00:00.56 | Caz | should i have a source name for the "Animation Done" ? |
00:01.11 | DeadZergling | yes, you want to match those up |
00:01.20 | DeadZergling | it isn't honestly necessary here, but is a good habit |
00:01.36 | DeadZergling | in case you get into a situation where you are playing different animations and need to keep track of them |
00:02.02 | egod | ohhhh its attaching points... |
00:02.06 | egod | i got it |
00:03.13 | Caz | Ok i think this is turning out better... last thing on this particular animation --- it leaves behind a grahpic on the ground |
00:03.36 | Caz | if the target is moving.. the animation bubble stays on one the unit |
00:03.49 | Caz | while some green circle is left on the ground.. that dissapates shortly after the bubble does |
00:05.15 | DeadZergling | all righty then, I'm not really sure what you are trying to tell me with that caz, lol |
00:05.23 | Caz | Lol |
00:05.34 | Caz | maybe footprint is the right word ? |
00:05.53 | DeadZergling | well you don't indicate what you want to have happen at all |
00:06.14 | Caz | ah .. im not trying to make something happenl ol |
00:06.17 | Caz | im trying to find out why |
00:06.24 | Caz | there is this extra bit to the model that i didnt expect |
00:06.36 | Caz | i expected a green orb around the target as it showed in the model |
00:06.55 | Caz | there is also a green circle that goes around the target where the orb touches the ground |
00:07.14 | Caz | once i move the target unit -- the orb follows the unit while this green cirlce is left behind sitting where the cast point was |
00:07.18 | Caz | i have no idea what it is or why its there lol |
00:07.34 | Caz | its part of the model/actor i used .. but didnt know that could happen |
00:07.58 | Caz | was an unintended thing |
00:08.27 | Caz | idk why the extra graphic exists on teh ground |
00:08.38 | Caz | or why it is stationary |
00:08.43 | Caz | while theo orb part follows the unit |
00:09.05 | Caz | is somehow inherent to the animation *shrugs* |
00:09.23 | Caz | all i do is play it and end it like ya said lol |
00:09.33 | Caz | no fancy footwork from me |
00:09.48 | DeadZergling | well, if you don't like some of the residual effects |
00:10.00 | DeadZergling | set opacity to 0 after that animation is done playing |
00:10.03 | DeadZergling | might be for you |
00:11.16 | Caz | it goes away on its own at same tim as the orb |
00:11.31 | Caz | its annoying what it does while the animation is playing since it doesnt show up in the cutscene editor lol |
00:11.37 | Caz | the model is ChallengeShield |
00:11.44 | Caz | .m3 |
00:15.28 | Caz | eithe way i can just use a less annoying model lol |
00:15.40 | Caz | You've helped me quite a bit with playing an animation |
00:16.25 | Dustin| | hola |
00:20.04 | DeadZergling | you seeing this JademusSreg , this is why ou need to come back |
00:20.13 | DeadZergling | me of all people giving actor event advice |
00:20.24 | Dustin| | omg and hell didnt freeze over? |
00:20.39 | DeadZergling | well, it may have |
00:20.54 | Caz | Lol -- if levels of knowledge are 10%, 60%, 90% ... 60 cans till teach 10 :P |
00:21.15 | Caz | shit rolls downhill, but so does knowledge ! |
00:28.03 | Caz | I can't specify At term for an abilty message to set creation location to target? |
00:28.09 | Caz | "At" isnt in list |
00:28.57 | Caz | Was going for Abil.MyAbility.SourcePrep -> Create (Term: At Target) |
00:36.52 | Caz | DeadZergling: YES ! ... Lol i got a decent effect close to what i wanted from the very beginning lol. Had to use an "actor" cheat on the Create specifying ::HoverTarget |
00:37.10 | Caz | ::HoverTarget <--- Caz likes this *thumbs up * |
00:37.20 | DeadZergling | aye, is rare it happens precisely as you imagined, but close is good |
00:37.57 | Caz | i read through the " :: " stuff after someone briefly mentioned them in here. Didnt know id need/get to use one so soon lol |
00:40.11 | Caz | *dance party* .. i is excited lol. |
00:40.23 | Caz | *raises the noob banner of 4 day battle victorious* |
00:41.06 | Obscene | Caz, I need a good nickname for you.... |
00:41.16 | Obscene | Catz is not sticking as well as I hoped |
00:41.43 | Obscene | lol |
00:42.00 | Caz | the problem with choosing Catz |
00:42.03 | Caz | in your case |
00:42.11 | Caz | is everyone just assumes u retardedly misspelled my name :P |
00:42.15 | Obscene | lol |
00:42.27 | Obscene | Everyone always assumes omething :( |
00:42.40 | Caz | i have no assumptions |
00:42.43 | Caz | im having dance party |
00:42.44 | Caz | over victory |
00:42.58 | Caz | its the little things in life |
00:43.04 | Obscene | yeah? well we have cake... made of tears T_T |
00:43.18 | Caz | *places straw at your tear duct* |
00:43.19 | Caz | BRING IT |
00:43.23 | Obscene | lol |
00:45.31 | Caz | speaking of Jademus... he's one of the many names on that side list i never see talking anymore |
00:46.40 | Obscene | JademusSreg why you no luv us anymore? |
00:47.03 | DeadZergling | scared to touch the image editor again |
00:47.36 | DeadZergling | border i'm trying to make could fail, and hard, lol |
00:48.07 | pirate | since when have dialog control labels been vertically centered aligned? |
00:48.38 | pirate | and how do I make it stop that? |
00:48.42 | Caz | DeadZergling: I want to watch u work on specific resolution settings :p |
00:49.01 | DeadZergling | too late on that caz, Bounty set my thinking right about that |
00:49.16 | DeadZergling | come this saturday, gonna have a playable game with level picking |
00:56.37 | Caz | DeadZergling wewt wewt.. i'll be here |
00:56.42 | Bounty | mwahahaha |
00:56.47 | Bounty | well I did it DeadZergling |
00:56.50 | Bounty | lol |
00:56.58 | DeadZergling | made a poopie in the potty? |
00:57.00 | Bounty | I forgot that you can alter collision with upgrades |
00:57.06 | Bounty | collision flags |
00:57.14 | DeadZergling | isn't that what I suggested earlier? |
00:57.19 | Caz | Bounty: did you end up changing your jump code to the gravity example turtles was talking about ? |
00:57.27 | Bounty | you said something about morphing? |
00:57.35 | Bounty | nah |
00:57.37 | DeadZergling | [16:26] <DeadZergling> could you adjust the collide flags based on their height? [16:26] <DeadZergling> for that player using upgrades, they will only ever have the 1 unit, correct? |
00:58.10 | DeadZergling | i said morphing could be used if upgrades didn't work, lol |
00:58.21 | Bounty | I don't think I was even here? |
00:58.30 | Bounty | [17:11] == Bounty [45f8f26f@gateway/web/freenode/ip.69.248.242.111] has joined #sc2mapster |
00:58.37 | Bounty | lol |
00:58.48 | DeadZergling | [16:25] <Bounty> Wall Collision depending on height [16:25] <Bounty> otherwise [16:25] <Bounty> Walls will all be the same layout [16:25] <Bounty> for each floor [16:26] <DeadZergling> could you adjust the collide flags based on their height? [16:26] <DeadZergling> for that player using upgrades, they will only ever have the 1 unit, correct? |
00:59.09 | DeadZergling | just how drunk are you, lol |
00:59.40 | DeadZergling | in any case, grats on making it work :) |
01:02.24 | Bounty | I am sober tonight |
01:02.31 | Bounty | because I am actually trying to get shit done |
01:02.32 | Bounty | lol |
01:03.18 | Obscene | hah |
01:03.28 | Obscene | Bounty, I think you should let the liquor do the thinking! |
01:09.20 | DeadZergling | Just happy my solution was correct, even if Bounty completely missed it and spent an hour finding it on his own, lol |
01:10.44 | egod | only crap attaching a armor model on a unit is a pain |
01:12.06 | Bounty | only thing that sucks is that footprints can't be set to those collide flags DeadZergling |
01:12.11 | Bounty | so I have to use model collision :( |
01:13.24 | Caz | NOOOOOOOOOOOOO... why does the gf want me to go out to eat when there is so much to be done !? |
01:13.34 | Caz | And at the height of my latest victory >:O ! |
01:13.43 | Obscene | I could make a sex joke here, but I am refraining.... |
01:14.05 | *** join/#sc2mapster Thenarden (~Miranda@HSI-KBW-109-193-231-221.hsi7.kabel-badenwuerttemberg.de) |
01:14.09 | Caz | BJ under the desk would be less of a hinderance |
