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    posted a message on Thoughts about editors - project Gemini birth

    I can try to compile it.

    BTW, I'm trying to debug GE right now, searching for some functions. Without any success for now (actually i do it second time without source, first was much easier :P). Too much multi-threading :P

    edit:
    Compiles without any special effort. The only thing i have done was updating include pathes.

    Posted in: Third Party Tools
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    posted a message on Thoughts about editors - project Gemini birth

    Wow wow, assembler source :D I have no real experience with it. I know it is possible to run this code from C/C++ (or just make compatible dlls in it). So far i see it is outdated. :( "oh shi~ unsupported editor build"

    edit:
    Just seen grimoire source... mix of cpp, asm, lua, some pascal... wtf! I feel dumb :P Anyway, it is possible, and actually it is not THAT big application :P Phyngal is even smaller, and i think it is good entry point. So bad i don't really understand fasm...

    Anyone know how to update address.asm (form phyngal) for latest editor?

    Posted in: Third Party Tools
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    posted a message on proof of concept - random generated floating cliff islands

    Hi!
    I made it! :D

    Random terrain generator

    I've made a short gui+galaxy system for generating floating terrain islands with cliffs. This is just an example, how these things can be done.

    Features

    • it works :P
    • can get constant random seed (always generates same terrain for same numbers)
    • have minimap support (via hidden creep)

    How It Works

    It shows and hides selected terrain cells, spawns and removes creep and creates cliff model actors in a clever way. Check this out: my fast prototyped script in php+gd.

    Known Bugs

    • It still have some glitches with cliffs for some reason. Relatively rare, but noticeable issue.
    • First terrain generation lag as hell while laying creep. Fortunately it is acceptable before main gameplay.

    Screens

    Sorry about no video, but for some reasons i can't record it in any way :o

    Map

    In game type "gen" for random map, or "gen X" for constant seed map, where X is any integer.

    Posted in: Triggers
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    posted a message on Double Arrays

    anyway, i think it is good to know how it works.
    (not sure about const syntax, but i think you get it)

    const int width = 10;
    const int height = 15;
    int[width][height] Array;
    
    Array[4][9] = 77;
    

    is really 10*15=150 integers. So we can define

    const int width = 10;
    const int height = 15;
    int[width*height] Array;
    

    and use it like that:

    Array[4*width + 9] = 77;
    

    good to know, because we can store many more data structures in flat arrays (like heaps, bt-trees, kd-trees...) using simple arithmetics.

    Posted in: Galaxy Scripting
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    posted a message on Thoughts about editors - project Gemini birth

    I want, but i don't exactly know how to do it (for now, maybe later ;P just love learning it), and probably i would have no time for a year (last year of high school... you know).

    You said modification detections. Maybe game files, but i think they just don't care about editor's memory during runtime. Maybe game, but editor? I don't believe it :P There always is any way to integrate into existing process. You can manipulate winapi handles or insert some data here and there. New trigger editor may be only an overlay (or new window, who cares), which just insert written code into map during save (and maybe compile/optimize it before). There is always a way ;)

    Posted in: Third Party Tools
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    posted a message on Thoughts about editors - project Gemini birth

    Hi.
    You guys made good work, so far we have some good editors, "galaxy extended" languages and many many other tools. But i feel like something is missing. While developing maps in wc3, we have all hacks together in original WE. Anyone ever tried to create Grimoire-like toolkit for SC2 (dll injection, maybe clever winapi usage), or maybe this actually exists (and i missed it)? It will be extremely useful for in-editor modifications. Just imagine data editor wizards for creating units, items... or galaxy++ / andromeda inside trigger editor (just like vJass). Another idea, there is no way to diff maps between versions. Simple unpack/pack map in editor next to git or mercurial... awesome :D

    I'm actually php / javascript (experimenting with NodeJS too) programmer with some c++ experience, but no time :( thats why i just wrote it here without any work... forgive me and just discuss about this idea ;)

    Posted in: Third Party Tools
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    posted a message on median of big array

    after small cleanup, my algorithm no longer even need this :) Anyway, quicksort from templates is complete and working? Looks weird...

