00:26.55 | *** join/#sc2mapster Nytemare3701 (~Nytemare3@c-67-174-247-125.hsd1.ca.comcast.net) |
00:27.19 | Nytemare3701 | Quick question: Why is my unit invisible on low settings? |
00:27.26 | Nytemare3701 | Not having this problem with any other units. |
00:30.29 | pirate | which unit |
00:30.33 | Nytemare3701 | changeling |
00:30.38 | pirate | definitely an actor issue |
00:31.21 | pirate | doing anything weird with it's color/opacity/HDR? |
00:32.06 | Nytemare3701 | Nope. It's a 1:1 copy of a changeling, with new stats and a name. |
00:32.32 | Nytemare3701 | shares the changeling model |
00:32.35 | pirate | are you 100% certain it shows up on regular settings? |
00:32.47 | Nytemare3701 | yes. I have been testing it regularly, and just tested it with 2 others |
00:32.51 | Nytemare3701 | one of them was on low |
00:32.53 | Nytemare3701 | couldn't see it. |
00:32.59 | Nytemare3701 | testing locally on low reproduced it. |
00:33.54 | Nytemare3701 | even more interesting, the boss monster that uses the same model works. |
00:33.56 | Simca_ | if you play around with the sliders you can figure out if it is shaders on low, textures on low, physics on low, etc that causes it |
00:35.09 | Nytemare3701 | Also: It seems that certain triggers I have slow the game to the crawl on low settings, but not on medium. |
00:35.12 | Nytemare3701 | Why would that be? |
00:35.13 | pirate | if you look at the changeling actor, on birth it swaps models |
00:44.39 | Nytemare3701 | Fixed it. It missing that event. |
01:04.04 | *** join/#sc2mapster Otixa (Otixa@shadowtemplar.org) |
01:17.44 | pirate | so I understand how A* algorithms work to find the shortest/best path between nodes |
01:18.48 | pirate | how can I use it to find all pathable nodes within a given distance |
01:21.02 | pirate | and does anyone have any idea what I'm talking about |
01:59.21 | *** join/#sc2mapster DeltaVelocity (~DeltaVelo@unaffiliated/deltavelocity) |
02:01.15 | Dustin | Yes |
02:01.57 | Dustin | Well considering A* is only about finding pathable nodes, you jsut have to give it a distance to check |
02:02.08 | Dustin | let me see if I can find my old A* pathing code |
02:06.49 | Dustin | Hmm this code probably wont do you any good, it's so abstracted for use with my wc3 vjass system |
03:20.49 | pirate | I think I've pieced together a solution |
03:50.04 | pirate | almost |
03:50.20 | pirate | blah I need to look at this again when I'm caffeinated |
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05:31.27 | EntityEnigma | can anyone help me get a hammer security to fire from both arms? |
05:31.42 | EntityEnigma | i just need to know how to set up the launch attatchment quarry |
05:36.13 | EntityEnigma | nvm i just set it to 'PatternMarauder' |
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07:07.11 | TwoDie | http://media.blizzard.com/d3/games/happyreaper/ |
07:14.37 | TwoDie | wtf is this chrome cant open twitch tv in english it always uses my native language... |
07:38.53 | Goa_ | lol |
07:38.54 | Goa_ | nice |
07:39.04 | Goa_ | Seems like blizz really moving to unity |
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07:56.03 | *** join/#sc2mapster Zolden (~a@88.135.0.21) |
07:58.56 | TwoDie | http://media.blizzard.com/d3/games/happyreaper/ |
08:01.01 | Zolden | happy boar roar |
08:03.57 | Zolden | blizz loves unity |
08:08.15 | *** join/#sc2mapster shintah (bebble@h-140-107.a336.priv.bahnhof.se) |
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08:48.38 | Goa_ | https://www.youtube.com/watch?v=vLxefatea1Y |
08:51.45 | Zolden | epic scv kill |
09:01.39 | Zolden | Otixa why "text mesh" suck so bad? |
09:02.39 | Zolden | oh, nvm |
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09:14.17 | *** join/#sc2mapster hobbidude (481df9f1@gateway/web/freenode/ip.72.29.249.241) |