01:14.12 | Caz | *nod, nod* |
01:14.15 | Obscene | lol |
01:14.33 | Obscene | I was going to say "She could mean that shes wants you to eat HER out" |
01:25.49 | Obscene | crap/.... |
01:25.54 | Obscene | I forgot how to do this in photoshop.. |
01:26.09 | Obscene | How do you reduce the outside edge of a shape? |
01:43.17 | Caz | Hmmmmmmmm |
01:43.27 | Caz | placing a validator on an ability doesn't seem |
01:43.32 | Caz | to make it unable to target the unit |
01:43.38 | Caz | based on the validator's criteria |
01:43.42 | Caz | appears to do nothing at all |
01:44.27 | Caz | Validator: Live < 1/2 |
01:44.39 | Caz | Full hp target still being casted on |
01:44.45 | Caz | herp derp |
01:44.51 | Caz | Life * |
01:54.45 | Bounty | video time DeadZergling |
01:54.57 | DeadZergling | not gonna withdraw again are ya? |
01:55.01 | Bounty | nope |
01:55.03 | Bounty | all done |
01:55.04 | Bounty | =P |
02:00.08 | DeadZergling | ah macros, how would I stay sane without you |
02:03.43 | Bounty | oh man |
02:03.49 | Bounty | this is such a technical achievement |
02:03.51 | Bounty | lol |
02:06.26 | Bounty | Unless some bug presents itself I am done with the systems |
02:06.33 | Bounty | now I can just do level design and the actual game |
02:09.48 | Bounty | Here it is DeadZergling https://www.dropbox.com/s/x55fenbvmrdzkn9/Tessera04.mp4 |
02:11.45 | Vindicator | did you accomplish the ability to stand on the models in 3ds max or data? |
02:12.11 | Bounty | nope |
02:12.46 | Vindicator | then where? |
02:13.52 | Bounty | just detecting the units height |
02:14.00 | Bounty | and adjusting things as needed |
02:14.58 | Vindicator | looks promising :) |
02:15.34 | Bounty | only took about a week, or less? |
02:15.37 | Bounty | fun time now |
02:18.05 | DeadZergling | designing a level is fun time? would think getting that to go be a lot funner |
02:18.44 | Bounty | its more fun than getting this system to work was |
02:18.45 | Bounty | =P |
02:21.54 | DeadZergling | matter of how you think about it |
02:22.12 | DeadZergling | getting that to work would be pretty awesome, but designing a level would be as much fun as getting a hole drilled in my head |
02:22.27 | DeadZergling | anyways, have fun with the levels, lol |
02:26.18 | DeadZergling | system is looking really good if hit detection is working like you say it is |
02:26.29 | Bounty | hit detection was the first thing I did |
02:26.31 | Bounty | and yes it is |
02:26.36 | Bounty | as you can see lol |
02:33.04 | DeadZergling | it is hitting walls, not peoples |
02:35.38 | Bounty | when you don't click on peoples it hits walls yes |
02:35.40 | Bounty | or floors |
02:35.47 | Bounty | whatever you actually clicked on |
02:37.51 | Bounty | I should just name the game "Photon Blast" DeadZergling |
02:37.53 | Bounty | lololol |
02:53.45 | DeadZergling | nice you can make achievements anyways, know what I'm doing? trying to make fucking circles on a box symmetrical, lol |
02:58.52 | *** join/#sc2mapster castironpi (~castironp@unaffiliated/castironpi) |
03:01.29 | Bounty | I think I might also keep it third person DeadZergling |
03:01.40 | Bounty | but just make it so you can't aim directly down |
03:01.54 | DeadZergling | yes, that little dude in my way sounds fantastic |
03:04.34 | Bounty | fps view |
03:04.39 | Bounty | http://i60.tinypic.com/2ziaqyu.jpg |
03:05.15 | DeadZergling | much nicer view, just get a gun to appear in that view |
03:05.23 | DeadZergling | and it is solid |
03:05.29 | Bounty | why bother? |
03:05.33 | Bounty | with a gun |
03:05.45 | Bounty | you don't need to see the gun since its a 1 weapon system |
03:05.47 | Bounty | >.< |
03:06.01 | DeadZergling | I'd still want to see it :P |
03:06.11 | Vindicator | http://www.twitch.tv/chanmanv |
03:06.30 | Bounty | ? |
03:07.31 | Vindicator | streaming arcade games |
03:07.45 | Bounty | yeah, the same 3 games |
03:07.47 | Bounty | every week |
03:07.49 | Bounty | for the last year |
03:07.49 | Bounty | lol |
03:13.12 | DeadZergling | finally, you just have no clue how frustrating making this happen was: http://ctrlv.in/328870 |
03:13.24 | DeadZergling | and all i wanted was happy symmetrical circles :P |
03:13.30 | Bounty | lol |
03:16.33 | *** join/#sc2mapster tigger0jk (~tigger0jk@c-67-180-210-86.hsd1.ca.comcast.net) |
03:17.20 | DeadZergling | need to head home nayways, stayed at work wayyyy too long to finish that bs |
04:08.09 | *** join/#sc2mapster turtles1 (~dave3@d27-99-17-6.bla802.nsw.optusnet.com.au) |
04:08.39 | Caz | *wave* turtles1 |
04:08.57 | turtles1 | oh hai! |
04:10.10 | Caz | Bounty: what are you and deadzergling making the maps for ? He asked if u were going to drop out of something ? |
04:10.21 | Bounty | for the contest |
04:10.26 | Caz | *unaware* |
04:10.31 | Bounty | turtles1 |
04:10.34 | Bounty | behold my latest progress |
04:10.38 | Bounty | actually im done |
04:10.41 | Bounty | system wise |
04:10.43 | Bounty | https://www.dropbox.com/s/x55fenbvmrdzkn9/Tessera04.mp4 |
04:10.49 | Bounty | can finally work in the game >.< |
04:10.53 | Bounty | on* |
04:12.19 | Caz | Lol |
04:12.21 | Caz | looks good |
04:12.35 | Caz | bonking head under platform fully operational |
04:12.39 | Caz | collision detected ! |
04:13.56 | turtles1 | looks really good |
04:14.25 | turtles1 | the video is a bit jumpy but I'm guessing that's just the video. does it run smooth? |
04:15.16 | Bounty | 120 fps |
04:15.34 | Bounty | its A LOT less visually demanding than Photon Discs |
04:15.37 | Bounty | because of the floor |
04:15.53 | turtles1 | yeah, I can imagine. |
04:16.18 | turtles1 | I liked the floor in photon discs. It made it look like you were skating on ice though |
04:17.26 | Bounty | yeah |
04:17.31 | Bounty | if you had it on low settings it looked like water |
04:17.33 | Bounty | lol |
04:23.25 | Bounty | There is ONE issue turtles but I'm designing levels to avoid it |
04:23.42 | Bounty | 2 elevated platforms cannot be right next to each other on the grid |
04:23.50 | Bounty | which is fine imo |
04:23.56 | Bounty | don't want a cramped map anyways |
04:25.06 | turtles1 | cool. I look forward to seing the finished product then |
04:25.08 | turtles1 | :) |
04:27.06 | Bounty | already almost done the first map |
04:27.07 | Bounty | lol |
04:27.15 | Bounty | might be able to playtest tonight |
04:28.22 | *** join/#sc2mapster DeadZergling (322e815f@gateway/web/freenode/ip.50.46.129.95) |
04:44.04 | *** join/#sc2mapster Kaelten (Kaelten@WoWUIDev/WoWAce/WoWIFA/CurseStaff/kaelten) |
04:44.04 | *** mode/#sc2mapster [+o Kaelten] by ChanServ |
04:53.25 | Bounty | DeadZergling and Turtles1 |
04:53.26 | Bounty | http://i59.tinypic.com/2dryj4i.jpg |
04:53.31 | Bounty | first map so far |
04:53.33 | Bounty | watcha think? |
04:53.50 | DeadZergling | Photon Blaster Indeed |
04:54.49 | DeadZergling | layout is interesting, although being able to differentiate between walls and floor some be nice |
04:55.07 | Vindicator | looks good |
04:56.53 | Bounty | its crazy how quick I can do this with the system I have |
04:57.00 | Bounty | its as easy as making it if it was 2D |
04:57.01 | Bounty | lol |
05:03.06 | turtles1 | cool. Going to add different weapons? capture the flag? team or FFA? |
05:08.22 | Bounty | 1 weapon |
05:08.26 | Bounty | will be abilities though |
05:08.28 | Bounty | and yes, multiple modes |
05:11.54 | DeadZergling | question, if I place a unit in the map, then mark it as not initially created, how do I trigger it being created? |
05:16.14 | turtles1 | I didn't know you could do that. Is there a reason you would want to do it that way as opposed to simply creating it when needed? |
05:16.28 | DeadZergling | to avoid making use of 500 some points |
05:16.33 | DeadZergling | easier to just plop them down then hidem |
05:16.58 | turtles1 | 500 you say... |
05:17.09 | turtles1 | randomly positioned or in some formation |
05:17.13 | DeadZergling | was just an example |
05:17.20 | DeadZergling | formation, on some levels |
05:17.28 | DeadZergling | is very specific formations that occur |
05:17.34 | Bounty | I wonder, keep shadows it get rid of them? |
05:18.24 | *** join/#sc2mapster Bato (4b2490cb@gateway/web/freenode/ip.75.36.144.203) |
