• 0

    posted a message on Sad week for sc2
    Quote from Keyeszx: Go

    @nevjmac: Go

    It's late tonight so I guess I'll try that tomorrow if I have free time.

    Wait... IF you have some free time? Playing starcraft II doesn't fall under "free time?"

    Posted in: General Chat
  • 0

    posted a message on [Info] Patch 1.3.X Undocumented Changes
    Quote from PatchOne: Go

    i have no idea but i remember having a extremely weird bug - butt hat was ages ago.. - since then every action/event "group" is duplicated (even after reinstall of sc2) and that reveal region while units in region disappears sometimes.

    never found out why. probably connected..?

    lol... butt hat...

    I'm getting some weird mental images from that...

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Is retard offensive?

    One must ask oneself... would somebody so easily offended be playing this game in the first place? Oh no violence! Oh no smoking! Oh no swearing! Oh no somewhat attractive, yet moderately dressed female! Why can't they make nice games? C'mon little Billy, we're leaving! BUT MOOOOMMMMM! I SAID NO BUTTS!!!

    Posted in: General Chat
  • 0

    posted a message on What is your speedtest?

    PWN FOR REAL!

    Posted in: Off-Topic
  • 0

    posted a message on Anybody else annoyed with arrays in SC2?
    Quote from grenegg: Go

    wait, so I don't have to be declaring all my arrays size 9 for 8 players, even if i'm not using slot 0?

    No, just the opposite. 7 for 8 players, and take one off the player number to get the index. 0 becomes player 1, 1 becomes player 2, etc. When initializing arrays in SC2, the number isn't he size of the array, it's the index of the last element, so if that's 7 then you're really got 8 elements because you include 0.

    Posted in: Off-Topic
  • 0

    posted a message on Things I want to know before making a fps map...

    Okay well I got the LoD system working, as well as a random map generator. :D Now to replace the placeholder art with actual art...

    Posted in: Off-Topic
  • 0

    posted a message on Anybody else annoyed with arrays in SC2?
    Quote from Kueken531: Go

    Warcraft III did not have dynamic arays, but static ones, and even worse, with a fixed size of 8192. For SC2 and it's script memory size limit, this would be devastating.

    Not sure what qualifies as dynamic, but if you make an array in warcraft 3 of size 2 (for example), and you go over it, it works fine, leading me to believe it is resizing the array. I've done this many times, I know it works.

    Posted in: Off-Topic
  • 0

    posted a message on Array Index out of bounds... well that's great but... WHAT ARRAY???

    RRRRRRRAAAAAAAWWWWWWWRRRRRRR!!!!!!!!!!!!!!!!!!!!! I AM LAZYCODER, DESTROYER OF BUGSSSSSS!!!!!!!!!!

    It was a problem with one of my equations, accidentally put a + instead of a *...

    Posted in: Triggers
  • 0

    posted a message on Array Index out of bounds... well that's great but... WHAT ARRAY???

    @FuzzYD: Go

    It gives me the name of the trigger, but is just no way anything in that trigger is out of bounds. What I think it's doing is not telling me that it's a function called by the trigger that's doing it, and that's what really burns me up inside.

    For it to be useful at all, it needs to tell me A) which function/trigger, not just what trigger, B) the size of the array, and what it's trying to access, and C) the name of the bloody array!!!! It doesn't do any of this. It's as useful as "Hey man, something went wrong".

    Posted in: Triggers
  • 0

    posted a message on Anybody else annoyed with arrays in SC2?

    In Warcraft III it would automatically resize an array if you tried to assign something out of bounds... I guess that would probably slow down the program anyways...

    Posted in: Off-Topic
  • 0

    posted a message on Array Index out of bounds... well that's great but... WHAT ARRAY???

    Is there ANY way to get sc2 to actually tell you WHICH variable and WHICH function is doing this??? I've been pulling my hair out the last couple of hours debugging this stupid code, but all sc2 is telling me is basically "hey something's going wrong." THANKS BUDDY!

    It'll say there's an out of bounds attempt in one of my triggers... but all the array indices in that trigger are fixed values, not variables, so this leads me to believe that the out of bounds error is caused by a function that the trigger is calling... er I'm sorry, one of the MANY very lengthy functions that it is calling...

    It's not much of a debugger is it?

    Posted in: Triggers
  • 0

    posted a message on Anybody else annoyed with arrays in SC2?

    @Vexal I keep getting out of bounds because it's confusing to keep track of what's the size, and what's one less than the size. Sometimes I go one over by accident.

    EDIT: I mean I try to compensate by making an array of "sc2 size" 3 instead of 4 if I want it to really be of size 4.

    Posted in: Off-Topic
  • 0

    posted a message on Anybody else annoyed with arrays in SC2?

    Personally I find it quite irritating that when making an array variable, you have to take 1 off the size because a size 2 array means the last index is 2, not 1, so really it's a size 3 array (0,1,2). So many arrayOutOfBounds errors because of this confusion...

    Posted in: Off-Topic
  • 0

    posted a message on Things I want to know before making a fps map...

    With my map, there may be only 6 or 7 units at a time, albeit highly detailed units at that! :D

    What I'm thinking about doing is just having 4 different units working for each character (1 for each LOD) and just showing/hiding them for each player as needed.

    Posted in: Off-Topic
  • 0

    posted a message on Things I want to know before making a fps map...
    Quote from Deeweext: Go

    LazyCoder, I hope you actually know what you are doing. Making levels aren't as fast as snappe as they make it look in the video, obviously what they failed to mention was all the models they used had to be made, textured and some animated, and I seriously SERIOUSLY doubt they could script an inventory, movement, timer ect. in 8 minutes, if so, I bet it was while the earth stood still.

    Oh no I was simply using that video to show how the art assets sort of link together like that, as opposed to traditional level editing where you pretty much model out the whole level. I completely understand that this is quite an undertaking, and I am well prepared to make all the art assets and everything for this map. :)

    Quote from s3rius: Go

    No it doesn't. First of all not many Sc2 models have low-poly versions of themselves included, with the exception of some special effects. Secondly I don't think (I don't know for sure though) that you can simply change the quality on-the-fly via actor messages.

    Imo let Sc2 take care of this. You just make sure that all units which are not on-screen are hidden. Even if units don't get rendered they'll still require CPU power to be managed. And I'm also not so sure if Sc2 hides polygons behind polygons. So hiding units in other rooms probably is a good idea. Or you could just test it lol.

    But what do you mean let starcraft 2 handle this? It can only handle so much, and I don't want this thing to run slowly. Remember, the change in quality is only changing the model, just like the upgraded zergling is a different model to the regular zergling.

    I'll definitely be testing this out when I get some free time... school is a real time-sucker...

    EDIT: Only problem with me testing it out is... frankly my computer is a BEAST! Just because it runs fine on my computer... well that's not saying much...

    Posted in: Off-Topic
  • To post a comment, please or register a new account.