09:14.43 | hobbidude | whats the best way to contruct dialogs now in regards to dealing with aspect ratios? |
09:24.54 | EntityEnigma | whats the difference between generic atttack and generic attack base when making an action actor |
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10:50.58 | Merc | hah, I am a massive moron |
10:51.10 | Merc | set up bones for my orc peon to carry a sack of gold |
10:51.14 | Merc | or so I thought |
10:51.22 | Merc | now he's carrying a sack of gold in all the frames |
10:51.25 | Merc | looks hilarious |
11:01.23 | Merc | apparently I should have used the auto key thingy |
11:01.26 | Merc | <PROTECTED> |
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12:16.15 | *** join/#sc2mapster Zolden (~a@88.135.0.21) |
12:51.29 | Merc | mr Zolden, is it better to hide objects in the 3ds max model, or by hiding the texture with events in-game? |
12:52.02 | Zolden | why do you need to hide them? |
12:52.53 | Merc | I have made an orc peon |
12:53.04 | Merc | he switches between carrying gold bag, lumber, and an axe |
12:53.22 | Merc | been messing around with rigging bones today, kinda fun |
12:54.21 | Zolden | attaching models to unit usually performed with actors |
12:54.50 | Merc | so, ingame? |
12:54.53 | Zolden | yea |
12:54.56 | Merc | hrm |
12:55.14 | Zolden | another possibility is to use global loop anims and switch between them in actors |
12:55.18 | Merc | here's my boy btw http://i.imgur.com/wqN7ldM.jpg |
12:55.36 | Zolden | looks good |
12:55.56 | Merc | wanna add specular maps to make him all sweaty |
12:56.30 | Zolden | right |
12:56.40 | Merc | but right now, I have an animation for carrying lumber, attacking/harvesting with a hatchet, and carrying that bag of gold |
12:57.02 | Merc | I was thinking I would "hide" the texture of the bag/hatchet/lumber when they werent needed |
12:57.38 | Merc | saw Daara do that in some thread, thought I might try it |
12:57.49 | Zolden | ok, try |
12:57.54 | Merc | but I guess it might be better to add and remove models like you said |
12:58.07 | Merc | cause then I can use the same models for humans etc as well |
12:58.18 | Zolden | are you making warcraft? |
12:58.24 | Merc | kinda |
12:58.38 | Zolden | it's like 5th or 4th wc project |
12:58.42 | Zolden | or6th |
12:58.44 | Merc | I know :p |
12:58.47 | Merc | probably 10th |
12:59.00 | Merc | mostly just a simple project to learn |
12:59.05 | Zolden | 5 or 6 amonst alive ones |
12:59.56 | Merc | goal is to reskin sc2 to warcraft-ish units |
13:00.04 | Merc | multiplayer focused |
13:00.22 | Merc | no campaigns or whatnot |
13:00.32 | Merc | should be fairly easy |
13:01.03 | Merc | same mechanics as sc2 as well, nothing like warcraft 3 where you had heroes with experience and whatnot |
13:31.43 | Merc | arpf, sc2mapster riddled with tutorials that have broken image links |
13:46.16 | *** join/#sc2mapster turtles1 (~dave3@d27-99-9-137.bla802.nsw.optusnet.com.au) |
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14:20.27 | *** join/#sc2mapster hobbidude (60338f8c@gateway/web/freenode/ip.96.51.143.140) |
14:27.31 | hobbidude | anyone work recently with dialogs? |
14:28.15 | hobbidude | whats the situation in regards to setting up dialogs in respects to peoples difference aspect ratios? |
14:28.57 | turtles1 | There is no native way to tell what a players resolutions are |
14:29.41 | hobbidude | i thought i remember during the updates in 1/5 and hots that size and position now scale properly |
14:29.51 | hobbidude | 1.5 srry |
14:30.10 | turtles1 | "scale properly"? |
14:30.36 | turtles1 | as in, you can set an item to take up 20% width of screen etc? |
14:32.01 | Ahli | well, that kind of is possible, but with UI xml |