05:18.31 | turtles1 | Bounty - keep, adds an extra element of play if you can see a shadow. ditch it if performence is effected |
05:18.37 | Bato | Is there any way to hide terrain on the minimap via triggers? |
05:19.16 | DeadZergling | if it were just random positioning, I'd just throw in a grid of points and let that do all my spawning for me |
05:19.20 | turtles1 | DeadZergling - I would still be inclined to create via triggers |
05:19.48 | turtles1 | ie set up a region and then create the units inside the region via triggers |
05:19.58 | DeadZergling | I don't think they should hurt performance too bad if they hidden until needed |
05:20.02 | turtles1 | and then you can just move the region around, make it bigger/smaller etc |
05:20.24 | DeadZergling | yea, as I was saying, I'd rather not play with said region for 300 unique placements |
05:22.23 | Bato | Anyone know about not showing terrain on the minimap? |
05:23.07 | turtles1 | Bato do you mean like blacking out the minimap to make it like it was never explored? |
05:23.25 | turtles1 | or do you mean such as making certain features not show up at all |
05:23.47 | Bato | I don't want the terrain to show up at all, for any player on the minimap |
05:24.03 | Bato | I have a large minimap icon for the primary structures |
05:25.32 | Bato | Other than making another prop unit with a black minimap icon to hide it... but I'm hoping there is a better way |
05:29.51 | DeadZergling | found a nice little option, don't load model when created |
05:30.57 | turtles1 | Still have to make them unselectable, imune to damage, un commandable, unable to move if a unit comes within range etc |
05:31.18 | DeadZergling | hidden takes care of all that |
05:31.44 | *** join/#sc2mapster shintah (bebble@h-140-107.a336.priv.bahnhof.se) |
05:31.56 | Vindicator | LegoCraft http://imgur.com/gallery/Xsou4 |
05:32.47 | turtles1 | units in bunkers are hidden but you can still command them. must be some complicated stuff going on there then |
05:34.17 | Bato | That Lego Hyperion is siiiiiiiiick |
05:36.23 | DeadZergling | hidden does some weird stuff all right, lol |
05:36.32 | DeadZergling | they can't move, but can attack within range |
05:37.10 | turtles1 | they move when in transport units though. |
05:37.29 | DeadZergling | oh well, guess I have to do this the god-awful points everywhere way |
05:37.37 | turtles1 | you can still querry their location and it will return the location of the transport unit |
05:38.18 | Bounty | who would want to playtest my map tonight? |
05:38.25 | Bounty | just so I know how many players to add |
05:38.34 | turtles1 | DeadZergling - you could create dummy units |
05:39.16 | Caz | hey guys |
05:39.36 | DeadZergling | I know, but that would be even more work than using points |
05:39.58 | Caz | This seems strange to me |
05:40.09 | Caz | making a region variable in the trigger editor |
05:40.12 | Caz | declared as constant |
05:40.24 | Caz | but im still able to combine other regions into it, while it's declared constant |
05:40.42 | Caz | wouldnt that be altering a constant variable? |
05:41.24 | turtles1 | Bounty I should be able to spare a few minutes later today |
05:41.48 | DeadZergling | that is my huge concern turtles1, not causing untold amounts of work for myself |
05:43.02 | Caz | turtles1: any chance u know why we can alter constant region lol ? |
05:44.00 | turtles1 | My guess would be because constants are a nice feature that Blizz added. But are simplistic and not set up fully |
05:44.05 | turtles1 | for example... |
05:44.20 | DeadZergling | aha, I found some point functionality I never knew existed |
05:44.24 | DeadZergling | this makes my life a little easier |
05:44.29 | turtles1 | if an integer is constant then you cannot change the variable |
05:44.42 | turtles1 | however when referencing more complicated data types like regions |
05:44.51 | castironpi | someone want to help me test my map? or tell me how to play it 1v1AI? |
05:45.01 | turtles1 | the variable is actually a reference to a data structure |
05:45.10 | Caz | ^- i was wondering about that |
05:45.23 | turtles1 | so even if you modify the underlying structure of the variable it references |
05:45.34 | turtles1 | it is still referencing the same variable |
05:45.35 | Caz | so the reference remains constant, while the data it references gets fuddled around |
05:45.43 | turtles1 | yeah |
05:45.50 | turtles1 | that would be my guess |
05:46.00 | Caz | i had a few yrs of c++, i'm no stranger to pointers |
05:46.35 | turtles1 | ok, I was worried I might sound like I was talking gibberish if you didn't know about pointers or references |
05:47.00 | Caz | nah i was thinking along similar lines but wanted a second opinion in case i was misusing editor |
05:47.16 | Caz | i'm using g_RgnLava to merge all the lava regions and do a single Entry and Exit trigger |
05:47.32 | Caz | to be used g_RgnLava must be constant.. but also needs all regions merged into it |
05:48.20 | turtles1 | well, having constants is a nice handy feature. but I can forgive Blizz for implementing it on a simplistic level |
05:49.28 | Caz | what i need to do would still be allowed under the c++ rules for constants... just that the combining would have to be allowed int he initial_value |
05:49.37 | Caz | or rather needed* |
05:49.39 | turtles1 | I'm just pulling speculation out of my butt though based on your observations. I'd have to investigate to have a better idea of what was going on |
05:50.42 | Caz | i think its safe to keep the assumption. |
05:50.53 | turtles1 | in C++ constants are just something the compiler looks out for |
05:51.18 | turtles1 | the compiler makes sure you don't do things which would mess up a constant and refuses to compile if you are |
05:51.24 | Caz | a tool to keep programmers from fking themselves |
05:51.40 | turtles1 | exactly |
05:51.59 | Caz | but in c++ u would need 2 constant declarations with a pointer |
05:52.09 | turtles1 | once it is compiled the actual program has no idea of the significance of "consts" |
05:52.12 | Caz | one before and after the pointer name or some jazz .. its been a while |
05:52.22 | Caz | one declares the pointer constant, the other declares the data it points to constant |
05:52.24 | turtles1 | lol, been a while for me two |
05:52.27 | Caz | u can use 1, or both |
05:52.39 | Caz | 99% of the time its just the pointer |
05:52.43 | Caz | like editor is doing |
05:53.05 | turtles1 | exactly, so I'm guessing that the SC2 editor is considering the pointer to be const... not the pointer being a pointer to a const data structure |
05:53.38 | Caz | agreed... well that was a fun conversation lol :# |
05:53.39 | Caz | :3 * |
05:54.39 | castironpi | hi, how do you test a map you made with 1v1 AI? |
05:54.44 | turtles1 | let's see if we can use the word const even more times in a sentance "the const pointer to const referenced a const class with both const and unconst members pointing to consts" |
05:54.53 | turtles1 | const const constly consting |
05:55.13 | turtles1 | ^ what writing in C++ feels like |
05:56.24 | Caz | lol |
05:57.06 | turtles1 | castironpi - there is a "test map" item in the menus |
05:57.37 | turtles1 | but you will need to edit the players in the map and set one of them to be "computer controlled" |
05:58.29 | Caz | it was interesting to me |
05:58.36 | Caz | that the region variable |
05:58.41 | Caz | didnt actually merge the regions |
05:58.44 | castironpi | turtles1: computer control or computer AI? |
05:58.45 | Caz | its more complex than that |
05:58.55 | Caz | it actually holds all the regions somehow |
05:59.19 | Caz | it doesnt just find the biggest possible "some shape" that encompasses all regions |
05:59.50 | Caz | seems to hold the exact regions that have been combined into it |
05:59.56 | Caz | so collision testing is pretty perfect |
06:00.02 | turtles1 | yeah, probably some kind of tree structure |
06:00.17 | turtles1 | or list of regions |
06:00.46 | Caz | really good when ur terrain maker makes squiggly annoying lava trails and u have tons of overlapping regions trying to fit it decently lol |
