doing everything wrong, so samsung khan will win >_> |
13:06.43 | Kenoli | So I was playing mortal shroud |
13:06.48 | Goa | JademusSreg awesome series by hbo (far better than the other crappy hbo shows) |
13:07.36 | JademusSreg | Guess I'll look into it. |
13:07.43 | kingTD | still no rick and morty? wtf is this jew holiday :/ |
13:07.44 | Goa | it has a nice dark feeling to it and awesome acting and nice solution on narrating the story. |
13:07.51 | Ahli | so, feedback? |
13:08.17 | Kenoli | I didn't realize you were still working on it |
13:08.24 | JademusSreg | Feedback on wat? |
13:08.37 | Ahli | yes, I'm still working on it :D |
13:08.44 | Kenoli | So interesting. |
13:08.52 | Kenoli | I did have some ideas though |
13:08.53 | Goa | kingTD yeah still no new Morty.( |
13:08.57 | Ahli | because, the gameplay of D1, well... sucks :D |
13:09.37 | A1win | true detective reminds me of cthulhu mythos style detective stories, just without supernatural stuff |
13:09.40 | Ahli | just being able to attack is a bit boring :D |
13:09.41 | Goa | what a fast game now:) |
13:10.08 | Kenoli | The visibility of walls in dungeons seems awkward |
13:10.17 | Ahli | yeah, because they are units |
13:10.46 | Goa | A1win did you see the new episode, just watched it and like wtf did just happen... |
13:10.54 | A1win | yeah |
13:11.02 | Ahli | and that's how the vision works then... I could try to use doodads in addition to units, though... but that would cost performance, but might look better |
13:11.29 | Goa | A1win more stuff happened than in the last 3 episode |
13:11.40 | A1win | mm I liked it |
13:12.11 | Ahli | its unit aspect is required for projectile collisions and dynamic footprint stuff (which doodads can't do, afaIk) |
13:12.13 | kingTD | I would say the problem is not units but the way the model is shown, its just pops up and dont have sweet coverage of the fog on it to transition, in |
13:13.34 | Kenoli | Maybe you could use a revealer to give vision into corners and such |
13:13.41 | Kenoli | Or reveal a region per room |
13:14.55 | Kenoli | Or reveal everything and just hide them on the minimap until you get near them |
13:16.11 | Ahli | well, I want to use the vision blocking stuff (like pillars) and my rooms aren't simple rectangles anymore, entrances can now eradicate the whole wall side now. that prevents a region that reveals the walls |
13:19.19 | Ahli | but the wall appearance aspect was something totalbiscuit pointed out, too. |
13:20.51 | kingTD | it engine fault |
13:21.00 | kingTD | it's |
13:21.39 | Ahli | yeah, but doodads can properly appear partially out of the fog, so it might be doable, if you unlink the actor from the unit or something :D |
13:22.56 | Kenoli | I think I'll try implementing a solution |
13:23.10 | Kenoli | Is there anything special about the wall units? |
13:24.41 | Ahli | they are just structures with a 1x1 footprint |
13:25.16 | JademusSreg | Inscrutable: looking over some code (not SC2), I see a const float for the single precision machine epsilon value. Which is comically incorrect, but fine. Worse is the const float following it, epsilonSquared. =\ |
13:25.29 | Ahli | so, requirement: needs to be completely removable and recreatable :D |
13:26.00 | Kenoli | ppftthh nevermind! ;p |
13:26.48 | Kenoli | EpsilonSquared |
13:26.50 | Kenoli | wat |
13:28.37 | JademusSreg | Exactly. Squaring the machine epsilon for a given base & precision doesn't make sense, would need to move it to a larger bitwidth (rather, more precision bits) to get anything meaningful from the operation. =\ |
13:30.13 | Kenoli | http://netgame.googlecode.com/svn/trunk/XX%20-%20Authority%20Management/Mathematics.h |
13:30.43 | JademusSreg | Yeah, pretty much like that. |
13:31.49 | JademusSreg | Whatever possible purpose there could be for such an expression (without using a double for the float's epsilon) is impenetrable. =D |
13:33.19 | JademusSreg | I must assume either ignorance on my part, or some pernicious code convention on their part. |
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14:00.13 | Dustin|Work | morning! |
14:02.38 | Kenoli | Morning. |
14:04.21 | Ahli | afternoon |
14:04.29 | Kueken | Penis. |
14:07.18 | JademusSreg | Sure is. |
14:10.27 | Kenoli | So I was wondering if epsilonsquared was even a thing |
14:10.31 | Kenoli | It doesn't seem like it is |
14:13.00 | Kueken | epsilonsquared is a lie |
14:13.04 | JademusSreg | Yeah, I concur, it's just so damn unintelligible and simultaneously so obscure. Almost but not quite like seeing a hacky snippet of code and the first impression is that it can't possibly do anything/ |
14:13.05 | Kueken | hm |
14:13.09 | Kueken | I was more fond of cake |
14:17.17 | Kenoli | The usage of "epsilon" in code tends to be "a pretty small value, lol", rather than "machine epsilon" |
14:17.49 | JademusSreg | The comment to the right suggest the intent was otherwise. |
14:17.57 | Kenoli | If you wanted machine epsilon in c++ you could use numeric_limits<float>::epsilon() |
14:18.06 | Kueken | like in SC2, where Epsilon equals 0.0625 or 0.03125 depending on context :D |
14:18.06 | JademusSreg | Though in practice, that const is wrong anyway, haha. |
14:18.12 | JademusSreg | Nope. |
14:18.15 | JademusSreg | 1/4096 |
14:18.32 | Kueken | yet another context |
14:19.34 | Kueken | well, compared to mathematic epsilon its ginormous |
14:19.58 | Kenoli | There are so many epsilons |
14:20.02 | JademusSreg | That's the fixed epsilon, so to speak. It's insightful and amusing. |
14:20.05 | Kenoli | But epsilonsquared isn't one of them. |
14:21.00 | JademusSreg | Every SC2 world cell can be thought to have 4096^2 distinct points. |
14:22.21 | JademusSreg | The lowest movement speed is 2/4096 (cell length/sync time) |
14:22.52 | JademusSreg | So unit movement speed values 32/4096 or higher are valid. |
14:24.03 | JademusSreg | Unit move speed [16..31]/4096 don't disable move, but prevent moving anyway, likely because the position updates aren't permited in 1/4096 increments. |
14:25.30 | Kenoli | That seems strange |
14:25.32 | JademusSreg | Or how the fixed type is effectively the int type divided by 4096, which permits conversion between the two without losing the bits. |
14:27.32 | Goa | Swarmhost OP |
14:27.46 | JademusSreg | Ken, not so strange if one assumes every other position step is perhaps asynchronous, so it can't complete a full movement step before the next update. |
14:28.22 | JademusSreg | The unit can be issued the move order, but it cancels roughly one tick later, haha. |
14:28.24 | JademusSreg | brb |
14:37.11 | Ahli | that bastard protoss :D |
14:38.20 | Goa | yay cannon rush and I miss the start of the game:( |
14:45.39 | JademusSreg | =D |
14:45.49 | JademusSreg | Wat's the matchup? |
14:50.46 | Ahli | PvZ |
14:51.10 | Goa | another long game:D |
14:51.20 | Dustin|Work | Whatcha watching? |
14:52.31 | JademusSreg | Are the players well-known or no? |
14:52.54 | JademusSreg | Hi thar Dustin. |
14:53.18 | Dustin|Work | Helllo Jade |
14:56.09 | JademusSreg | Determined last night I had to take a different approach to scalars, and in turn recorded my vectors and matrices and such. All very wip. Here's the old scalar script, relabeled Integer Utils; should be easier to understand. https://pastee.org/pt47e |
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14:57.03 | JademusSreg | And here's new scalar and vector shit, better suited to my purposes. https://pastee.org/xfm6m |
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14:57.44 | JademusSreg | The new code isn't at all interesting, but the integer utils show off some neat conversions. |
14:57.58 | ArcanePariah | Yoink |
14:58.17 | JademusSreg | Koiny. |
14:58.28 | ArcanePariah | Morning :D |
14:58.45 | ArcanePariah | Another week begins |
14:58.52 | JademusSreg | Hallo, Arc. Did you catch my link to relabeled Integer Utils? |
14:59.09 | ArcanePariah | Nope |
14:59.16 | JademusSreg | https://pastee.org/pt47e |
15:00.09 | ArcanePariah | Now let me ask, are these GUI function for low level operations, that Blizzard does not provide? |
15:00.13 | JademusSreg | Since I had to recode my scalar stuff, just renamed the old code. Would be a shame to discard such ingenuity entirely. |
15:00.23 | JademusSreg | Arc, clarify? |
15:00.59 | ArcanePariah | What is the purpose of these functions, their functionality is already present? Are these just covenient wrapper functions? |
15:02.48 | ArcanePariah | Like having a function to do A & B (bitwise) seems like a level of abstraction so that people don't need to know the syntax of bitwise operations, and nothing else |
15:03.05 | JademusSreg | The top half, the various ops, they are convenient for passing the functions via funcref parameters or such to execute the operations on data structure elements without writing repeat code, operationally similar functions, and generally making a mess and cluttering the global namespace. |
15:04.10 | JademusSreg | So if you have, say, a function that takes two vectors and a binaryop funcref, you don't need a separate function for every supported operation. |
15:04.19 | JademusSreg | Instead, you pass it the op, it calls it. |
15:05.52 | JademusSreg | I mean, do you really want a separate function for every explicitly supported operation? Dreadful. =D |