14:32.48 | Ahli | you don't know the width, but you can use the center of a frame as an anchor which allows you to cut frames into half, quarters, .... |
14:33.57 | hobbidude | i thought it had changes so that full screen dialogs were "considered" 1920 regardless of your actually screen size |
14:34.05 | hobbidude | or was that with loading screens only? |
14:34.10 | Ahli | no idea |
14:34.22 | turtles1 | you can set a dialog to be full screen |
14:34.59 | turtles1 | and it will take up their whole screen |
14:35.27 | turtles1 | but using "dialog width" or "dialog height" will not give you the screen size |
14:35.58 | turtles1 | it will just give you whatever size it was set to last |
14:36.15 | Ahli | which is why you would need to follow my approach and create a field with a certain percentage resolution. Then you would anchor your stuff to these new frames |
14:38.13 | hobbidude | even with anchors to like the center for example some offset by 500 left on a 1000 screen would be half offscreen while on a 2000 would only be halfway? |
14:38.32 | Ahli | the point is to not use offsets anymore |
14:38.36 | Ahli | and to not use widths anymore |
14:38.38 | Ahli | just anchors |
14:39.24 | hobbidude | you have too tho since anchors are only in the centers and corners |
14:39.37 | hobbidude | your will percentage take care of that? |
14:39.52 | Ahli | starts paint |
14:40.59 | hobbidude | codes percentage of resolution work per player? |
14:41.02 | hobbidude | does srry |
14:41.04 | hobbidude | not codes |
14:49.08 | Ahli | http://snag.gy/EsJZ7.jpg oh god, it's tiny, but with zoom you should be able to read it |
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14:50.18 | hobbidude | kk so still do percentages instead work on a per player basis? |
14:50.47 | Ahli | yes? |
14:50.59 | hobbidude | so like 10% for a players with 1000 would be 100 while on 2000 would be 200 correct? |
14:51.02 | Ahli | or wait, what do you try to do? |
14:51.11 | Ahli | it is percentage of the screen |
14:51.24 | Ahli | you don't know how wide the screen of the player is |
14:51.54 | hobbidude | no just was an example |
14:51.56 | Ahli | if he has a small width, the width of the frame will be smaller, too... if he has a widescreen monitor, the width will be bigger |
14:52.05 | hobbidude | kk |
14:52.08 | hobbidude | so it is per player |
14:52.29 | Ahli | it's just anchoring things to the percentage of another frame (like the size of the screen) |
14:53.14 | hobbidude | sure but each players full screen is different |
14:54.00 | Ahli | yes, that's why it's percentages instead of real values |
14:54.10 | hobbidude | so using a percentage of the players screen which players does it use? each players? |
14:54.24 | Ahli | you don't get it, do you? |
14:55.00 | hobbidude | well you have to set it to a percentage of the screen right? |
14:55.16 | hobbidude | which player's screen? |
14:55.19 | hobbidude | each ones? |
14:55.49 | Ahli | the viewer's screen of course... |
14:56.30 | hobbidude | so each? |
14:56.35 | Ahli | you don't know anything about the size of the screen of a player since sc2 doesn't share that information |
14:57.08 | hobbidude | exactly so what res are offsets based off? |
14:57.25 | *** join/#sc2mapster herolief (herolief@resnet-228-57.resnet.umbc.edu) |
14:58.23 | hobbidude | long story short using percentage of total screen and the dialog items will scale correctly |
14:58.49 | Ahli | well, scale... |
14:58.58 | Ahli | scale needs width and height and those are different |
14:59.08 | hobbidude | scale is percentage |
14:59.19 | hobbidude | not static |
14:59.32 | Ahli | the resolution of the virtual screen seems to be 1600*1200 |
15:01.05 | Merc | <PROTECTED> |
15:01.09 | Merc | always in fucking april |