06:00.47 | turtles1 | whatever it is it's more complex than simply a shape like a square or circle |
06:01.20 | castironpi | turtles1: tried both, thanks got it started, i'll let you know. |
06:01.30 | turtles1 | ok, no worries |
06:02.45 | castironpi | workers: 9/72. bahaha. |
06:03.08 | Caz | *At caz's house* - workers:0/2 |
06:03.15 | Caz | slackers: 2/2 |
06:03.40 | Caz | almost bed time |
06:04.19 | castironpi | here's what i'm gunna test. if anyone wants to inspect it. or play later. http://home.comcast.net/~castironpi-misc/scylla.SC2Map |
06:09.47 | castironpi | anyone up? |
06:10.26 | castironpi | i tested it once. the AI was not good. can you set the difficulty? or does someone want to play? |
06:10.30 | castironpi | i'm diamond on 2v2 ladder |
06:11.38 | castironpi | do you want to play 2v2 AI ? |
06:11.52 | castironpi | i have never done that actually. i'm happy to meet someone on freenode. |
06:12.54 | Bounty | wanna test turtles and/or deadzergling? |
06:13.14 | castironpi | are you asking them or me? |
06:13.17 | DeadZergling | can in awhile, want to finish my points up first |
06:14.27 | DeadZergling | just need to make up 2 more sets and I'm good |
06:14.30 | castironpi | can you set the difficult of the AI? |
06:14.37 | castironpi | difficulty*? |
06:17.21 | castironpi | we could play 2v4 AI... ? |
06:18.12 | DeadZergling | Okay, done laying points down |
06:18.20 | DeadZergling | what channel should I meet you in Bounty ? |
06:18.26 | Bounty | my channel |
06:18.30 | Bounty | bounty's arcade maps or w/e |
06:18.45 | castironpi | what? i thought i was testing. |
06:19.01 | castironpi | you both get -1 for courtesy. |
06:21.18 | DeadZergling | not seeing you in bounty's arcade maps, not that I know what your channel is anyways |
06:21.40 | Bounty | getting on now |
06:21.43 | turtles1 | Bounty, yeah ok |
06:21.48 | turtles1 | what channel? |
06:21.54 | turtles1 | on NA region? |
06:21.57 | Bounty | Bounty's Arcade Games |
06:22.00 | Bounty | just search bounty |
06:22.01 | Bounty | yes NA |
06:22.04 | turtles1 | k |
06:22.51 | Bounty | I'm on DeadZergling and turtles1 |
06:23.33 | DeadZergling | well im in both channels you said, but no you, too lazy to find the search button |
06:23.43 | Bounty | actually ill brb deadzergling and turtles1 |
06:23.45 | Bounty | I gotta upload again |
06:23.49 | Bounty | I only had it set up for 2 =P |
06:24.39 | Bounty | what both channels DeadZErgling? |
06:24.40 | Bounty | there is one |
06:24.41 | Bounty | lol |
06:25.08 | DeadZergling | i'm wondering if my UI is WoL |
06:25.18 | DeadZergling | and it is an easier feature to find in hots |
06:25.58 | Bounty | Just friggin add me |
06:26.02 | Bounty | Bounty.820 |
06:26.03 | Bounty | lol |
06:28.26 | castironpi | you want a pizza, me boy? |
06:28.30 | turtles1 | sorry |
06:28.38 | turtles1 | had other stuff going on |
06:28.42 | turtles1 | give me 5 min? |
06:30.48 | DeadZergling | http://img.ctrlv.in/img/14/05/08/536b248ed7278.jpg , Bounty |
06:31.25 | turtles1 | sorry, women problems |
06:31.30 | turtles1 | load SC2 now |
06:31.32 | DeadZergling | Ima grab some ice cream, brb in a few |
06:31.36 | turtles1 | loading* |
06:31.40 | DeadZergling | I started outside the map turtles1 , lol |
06:31.44 | Bounty | lol |
06:31.46 | Bounty | fixing now |
06:32.58 | Bounty | was a dumbass mistake |
06:32.59 | Bounty | as usual |
06:33.01 | Bounty | getting on |
06:33.09 | castironpi | .. needs gas. |
06:34.42 | DeadZergling | am back, reloading sc |
06:35.07 | DeadZergling | i have a seriously bad habit of hitting alt f4 ALL the time |
06:35.13 | Bounty | 64331819 |
06:35.17 | Bounty | whoops |
06:35.21 | Bounty | that would be my auth code |
06:35.23 | Bounty | lol |
06:37.26 | Bounty | I'm online deadzergling and turtles1 PM me |
06:48.53 | castironpi | you don't want to test my map? |
06:48.57 | castironpi | i tried the AI, it's Ok. |
06:52.28 | castironpi | the AI is bad, the map is Ok. can you set difficulty? |
07:03.56 | *** join/#sc2mapster Goa_ (~Goa_@91.83.253.103.pool.invitel.hu) |
07:07.51 | Bounty | I think it'll be pretty much perfect if I increase movement speed, increase hitbox and increase CD on the weapon |
07:08.34 | DeadZergling | well it'd be better |
07:08.45 | DeadZergling | perfect is going too far with the lag I felt from bnet |
07:09.08 | Bounty | it has the same delay photon discs does |
07:09.11 | Bounty | and haunted forest |
07:09.29 | DeadZergling | fancy that, I had the EXACT same negative comments about haunted forest too :) |
07:09.48 | Bounty | yeah |
07:09.51 | Bounty | you crazy then |
07:09.56 | Bounty | =P |
07:10.06 | castironpi | you gunna try mine? |
07:10.08 | DeadZergling | naw, just picky |
07:11.00 | turtles1 | castironpi - you might want to try and explain what it is first |
07:11.08 | castironpi | let me make a screenshot. |
07:14.06 | castironpi | very straightforward. http://home.comcast.net/~castironpi-misc/Terrain%20001.jpg |
07:15.33 | DeadZergling | bleh, anyone know how to reference an array of points made using the merge point feature in triggers... |
07:15.59 | Bounty | what did you think turtles1? |
07:16.17 | turtles1 | what is "merge points"? |
07:17.10 | DeadZergling | can do it by placing a lot of points in map |
07:17.22 | DeadZergling | then selecting all, clicking edit, then clicking merge |
07:17.28 | DeadZergling | makes them into a point group |
07:19.02 | DeadZergling | well FML, it seems I get to manually populate some arrays now |
07:19.03 | castironpi | turtles1: what did you have in mind for an explanation? |
07:19.12 | castironpi | BTW i'm 32. don't know about you guys. |
07:19.18 | castironpi | i get the impression you're <25. |
07:19.26 | castironpi | no job but i have moved out. .. |
07:19.31 | DeadZergling | not necessarily, just incredibly immature |
07:20.50 | castironpi | so whoever gets a majority of the space, has an advantage. |
07:22.02 | castironpi | are there enough to try it 2v2 ? |
07:23.38 | castironpi | .. plz refresh screenshot to remove gridlines. |
07:25.51 | turtles1 | castironpi - is it a mod? or just a map? |
07:26.13 | turtles1 | if it's just a map then step 1) play zerg. step 2) win |
07:27.23 | turtles1 | "whoever gets a majority of the space, has an advantage." < there is no terrain though, just a flat empty map. So there is no concept of map control |
07:27.47 | turtles1 | it might make a fun FFA map with map vision granted to all players |
07:27.49 | *** join/#sc2mapster Raziel (~Raziel@2a01:388:201:4190:4d93:ddb8:d3c:38cb) |
07:29.10 | turtles1 | btw age: 28 |
07:29.59 | turtles1 | Bounty: fun! worth it for playing a game in the arcade that is quick and easy to join |
07:30.23 | turtles1 | but it could obviously never compete with a standalone FPS |
07:31.26 | turtles1 | but if you have a group of people online and are trying different arcade maps then it would be a good one to try out |
07:32.15 | turtles1 | I don't really play arcade at all though, so I'm not a useful test subject |
07:34.43 | castironpi | turtles1: terrain does offer opportunities for strategy. but blank/plain tests raw strength. |
07:35.51 | DeadZergling | castironpi, I understand you want to try the concept out, but this is possibly one of the worst places to get playtesting from for that |
07:36.07 | DeadZergling | have much more luck in one of the primary Bnet channels |
07:36.45 | castironpi | what? you tested a map an hour ago. |
07:36.56 | DeadZergling | yes, a heavily modified, custom map |
07:37.14 | DeadZergling | I have 0 skill at melee, so I would never agree to test the balance of a melee map out |
07:37.46 | castironpi | does the zerg rush (necessarily) win with no choke points/ramps ? |
07:37.52 | castironpi | 8 pool? |
07:38.21 | turtles1 | castironpi - if there is a map with an extra wide ramp that is enough to make the game imbalenced |
07:38.44 | turtles1 | on this map there is exactly 0 choke points |
07:38.51 | turtles1 | zerg winds every game hands down |
07:38.58 | turtles1 | wins* |
07:39.42 | DeadZergling | seems my life as a map maker is manually populating arrays lately.. |
07:40.36 | castironpi | turtles1: so blizz balanced the races to assume choke points. |