15:06.38 | JademusSreg | Here's some WIP code, which shows both approaches in one script, pretty gross. https://pastee.org/xfm6m |
15:07.54 | JademusSreg | So calling Vector3_Binary(Add,vecA,vecB,vecOut) would accomplish the same thing as calling Vector3_Add. |
15:08.17 | JademusSreg | Except the former can accept any function that matches the funcref's signature. |
15:08.57 | JademusSreg | Makes it far more extensible with less overall clutter. |
15:09.49 | JademusSreg | Make sense? |
15:10.05 | ArcanePariah | So basically, instead of operator overload, you used a function pointers to accomplish polymorphism in a way |
15:10.39 | JademusSreg | Certainly an apt description. =D |
15:11.02 | ArcanePariah | I had a good CS prof in AP CS in high school |
15:11.46 | JademusSreg | initially misread it as "a god CS proof". |
15:11.53 | ArcanePariah | Well, that too |
15:11.54 | ArcanePariah | :P |
15:12.26 | ArcanePariah | He managed to get nearly everyone to pass the AP CS A exam, and EVERYONE (30 some people) passed the AP CS AB exam |
15:12.47 | ArcanePariah | In my year when I took APCS AB |
15:13.10 | ArcanePariah | Fairly hard class, but worth it |
15:13.58 | ArcanePariah | Now, you aren't really doing polymorphism because it isn't different behavior at compile vs run time, more like templates/generics, but with function pointers |
15:15.38 | ArcanePariah | So.. any further work on Factions, or did you place that on hold to work on Discs 2.0 for the contest? |
15:15.55 | JademusSreg | You confuse me with Bounty? =D |
15:16.25 | ArcanePariah | lol, sure? I dunno, is it Bounty who is constantly switching projects? |
15:16.48 | ArcanePariah | Or are you doing both projects in paralell? |
15:16.56 | ArcanePariah | parallel* |
15:17.03 | JademusSreg | Anyway, PCVD is my current priority, as it's best suited to the competition time frame. |
15:17.37 | JademusSreg | Plus, I have the pleasure of tediously implementing 3d physics code in galaxy environment. |
15:18.24 | ArcanePariah | Yeah... oddly enough, physics for actors (async) is incredibly powerful and relatively straightforward (if not tedious), but sync is... uggh |
15:18.29 | A1win | hurbl |
15:18.44 | ArcanePariah | Good evening A1win |
15:18.48 | A1win | still some cheese pasta left, having a hard time stuffing it in |
15:19.06 | JademusSreg | Yes, as A1 said, it's hurbl. |
15:19.19 | ArcanePariah | It's what? 5 in th evening for you A1win ? |
15:19.33 | A1win | yeh |
15:19.54 | ArcanePariah | Well... save the rest for a late night snack as you map, gives you a mental boost later |
15:20.49 | A1win | figuring out the art tools this week |
15:21.03 | A1win | got a model artist doing some ships and planets for me |
15:21.05 | kingTD | wtf where is zolden? :/ |
15:21.25 | ArcanePariah | He is in Russia |
15:21.28 | ArcanePariah | I would assume |
15:22.34 | kingTD | well not connected to the rest of the world for sure :/ |
15:23.09 | A1win | finished my food, now I'm ready to morph into a baneling |
15:24.38 | kingTD | not enough gassssssssss |
15:25.16 | JademusSreg | Eat more Vesbeans. |
15:27.59 | kingTD | seems like phoenix flys around the base, dont expect to supply for it either |
15:29.44 | turtles1 | Trying to turn a map into an extension mod. Do the new extension mods work if your mod has a dependency? |
15:30.06 | turtles1 | IE I have all my trigger work in one mod |
15:30.39 | turtles1 | and all my data work in another mod. and previously the map had the triggers as a dependency, and the triggers had the data as a dependency |
15:32.06 | turtles1 | or will I have to merge both into a single mod file for it to work as an extension mod on any map |
15:35.41 | Goa | omg, this whole flappy bird thing |
15:35.56 | Goa | actually I should make a clone fast |
15:36.01 | JademusSreg | ??? |
15:36.05 | Dustin|Work | Hmm I think im going to try some RTT stuff for aesthetics in this map |
15:37.46 | JademusSreg | Goa, flappy zerg? |
15:38.29 | Goa | flappy muta |
15:38.30 | A1win | how is this SC2 art tools preview thing supposed to work if I use an external texture for the model? |
15:38.53 | Goa | actually I gona make it right now on SC2. (I was thinking making a html5 clone though) |
15:39.24 | A1win | "... does not reference a file in an archive and cannot be loaded." |
15:44.43 | Goa | http://www.youtube.com/watch?v=8WLrM8wx6Bk |
15:46.41 | A1win | kingTD, how do I use the art tools preview thing with custom textures D: |
15:50.44 | Dustin|Work | Goa, call it Flappy Phoenix |
15:50.55 | Dustin|Work | And make some cool animation where the pheonix flapsi t's wings |
15:50.58 | Goa | Muta works better |
15:51.03 | Goa | haha |
15:51.09 | Goa | that would be way too much work |
15:51.13 | *** join/#sc2mapster maltenp (~maltenp@c-31e170d5.09-37-7570701.cust.bredbandsbolaget.se) |
15:51.15 | Dustin|Work | ya :P |
15:51.19 | Dustin|Work | But itd be funny |
15:53.51 | A1win | wait what, how can this model have textures visible in the editor even though I didn't import any textures? |
15:57.15 | Goa | fucking ragnaros in HS arena |
16:01.01 | *** join/#sc2mapster maltenp (~maltenp@c-31e170d5.09-37-7570701.cust.bredbandsbolaget.se) |
16:10.04 | kingTD | a1win u set textures, materials, assign materials to mesh models and press preview and it should show. |
16:10.25 | A1win | kingTD, it gives that error I just said |
16:10.32 | kingTD | u imported only model or u talking about preview ting |
16:10.40 | A1win | preview |
16:11.13 | A1win | when I import the model only, it works perfectly... so is the texture included in the model somehow? |
16:11.19 | A1win | how do I make them separate |
16:11.49 | kingTD | well there is option in export window to use MPQ texture paths, then if textures are in opened map will be displayed |
16:12.10 | kingTD | preview =! export |
16:13.25 | kingTD | plus if u use export model without MPQ Paths checked it will use local, ur PC paths to locate textures |
16:13.35 | kingTD | and wont show for other people ingame |
16:14.14 | A1win | oh |
16:15.44 | A1win | umm I don't see any options in export window |
16:16.51 | kingTD | the window with the buttons in top side preview, export, then looking in the middle there are preferences for exporting |
16:16.52 | A1win | nvm, found the menu |
16:20.38 | A1win | yeah now the preview works too when I used it from that window instead from the menu, or maybe because I enabled use MPQ paths |
16:25.46 | Bommes | Hmm |
16:25.57 | Bommes | can you use Quad actors without them being linked to abilities? |
16:26.12 | Bommes | linked to abilities in terms of how the Psi Dash or whatever it is called works I mean |
16:26.26 | Bommes | where the Quad actor is locked to the mouse and shows the direction of the ability |
16:29.42 | *** join/#sc2mapster Tomura (~Tomura@HSI-KBW-134-3-182-235.hsi14.kabel-badenwuerttemberg.de) |
16:30.42 | *** join/#sc2mapster duckies (4d26cd7a@gateway/web/freenode/ip.77.38.205.122) |
16:31.13 | turtles1 | Do any of you guys have a way to keep a log of activity you can use to track down non reproducable bugs in your games? |
16:31.35 | turtles1 | Previously I would reserve player 14 and send that player a message when things happen |
16:32.43 | turtles1 | then, if a user emails me saying that there was a bug in the game I can get him/her to email me the replay file and look through player 14s vission to get a summary of important variables/functions/errors etc |
16:32.55 | turtles1 | but with extension mods I cannot do that any longer |
16:33.48 | turtles1 | because I don't have control of how many players there are and what player slots they are sitting in |
16:34.10 | kingTD | well, i guess ur best chance is to not make the bugs that would require to make such things happen in the first place |
16:34.52 | turtles1 | I've thought of using banks, but often they will be over written or get too large if I keep adding to them over multiple games |
16:35.03 | *** part/#sc2mapster Parthon (~cheeeese@godsta.arach.net.au) |
16:35.05 | kingTD | and i doubt that if there any bugs that would require such indepth hidden player variables debugging stuff |
16:36.48 | turtles1 | KingTD - I have had players email me saying they were playing my game for several hours before a bug appeared. Hard to know what caused it |
16:37.12 | turtles1 | esp. when neither of us can reproduce the error |
16:37.47 | kingTD | what project u made that would use such advanced debugging? |
16:38.26 | turtles1 | Save/Load tool |
16:38.48 | turtles1 | play a game of starcraft multiplayer but you can save and load the game at any point |
16:38.56 | turtles1 | without exiting the map |
16:39.16 | turtles1 | with inbuilt build order excecution/displays/tracking |
16:40.02 | turtles1 | so I have had clans practicing a build order |
16:40.39 | turtles1 | with several spectators and players taking control of different sides to try and find kinks in a build order |
16:40.54 | kingTD | yeah sounds not bad at all |
16:40.56 | turtles1 | and after a few hours it just stops working properly |
16:41.23 | turtles1 | they will go to load and the game state will not be correct |
16:41.42 | turtles1 | I'm not even sure if it loads incorrectly or if the saved game state is corrupted |
16:43.16 | turtles1 | only happens once a blue moon but it can be frustrating and I would like to figure out what is happening. But I also have people requesting I make it a mod instead of a few individual maps |
