• 0

    posted a message on Game Design
    Quote from Karawasa: Go

    School is for learning; games are for playing.

    And playing is for learning.

    Quote from Gorandor: Go

    And my hate against 90% of my own race is born out of facts.

    Of course it goes without saying that perceived facts are the foundation of any philosophy or religion, no matter how tenuous. But I say to you, the only things that ever came from hate are the very things that you use to justify your hatred!

    Posted in: Off-Topic
  • 0

    posted a message on Game Design

    Well, I consider entertainment, play and recreation to be equivalent and steeped in the same desire for knowledge. Is the desire for stimuli and the desire to absorb information not one and the same? Even the most lazy and insipid man is not content to stare into nothingness for any period of time; on the contrary, he will be all the more voracious for his intellectual starvation, as his increasingly frantic search manifests itself in the form of TV/game addiction.

    My posit is simply this: Learning is not necessarily fun, but fun is necessarily learning.

    Or to put it another way, you can't have fun without learning something. The thing learned can be useless and even false; it makes no difference.

    As an aside, I must vehemently advise against the self-hatred of the human race.

    Posted in: Off-Topic
  • 0

    posted a message on Game Design

    Being that discussions on game design are to me what cookies are to the Cookie Monster I will play my hand.

    Firstly, I very much like the term "recreation" because of its implications. When two wolf pups engage in recreation they are recreating a serious battle of life-and-death, learning and adapting to the rules of the earth every step of the way. Of course even basic biology teaches that the act of play is hinged upon the learning process, so this should invariably hold true for all forms of recreation.

    In this light it becomes woefully apparent that video games offer very little practical knowledge compared to a blow to the head and a face full of snow, but even a mountain of trivial information (such as unit costs and tech trees) may serve as a conduit for a monumentally crucial skill: the ability to apply knowledge. I consider this a core tenet in the "easy to learn, difficult to master" mantra and a deciding factor in the quality of any game.

    Yes, I am asserting that the quality of a game may be accurately quantified by its ability to pique the player's enthusiasm for problem solving.

    I should point out that I am willfully disregarding the visceral, artistic aspects of game design in the above assessments. I consider a discussion on the joy and splendor of creation to be wholly insurmountable.

    Posted in: Off-Topic
  • 0

    posted a message on Reducing size of placement Model?

    Reset the actor scale to 100% and set the model scale to 50%.

    EDIT: Actually it's a separate model so leave the original actor alone and just set the placement model scale to 50%.

    Posted in: Data
  • 0

    posted a message on Edit box bug (1.2)

    When you clear the text of an edit box its corresponding event does not fire:

    Dialog - Any Dialog Item is used by Player Any Player with event type Changed Text

    ...nor does its associated function (Edit value of (Dialog item) update to return a null string. Instead it continues to return the previous contents, though the on-screen edit box appears to contain nothing.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on [Info] Patch 1.2 Undocumented Changes

    On the plus side, we can now reset Actor Events + (and others) back to the default value.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Bank Compression

    @s3rius: Go

    So there is no discrepancy, the STARCODE thread I was directed to is simply inaccurate. It lists & and > as practical characters:

    http://forums.sc2mapster.com/resources/trigger-libraries/5091-library-starcode-v1-4/#p10

    I did further testing with "\" making a point to try and produce line breaks but had no problems. I also took a look at a few tooltips and noticed that line breaks and every other formatting was contained within <>... so "\" still appears to be completely harmless, even if you convert the string to text it reads it literally without the <>

    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on Bank Compression

    Whenever I save a string containing "&" it becomes "&amp;"

    "<" and ">" save as "&lt;" and "&gt;" respectively

    I'm not familiar with XML but it's obviously some methodology of tracking what XML considers special characters, that's why I figure "&" of all characters is out of the question. Again my only answer for this discrepancy is some regional difference, or else some trick I'm not aware of.

    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on Bank Compression

    Either it's a EU thing or I'm missing something crucial here. I'm especially confused as to the listing of the ampersand (&) as a viable character... also I just did a bit of testing specifically with "\" and there didn't seem to be any problems.

    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on Bank Compression

    Yes but I mean usable characters for the purposes of compression, every character that consumes only a single byte in the file.

    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on Bank Compression

    I want to make a minor correction, that is that we have 6 bits per character to work with, not 5. (2^5 = 32, not 64)

    Also I wanted to offer this exhaustive list of usable characters (to my knowledge), 90 in total. Mind the space near the end:

    0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz!@#$%^*()_+-=[]\;,./{}|: `?

    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on critical strike in Blizzard Dota is actually using triggers to do the same damage effect again.

    I've noticed a prevailing attitude among the level designers, that is they don't share the same prejudice toward triggers vs. data as a typical modder might: it is just another means to an end. It's also possible that the senior coders have more important duties than assisting the Blizzard All-Stars project, which more than any other mod looks to be less for the benefit of the modding community and more as an actual product for the millions of end-users.

    Posted in: General Chat
  • 0

    posted a message on Unit doesn't point at target when using ability

    Does you happen to have your ability's Arc field set to 360? Set it to 0 and he must turn to face the target.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Validator: Location Pathable

    I want to detect dynamic pathing from built structures through the Data Editor, but as far as I can tell the "Location Pathable" validator only responds to static pathing from cliffs. Is there a data method of detecting dynamic pathing?

    Posted in: Data
  • 0

    posted a message on Bank files - Situation report 1.1

    Individual strings do not seem to load past 781 characters, they are always truncated beyond this point. Has anyone else had this problem?

    Posted in: Triggers
  • To post a comment, please or register a new account.