07:41.14 | DeadZergling | has terran ever been good out in the open, even in sc1? |
07:41.37 | castironpi | IDK. there was always something "bitchy" you could do. |
07:42.14 | turtles1 | castirompi, map design and balance are dependent on each other |
07:42.15 | Bounty | alright heres the new hitbox DeadZergling and turtles1 http://i59.tinypic.com/nf61co.jpg |
07:42.29 | turtles1 | it is meaningless to talk about one without the other |
07:42.34 | Bounty | + the spinner which was already a hitbox |
07:43.00 | turtles1 | if a map is smaller it favours terran |
07:43.07 | turtles1 | if a map is bigger it favours zerg |
07:43.16 | turtles1 | if a map has more airspace it favours zerg |
07:43.28 | turtles1 | if it has narrower pathways it favours Protoss |
07:43.38 | turtles1 | if it has islands it favours terran |
07:43.48 | DeadZergling | nice Bounty , back to populating arrays... |
07:43.57 | turtles1 | if the epansions are spread far apart it is OP for zerg |
07:44.13 | turtles1 | but if the main and natural are TOO far apart it is UP for zerg instead |
07:44.22 | turtles1 | expansions* |
07:44.52 | castironpi | hm, not sure i'm following your language. |
07:45.07 | turtles1 | but yes, to answer your question: a map without any terrain features = a 100% win rate for zerg |
07:46.53 | castironpi | what is your skill level? can someone corroborate that statement? |
07:47.04 | turtles1 | Plat |
07:47.16 | turtles1 | and Blizzard themselves can corroborate that statement |
07:47.34 | turtles1 | they were conserned that protoss blink all ins were too powerfull... |
07:47.59 | turtles1 | their solution: do nothing to change the races, focus on changes to map pool to fix the racial imbalance |
07:48.05 | turtles1 | concerned* |
07:48.28 | turtles1 | So they changed the map pool up a bit to counter the imbalance of Protoss |
07:48.47 | turtles1 | THAT is how tightly linked the two are |
07:49.41 | turtles1 | there is a simple way to test it to prove it to yourself |
07:50.17 | turtles1 | step 1) create a roughly equal force of Protoss and Zerg |
07:50.30 | turtles1 | step 2) let them battle on the open plane like your map |
07:50.53 | turtles1 | step 3) create two cliffs making a coridoor between the armies |
07:51.07 | turtles1 | step 2) Zerg wins by a large margin |
07:51.16 | turtles1 | step 3) Protoss wins by a large margin |
07:52.18 | castironpi | your statement is plausible. |
07:54.57 | castironpi | let's look at something like this. same thing, with elevation and choke. http://home.comcast.net/~castironpi-misc/Terrain%20001.jpg |
07:55.01 | castironpi | (refresh plz.) |
07:58.16 | turtles1 | zerg still win 100% of the time. It's all about surface area vs volume. |
07:58.26 | turtles1 | Say we talk TvZ |
07:58.48 | turtles1 | there is no room to build buildings in base so terran is forced to build them on low ground |
07:59.24 | turtles1 | as Terran builds buildings the surface area vulnerable to attack increases exponentially as the number of buildings |
07:59.40 | turtles1 | which is completely different to the way the races were designed |
08:00.04 | turtles1 | think about a normal ladder map. the surface area vulnerable to attack is the width of the ramp |
08:00.22 | turtles1 | as T builds more buildings that surface area remains constant |
08:01.38 | turtles1 | or think about P |
08:01.50 | turtles1 | P depends on forcefield as protection right? |
08:02.02 | turtles1 | in this map forcefield is completely useless |
08:02.24 | turtles1 | you may as well remove FF from the game |
08:03.26 | turtles1 | If you want to discuss melee map concepts then I recomend team liquid. There are real experts on the topic there |
08:04.12 | castironpi | yes but what they will tell you is that the only maps that will ever be popular are the ones that already are, popular. |
08:04.30 | turtles1 | This is a community dedicated to changes to the game itself, not maps for SC. So this discussion is rather off topic here |
08:05.02 | castironpi | oh that's interesting given the topic, channel name, and ACL. but i have no problem waiting for lulls. |
08:05.05 | turtles1 | go here http://www.teamliquid.net/forum/sc2-maps/ |
08:05.18 | turtles1 | and look at posts with [M] in the title |
08:05.30 | turtles1 | that means they are a forum thread for maps |
08:05.49 | turtles1 | On the front page you will see at least 20 new maps of a high quality |
08:06.04 | turtles1 | as well as a link to competitions for new maps |
08:06.37 | turtles1 | previous entrants of which have been included in the Blizzard map pool and many of which have been selected for pro tournaments |
08:06.52 | turtles1 | I would recomend starting a discussion there |
08:07.02 | castironpi | you're getting defensive. have you designed some maps that have been rejected by someone you think is important? |
08:07.40 | castironpi | i'm not sure what you think i'm a threat *TO*, but you obviously do so. |
08:08.15 | castironpi | there are 8 people on the ACL for the channel so i'll just ask them where you fit in around here. |
08:08.31 | turtles1 | ummmm... ok? |
08:08.35 | castironpi | or unless, are you one of them in disguise? |
08:09.17 | turtles1 | at first I was a little flabbergasted that you couldn't see the faults in your work |
08:09.33 | turtles1 | But I tried to explain to you and then decided to help you |
08:09.36 | castironpi | believe me, you don't know your own faults, until you make friends and they tell you. |
08:10.05 | turtles1 | and provide you with links and references for where you could find information and communities to help you which are more on topic |
08:10.57 | turtles1 | As someone else here said, this is not really the place to be discussing maps |
08:11.13 | turtles1 | I was trying to tell you about places you could go for help |
08:11.17 | turtles1 | not to get rid of you |
08:11.29 | turtles1 | and then you think I am the one being defensive? |
08:11.49 | castironpi | or you're just naturally energetic. |
08:12.34 | castironpi | in theory, no one would be defensive about being defensive. |
08:12.58 | castironpi | so if they are then someone is wounded. |
08:14.22 | castironpi | ... ... ... ... |
08:14.34 | castironpi | so anyway, this was my first map, not yours. |
08:14.43 | turtles1 | castironpi: throwing it out there is just the same as a "you mad bro?" mid conversation |
08:14.50 | castironpi | you seem to say that there are certain properties of maps which might make the races unbalanced. |
08:14.57 | turtles1 | it does nothing but try and derail conversation |
08:15.01 | castironpi | this is a new idea for me, but you aren't giving me time to react to it. |
08:15.54 | DeadZergling | arrays finally done, what a nightmare that was |
08:16.02 | DeadZergling | you fix your respawn issues yet Bounty ? |
08:16.10 | Bounty | yeah |
08:16.18 | Bounty | making the death more bloody now |
08:16.20 | Bounty | lol |
08:16.36 | Bounty | never to early for polish |
08:16.37 | DeadZergling | cool, I'm still trying to make this thing properly load 1 damned stage |
08:17.17 | castironpi | turtles1: anyway, if the "map ster" channel isn't "about maps" then you should definitely put that in the title. |
08:17.31 | castironpi | it would be really easy for a newcomer to think it was. |
08:18.06 | castironpi | er... in the topic. |
08:22.20 | DeadZergling | sigh, no one is trying to discourage you from learning to map castironpi, we are trying to direct you towards where the right crowd for pure melee maps would be |
08:23.28 | castironpi | no, no one denied it, i was making assumptions based on the channel name. |
08:23.45 | castironpi | i was just saying that someone else might make the same assumption. |
08:23.55 | castironpi | and then everyone was like, "oh dear, god forbid". |
08:24.20 | DeadZergling | this channel is better if you having issues while mapping |
08:24.33 | DeadZergling | like say you make a corner of your map just perfect, but can't figure out how to properly duplicate it |
08:25.02 | castironpi | look man, most of the time "mapping" means the "mmap" module in a language called "python" where i come from so... that might not always be assumed. |