16:43.40 | turtles1 | so.... there goes my origional attempt at debugging |
16:43.56 | JademusSreg | Back. |
16:44.00 | JademusSreg | Wat's up, turt? |
16:44.00 | turtles1 | Someone out there must have done this before and I can steal/borrow their implementation |
16:45.03 | turtles1 | Hi JademusSreg, just wondering if anyone has their own logging/debugging tool they created that I can steal |
16:45.13 | turtles1 | and stick in my map |
16:45.31 | JademusSreg | Based on the limited information you provided, sounds interesting. |
16:47.27 | JademusSreg | Can you explain what the project is, how it should behave, and the problem in as much detail as possible. =D |
16:49.07 | turtles1 | http://www.youtube.com/watch?v=UxGJIZ_s2uY |
16:49.13 | turtles1 | VERY OLD VERSION |
16:49.31 | turtles1 | but it is a good way to describe the save/load functionality |
16:50.01 | turtles1 | I have since made it a lot better and started adding in build order support as you can see here |
16:50.15 | *** join/#sc2mapster Moorhsum (~scraft@dsl-kpobrasgw1-54fac5-136.dhcp.inet.fi) |
16:50.25 | JademusSreg | Husky does not make efficient use of my time. |
16:50.47 | turtles1 | http://www.youtube.com/watch?v=Is7ImLIwf-s |
16:50.59 | turtles1 | skip tpo 1:54 |
16:51.06 | turtles1 | to 1:54* |
16:51.30 | turtles1 | and keep in mind that it is a 2 year old video |
16:51.39 | turtles1 | a lot has been improved since then |
16:52.47 | JademusSreg | An Achron approach would be even more badass, but still neat. |
16:54.10 | JademusSreg | Hm. I'd need to see the system to determine what may cause the issue. |
16:56.27 | JademusSreg | I have a few suspicions, though. |
16:59.01 | turtles1 | well, so do I |
16:59.32 | turtles1 | there must be some bogus unit that I am saving/loading which is throwing everything off |
16:59.56 | turtles1 | but I haven't yet figured out where |
17:00.20 | turtles1 | cause I can never get it to happen by myself in a controlled environment |
17:00.42 | turtles1 | all I have is some replays from multiplayer games |
17:01.38 | turtles1 | and I know that for every time the bug happens and someone emails me their replay file, it happened 20 times where they didn't |
17:02.06 | turtles1 | at least 20 |
17:03.22 | JademusSreg | If you send me the code and custom data, I'll see if my suspicions are correct. Since I don't know anything about how your system operates, I have only my manifold speculation. =D |
17:03.24 | *** join/#sc2mapster Thenarden (~Miranda@HSI-KBW-078-043-230-147.hsi4.kabel-badenwuerttemberg.de) |
17:05.00 | JademusSreg | (Enumerating and explaining the possible problem sources would be more time and work than investigating myself, haha.) |
17:07.02 | turtles1 | uhhhh that might take a while. My more recent code is well planned out. The code for the menu systems and the build orders is a thing of great beauty and clarity |
17:07.21 | turtles1 | I wrote that backend save/load stuff before I knew how to do a lot of things in the editor |
17:07.43 | turtles1 | and before I had any practical experience writting a large code base from scratch |
17:08.11 | turtles1 | imagine the worst code you've ever seen from a hack university student with no idea what he's doing |
17:08.17 | turtles1 | it's that kind of code |
17:08.46 | turtles1 | I've learned since then, i promise. I'm writting better stuff now. |
17:10.36 | JademusSreg | Did you compose it in GUI or galaxy script? |
17:10.46 | turtles1 | GUI |
17:10.50 | turtles1 | (don't hurt me) |
17:10.54 | turtles1 | :P |
17:11.13 | turtles1 | didn't know you could import code at the time |
17:11.20 | JademusSreg | Good. GUI-generated script is terrible, but it at least has the benefit of consistency, predictibility. |
17:12.39 | JademusSreg | Send the entire mapscript.galaxy file via irc, irc query + dropbox link, attach it to a PM on mapster, whichever. |
17:14.37 | turtles1 | I really appreciate you offering to help out here man. But I don't think spending an hour pouring over badly written computer generated code is anyones idea of a good time. But hey, your funeral... |
17:16.34 | JademusSreg | Won't take an hour. =D |
17:17.31 | JademusSreg | First I'll see how it works, then regex search for what I suspect could cause trouble. |
17:17.33 | turtles1 | how do you get hold of the file? |
17:18.37 | JademusSreg | Several ways. From inside the editor, Import module, Show Reserved Files, find MApSCript.galaxy in the root, extract/export file. |
17:18.39 | JademusSreg | brb |
17:19.08 | *** join/#sc2mapster shintah (bebble@h-123-174-216.a336.priv.bahnhof.se) |
17:19.40 | turtles1 | found it |
17:19.47 | turtles1 | just as you said it |
17:22.30 | turtles1 | hmmm extracting it isn't doing anything |
17:22.53 | turtles1 | not creating a file, just hitting "ok" then nothing happens |
17:24.39 | *** join/#sc2mapster Moorhsum^ (moorhsum@dsl-kpobrasgw1-54fac5-136.dhcp.inet.fi) |
17:24.54 | turtles1 | sending |
17:25.46 | A1win | meh my dropbox is constantly uploading something but the files it's syncing never finish, they aren't even that big |
17:26.38 | A1win | started at 450 files or so, got stuck constantly but restarting updated the progress, and now it's stuck at "57 files remaining", my upstream is completely stuck, and nothing happens |
17:26.56 | JademusSreg | turt, what does the direct file transfer say on your end? |
17:27.12 | turtles1 | sending via IRC |
17:27.57 | JademusSreg | Perhaps I need to configure something. One moment. |
17:27.58 | turtles1 | using pidgin |
17:27.58 | turtles1 | "waiting for transfer to begin" |
17:27.58 | turtles1 | 0% |
17:28.09 | turtles1 | I'll try sending again? I think it times out |
17:30.35 | JademusSreg | Hm. |
17:30.56 | turtles1 | too big for pastebin |
17:30.58 | turtles1 | lol |
17:31.23 | JademusSreg | This is the script, right? Not trigger XML? |
17:31.27 | turtles1 | actually I could chop it up |
17:31.41 | turtles1 | it's 550 KB, max pastebin is 500KB |
17:31.48 | JademusSreg | https://pastee.org/ |
17:31.50 | JademusSreg | Try that. |
17:31.57 | turtles1 | I'll just chop off something unimportant |
17:32.03 | JademusSreg | Nuuu |
17:32.36 | JademusSreg | Complete awareness is needed, otherwise something seemingly innocuous could be overlooked. |
17:32.40 | turtles1 | https://pastee.org/dbyfu |
17:33.15 | turtles1 | problem is with "save" or "load" function |
17:33.41 | turtles1 | and the subfunctions they call |
17:33.53 | turtles1 | each is a massive blob of text |
17:34.03 | turtles1 | Told you I used to write bad code |
17:36.45 | JademusSreg | Need symptoms. |
17:36.52 | JademusSreg | In what way does it break? |
17:37.00 | turtles1 | player saves the game |
17:37.12 | turtles1 | keeps playing... everythings good |
17:37.32 | turtles1 | loads the game and some of the units are not doing what they previously were |
17:37.46 | turtles1 | workers are on move commands to the middle of the map |
17:37.55 | turtles1 | queens are running in circles |
17:38.05 | turtles1 | ghost units are trying to snipe rocks |
17:38.35 | turtles1 | units are going apeshit and not doing what they should be doing |
17:38.46 | turtles1 | loading from a different save point still works fine |
17:38.59 | turtles1 | but that save slot will be unrecoverable |
17:39.43 | turtles1 | it has happened after 15 minutes of gameplay |
17:40.06 | turtles1 | and it has happened after two and a half hours of constant saving/loading with no problem |
17:40.30 | turtles1 | and other people report heavy usage but they have never encountered the problem before |
17:41.08 | turtles1 | so I'm not even sure how common it is. Maybe it's rare but I only hear about it when it happens |
17:41.38 | turtles1 | or maybe it is common for some people but other people are immune due to whatever reason |
17:42.59 | turtles1 | Also in my defense, when I worte all that save/load stuff Blizzard banks had that absurdly tiny file size restriction |
17:43.26 | turtles1 | and I tried every single dodgy trick I could to miniminze the footprint of the save state |
17:43.35 | JademusSreg | Haha, swap players function. |
17:44.27 | turtles1 | ? |
17:45.20 | JademusSreg | May not be important, just imagine it's something that could easy screw things up. Are the save/load slots player dependent or shared? |
17:45.39 | turtles1 | shared pool of save/load slots |
17:46.04 | turtles1 | player 3 can save the game, player 5 can load from that slot then player 2 can over write it |
17:46.43 | turtles1 | yeah, thought about the possiblity of left over data from a previous save |
17:47.03 | turtles1 | definitely a candidate for the problem |
17:47.44 | JademusSreg | Can multiple people access the dialog to load? |
17:49.02 | turtles1 | no |
17:49.21 | JademusSreg | What prevents it? |
17:49.21 | turtles1 | all dialogs pause the gameplay |
17:49.57 | turtles1 | all players can see the dialog but all the dialog items are disabled except for the player who initiated it |
17:51.03 | Goa | omh http://www.youtube.com/watch?v=pyD5WkurrCk |
17:51.07 | Goa | Balloooons |
17:51.15 | turtles1 | and there is a critical section around the usage of dialog items |
17:51.30 | JademusSreg | Hah. |
17:51.34 | turtles1 | so only one dialog item click is processed at once |
17:52.15 | turtles1 | so it is not likely to be caused by them trying to hit the load button twice quickly and lag fucking things up |