15:01.14 | Merc | you think spring is here |
15:01.16 | Merc | and then |
15:01.20 | Merc | HÖHÖ |
15:02.17 | hobbidude | dialog item panels are just basically regular dialog items that other items can then be connected inside right? |
15:02.44 | hobbidude | ie they can have their own image etc |
15:03.03 | Ahli | panels are containsers of dialog items... |
15:03.12 | Ahli | *containers |
15:03.21 | hobbidude | yes it, itself is a dialog item too? |
15:04.28 | Ahli | yes |
15:04.41 | hobbidude | so it can have its own size and image? |
15:05.47 | hobbidude | or is it simply a container? |
15:05.52 | Ahli | panel is like a dialog |
15:06.40 | hobbidude | yes but dialog only show dialog items are are within the size/border of the dialog |
15:06.48 | hobbidude | does it apply to panels? |
15:06.54 | Ahli | yes |
15:07.20 | Ahli | (unless you rotate because that just ignores that image cutoff thing) |
15:08.22 | hobbidude | so did 1.5 and hots provide no change to the exsisting way of doing dialogs? |
15:08.39 | Ahli | no |
15:09.01 | hobbidude | no change correct? |
15:10.17 | Ahli | I think the only thing they altered were mouse coordinates |
15:12.20 | hobbidude | so the percentage is based off which? |
15:12.34 | hobbidude | the master dialog size? |
15:13.19 | Ahli | I would use GameUI as a base |
15:14.19 | hobbidude | there isn't an action that returns gameui |
15:14.43 | hobbidude | there's one that returns dialog width/height |
15:14.45 | hobbidude | that it? |
15:15.02 | hobbidude | as long as you set the master dialog to full screen |
15:25.28 | hobbidude | so if you set a dialog to fullscreen and then asked for its size it would be different for each player? |
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15:34.07 | turtles1 | OK, finished writting 800 lines of code with no testing. Time to see how big a disaster it is :P |
16:07.59 | turtles1 | not bad actually :) a good start on the creation of a starcraft AI |
16:08.16 | turtles1 | time to call it a night. Gnight everyone |
16:08.19 | *** part/#sc2mapster turtles1 (~dave3@d27-99-9-137.bla802.nsw.optusnet.com.au) |
16:56.26 | Goa_ | Zolden McDonald?s soon to be banned in Russia, nice.D |
16:57.38 | Merc | not really a huge loss :p |
17:07.57 | *** part/#sc2mapster Goa_ (~hookah604@91.82.60.124) |
17:14.13 | *** join/#sc2mapster hobbidude (60338f8c@gateway/web/freenode/ip.96.51.143.140) |
17:14.43 | hobbidude | whats the best way to export mass amounts of images assets from the editor? |
17:15.47 | Ahli | images from a map or out of the sc2 archives? |
17:16.06 | hobbidude | archives |
17:16.26 | Ahli | open the archives with an mpq editor |
17:16.49 | hobbidude | sounds hard lol |
17:17.59 | Ahli | google it, download, use |
17:18.09 | Ahli | I skipped install, damned |
17:18.25 | Ahli | google it, download, installl/export, use |
17:18.59 | Ahli | don't worry, it's easier than the sc2 editor :) |
17:20.14 | Ahli | I'm using winmpq, but just because I've always used it. Ladik's mpq editor might be the one that is easiest to use |
17:21.02 | Merc | yep, it's pretty handy |
17:36.56 | *** join/#sc2mapster MoonEater916 (a2e889dc@gateway/web/freenode/ip.162.232.137.220) |
17:37.11 | *** join/#sc2mapster TwoDie (~rita@78-56-27-236.static.zebra.lt) |
17:37.16 | MoonEater916 | hello |
17:37.18 | MoonEater916 | Zolden |
17:37.35 | *** join/#sc2mapster Tomura (~Tomura@p5B033302.dip0.t-ipconnect.de) |
17:37.36 | TwoDie | hmm so yeah.. pink screens and black screens still appearing |
17:39.27 | Ahli | dead gfx card? |
17:39.53 | MoonEater916 | u mean on textures? |
17:40.00 | Ahli | new/beta driver issues? (amd's catalyst beta3 driver gave me a bluescreen) |
17:40.02 | Otixa | Smelly niggers you are |
17:40.49 | MoonEater916 | someone explains splat to me |