08:25.06 | DeadZergling | or you want to have dancing zerglings on some rocks as decoration, we could probably help there too |
08:26.02 | castironpi | yeah honestly if you can't face some fundamental differences, then you might not want your channel to be public. |
08:26.51 | castironpi | like i said this turtles1 guy was really energetic but a lot of people could think that. |
08:27.42 | castironpi | i'm a nice guy usually but other people might feel entitled to their assumptions, IYKWIM. |
08:28.25 | castironpi | you heard it here first. "feel entitled to their assumptions". |
08:29.00 | turtles1 | Sorry if it sounded like I was blowing up at you. I tend to post many small comments instead of trying to write an essay and deliver it in one big go. That way there can be feedback/discussion. |
08:30.00 | castironpi | no, you just sounded like you were trying to organize your statement, but letting me watch the process. |
08:30.05 | turtles1 | I enjoy analyzing maps as well and would not mind if the scope of discussion on SC2mapster was broadened |
08:30.19 | castironpi | your statement was, that there are certain properties of maps which might make the races unbalanced. |
08:30.32 | castironpi | but you let me watch you attempt to say it like 5-10 different times. |
08:30.47 | *** join/#sc2mapster shintahW (~oer894n@c83-248-105-252.bredband.comhem.se) |
08:31.06 | turtles1 | You said you were diamond |
08:31.38 | castironpi | i said i was and i am. what's the question? |
08:31.43 | *** join/#sc2mapster Mexa (c10bb9e2@gateway/web/freenode/ip.193.11.185.226) |
08:31.55 | turtles1 | simply saying "maps effect balance" with no further explanation would not have done much if that concept had not occured to you already |
08:32.26 | turtles1 | So I rattled off a bunch of reasons *why* the map would not work out |
08:32.36 | turtles1 | which is a lot more informative |
08:32.48 | castironpi | no but if you add a little redundancy it could keep the communication open, and inspire some realizations. |
08:33.54 | castironpi | how do you view your account page on b.net? my nick is the same. |
08:34.10 | castironpi | it should just be http://account.battle.net/castironpi .. or something. |
08:34.30 | castironpi | anyway that will show you i'm diamond. though i'm not sure i should be, i was having plenty of fun in platinum. |
08:38.32 | castironpi | i guarantee i'm the nicest diamond you've met in the past month. |
08:38.51 | castironpi | maybe next time we can drop that name a little more. then shall we? |
08:39.53 | castironpi | and you can tell me exactly how much i'm allowed to talk about "map theory", since the number isn't large but obviously isn't quite zero. |
08:42.18 | turtles1 | I'm here to ask questions of the people here far wiser than I and occasionally help out in areas that I know. As well as to discuss peoples projects. It does not sound to me like you want help *or* discussion. It sounds more like you seek only validation for your work. I'm not interested in looking into your back history. You are free to ask others about me or to google my name or ask ACL about me (whoever ACL are, I have no clue |
08:42.53 | turtles1 | But I don't really see this discussion going anywhere productive from here on out. |
08:43.13 | castironpi | the ACL is the access control list for a channel. every channel has one. you can look at it with: /msg chanserv access list #sc2mapster |
08:43.27 | turtles1 | don't feel like I'm trying to talk on behalf of others or shut down conversation, just don't expect me to continue it |
08:43.44 | DeadZergling | no need for access control here, except maybe to keep stewox out |
08:43.48 | castironpi | sorry just the "dancing zerglings" from DeadZergling was more trifling than.. i expected from a public freenode IRC channel. |
08:44.11 | DeadZergling | this is a channel for dedicated masochists, errrmmm modders |
08:44.32 | castironpi | but regarding the "discussion", i do want discussion, but there are certain things i can only learn if i see for myself. |
08:45.15 | DeadZergling | you were bothered by me saying dancing zerglings? holy shit |
08:45.29 | castironpi | not bothered. dismayed. |
08:45.36 | castironpi | .. as a newcomer. |
08:48.23 | castironpi | .. plus the pitch was overall slightly more "shrill" than i would guess. |
08:50.19 | *** join/#sc2mapster Zolden (~a@88.135.0.21) |
08:50.39 | Zolden | hey niggs |
08:50.47 | DeadZergling | Hi Z |
08:50.58 | turtles1 | lol, pefect timing Zolden as always |
08:51.36 | Zolden | someone confessed he's a nigg in a short time b4 I came? |
08:51.44 | turtles1 | nm |
08:52.15 | DeadZergling | oh no, his style of comments is what I need after listening to that |
08:53.09 | DeadZergling | Bounty did his first playtest tonight Zolden |
08:53.48 | Zolden | was it fun? or bnet latency ruined the fun as usual? |
08:53.54 | DeadZergling | the latter |
08:54.14 | DeadZergling | it was a reminder of the horror that was my 56 kbp modem connection in the past with doom and quake... |
08:54.36 | Bounty | .... |
08:54.52 | turtles1 | can I chime in and say "both" |
08:54.52 | Bounty | Zolden, were you able to enjoy Photon Discs and Haunted Forest? |
08:54.55 | Bounty | latency wise? |
08:55.11 | turtles1 | as in it both had terrible latency AND was fun? |
08:55.22 | DeadZergling | so kind turtles1 :) |
08:55.59 | DeadZergling | (it's okay, my insults are secretly inspiring Bounty ) |
08:56.06 | DeadZergling | as he gets off on weird kinds of motivation |
08:56.12 | Bounty | lol |
08:56.17 | Bounty | not with latency complaining |
08:56.21 | turtles1 | such a masoch... err I mean modder |
08:56.24 | Bounty | turtles1 is diff because hes in aussie |
08:56.33 | Bounty | and I get that a lot from aussie folk |
08:56.35 | Bounty | like dogmai |
08:56.49 | DeadZergling | dogmai would complain about anything non-tofu though... |
08:57.18 | Zolden | Bounty latency ruined photon discs, and haunted forest was just begged for me, because F key didn't do nothnig |
08:57.30 | Bounty | begged? |
08:57.44 | DeadZergling | *bugged |
08:57.47 | Bounty | oh |
08:57.54 | Zolden | Bounty just let's be fair, sc2 is not ofr action games, it's strategy and this kind of stuff |
08:58.12 | Zolden | action requires fast response or it feels not cool |
08:58.47 | Zolden | you like to create actions? go unity, u'll be god there with your skills! |
08:59.16 | DeadZergling | yea Zolden, the worst part was, the aim was super off if you were moving |
08:59.22 | DeadZergling | but not bad at all if you were still |
08:59.32 | DeadZergling | so is a camper game :) |
08:59.51 | Bounty | ... |
08:59.56 | Bounty | the aim is not off |
09:00.09 | Bounty | <PROTECTED> |
09:00.11 | Bounty | event |
09:00.33 | Bounty | the hitbox was to small and since you're strafing its hard to aim if you suck at that =P |
09:00.56 | DeadZergling | sure do at that kind of latency |
09:01.17 | Bounty | lol |
09:01.21 | Bounty | you have no idea how that event works |
09:01.37 | Bounty | its player side in terms of registering |
09:01.40 | DeadZergling | I know what I felt in game |
09:01.52 | Bounty | just go work on your smash thing |
09:01.54 | Bounty | >.< |
09:02.17 | DeadZergling | sure thing, I'd rather have a buffalo take a diarrhea dump in my ear than relive my 56kbp modem days! |
09:02.55 | DeadZergling | (but seriously, if you need help playtesting and I'm about, just ask :P) |
09:04.22 | Bounty | would like to playtest the new hitboxes |
09:05.02 | DeadZergling | you want to give it a go Zolden ? |
09:05.19 | DeadZergling | I'm still working on a certain long part of my masochism session here.. |
09:05.44 | DeadZergling | I'll be available in about 20-30 mins anyways B |
09:05.48 | DeadZergling | if you can't find anyone |
09:06.45 | Zolden | don't ask me to run sc2 |
09:07.46 | turtles1 | give me 1 hour and I'm game. Need to pick up supplies, no food around :( |
09:08.03 | turtles1 | Also wife has the car currently |
09:13.33 | DeadZergling | Bounty, you still there? |
09:13.38 | Bounty | yeah |
09:13.40 | Bounty | trying to fix shit |
09:13.52 | DeadZergling | cool, you ready now, or should I start on something else |