17:52.55 | turtles1 | Pretty cool that Blizzard included mutual exclussion primitives in the trigger editor |
17:57.34 | JademusSreg | Curious. Do you store the unit's order queue? |
17:58.32 | turtles1 | only the first order in the queue |
17:58.50 | turtles1 | wait, i think? |
17:58.58 | turtles1 | yeah |
17:59.08 | turtles1 | only the first order in the queue |
17:59.32 | turtles1 | So far no one has complained about that limitation |
17:59.37 | JademusSreg | And units are all removed and recreated without exception for each load? |
17:59.40 | turtles1 | doubt anyone has really noticed |
18:00.26 | turtles1 | I use an inbuilt function to remove units |
18:00.44 | turtles1 | "remove (all) units in region (whole map)" |
18:00.47 | JademusSreg | So they are removed, never reused. |
18:00.51 | turtles1 | no |
18:01.19 | JademusSreg | I refer to the unit instance, just want to be certain. |
18:01.43 | turtles1 | I remove the units from game using the "remove units" function |
18:01.59 | *** join/#sc2mapster Zolden (~a@88.135.0.21) |
18:02.02 | turtles1 | and recreate them using the "create unit (zealot) at location (x,y)" |
18:02.46 | turtles1 | then start to build on it from there setting it's orders, hitpoints, mana, cooldowns, etcetc from scratch to be a replica of the previous unit |
18:03.03 | turtles1 | so it would have a different unit ID, yes |
18:03.38 | kingTD | Zolden where did u masturbate so long? |
18:04.13 | turtles1 | the save/load function IS the masturbation |
18:04.39 | turtles1 | I jizzed on the keyboard and it landed on the keys which produced those functions |
18:04.49 | turtles1 | that is why they are poorly written |
18:05.33 | Kueken | sounds like the way to go |
18:05.35 | Zolden | kingTD I decided to not have chat open at day, to have less disturbance souces |
18:05.46 | Zolden | and it worked |
18:05.50 | Kueken | penis-written script |
18:06.02 | Zolden | was concentrated as hitler was when planned his war plans |
18:06.14 | Kueken | penis - check. hitler - check |
18:06.19 | Zolden | we all are penis written |
18:06.24 | Kueken | done for the day |
18:06.29 | turtles1 | lol |
18:06.31 | Zolden | hitler was penis written |
18:07.45 | Dustin|Work | Zolden |
18:08.10 | Dustin|Work | Do you have that Initial RTT model to display a camera on a billboard style setup? |
18:08.20 | Dustin|Work | I seem to have misplaced my copy of the map |
18:08.47 | Zolden | Dustin|Work why don't I have attack abil in your smash tcv? |
18:09.09 | Dustin|Work | Hm? |
18:09.14 | Dustin|Work | With your scientist? |
18:09.33 | Dustin|Work | You have to take him to the left beacons to upgrade him into a combat unit |
18:09.55 | Zolden | Dustin|Work u mean this? http://www.sc2mapster.com/forums/development/artist-tavern/62145-proof-of-concept-true-pip/?post=1 |
18:10.16 | Dustin|Work | the one with the ingame model |
18:10.29 | Zolden | Dustin|Work I saw nothing, that would give me that idea |
18:10.42 | Dustin|Work | I wanted to setup that model as a big screen ingame and have a bunch of civilians watching it |
18:11.09 | Dustin|Work | and have it show various cameras throughout the map |
18:11.17 | Dustin|Work | Just for aesthetics |
18:11.21 | Zolden | do you want the billboard to be static relaticvely to terrain or to player camera? |
18:12.36 | Dustin|Work | Static to terrain, was thinking about switching between them |
18:12.45 | Dustin|Work | Based on whatever room the person is in |
18:13.11 | Dustin|Work | If that's even possible, but I figured if it was just an invisible unit I could move around, that'd work |
18:16.41 | JademusSreg | I strongly suspect an asymmetry. |
18:16.56 | Zolden | and where the camera will be? |
18:17.05 | Zolden | i can make you the billboard |
18:17.11 | Zolden | and the camera |
18:17.33 | Dustin|Work | Is it possible to move the camera around Zolden? |
18:17.34 | Zolden | just tell me camera's height and angle |
18:17.46 | Zolden | camera should be unit |
18:17.48 | Zolden | so yes |
18:17.50 | Dustin|Work | awesome |
18:17.52 | Dustin|Work | kk one sec |
18:19.06 | kingTD | okay, 7-0 paladin |
18:19.50 | Dustin|Work | Something like this zolden, http://puu.sh/6R6Pq.png |
18:21.19 | turtles1 | JademusSreg, was that message for me? |
18:21.58 | turtles1 | what do you mean by that? |
18:22.36 | turtles1 | obviously when the bug occurs what gets loaded is no longer a good representation of what was saved |
18:22.49 | turtles1 | but you mean you don't think it is a corruption issue? |
18:23.18 | Zolden | Dustin|Work those angles look like a shit |
18:23.52 | Dustin|Work | Well the walls are not that high |
18:24.00 | Dustin|Work | It's supposed to look like a camera on the wall |
18:25.46 | Zolden | ok, i'll use 82' |
18:26.12 | Zolden | 27' of field of vie will see nothing |
18:26.24 | Dustin|Work | kk :D |
18:26.34 | Zolden | how about 70? |
18:28.04 | Dustin|Work | Whatever you think looks best |
18:29.04 | Zolden | http://www.sc2mapster.com/media/attachments/47/245/dustin_camera.m3 |
18:30.08 | Zolden | http://www.sc2mapster.com/media/attachments/47/246/mnm_billboard_ch1.m3 |
18:30.11 | JademusSreg | turt, since many slot references are literals, for example, gf_save(0) or gf_load(5), the potential for mismatch is there. |
18:30.32 | Zolden | Dustin|Work remember: aspect ratio should be 1.333 |
18:30.50 | *** join/#sc2mapster mille25 (5de6f9ae@gateway/web/freenode/ip.93.230.249.174) |
18:31.02 | Dustin|Work | On the camera? |
18:31.02 | mille25 | hi |
18:31.07 | Dustin|Work | sup mille |
18:31.08 | JademusSreg | If a function called on and then the other with different arguments, it could save/load undesirably. |
18:31.12 | JademusSreg | Hi thar mille. |
18:31.55 | Zolden | Dustin|Work the action that sets rtt channel for a camera has aspect ratio parameter |
18:32.39 | Dustin|Work | ahh gotcha |
18:32.57 | Dustin|Work | Im gonna finish up this balance bass through then work on setting up the billboard cam |
18:33.00 | Dustin|Work | pass* |
18:33.48 | JademusSreg | turt, alsohe possibility of overflow. While arrays are strinctly bounded and would throw an error, iteration could "overflow" if the increment variable is initialized to an unexpected value. |
18:35.22 | mille25 | Man I hope Blizzard fixes the trigger debug window in multiplayer soon... Got some very rare and hard to find bugs which are almost impossible to find without some sort of debugging. :( |
18:36.54 | mille25 | Is anybody else experiencing the issue that it just doesnt display trigger errors in multiplayer, even though they are turned on? |
18:38.11 | JademusSreg | Ouch, moving the irc client to this monitor somehow impacted my spelling. |
18:38.53 | kingTD | 9 - 0 paladin |
18:39.12 | mille25 | Talking of monitors... since i got my new graphics card i cant plugin mz old VGA monitor any longer because it uses DVI-D which doesnt support analog output unless you buy an adapter for fucking $35 ... |
18:39.48 | mille25 | There are soo many display output formats, its confusing as hell. :D |
18:39.59 | turtles1 | JademusSreg thanks for taking a look. the save/load stuff is pretty hairy. take a look at the build order stuff or the menu system if you want to see something that was actually planned out and better written. |
18:40.04 | kingTD | some olds cards like from 2006 would supply even 2 addaptors |
18:40.26 | turtles1 | I need to go to bed. happy to talk about it later if you like :) |
18:40.35 | turtles1 | in the mean time you deserve this http://www.eyebleach.com/ |
18:40.40 | JademusSreg | turt, yeah, unfortunately, my suspicions weren't confirmed. |
18:42.39 | mille25 | kingTD: I even have an adaptor, but even though it physically fits it doesnt work, because it turns out that you need an ACTIVE adaptor :( |
18:43.03 | Dustin|Work | mille, i had a similiar problem |
18:43.12 | Dustin|Work | Bought a passive adapter first on accident, was sad |
18:43.18 | mille25 | :D |
18:45.09 | turtles1 | night peeps :) |
18:45.11 | *** part/#sc2mapster turtles1 (~dave3@d27-99-23-23.bla802.nsw.optusnet.com.au) |
18:52.01 | Zolden | kingTD it's becaseu beta is open and noobs filled the searver |
18:56.37 | kingTD | or the player, people base is noobs in general |
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19:11.54 | *** join/#sc2mapster Bibendus (Bibendus@ip-80-249-36-63.static.adsl.cheapnet.it) |
19:13.42 | Goa | Zolden Colossus upgrade still says its 7 range when its 5 |
19:19.50 | Zolden | oh |
19:19.51 | Zolden | ty |
19:19.53 | Zolden | will fox |
19:20.37 | Zolden | wall fox |
19:24.04 | Goa | it seems like I lost all my bookmarks on EU |
19:24.36 | Goa | or at least I have no access to it |
19:25.03 | kingTD | 11 - 2, do i will be able to get that dream? |
19:25.25 | kingTD | more like loading times is shits |
19:26.18 | Zolden | Goa eu server acts alike shit again, maybe temporal problem |
19:26.29 | Goa | how the fuck you make that high kingTD again |
19:26.40 | kingTD | paladins op :D |
19:26.56 | Goa | what cards you have mostly? |
19:27.06 | Goa | that stupid weapon? |
19:27.27 | Goa | and that 5-6 |
19:27.34 | kingTD | 2 weapons, and quite late game stuff |
19:27.42 | kingTD | only silver stuff |
19:28.45 | Dustin|Work | Zolden, I set my units model to dustin_camera.m3 right? |
19:28.51 | Zolden | yea |