17:41.01 | MoonEater916 | in relation to how a splat treats a model |
17:41.19 | TwoDie | idk, some what seems like gpu problems, but |
17:41.35 | TwoDie | what what in the butt |
17:46.07 | *** join/#sc2mapster pirate (6ca17bfb@gateway/web/freenode/ip.108.161.123.251) |
17:47.45 | MoonEater916 | zolden |
17:47.49 | MoonEater916 | damnit |
17:47.56 | Otixa | your face is a splat :D |
17:48.01 | pirate | ahli I made my own A* variant :D |
17:49.48 | Merc | Zolden: with normals and speculars for you http://i.imgur.com/Xw8DsfA.png |
17:50.22 | Ahli | pathfinding? |
17:50.30 | pirate | pathfinding! |
17:50.45 | Otixa | hits Merc with a brick |
17:50.58 | Merc | meanie |
17:51.11 | Otixa | Smoothing groups, motherfucker |
17:51.21 | Merc | I suck at those motherfucker |
17:51.26 | Merc | teach me the ways |
17:51.45 | Merc | I selected faces, applied smoothing group, still shitty |
17:51.49 | Otixa | What am I, gamedev university? >:C |
17:51.55 | Merc | maybe |
17:52.14 | Merc | but yeah those edges are goddamn annoying |
17:52.43 | Otixa | select all faces, clear smoothing groups |
17:52.48 | Otixa | and adjust each manually |
17:52.53 | Merc | hmh |
17:53.22 | Merc | btw these wow models are all split up into different meshes |
17:53.23 | Otixa | at least move the breaks so they're on the bottom facing side of the model |
17:53.30 | Merc | would it be a good idea to merge them somehow? |
17:53.40 | Otixa | prolly, yea |
17:53.56 | Otixa | A better idea would be to not import models from age old games into modern engines ;p |
17:54.25 | Merc | urp urp yea |
17:54.36 | Merc | just a learning thing for me though |
17:54.45 | Merc | gonna make warcraft mod #23 |
17:58.52 | Otixa | teenage mutant nigger turtles |
17:58.56 | Otixa | dudududu |
18:03.06 | pirate | http://imgur.com/a/hL0Cg |
18:03.50 | pirate | need to tweak unit radii, search areas, and graphics |
18:04.03 | pirate | but I am far too pleased with myself |
18:12.42 | Merc | what's going on in those screenshots |
18:14.12 | pirate | a handmade pathfinding algorithm that returns all reachable squares within a distance of a unit |
18:14.54 | Merc | ah, is this turn based? |
18:15.30 | pirate | yup |
18:15.39 | Merc | fancy |
18:15.58 | pirate | couldn't use blizzard's pathing cost functions since they ignore units |
18:16.17 | Merc | you're talking to a massive noob |
18:16.39 | Merc | "pathing cost functions" are words I know seperately |
18:16.43 | Merc | but they made no sense to me now |
18:17.54 | pirate | you can get how long it takes for a unit to get from point A to point B including twists and turns in terrain and walking around buildings using a native function |
18:18.55 | Merc | yeah, figures |
18:19.00 | pirate | which I would have loved to use, but said function ignores bumping into other units along the way (because it would vastly complicate calculations with hundreds of units constantly moving around) |
18:19.02 | Merc | but that wasnt enough for you I take it |
18:19.12 | Merc | ah ofc |
18:19.24 | Otixa | http://9gag.com/gag/azbQ6Rx |
18:19.25 | Otixa | ^ this |
18:19.59 | Merc | man, modding just sucked the life out of you people didnt it |
18:20.21 | Merc | angry old bitter men furiously trying to finish a way too large project |
18:20.33 | Merc | out of spite and bitterness |
18:20.36 | Otixa | I don't do mods ;p |
18:21.08 | Merc | you're just here to harass me for not knowing about smoothing groups? :( |
18:21.38 | Otixa | Yes :D |
18:22.00 | Otixa | Well, I used to do some graphics for SC2 mods and ran a show |
18:22.09 | Otixa | But now I'm just heve for the giggles |
18:22.10 | Otixa | ;p |
18:22.23 | Merc | meanie |
18:22.58 | Otixa | Trying to find a job in this shit industry |
19:02.54 | *** join/#sc2mapster TwoDie (~rita@78-56-27-236.static.zebra.lt) |