    Posted in: Galaxy Scripting
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    posted a message on median of big array

    How to calculate a median of big array? I have int[1024] and need to get (or even approximate, it should do the work) median value. Easiest approach is just to sort it and get [512], but... what about performance? I can't even imagine how to implement quicksort in galaxy :o can't pass array reference, can't initialize arrays of non-constant length... hope recursion is possible :P

    Posted in: Galaxy Scripting
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    posted a message on custom Shaders in map

    I believe this isn't possible anyway. I just imagine possible DoS attacks in custom map's shaders... So, there is no way to recolor creep on minimap (without doing MPQ replacing mod). No one wants to be hacked ;)

    Posted in: Miscellaneous Development
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    posted a message on Colors of individual units

    @Pshyched: Go

    did you ever hear about switch .. case? :P

    Painting
        Events
            Unit Selection - Any Unit is Selected by player Any Player
        Local Variables
        Conditions
            (Unit type of (Triggering unit)) == Canvas
        Actions
            General - Switch (Actions) depending on selectedColor[(Triggering player)]
                Cases
                    General - If ("White")
                        Actions
                            Unit - Set (Triggering unit) team color to (Player 00) White
                    General - If ("Red")
                        Actions
                            Unit - Set (Triggering unit) team color to (Player 01) Red
                    General - If ("Blue")
                        Actions
                            Unit - Set (Triggering unit) team color to (Player 02) Blue
                    General - If ("Teal")
                        Actions
                            Unit - Set (Triggering unit) team color to (Player 03) Teal
                    General - If ("Purple")
                        Actions
                            Unit - Set (Triggering unit) team color to (Player 04) Purple
                    General - If ("Yellow")
                        Actions
                            Unit - Set (Triggering unit) team color to (Player 05) Yellow
                    General - If ("Orange")
                        Actions
                            Unit - Set (Triggering unit) team color to (Player 06) Orange
                    General - If ("Green")
                        Actions
                            Unit - Set (Triggering unit) team color to (Player 07) Green
                    General - If ("Light Pink")
                        Actions
                            Unit - Set (Triggering unit) team color to (Player 08) Light Pink
                    General - If ("Violet")
                        Actions
                            Unit - Set (Triggering unit) team color to (Player 09) Violet
                    General - If ("Light Grey")
                        Actions
                            Unit - Set (Triggering unit) team color to (Player 11) Dark Green
                    General - If ("Dark Green")
                        Actions
                            Unit - Set (Triggering unit) team color to (Player 11) Dark Green
                    General - If ("Brown")
                        Actions
                            Unit - Set (Triggering unit) team color to (Player 12) Brown
                    General - If ("Light Green")
                        Actions
                            Unit - Set (Triggering unit) team color to (Player 13) Light Green
                    General - If ("Dark Grey")
                        Actions
                            Unit - Set (Triggering unit) team color to (Player 14) Dark Grey
                    General - If ("Pink")
                        Actions
                            Unit - Set (Triggering unit) team color to (Player 15) Pink
                Default
                    UI - Display "You need to select a color first!" for (All players) to Error area
    
    Posted in: Artist Tavern
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    posted a message on Are animated 2D Sprites through M3 possible?

    I really dont know too much about m3 now, so i cant tell you about limits. Anyway, it will be a lot lot better for game and graphic card to handle single texture. One single 512x512 or 1024x1024 will be just better (and i think it wont be harder to do). Only think you should do is set up some UV maps.

    Posted in: Artist Tavern
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    posted a message on Are animated 2D Sprites through M3 possible?

    You can try create some quads with different texcoords (or different textures, but i think 1-file sprites are better) and alternately show and hide them while animation.

    Posted in: Artist Tavern
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    posted a message on custom Shaders in map

    Don't works :(

    Posted in: Miscellaneous Development
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    posted a message on overlay entire map with creep

    @BasharTeg: Go I just did it in this map. It works much better, but it still isn't the goal.

    @BasicGear: Go I'm doing it in separate trigger, not while loading (map initialization). I don't receive errors all the time, so this is even more strange :P

    Posted in: Triggers
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    posted a message on custom Shaders in map

    Hi guys!
    I was trying to change creep's minimap color. In ANY way. So... i found it in a shader. :) I know some about shaders (as i created some in GLSL), so i can tell i know what i am trying to do.
    Question is, how to override this shader (especially Base.SC2Data/Shaders/MinimapTerrain.fx ) to get it work in my map? Tried to just import it in this location, but it just doesn't work... (just wondering if it is ever used or maybe precompiled somewhere else)
    Anyone ever tried to do something similar or maybe want to try? :)
    I will love you forever <3 if you help me :D

    Btw: it seems there is no other way to change creep color. It IS hardcoded...

    edit: yep, shaders are compiled :) but don't really know when. It works when i replaced it in game's MPQ (Base.SC2Data)

    Posted in: Miscellaneous Development
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