19:29.32 | Dustin|Work | thought so, thanks |
19:34.11 | kingTD | wtf this druid... 2 8x8 taunts. 3 x5 dmg + draw card |
19:34.56 | kingTD | and 9 cards in his hand while im with 2 |
19:35.43 | JademusSreg | Oh, niiice. Simple test yielded useful results. |
19:37.23 | JademusSreg | https://pastee.org/remyj |
19:37.50 | JademusSreg | First to figure out what it's doing gets Bonus Points. |
19:41.35 | JademusSreg | It's a very useful feature, unfortunate GUI users don't have access. |
19:41.56 | kingTD | ffs all the fatest cards :/ |
19:43.05 | kingTD | 435 g |
19:43.08 | kingTD | 11 - 3 |
19:44.18 | Zolden | JademusSreg waht's new in usiong arrayref as function parameter? wasn't it always a well known feature? |
19:44.36 | JademusSreg | Zol, that's only half of what it's doing. |
19:44.55 | Zolden | what is the other half? |
19:46.25 | JademusSreg | Wouldn't be worth bonus points if I told you. =D |
19:46.45 | Zolden | is it something i don't see in your code or it's not shown there? |
19:47.31 | JademusSreg | Of course not. Notice there are two? Recall galaxy doesn't permit forward declaration. |
19:48.53 | JademusSreg | (Which means the function order of execution starts with DoubleFuckShit.) |
19:51.21 | Zolden | and how to interpret this information? |
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19:52.49 | Dustin|Work | Zolden |
19:52.49 | pirate | yarr |
19:52.51 | kingTD | Zolden so, models? mb Max files even if u create them? |
19:53.09 | Dustin|Work | Is this thing supoposed to follow my camera around like a scprite? the billboard model? |
19:53.50 | kingTD | can build the models without the textures if i will really require it, since there are wow models textures pack saved to search for |
19:54.31 | JademusSreg | Hah, fine, I'll explain the paste. https://pastee.org/remyj |
19:56.18 | Zolden | Dustin|Work you said you wanted it be relative to the ground... maybe you meant the camera? |
19:56.27 | JademusSreg | typedef int[4][4] doublefuck and int[4] fuck. DoubleFuckShit takes a doublefuck arrayref, FuckPoo takes a fuck arrayref. Ah, but see where DoubleFuckShit calls FuckPoo? |
19:57.01 | JademusSreg | FuckPoo(shit[0]); |
19:57.12 | Zolden | Dustin|Work first link I gave contains map link that has the model that will make picture from camera follow the player camera |
19:57.19 | Zolden | kingTD ok |
19:57.39 | Zolden | just in some time, i made some organic matter to consume |
19:58.23 | Dustin|Work | I need it like a Telivison |
19:58.36 | Dustin|Work | Where if I move the camera, the screen doesnt rotate to follow |
19:58.40 | JademusSreg | Hm, that looks odd, doesn't it? DoubleFuckShit's arrayref parameter argument has two dimensions, yes when it calls FuckPoo it's only using 1 dimension. |
19:59.04 | Dustin|Work | I mean this could work, it's just a littllittle weird the way it is |
19:59.06 | JademusSreg | Fairly obvious what it's doing. |
19:59.16 | kingTD | well still havent made entrys to fill them with models.. still planing stage with the units, structures |
20:00.07 | Zolden | JademusSreg ok, but still all looks ok for me |
20:00.14 | Dustin|Work | Actually Zolden |
20:00.18 | Dustin|Work | these will work |
20:00.23 | Zolden | each call happens after the stuff the call using is declared |
20:00.53 | JademusSreg | Haha |
20:01.34 | JademusSreg | It demonstrates multidimensional arrays can be unpacked into individual references. =D |
20:01.47 | Zolden | yea, why is it strange? |
20:02.19 | Zolden | well, i see a point from which it's strange, but it wasn't for me, because after you revealed arrayref and funcref, i think that galaxy is ok |
20:03.36 | JademusSreg | Haha, not strange. Unexpectedly pleasant that arrays can be taken apart and used in such a way. |
20:13.58 | Goa | yay EU Aracde now totally unusable again |
20:15.50 | mille25 | :( |
20:27.25 | Goa | HS too |
20:27.40 | A1win | HS was fine, just problems with login server |
20:28.21 | Goa | yeah |
20:28.26 | Goa | cant start it |
20:28.29 | Goa | so I am fucked |
20:28.39 | *** join/#sc2mapster Bounty (45f8f26f@gateway/web/freenode/ip.69.248.242.111) |
20:28.43 | A1win | 8-3 paladin with 1/3 of cards 4 cost |
20:28.43 | Bounty | Peow |
20:29.26 | Goa | 5th time managed to log in |
20:29.36 | Goa | seems like open beta is going welll |
20:29.54 | A1win | I should implement area capture |
20:30.08 | A1win | *works hard on twisting that "should" into a "will"* |
20:30.36 | Goa | warrior, hunter, rogue, which should I choose? |
20:30.54 | A1win | warrior or rogue probably |
20:31.04 | A1win | low chance to draw good beasts for hunter |
20:31.36 | Goa | fucking hunters always own me in arena |
20:31.41 | A1win | :x |
20:31.54 | Goa | like all the cards they draw is beast |
20:31.58 | A1win | you're thinking of it the wrong way again ;> |
20:32.13 | A1win | the hunters who *happen* to get good cards own you on arena |
20:32.18 | Goa | :) |
20:32.19 | Goa | yeah |
20:32.23 | Goa | still |
20:32.24 | Goa | fuck em |
20:32.25 | Goa | :) |
20:32.55 | A1win | doge unleash |
20:34.02 | Goa | mountain giant or molten giant, hmm and I have no card draw cards yet |
20:34.12 | Goa | warrior 5th card |
20:34.24 | A1win | go go one-shot deck |
20:34.29 | Goa | or blood kinght |
20:34.30 | A1win | oh right it doesn't work anymore |
20:34.39 | A1win | blood knight can be good |
20:34.46 | Goa | or useless |
20:34.49 | A1win | ;> |
20:35.04 | A1win | so can the giants if you never get to play them |
20:35.08 | kingTD | name says nothing to me :s |
20:35.18 | Goa | I go for molten |
20:35.22 | A1win | blood knight is the epic 3/3 that eats bubbles for +3/+3 |
20:36.06 | kingTD | ohhh, that may sometimes work in constructed more tahn in arena imo |
20:36.13 | A1win | mm |
20:36.19 | A1win | it's nice with argent squire too :P |
20:36.41 | A1win | first turn squire, 2nd turn blood knight with coin |
20:38.03 | Goa | pff I am drawing so bad cards |
20:39.04 | kingTD | ur so badddd |
20:41.08 | Goa | http://postimg.org/image/qe0rp0grl/ |
20:41.48 | A1win | murloc <.< |
20:42.53 | A1win | woo I opened the editor |
20:43.07 | Goa | bad ass |
20:43.35 | Bounty | congrats A1win |
20:44.23 | Ahli | finished nap... now it's 10pm |
20:45.50 | A1win | anyone know how to create a range actor without using a unit? last time I spent quite some time trying to figure it out but didn't |
20:45.58 | A1win | ended up using a dummy unit |
20:46.23 | Goa | I use dummy units too if I am right |
20:52.55 | Kenoli | Ahli, I made a vision thing that performs pretty well |
20:54.41 | Kenoli | http://www.stardepot.org/uploads/kenoli/WallVision.SC2Map |
20:56.35 | kingTD | zolden http://www.sc2mapster.com/maps/heroes-iii-v-0-01-alpha/images/ |
20:58.01 | *** join/#sc2mapster maltenp (~maltenp@c-31e170d5.09-37-7570701.cust.bredbandsbolaget.se) |
20:59.56 | Ahli | kenoli that allows you to look around edges :D |
21:00.14 | Kenoli | That's kind of the idea |
21:01.29 | Bounty | Am I the only one that would be horrible in the "Dev Jam Session" part of winning first place |
21:01.31 | Bounty | lol |
21:05.29 | Kenoli | Is there a way to get a pathfinding value that isn't an integer? |
21:05.56 | Kenoli | That would probably make it much more accurate |
21:10.06 | Ahli | no :D |
21:13.17 | Bommes | that dev jam session sounds like the best reward of all of that |
21:13.28 | Bommes | too bad it's just for the winner and not all of top 3 |
21:14.39 | Kenoli | I wonder why that function is like that |
21:16.15 | Goa | Bommes I want my dev jam session here on irc with all the trolls:) |
21:16.24 | A1win | gah I have no idea how to show capture zone team influence on the UI |
21:17.15 | A1win | if it's just one zone, it could be shown at a fixed spot on UI... though I'll probably have to show it for all zones at a fixed spot anyway, but also need to display it in the world somehow |
21:17.36 | A1win | so that players can instantly see they are making progress for that particular capture zone |
21:19.14 | A1win | maybe I could just put it in the middle of the zone as a UI frame anchored to the dummy unit :E |
21:19.27 | Zolden | kingTD lol, wtf is that |
21:19.28 | A1win | though it'd have to be transparent... |
21:20.17 | A1win | hnn hnn hnn |
21:21.59 | A1win | hmm could do it with additive blend mode |
21:22.52 | A1win | decals would probably look nicer |
21:22.58 | A1win | how difficult it is to make those? |
21:24.43 | A1win | err... except they'd disappear inside planets if they were at 0z |
21:24.49 | Ahli | kenoli, I've put your code into my map and it results in revealing a lot :D |
21:25.01 | Bounty | I dont know Bommes, what the hell do you even talk about? |
21:25.07 | Bounty | Maybe its just me |
21:25.12 | Bounty | Like do you just ask them questions? |
21:25.23 | Bounty | Or will they be asking you stuff |
21:25.29 | Kenoli | A good lot? |
21:25.52 | Ahli | it is always showing everything of the next room if you are just anywhere near the entrance... |
21:26.27 | A1win | Bounty, could be interesting either way, or even if they'd just talk with each other, like a brainstorming session or whatever |
21:26.30 | kingTD | Zolden ur russian friend cant wait for u to fix ur Homm map so he started making hes own shit |
21:26.58 | Bounty | That sounds more like a NSA simulation A1win |
21:27.02 | Bounty | Just listening to them talk |
21:27.05 | A1win | :P |
21:27.11 | Bounty | >.< |
