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    posted a message on How did you guys get into game/map development?
    Quote:

    The trigger system is basically just neutered C plus plus but with a nice GUI interface.

    Fixed.

    I dont think the majority of SC2 modders will get a job in the gaming industry. Many dont even seek to work in that industry. But the road i personally am taking is trying to get some programming experience as a software developer and then work from there. And i dont think my experience with WC3 helped me much, though it might in the future since the field im working in right now has nothing to do with gaming.
    QA is also a good way to get into the industry, from what ive heard.

    Posted in: Off-Topic
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    posted a message on Comparing distance of vectors

    I recommend you use unitgroups.

    Posted in: Miscellaneous Development
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    posted a message on Script load failed: execution took too long

    Either try and optimize your MapScript.galaxy file (not manually, youll go insane), or take a look at the main function in your MapScript.galaxy.

    Optimizing usually breaks the map for the editor, so make sure you have copies.

    See if the main function is very long, or performs very intensive actions. If so, try and offload stuff to other threads.

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Thread terminating prematurely

    Is there a reason you used Atan(dy/dx) instead of Atan2(dy, dx)?

    Posted in: Galaxy Scripting
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    posted a message on Patch 1.4.0 Is out ...

    SC2 doesnt have infinity values. Floating point data types usually have them, yes, but SC2 uses fixed point arithmetic. And the "fixed" data type is just an integer with 12 bits reserved for decimal places.

    Posted in: General Chat
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    posted a message on Patch 1.4.0 Is out ...
    Quote:

    So does 6*0 = 6/(1/0)?

    No.
    6*0=0.

    1/0 is undefined (Not a Number), so 6/(1/0) is undefined as well.

    Posted in: General Chat
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    posted a message on Patch 1.4.0 Is out ...
    Quote:

    If there are 6 applies in a basket, and I have 0 baskets, how many apples do I have?

    Thats multiplication. Not division.

    I just cant imagine a situation where deliberate division by zero is desirable. Especially if division by zero causes a thread crash (does it?).

    Posted in: General Chat
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    posted a message on [Function] Square Root Approximation

    General rule of thumb: Natives are faster than solutions in galaxy.

    Applies here as well.

    Posted in: Triggers
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    posted a message on European website?

    Hey, listen up. Youre lucky to have video tutorials at all. If you cant stand them, use the text based ones. If those dont satisfy you, try putting in some effort and learn it yourself and then write/record better ones.

    Posted in: Off-Topic
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    posted a message on Computer Specs and Galaxy help

    Better (faster) HDD.

    Posted in: General Chat
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    posted a message on Another Galaxy Bug

    I was working on a parser (nothing id formally announce just yet) today and stumbled across some interesting stuff. Some of Blizzards script files contain unresolvable references to variables declared in files not included in those parsed.

    Practical example: TriggerLibs/TactProtAI.galaxy

    Look at line 646:

    const int c_psiStormCooldown = c_tactTimerFirst;
    

    A normal global variable declaration, you'd think. Except c_tactTimerFirst is not declared in TactProtAI.galaxy. There are also no includes in TactProtAI.galaxy. So where does the variable come from? Its declared in TriggerLibs/AI.galaxy. Both TriggerLibs/TacticalAI.galaxy and TriggerLibs/AI.galaxy are included by TriggerLibs/natives.galaxy. TriggerLibs/TacticalAI.galaxy in turn includes TriggerLibs/TactProtAI.galaxy.

    Errors like this one make parsing galaxy with moderately sane code impossible. By extension this also means that Blizzards code for their parser must be an abomination.

    P.S.: TriggerLibs/TactTerrAI.galaxy and TriggerLibs/TactZergAI.galaxy suffer from the same error.

    P.P.S.: If i ever find a decent Title for this thread, ill change it.

    Posted in: Galaxy Scripting
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    posted a message on Interesting Galaxy Bug

    Maybe this can be used to see how much of the local stack has been allocated. IIRC, the maximum was 32KByte. This would also explain why its allocated from 2^21 downwards.

    Also, its nice to see this make the front page, but that might have been an overreaction. Its an interesting bug, but, as it turns out, almost completely useless. Next time, lets just do the testing before putting it up on the front page.

    Posted in: Galaxy Scripting
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    posted a message on Interesting Galaxy Bug
    int magicValue=0;
    bool MagicValueHelper(int a) {
        magicValue=a;
        return true;
    }
    int MagicValue() {
        if (MagicValueHelper) {
            // notice how this is not a valid function call, as im missing the parameter
        }
        return magicValue;
    }
    

    Multiple calls to MagicValue() from anywhere in a maps script will always return the same value.

    Test ive conducted have lead me to believe that the value returned is some internal code pointer, probably where to jump to should the if statement evaluate to true.

    Credits to JademusSreg who stumbled across this.

    Posted in: Galaxy Scripting
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    posted a message on Investigations into Map Loading

    Maybe to clarify: Map loading works, if you specify the path of the map relative to the Maps directory found in the StarCraft II directory and certain MPQs, omit the SC2Map extension (including the dot) of the target map, and use "/" (a slash) as the separator for directories (ie. not "\", like windows does).

    "Campaign/TRaynor01" will load the first campaign mission
    "Challenges/Economy" will load some challenge
    "Test/EditorTest" will load a map you tested.

    Posted in: Miscellaneous Development
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