09:13.57 | DeadZergling | just finished that task |
09:14.02 | Bounty | will be rdy in 10 minutes |
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09:14.16 | DeadZergling | hi Delphinium |
09:14.27 | Delphinium | <PROTECTED> |
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09:15.57 | DeadZergling | how goes your forever RPG? :) |
09:18.33 | Delphinium | Still nothing new~ |
09:20.14 | Delphinium | Nanakey is now working on the terrain part, 1 done 9 to go... |
09:21.43 | DeadZergling | having 9 planets? |
09:21.47 | Delphinium | And tonight we will try to finish a character |
09:22.10 | Delphinium | Only one, the earth~ |
09:22.35 | Bounty | ready when you are DeadZergling |
09:22.42 | Bounty | this version has all of the changes + new sfx |
09:22.54 | Bounty | on beam impact and player death |
09:22.54 | Bounty | so you can tell when someone is shooting at you |
09:22.59 | Bounty | that and it sounds kewl |
09:23.01 | Bounty | >.< |
09:23.50 | DeadZergling | okay, logging in shortly |
09:23.54 | DeadZergling | just gotta save what I was doing |
09:25.22 | Delphinium | I am working on fake files and chronicles which says that marauder is there hundreds years ago. |
09:26.12 | DeadZergling | dustin browder is that old? |
09:26.33 | DeadZergling | logging in now, Bounty |
09:27.43 | Delphinium | http://www.sc2mapster.com/media/attachments/49/370/121.png |
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09:42.33 | DeadZergling | Bounty, while you are at it, an increase in jump speed |
09:42.35 | DeadZergling | would be good |
09:42.50 | Bounty | 1 thing at a time >.< |
09:43.19 | DeadZergling | hrrrmm, now what else to do on smash my head against a wall |
09:43.22 | DeadZergling | I mean smash tv... |
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09:49.54 | DeadZergling | nice fake scroll, Delphinium |
09:51.11 | Delphinium | Thanks~ |
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10:35.22 | DeadZergling | heh, well one of my new enemies death fails exceptionally bad |
10:35.46 | DeadZergling | is a civ model, dies as a zergling most the time, or as a civilian inmate in completely different clothes... |
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10:39.06 | hobbidude | any trigger experts alive? |
10:42.11 | DeadZergling | probably, but depends what you got questions on as usual :) |
10:44.25 | hobbidude | well the dilemma is i usually use action definitions to create templates for repeats actions such as well dealing with dialogs; however sometimes there is an additional action or two outside of the definition that requires info from within it |
10:44.35 | hobbidude | is it best to instead run custom functions? |
10:44.53 | Goa_ | A1win are you here? Found clues to what is wrong with objective panel |
10:45.12 | DeadZergling | really depends how customized it has to be |
10:45.27 | DeadZergling | sometimes it is faster to just make special ones for each, while others it is better to make a template |
10:46.39 | hobbidude | well since you can't run functions without it being run inside of an action im wondering if its ok to run for normal circumtances something like show/hide dialog item (function) |
10:46.55 | DeadZergling | don't see why not |
10:47.06 | hobbidude | and if i have additional actions i would instead just run the function inside of those instead |
10:47.08 | DeadZergling | and technically, you can run functions if you use custom script |
10:47.31 | hobbidude | no but you can;t run functions like a normal action |
10:47.49 | hobbidude | and custom action definition have no way of return info from within |
10:48.00 | hobbidude | like grabbing last created |
10:49.29 | DeadZergling | is hard to really say without more specific examples |
10:49.36 | DeadZergling | on what the best course of action is |
10:49.53 | hobbidude | well for instances |
10:50.03 | hobbidude | for dialog templates you always run like the same 4 actions |
10:50.13 | hobbidude | but sometime you need to save it to a variable |
10:50.27 | hobbidude | so you could create a function |
10:50.37 | hobbidude | and if its normal use the show/hide action to init it |
10:50.37 | DeadZergling | right, done that many a time |
10:50.46 | hobbidude | or put it inside the save |
10:50.48 | DeadZergling | yes, very normal |
10:50.58 | DeadZergling | to have show/hide right inside the function |
10:51.06 | hobbidude | outside rather |
10:51.08 | DeadZergling | I always save any dialogs I make to variables |
10:51.10 | hobbidude | not inside |
10:51.17 | hobbidude | i don't always need to save tho |
10:51.29 | DeadZergling | sure, but I prefer to so I never lose track of them |
10:51.41 | hobbidude | they are purely visual tho |
10:51.44 | DeadZergling | and can show/hide as I please |
10:51.50 | hobbidude | that will never be refered to |
10:52.01 | Goa_ | FUCK YEAH it works now A1win, the correct path to objective panel UI is: GameUI/UIContainer/ConsoleUIContainer/ObjectivePanel cause hots Game UI :) |
10:52.19 | hobbidude | that would be too many wasted variables too |
10:53.29 | hobbidude | like only 30% of my create dialog item actually need to be saved |
10:54.10 | hobbidude | is it normal to do a show/hide dialog item outside of the function creating them? |
10:55.03 | DeadZergling | yes, especially in the case of menus |
10:55.38 | hobbidude | perfect, it is sort of a large menu |
10:56.34 | hobbidude | so to confirm there is no way to have a custom definition that can return something but also be created by instead without needing to be instead of another action |
10:56.53 | hobbidude | inside* |
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11:12.29 | turtles1 | <PROTECTED> |
11:13.07 | turtles1 | I've got probably 15-ish menu screens each with many buttons (some have as many as 100 buttons) |
11:13.26 | hobbidude | ya yours is easiler tho with buttons |
11:13.34 | hobbidude | i have little buttons and more visuals |
11:13.49 | turtles1 | and plenty of pretty graphics stuff too |
11:13.53 | hobbidude | ya i was gonna just go with functions for a template but i wasn't sure about always calling the functions within a show/hide action |
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11:14.20 | hobbidude | regretfull there is no way of just call the function straight out |
11:14.33 | hobbidude | or getting a regular action definition to return something |
11:15.18 | hobbidude | just seemed to me like calling the function inside of an show/hide functions to be redundant |
11:15.56 | turtles1 | I have a create and destroy menu function |
11:16.09 | turtles1 | which takes the name of the menu refered to |
11:16.37 | turtles1 | and does all the common things... but also calls functions specific to the menu |
11:16.44 | hobbidude | how are you calling the function tho? |
11:17.07 | turtles1 | with a string as only parameter |
11:17.32 | turtles1 | it then checks the string and passes control to init and destroy functions specific to that case |
11:17.46 | turtles1 | as well as doing the stuff that it does for every dialog |
11:18.11 | hobbidude | so can i call a function without having it inside of an action? |
11:19.27 | turtles1 | I'm having a hard time understanding what you mean. What do you mean by this -> "ust seemed to me like calling the function inside of an show/hide functions to be redundant" |
11:20.12 | hobbidude | kk so like i have a function that includes actions like create item, set size, size offset, etc |
11:20.23 | hobbidude | and i want to call this functions lots |
11:20.32 | hobbidude | sometimes i need to add in actions actions |
11:20.35 | hobbidude | like saving |
11:21.07 | hobbidude | so i can either run the function for normal circumstance inside of a show/hide dialog item actions or inside of a save |
11:21.08 | turtles1 | saving? |
11:21.13 | hobbidude | to variable |
11:21.17 | turtles1 | oh |
11:21.31 | hobbidude | i only save tho like 30% of the time |
11:21.37 | hobbidude | so its not a main repeated action |
11:22.17 | turtles1 | "run the function for normal circumstance inside of a show/hide dialog item actions" wait, so you are doing something like "show myfunction() dialog" |