21:27.20 | Zolden | kingTD finally |
21:27.29 | JademusSreg | Bargletarg. |
21:27.31 | A1win | I meant even if you wouldn't have anything to say, it could still be interesting |
21:27.39 | Bounty | If I win I'll most likely just get a list of questions from you guys |
21:27.53 | Bounty | Assuming I can share their answers |
21:28.14 | A1win | yeah start planning that instead of your map ;> |
21:28.33 | Bounty | My map is already planned out lol |
21:28.34 | JademusSreg | Haha |
21:28.35 | Bounty | the first one at least |
21:29.20 | Bounty | I have not had any liquid brainstorming sessions regarding the other two yet |
21:29.42 | Ahli | liquid meaning alcohol? |
21:30.16 | Bounty | Hello Ahli, nice to meet you, my name is Bounty |
21:30.21 | Bounty | >.< |
21:30.26 | A1win | asdf why am I focusing on UI again, haven't even implemented the mechanics yet |
21:30.55 | Bounty | Easy fix A1win |
21:31.02 | Bounty | Stop working on the damn UI |
21:31.09 | Bounty | and work on the mechanics |
21:31.21 | A1win | noo... that can't be right |
21:31.48 | Bounty | I can see how it may not sound like the best option in theory, but trust me |
21:31.52 | Ahli | working on gameplay? madness |
21:32.13 | Bounty | That sounds like a lot of people in the contest thread Ahli |
21:32.28 | Bounty | "Our games will be judged on fun and gameplay? WTF!" |
21:33.34 | JademusSreg | How dare they judge our ideas on the basis of their implementation instead of how good and special they make us feel> |
21:33.36 | JademusSreg | ?! |
21:34.50 | Bounty | If fun was not a factor then we would just end up with the most polished turd |
21:35.17 | Bounty | Which may still happen because of the community vote lol |
21:35.19 | Bommes | everyone gets a participation trophy and then we just shoot up a lottery to determine who wins |
21:35.35 | Bommes | sounds solid |
21:35.47 | Bounty | That is pretty much what the community vote is |
21:36.11 | Bommes | btw Bounty do you already have information on submitting multiple maps? |
21:36.15 | Bommes | since you talk about that in the thread |
21:36.18 | Bounty | nope |
21:36.22 | Bounty | He has not responded yet |
21:36.36 | Bounty | Which is why I am focusing on the game I think will be the standout first |
21:36.58 | Bounty | I mean technically, it is the standout game because I have no concepts for the other two yet |
21:36.59 | Bommes | why not work on that for the full 3 months? |
21:37.01 | Bounty | but w/e |
21:37.09 | Bounty | Because I don't think it will take 3 months |
21:37.11 | Bommes | since I mean in the end that polish could determine whether you make it top 3 or not |
21:37.14 | Bommes | since |
21:37.20 | Bommes | only top 5 is community vote |
21:37.21 | Bounty | Even going all out polish and features |
21:37.26 | Bounty | Should not take 3 months |
21:37.31 | Bounty | for me at least |
21:37.44 | Bommes | and after that is blizzard where you probably need a lot of polish to make them happy |
21:37.45 | Bommes | ^^ |
21:37.53 | Bounty | Of course, I'm not going to stop developing a game just to move on to the next if it is not done |
21:37.59 | Bounty | Not when there is money on the line at least |
21:38.01 | Bounty | >.< |
21:38.30 | Bounty | Blizzard loves all of my games already though, and they only took a few weeks |
21:39.32 | Bounty | They just don't like the whole "copyrighted music" thing |
21:41.41 | *** join/#sc2mapster DeadZergling (836bc076@gateway/web/freenode/ip.131.107.192.118) |
21:41.59 | DeadZergling | having fun on the boards I see Bounty |
21:42.09 | *** join/#sc2mapster ArcanePariah (~ArcanePar@99-8-167-11.lightspeed.futnca.sbcglobal.net) |
21:42.15 | Bounty | Just replying to a question someone asked from everyone |
21:42.34 | JademusSreg | Step 1: Binge on all the independent music you can find. Step 2: Finds songs among these that are appropriate. Step 3: Contact the musicians, get permission to use them in a map. |
21:43.01 | DeadZergling | I spent the weekend playing way too much Smash TV |
21:43.10 | Bounty | Step 3 is easier than that JademusSreg |
21:43.28 | Bounty | Most royalty free artists only want credit |
21:43.33 | Bounty | Which is what I will be using |
21:43.34 | DeadZergling | Bounty, you have dealt with this issue a lot, how bad would it be to straight take all the music/SFX from Smash TV? lol |
21:43.55 | Bounty | Well |
21:44.01 | Bounty | If it slips by Blizzard and you get into the contest |
21:44.09 | Bounty | and the copyright owner finds out |
21:44.16 | Bounty | You are liable, its in the contest rules |
21:44.39 | DeadZergling | bummer, as I found out the sound/music menu code |
21:44.40 | Bounty | Not worth the risk when you're actually liable |
21:44.54 | DeadZergling | can play the music/sfx at a wh im, lol |
21:44.57 | Bommes | you aren't liable for maps outside the contest? |
21:45.13 | Bounty | Outside the contest it will just be removed |
21:45.21 | Ahli | blizzard owns those maps^^ |
21:45.22 | Bounty | But, there is money involved in this so.... |
21:45.41 | Bounty | You would be profiting off of their copyrighted material |
21:45.45 | Bounty | Been saying this forever lol |
21:45.46 | Bommes | yeah but from what i've heard maps entered into the contest belong to blizzard even more |
21:45.53 | Bommes | that's what confused me a bit |
21:46.03 | Bommes | hmm yeah |
21:46.07 | Bounty | Yeah but you are liable for the contents |
21:46.08 | Bommes | makes sense I guess |
21:46.10 | Bounty | Which you always are |
21:46.13 | Bounty | but |
21:46.17 | Bounty | profit is involved now so.. |
21:46.24 | Bounty | That will get them even more mad lol |
21:46.26 | Bommes | yeah so technically you are liable for generic custom maps |
21:46.28 | A1win | how are you even discussing this |
21:46.28 | Bommes | but no ones cares |
21:46.30 | Ahli | it's just the special deal with Blizz,. Make them a game, if it would cost them money, you pay it... perfect deal, blizz ;D |
21:46.31 | Bommes | realistically |
21:46.49 | Bounty | Of course not Bommes |
21:47.07 | Bounty | when you're not profiting |
21:47.11 | Bounty | they usually don't care |
21:47.18 | Bommes | yeah but that's what I mean |
21:47.20 | DeadZergling | was just curious |
21:47.29 | Bounty | but |
21:47.30 | DeadZergling | Thanks Bounty :) |
21:47.36 | Bounty | Blizzard will NOT feature a map with copyrighted music |
21:47.39 | Kenoli | Their contest rules call for you to assign them any and all right, title and interest in submitted works |
21:47.53 | Bounty | Like 3-4 of my games were to be featured if I would have removed the music |
21:47.55 | Bounty | lol |
21:48.11 | Kenoli | Of course you have to own those in order to be able to do that |
21:48.31 | A1win | the contest rules also specifically mention copyright stuff |
21:48.43 | Bounty | Yeah, I said that A1win |
21:48.46 | Bounty | herpa |
21:48.47 | Bounty | =P |
21:48.49 | A1win | but that's obvious anyway since it's the law |
21:49.00 | *** join/#sc2mapster Fate_ (~IceChat77@g225012080.adsl.alicedsl.de) |
21:49.03 | Bommes | do they check for 3dsmax watermarks in 3d models? |
21:49.26 | Ahli | you are talking about blizzard |
21:49.31 | Ahli | obviously not |
21:49.40 | A1win | what kind of watermark does it leave? |
21:50.11 | Bommes | nothing visible from the outside, it's just an internal watermark for using the student version I think |
21:50.23 | Bommes | which really anyone cna just download from their website |
21:50.33 | Bommes | so I don't even think it's a student version really |
21:51.57 | A1win | err... the models are .m3 anyway, do those too get the watermark then? :P |
21:52.15 | Bommes | sure, I'd imagine |
21:52.39 | Ahli | there are no official tools to re-import m3 into 3dsmax |
21:52.58 | Bommes | otherwise Autodesk has a pretty shitty watermark when you can just circumvent it like that |
21:53.34 | Bounty | I'll be going the WoW model route |
21:53.44 | Bounty | >.< |
21:54.53 | DeadZergling | damned Smash TV, every time I make a wrong move, I can hear the crowd as if I just died in that game again |
21:55.32 | JademusSreg | Haha, another amusing discovery, fuck yes. |
21:55.40 | JademusSreg | Also useful. |
21:55.45 | Bounty | ? |
21:56.19 | JademusSreg | I'd screenshot it, but it wouldn't be an improvement over text. |
21:56.40 | JademusSreg | So instead: int[2][2][2][2][2] |
21:56.42 | Bounty | Is it one of your "script" discoveries or something visually iseful |
21:56.50 | Bounty | useful* |
21:57.13 | ArcanePariah | So... you can create 5 dimensional arrays |
21:57.18 | ArcanePariah | Also, Yoink |
21:57.29 | JademusSreg | -I- can. |
21:57.53 | JademusSreg | Arc, you'll enjoy this. |
21:58.06 | ArcanePariah | Sounds like some witchcraft at work here |
21:58.06 | JademusSreg | Or rather, you would if you used script. |
21:58.14 | ArcanePariah | Pfft, I will, eventually |
21:58.47 | ArcanePariah | Then again, already spend plenty of time in Java/XML/SQL stuff as is |
21:58.47 | Kenoli | 5 dimensional arrays sure are |
21:58.50 | Kenoli | Useful. |
21:59.30 | Bounty | I don't see the use, then again I'm not making a physics engine lol |
21:59.43 | DeadZergling | I dunno, have yet to go past 4 dimensionals myself in terms of actually needing them |
22:00.07 | DeadZergling | but given what a weirdo JademusSreg is, I'm sure he needs 8 dimensional stuff |