19:03.08 | TwoDie | fucking shit cant access files :/ |
19:05.53 | Merc | guessing that's harsh |
19:22.47 | Zolden | TwoDie please, get yourself a new computer, don't make me sad |
19:23.38 | Zolden | just become someone's sex slave for a month |
19:23.51 | Zolden | and you will get a nice machine |
19:25.25 | TwoDie | mmm u touched my trallalalalalla, my ding ding dong! |
19:26.56 | *** join/#sc2mapster Dustin (~Dustin@ip68-102-161-248.ks.ok.cox.net) |
19:26.59 | Dustin | hi |
19:27.07 | Zolden | high |
19:27.53 | TwoDie | not hi enough |
19:28.19 | Zolden | TwoDie saw my little nurret? http://i.snag.gy/XvIjX.jpg |
19:31.38 | TwoDie | This XML file does not appear to have any style information associated with it. The document tree is shown below. |
19:38.08 | *** join/#sc2mapster MoonEater (a2e889dc@gateway/web/freenode/ip.162.232.137.220) |
20:33.18 | *** join/#sc2mapster Nytemare3701 (~Nytemare3@c-67-174-247-125.hsd1.ca.comcast.net) |
20:33.33 | Nytemare3701 | Hey, isn't it supposed to be map night right now? |
20:33.38 | Nytemare3701 | The event room is deserted. |
20:38.01 | TwoDie | yeah NA map nights quite dead in general |
20:38.07 | Nytemare3701 | T-T |
20:38.12 | TwoDie | :/ |
20:38.23 | Nytemare3701 | I was told to not ask for testers outside of map night, because there would be tons of people |
20:39.26 | Nytemare3701 | T-T |
20:39.30 | Nytemare3701 | whoops |
20:39.33 | Nytemare3701 | that T-T was for another chat |
20:39.43 | Nytemare3701 | Lots of QQ going around |
20:44.08 | pirate | more pew pew |
20:44.10 | MoonEater | well |
20:44.19 | MoonEater | Nytemare3701 |
20:44.31 | MoonEater | most alot of us NA go to EU for mapnight |
20:46.01 | Nytemare3701 | Aww. |
20:48.16 | TwoDie | lots? |
20:49.01 | TwoDie | there only EU people on NA and come to play at leasst in previous times. lately the NA map nights gone dead |
20:49.18 | Nytemare3701 | damn, this is my first map night too. |
20:50.33 | TwoDie | since i get my pc frozen quite often i dont even bother |
20:51.05 | MoonEater | <PROTECTED> |
20:51.08 | MoonEater | im too busy |
20:52.48 | pirate | I've got a fun bug |
20:52.49 | pirate | http://imgur.com/SUPxlrG |
20:53.18 | pirate | physics deaths move my grid actors |
20:53.29 | pirate | how can I make this stop |
20:57.28 | TwoDie | u will find the way! |
20:57.47 | pirate | :( |
20:58.44 | TwoDie | :o |
20:59.35 | pirate | whatchu working on twodie |
21:02.29 | TwoDie | spider solitare |
21:03.23 | *** join/#sc2mapster kritzikratzi (~kritzikra@chello080109096104.2.15.vie.surfer.at) |
21:05.29 | *** join/#sc2mapster MoonEater916 (a2e889dc@gateway/web/freenode/ip.162.232.137.220) |
21:05.37 | MoonEater916 | who knows about splats? |
21:07.23 | TwoDie | what u want to know about them? |
21:08.23 | pirate | they are special, special actors |
21:10.22 | MoonEater916 | no they seem to be special models also |
21:10.30 | MoonEater916 | u can see thier models in previewer |
21:10.50 | MoonEater916 | which and i wanted to convert a splat to a unit |
21:11.01 | pirate | sure |
21:16.00 | Nytemare3701 | We got NA map night going |
21:16.02 | Nytemare3701 | about 7 people |
21:16.04 | Nytemare3701 | :-D |
21:16.07 | TwoDie | gl hf |
21:16.22 | Nytemare3701 | I'm doing a quick bugfix iteration and republishing |
21:21.24 | TwoDie | its a essential part of map nights for some people |
21:23.08 | Nytemare3701 | What is? |
21:26.56 | TwoDie | updating maps while playing maps |
21:30.13 | *** join/#sc2mapster Tolkfan (~Thunderbi@host-89-230-245-132.nowydwor.mm.pl) |
21:50.03 | Repo | New experimental map: God's Universe - http://www.sc2mapster.com/maps/gods-universe/ |
22:19.20 | *** join/#sc2mapster tigger0jk (~tigger0jk@c-67-180-210-86.hsd1.ca.comcast.net) |