11:22.34 | hobbidude | ya basically |
11:22.35 | turtles1 | so you can call it as a function without saving the return value to a variable? |
11:22.37 | hobbidude | or dialog item rather |
11:22.44 | hobbidude | exactly |
11:22.45 | turtles1 | dialog item* |
11:23.27 | turtles1 | first let me tell you of a dodgy way I used to solve the problem |
11:23.43 | turtles1 | that might be slightly more straightforward |
11:24.03 | turtles1 | Before I knew about action dialogs I thought there were only functions |
11:24.13 | turtles1 | so I created a few global variables |
11:24.26 | turtles1 | dontcare_int, dontcare_real, dontcare_str |
11:24.28 | turtles1 | etcetcetc |
11:24.53 | turtles1 | and then whenever I didn't care about the return value I could just assign it to the global |
11:25.20 | turtles1 | That might be something you could do |
11:25.31 | hobbidude | oh i see |
11:25.39 | hobbidude | so always assign it to a varialbe instead |
11:25.58 | hobbidude | and rather just put all the non saving ones to the same useless variable |
11:26.29 | turtles1 | but the proper way would be to try and restructure your code to minimize things like that if you could. But obviously I can't know everything about what you're doing over irc |
11:26.38 | turtles1 | yeah, you might try doing that |
11:27.09 | turtles1 | exactly like you said, just save the return value to a global variable which is never checked |
11:27.11 | hobbidude | that sounds basically the same as running it inside of a show/hide dialog item |
11:27.17 | turtles1 | yeah |
11:28.06 | turtles1 | except that it is not doing anything, where as the way you are doing it would be less efficient because it is calling inbuilt functions to manipulate the dialog item |
11:28.25 | turtles1 | as opposed to just assigning a variable |
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11:28.56 | hobbidude | what do you mean by " calling inbuilt functions to manipulate the dialog item"" |
11:29.12 | hobbidude | you mean the show/hide dialog item actions would be less efficient? |
11:29.33 | hobbidude | because it has to do an extra step |
11:30.01 | turtles1 | the action "show hide dialog" calls a function which probably does a whole bunch of things. It's not so much an extra step as it would be many extra steps |
11:30.27 | turtles1 | But I don't know how complex the "show/hide dialog item" function is |
11:30.46 | hobbidude | hmm |
11:32.10 | turtles1 | probably does a bunch of graphical related calculations, making sure items are clickable/not clickable, figuring out what to render over the top of other things etc |
11:34.36 | turtles1 | But there might be a way you could restructure the programs logic. Like having an array of items that get saved to when the function is run |
11:35.14 | turtles1 | and then you can make it an action definition and still have access to the dialog items which were created which you want |
11:35.54 | hobbidude | i guess know how intensive the show/hide action is what i was really after |
11:36.02 | hobbidude | knowing* |
11:36.41 | turtles1 | OR I just thought of a better way |
11:37.20 | turtles1 | say the function is "MyCreateDialogItemFunc()" which returns a dialog item |
11:37.28 | hobbidude | exactly |
11:37.59 | turtles1 | you can then create an action definition called "MyCreateDialogItemAction()" |
11:38.13 | turtles1 | which has a local variable called returnvalue |
11:38.29 | turtles1 | and the only actions are returnvalue = "MyCreateDialogItemFunc()" |
11:38.55 | turtles1 | that way you can do the same thing but not have to have a return value |
11:38.59 | hobbidude | is that not that same as just saving it to the same useless varaible? |
11:39.27 | turtles1 | essentially, but cleaner and easier |
11:40.02 | hobbidude | you would have to pass all the parameters for the function forwards too |
11:40.34 | turtles1 | yes, but you only have to create it once and then you don't have to worry about having stray global variables around |
11:41.00 | turtles1 | and calling the action defenition is easier |
11:41.07 | hobbidude | true i guess |
11:41.27 | hobbidude | granted i wouldn't want threading but i wonder if that would work too |
11:41.50 | hobbidude | a function inside a threaded action |
11:42.18 | turtles1 | yeah, it would work if you wanted to take it that way |
11:42.23 | hobbidude | unfortunately these things have to be layered properly |
11:42.28 | turtles1 | whereas you couldn't if you only called the function |
11:42.37 | hobbidude | hmm |
11:42.45 | hobbidude | thats a very interesting thought |
11:42.47 | hobbidude | ty |
11:43.03 | turtles1 | because the thread would not be able to continue until the function returned. |
11:43.05 | turtles1 | np |
11:43.40 | DeadZergling | getting close, my stupid thing is almost like a real game, lol |
11:44.04 | hobbidude | kinda of sillly i didn't think of that but its a more elegant solution than what i was looking for |
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13:27.33 | Dustin| | I can't decide how i want to do the Capture The Flag melee mod |
13:27.57 | Dustin| | Thinking about giving all workers a 1 slot inventory and making the flag a normal item |
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13:52.28 | A1win | Zolden, can I use different materials for different parts of a model or do I need to use just one? |
13:52.48 | A1win | I guess it's time to learn UV mapping properly ;p |
13:53.00 | Dustin| | lol good luck with that :P |
13:53.04 | Zolden | A1win you can |
13:53.25 | Zolden | if it's one mesh, you can create a composite material and combine different materials |
13:53.40 | Zolden | if it's different meshes, you just use different materials |
13:53.55 | Zolden | travel to russia, there are many beautiful places http://i.snag.gy/d7lLz.jpg |
13:54.19 | A1win | I have a sphere and a torus, somehow it replaces it for both when I try to drag & drop a material on one |
13:54.46 | Zolden | change material name of one of the maaterials |
13:54.50 | Zolden | they probably the same |
13:54.51 | A1win | ah |
13:55.41 | A1win | what's the easiest way to delete the inside half of a torus? |
13:56.14 | A1win | hotkey for select edge ring? |
13:56.14 | Zolden | probably you can switch to circular selection |
13:56.22 | Zolden | i don't know |
13:56.25 | Zolden | never used it |
13:57.46 | A1win | shift-click apparently but it selects the ring that goes around the torus and not the ring that goes along it ;p |
13:59.05 | A1win | ah, loop selection |
13:59.56 | A1win | how can I hide an object from the scene? |
14:00.23 | A1win | found it |
14:01.37 | A1win | oh nice, grow ring button |
14:01.54 | A1win | so I can select the innermost loop and then click grow ring a few times and I end up having all the edges of the inner half selected |
14:02.04 | A1win | whee |
14:02.15 | A1win | so pro |
14:05.33 | A1win | fresnel is a nice effect to smoothen spheres |
14:06.17 | A1win | Zolden, next up is attachment points D: |
14:08.17 | Zolden | afk for 15 minutes |
14:08.31 | A1win | this seems rather straightforward anyway |
14:34.20 | A1win | woo learned how to use soft selection |
14:39.19 | A1win | not very well though ;p |
14:44.30 | Zolden | when I select my cat, it's always soft selection |
14:45.21 | Goa_ | A1win did you read what was the problem with objective UI? |
14:45.29 | A1win | yeah |
14:45.36 | Goa_ | fucking hots:D |
14:47.37 | A1win | Zolden, can I export objects as separate .m3's from one scene? |
14:48.14 | A1win | hmm there's Source: Scene, Objects |
14:48.31 | A1win | mmh though will that export all of them separately... |
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14:49.46 | Zolden | dunno, maybe |
14:49.50 | Zolden | never tried |
14:50.13 | Zolden | if u hide some objects, theyr won't be exported |
14:50.17 | Zolden | i guess |
14:50.23 | A1win | hmmh |
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15:03.37 | A1win | wish there was a "re-import" button in import module |
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15:08.52 | A1win | http://a1win.pp.fi/ss/sc2/ph/a137/SC2%202014-05-08%2018-07-43-98.jpg |
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