22:00.22 | JademusSreg | https://pastee.org/4bzrb |
22:00.44 | JademusSreg | Those two features together are useful. |
22:00.45 | Kenoli | OmegaFudge |
22:01.14 | DeadZergling | Jade has lots of fudge, apparently |
22:01.17 | Kenoli | There's something wrong with your brain |
22:01.21 | ArcanePariah | lol... so the gui only permits 4, but recursive typedefs.... lol |
22:01.49 | DeadZergling | typedef, that is just a record in gui terms right? |
22:01.54 | ArcanePariah | No |
22:02.12 | ArcanePariah | it is not found in GUI at all, typedef is a compile time alias |
22:02.21 | *** join/#sc2mapster sandyravage (d8940048@gateway/web/freenode/ip.216.148.0.72) |
22:02.23 | JademusSreg | Love to break shit, moreso if it yields utility. |
22:02.25 | Bounty | dasalottafudge |
22:02.33 | ArcanePariah | and a lot of shit |
22:02.35 | ArcanePariah | :D |
22:02.42 | DeadZergling | yea, Jade gonna be having chocolate dreams tonight |
22:03.09 | JademusSreg | Anyway, that should make working with matrices and other such easier for my physics system. |
22:03.23 | JademusSreg | Also, gonna post the paste for the forums. |
22:03.43 | ArcanePariah | What is the result if you directly create a 5 or higher dimension array? |
22:03.51 | ArcanePariah | Compile error? |
22:03.58 | Dustin|Work | Zolden, is there a way I can increae the Farclip on that model cam? |
22:04.24 | Bounty | Omega Fudge would be a good name for a candy bar |
22:04.31 | JademusSreg | Hm, nope, script allowed me 5 dimensions. |
22:04.32 | sandyravage | I see that an arm magzine ability doesn't incorporate a command card, is there an intended way to use it with another ability? I may just be thinking about it wrong |
22:04.52 | JademusSreg | int[2][2][2][2][2][2][2][2][2][2] compiles |
22:05.33 | ArcanePariah | sandyravage, clarify? |
22:06.37 | ArcanePariah | Command card is purely on a unit. |
22:07.02 | sandyravage | uhh I ment |
22:07.02 | JademusSreg | No compile error for 32 dimensions. |
22:07.08 | sandyravage | Ability: Commands+ |
22:07.59 | ArcanePariah | for Arm Magazine and other abilites like it, each index in the Info field is the equilvalent, where you define the default button, command flags, among others |
22:08.29 | ArcanePariah | This allows 1 ability slot be taken for a host of related abilites |
22:08.35 | ArcanePariah | Units are limited to 32 abilites |
22:09.27 | DeadZergling | no compile error is good, but the real question is |
22:09.31 | ArcanePariah | A major example of this is the Specialize ability. It is effectively an array of effect - instant abilites. However it will only take 1 slot, but can not be leveled |
22:09.35 | DeadZergling | what does battlenet think of your sorcery? |
22:09.42 | sandyravage | hmm so I'd essentially have 2 abilities, and my summon ability that contains the issue order, would be placed in the Ability:Info+ |
22:09.50 | sandyravage | of the magazine ability |
22:10.01 | ArcanePariah | Correct |
22:10.18 | ArcanePariah | Each info index is effectively a separate ability |
22:10.26 | sandyravage | Ah ok |
22:10.31 | ArcanePariah | A better example to study would be Train abilites |
22:10.49 | ArcanePariah | You will see there is only 1 train ability per structure, that trains ALL the units, like for Barracks |
22:11.13 | Dustin|Work | Woot, new smash tv version uploaded |
22:12.32 | JademusSreg | Haha |
22:12.59 | Bounty | lol |
22:13.04 | ArcanePariah | JademusSreg, which abilites are like that by the way? I know Arm Magazine, Build, Train, Specialize are, any others? |
22:13.08 | Bounty | That is the calm before the storm Dustin |
22:13.14 | Bounty | That is a scout |
22:13.18 | Bounty | More will follow |
22:13.30 | JademusSreg | (That 32-dimensional 2-length array would attempt to allocate 16GiB of memory.) |
22:13.37 | JademusSreg | Queuable class. |
22:13.41 | Dustin|Work | What is Bounty? |
22:13.51 | ArcanePariah | Yeah, and also Learn, Research |
22:14.02 | Bounty | a new smash tv being uploaded |
22:14.08 | Bounty | First of many |
22:14.20 | Dustin|Work | Ya |
22:14.27 | Dustin|Work | But mine is awesome so far |
22:14.32 | Dustin|Work | I have TV's in it and shit |
22:14.36 | Dustin|Work | :D |
22:14.57 | ArcanePariah | Smash TV, with MORE BLING! |
22:14.58 | ArcanePariah | :P |
22:15.13 | Dustin|Work | bling bling! |
22:15.41 | DeadZergling | those are good, but in a game of life and death, what prizes you really need are: |
22:15.46 | DeadZergling | A Brand New Toaster |
22:15.52 | DeadZergling | and a Fabulous Riding Mower |
22:16.35 | sandyravage | Oh I wouldn't need an issue order effect, I'd need a use magazine instead, yeah? |
22:16.57 | ArcanePariah | No, just arming the magazine will create a unit |
22:17.25 | Bommes | JademusSreg: I think you should stop writing your own vector and matrix functionalities and stuff |
22:17.29 | Bommes | I think you are losing your sanity |
22:17.43 | JademusSreg | How so? |
22:18.02 | Bommes | wasting time to find out how many dimensions arrays support |
22:18.18 | JademusSreg | Doesn't matter. |
22:18.19 | Zolden | Dustin|Work yea, by telling my how far you want it |
22:18.19 | Bommes | after the 3rd dimension there's literally no use for any of that |
22:18.58 | Bounty | So, apparently Stephen Hawking proposed that Black Holes do not exist lol |
22:19.07 | Bounty | Random I know, thought I would share |
22:19.08 | Bounty | >.< |
22:19.12 | Bommes | and if it's not literally then I will write it down so it becomes literal |
22:19.34 | JademusSreg | Sure. Except for what calculating interactions between 3-dimensional objects. |
22:20.33 | *** part/#sc2mapster Goa (~hookah604@91.82.163.41.pool.invitel.hu) |
22:20.43 | DeadZergling | you do the standard 5 stages like the old school Smash TV Dustin|Work ? |
22:25.01 | Ahli | http://69.164.192.211/ flappy bird mmo |
22:27.32 | Ahli | highest score 4... f*ck it |
22:29.29 | DeadZergling | it is like silver surfer, with extra gay controls |
22:29.42 | dooplecane | JademusSreg, I've been banned from a channel again |
22:29.42 | dooplecane | everyone hates me. =( |
22:30.26 | Ahli | that guy again |
22:32.35 | dooplecane | Ahli, I wish everyone didn't hat eme. |
22:33.35 | DeadZergling | everyone wishes you weren't such an attention whore too, but that isn't happening either, so is tough for everybody |
22:36.36 | sandyravage | So do I still need the create unit, or is the arm magazine already going to do that? |
22:38.24 | ArcanePariah | arm magazine will do it |
22:45.16 | Bounty | Is there a way to make an edit box only accept numbers? |
22:45.38 | DeadZergling | seems I broke flappy bird on my comp, won't load any more |
22:46.11 | JademusSreg | Nooope |
22:46.24 | ArcanePariah | Directly? No. Indirectly? Yes |
22:46.33 | Ahli | it has all of your credit card information now, no need to allow you to load it again |
22:47.50 | DeadZergling | yea yea yea |
22:49.02 | DeadZergling | has no issue loading the silly flight of the valkyries though |
22:49.38 | Bounty | Can I return a number value entered in a chat box as a real? |
22:49.44 | Bounty | not chat box |
22:49.45 | Bounty | edit box |
22:49.46 | Bounty | w/e |
22:49.48 | *** join/#sc2mapster Zandose (Zandose@24-246-78-228.cable.teksavvy.com) |
22:50.43 | ArcanePariah | Well, what you can do is have a trigger that runs evertime a edit box is edited and do input validation. If it is wrong, set the edit box to blank |
22:50.44 | JademusSreg | With a conversion function, sure. |
22:50.52 | DeadZergling | http://www.cnn.com/2014/02/09/tech/flappy-bird-removed-from-app-stores/ |
22:52.30 | Bounty | Variable - Set Test = (Integer((Edit value of UI Variables.PlayerID for 1))) |
22:52.32 | Bounty | So something like that? |
22:53.23 | A1win | urgh, somehow I can't figure out this capture zone algorithm, usually that's the easy part |
22:53.34 | ArcanePariah | Bounty, sure |
22:53.44 | Bounty | does not work |
22:53.45 | Bounty | >.< |
22:53.48 | Bounty | returns as 0 |
22:54.21 | mille25 | As far as I remember, conversion functions return 0 if the value could not be converted, or if the input was actually 0. |
22:54.37 | mille25 | Check the trigger debug window for script errors. |
22:54.53 | Ahli | always use debugger, enjoy |
22:55.08 | Zandose | with model variations does -1 or 0 means random variation? |
22:55.21 | Zandose | ^debugger lol |
22:55.42 | mille25 | Zandose: -1 |
22:56.01 | Zandose | k. cant seem to use -1 for trigger model swap |
22:56.19 | mille25 | Hm no idea, i always use 0 but we dont have model variations anyways. |
22:56.55 | Zandose | guess i need to rewrite some code |
22:56.55 | mille25 | What the actual fuck is wrong with mapster... Server seems to take a crap. |
22:57.50 | Bounty | I don't see how you can convert a string to an integer though lol |
22:57.58 | Bounty | Just did it and I entered 1 and it returned 0 |
22:58.21 | mille25 | It should work, Bounty. I use it quite frequently. |
22:58.33 | mille25 | The String needs to be a valid integer number though. |
22:58.46 | Bounty | Its an edit box |
22:58.48 | Zandose | dialogs? |
22:59.01 | mille25 | ? |
22:59.38 | mille25 | JademusSreg: Poor MasterWrath is confused now because you forgot to rename the function call. :D |
23:00.42 | Bounty | fml |
23:00.48 | Bounty | I was using the wrong variable |
23:00.50 | Bounty | whoopsie |
23:00.56 | Bounty | Look away! |
23:05.11 | JademusSreg | I fixed it, but the site is spectacularly succeeding at failing to update it. |
23:05.23 | mille25 | Mapster seems to have server problems right now. |
23:06.17 | JademusSreg | Anyway, workaround fix. |
23:07.31 | mille25 | :D |
23:08.33 | JademusSreg | mille, I expect you grasp the utility of unpacking arrays? |
23:12.03 | mille25 | Are you talking about your FuckPoo shit? |
23:15.35 | JademusSreg | Paste 9322. |
23:15.36 | JademusSreg | =D |
23:16.43 | mille25 | 9322? |
23:17.02 | JademusSreg | http://www.sc2mapster.com/paste/9322/ |
23:17.15 | Fate_ | hey guys i have some strange bug with one of ghostnovas models: it turns darker or lighter depending on the absolute angel of the unit in the map |
23:17.17 | Fate_ | http://www.directupload.net/file/d/3530/j8dbe99f_jpg.htm |
23:18.08 | JademusSreg | Lrn to use dropbox public links. |
23:18.10 | JademusSreg | brb |
23:19.20 | Bounty | Well |
23:19.23 | Bounty | Blizzard responded |
23:19.31 | Bounty | He suggested I stick to one game to play it safe |
23:19.34 | mille25 | JademusSreg: So whats the practical usage of that? Passing vector arrays or smth? :D |
23:23.00 | Ahli | fate_ I would just ask ghostnova about that. I think corbo had the same problem in his wall models, too. Something had to be rotated before calculating some stuff, I believe |
23:24.26 | Fate_ | well i posted this here some time ago: http://www.sc2mapster.com/assets/vindicator/ but he did not react to it. |
23:25.08 | Ahli | pm him, he answers fairly quick |
23:25.21 | Fate_ | okey letzs see |
23:28.26 | JademusSreg | Back. |
23:29.56 | JademusSreg | C'mon mille. =D |
23:31.15 | mille25 | Enlighten me :D |
23:31.43 | Bounty | Looks like its all out on Photon Skis JademusSreg |
23:32.01 | Bounty | Blizz might forbid multiple entries lol |
23:32.06 | Bounty | in the future |
23:32.25 | mille25 | Oh did you plan to submit multiple projects, Bounty ? |
23:32.29 | Bounty | Yeah |
23:32.29 | Bounty | 3 |
23:32.33 | mille25 | :D |
23:32.42 | Bounty | So, gonna have to play it safe |
23:32.55 | Bounty | and go with a game that people have heard the name before |
23:33.22 | *** join/#sc2mapster Repo (~repo@76.164.170.2) |
23:33.25 | Bounty | 3 months on a Bounty game.... |
23:33.35 | Bounty | I expect nothing less than AAA quality |
23:34.15 | mille25 | I hope so! |
23:34.47 | JademusSreg | For one thing, promotes more functional programming, passing what the function uses to it. For my purposes specifically, may be quite useful for Matrix. |
23:35.35 | mille25 | You mean for passing specific rows/cols of the matrix? |
23:36.11 | JademusSreg | =D |
23:36.21 | mille25 | Why cant they just give us void* >:D |
23:36.26 | JademusSreg | Hah. |
23:37.23 | mille25 | It really frustrated me that i had to implement sorting algorythms multiple times and i couldnt find a way to make it more elegant without sacrificing too much performance. |
23:37.47 | mille25 | There are points in development where the limits of Galaxy really shine through |
23:38.51 | JademusSreg | Yep. |
23:39.32 | JademusSreg | Helps when not limited to GUI. </playfulantagonism> |
23:39.41 | mille25 | Heh. :D |
23:40.12 | JademusSreg | And I'm quite surprised the script allows arbitrary dimensions. |
23:40.22 | mille25 | Talking about GUI. |
23:40.46 | mille25 | Yesterday i found out that its pretty problematic to change a library ID of a library which already gets used by several maps. |
23:40.59 | ArcanePariah | Yes |
23:41.20 | mille25 | I guess the only way to make it work is via manual editing of the .xml and .galaxy file of the map, before opening it with the editor. |
23:41.30 | ArcanePariah | It is how the map does function definitions, they are stored in XML and the root node is the library ID |
23:41.41 | JademusSreg | Yar. |
23:41.44 | ArcanePariah | And the external maps reference by that id |
23:41.53 | mille25 | Its pretty risky to edit this stuff though, not sure yet if i want to do it. |
23:42.10 | JademusSreg | Backups. =D |
23:42.11 | mille25 | Wanted to change SCUs mod lib id from hexadezimal to "libSCUE" |
23:42.26 | ArcanePariah | Well, it works as long as you understand what I said above, you should be fine |
23:42.29 | mille25 | Right now the entire code is cluttered with "lib564sd6f5sd" shit. |
23:42.46 | mille25 | Yeah, might attempt it tomorrow. |
23:42.52 | ArcanePariah | Well yeah, because by being hex, it assures all identifieds are 4 bytes in size |
23:43.17 | ArcanePariah | Effectively creates a ceiling. Also, it is possible those are used as memory references? |
23:43.29 | ArcanePariah | Wouldn't suprise me |
23:44.41 | mille25 | Uh what? As far as I know the default lib ID is a random hex number to minimize the chance of equal IDs from multiple external libs. |
23:44.49 | mille25 | You can also change it to 4 char plain text. |
23:45.45 | Ahli | mille25, do you use cutscene stuff in SCU? |
23:46.07 | ArcanePariah | Yes, but I doubt it is coincendence that all the ID's in the trigger definition XML are 4 bytes in size |
23:46.10 | mille25 | Ryan is responsible for cutscenes, but I think he creates them the traditional way using triggers. |
23:46.38 | Ahli | oh ok, because I've a problem with rotating cutscenes http://us.battle.net/sc2/en/forum/topic/11675657693 |
23:47.28 | mille25 | Ah sorry, no experience with that Ahli. |
23:47.29 | Ahli | my diablo falls over to the north every time instead of on his back =/ |
23:47.53 | ArcanePariah | mille, all you reall need to do is take each codebase that uses ad libary and do a search/replace on the triggers file, you will have to export and reimport probably |
23:48.07 | Ahli | if that would rotate properly, cutscenes would be powerful to make special actor stuff |
23:48.07 | ArcanePariah | using an MPQ editor |
23:48.15 | mille25 | Yeah, that was my plan ArcanePariah. |
23:48.51 | mille25 | Not sure if im gonna go through the pain though... Would have to reupload Chronicles of Fate then, too. |
23:49.00 | Bounty | I just thought of something that would make me laugh if it happened |
23:49.10 | Bounty | What if both Jade and I lost the community vote >.< |
23:49.25 | Bounty | Photon Discs and Photon Cycles eliminated :( |
23:49.31 | ArcanePariah | Funny enough, I've been having to do more raw XML stuff and I sometimes wonder if Blizzard made the mistake of using XML instead of some other data storage format. XML is nice and all, but it does feel like it is overkill in some places |
23:49.35 | Bounty | Photon Pwned |
23:49.50 | Ahli | just buy votes or whatever |
23:50.01 | Bounty | lol |
23:50.08 | Bounty | You know what sucks about that Ahli? |
23:50.12 | Bounty | You can do that :( |
23:50.13 | ArcanePariah | like every comment translates into 5 lines of XML |
23:50.27 | mille25 | The contest might get very frustrating. As far as I know Blizzard will choose 5 maps to vote on using their criteria, but if you are not amongst the lucky ones you will probably never know why. :D |
23:50.50 | ArcanePariah | Well, would be nice if Blizzard gave explainations and feedback |
23:50.57 | ArcanePariah | That would probably help a bit |
23:51.07 | Bounty | Blizzard will choose the first pool that the community votes. After that the top 5 go to Blizzard and they select the top 3 |
23:51.08 | mille25 | In general i like that they went for XML, but for triggers it might be slightly overkill, yes. |
23:51.22 | Bounty | I think choosing the top 3 out of the top 5 will be easy |
23:51.22 | Ahli | what bounty said |
23:51.43 | Bounty | We should have a friendly pool on the top 5 |
23:51.48 | Bounty | >.< |
23:52.05 | Bounty | Everyone selects who they think will be the top 3 |
23:52.11 | Bounty | Once the top 5 are known |
23:52.22 | JademusSreg | Not concerned. |
23:52.38 | Bounty | I'm saying, once the time comes... for fun |
23:52.50 | Bounty | You know fun? |
23:53.13 | ArcanePariah | As a rule, I don't gamble |
23:53.45 | ArcanePariah | Especially since most gambling is either A) Rigged or B) totally RNG |
23:54.03 | Bounty | We can bet bitcoins, they will probably be worthless by the time the final 5 are chosen |
23:54.05 | ArcanePariah | Poker and Blackjack being exceptions |
23:54.12 | mille25 | Subsequent votes in excess of stated maximum per voting day by a single Site visitor may be disqualified. The use of any automated launching or entry software or any other mechanical or electronic means that permits visitors to vote repeatedly is prohibited. |
23:54.14 | mille25 | ... =D |
23:54.32 | ArcanePariah | Aka, don't bot, don't ddos :D |
23:54.34 | Bounty | Is SCU being entered mille? :) |
23:54.54 | mille25 | We will try to get something ready for the contest, Bounty. |
23:55.02 | Bounty | Goodie |
23:55.18 | mille25 | But 4 months is kinda short for SCU terms D: |
23:57.00 | Bounty | The only thing I want to know is what the pool size for the community vote will be |
23:57.03 | Bounty | 10? etc |
23:57.07 | ArcanePariah | To be honest, I wish Blizzard does this as a regular thing, and permit teams to do long term projects |
23:57.33 | Bounty | Could make a living if they did this often enough :) |
23:57.39 | Bounty | and you were me |
23:58.23 | ArcanePariah | Yeah, the key thing they need to do is simply exclude winning maps from subsequent contests, and it should be golden |
23:58.42 | Bounty | That and maps created before the start date |