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    posted a message on Artist Needed for a Major Project (Battle Mages)

    @DarkRevenantX: Go Will you consider offering support for monitor resolutions of 1024x768 as well? There are a surprisingly large amount of people on sc2mapster that haven't upgraded to higher resolution widescreens. I'm amongst them, so i can help test how it looks in that resolution, if you want.

    Posted in: Team Recruitment
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    @Bibendus: Go

    nice progress. There's a doodad that looks like craters, too busy to find it right now. try searching "crater". It'll make an interesting "bowl" to hold your monies in.

    Posted in: Project Workplace
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    posted a message on [Official] Forum upgrade suggestions

    No new suggestions really, but it would make a lot of people's day if some of the things on the first post gets implemented.

    I regularly have many topics that i'm in active discussion in, and i'm filling up an already overfilled bookmark list. So in a sense, certain lack of features actually discourages people from being active or helping each other.

    Posted in: General Chat
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    posted a message on Java Programming

    @StatusQ3: Go

    For me it was C -> C+ + -> Java -> ASM -> Basic. Now that i think about it, i went from the hardest to the easiest...

    i'm not sure if i'm qualified to explain the fundamental difference, it may be that "else if" and "else { if" run differently on the machine code level. But in practice, they function the same and most if not all people use "else if"
    Example:

    if (condition) {
        // statement
    }
    else if (condition) {
        // statement
    }
    
    // is in practice the same as the following, the above is just simpler to "nest" together, without too many curly braces { }.
    
    if (condition) {
        // statement
    }
    else {
        if (condition) {
            // statement
        }
    }
    
    Posted in: Off-Topic
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    posted a message on Changing Texture for a Unit

    @xcorbo: Go The flag textures are all 2^x, no worries there. But 50 flags on a single diffuse map would definitely have wasted space, unless you go crazy with fitting everything of similar color together and reusing symbols. But this isn't the biggest issue, the biggest issue is the M3 plugin doesn't even import the model with the flag portion. (we may be able to get a fix for this eventually)

    @HELLYAH: Go "But the flag texture is separate then that of the texture of the flag so there has to be a way..."
    That only saves a little space, it doesn't help the situation because ->

    I think the only viable way you can actually make use of korhal flag with custom flag textures is to make 50 copies of the model. Each model will need to be hex-edited to change the mapping paths to the 50 unique flag textures. That's the only way i can think of to retain the waving flag portion of the model, and you'd need 50 unique textures because modifying UVW through hex-editing would be too tedious.

    Any other ideas?

    Posted in: Data
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    posted a message on attribute calculations in behaviors?

    @BasicGear: Go

    When in doubt, use triggers! hahah

    Posted in: Data
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    posted a message on Artist Needed for a Major Project (Battle Mages)

    @DarkRevenantX: Go

    None of that sounds very time consuming. It'll be more of an issue of what style of art you're looking for, for this project. Because you sound like you have very specific visions about what things should look like.

    Post some screenshots of stuff that comes close to the type of art you're envisioning, it might sparks some new interest.

    Posted in: Team Recruitment
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    posted a message on Changing Texture for a Unit

    Your solution is 50 copies of the flag model and 50 custom textures. Not as bad as it sounds as the textures can be lower resolution, which only take up a few KB after compression.

    around 30KB uncompressed, hopefully 15KB compressed per flag model.

    Best case scenario 750KB file size added, worst case 1.46MB added. Props for the basic math analysis? anyone?

    Posted in: Data
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    posted a message on Java Programming

    @Ultimaswc3: Go

    I think that person just didn't like the direction that Java went after it merged with Oracle. Best not to take "maintaining" too literally.

    Posted in: Off-Topic
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    @Bibendus: Go

    lol, glad i could be of help. Your project is amongst the most ambitious that I have seen. i had to put in an allusion to the movie "300" in a previous post to express how i felt about your current progress.

    Lemme know if you need a little help with stuff, since I'm already on the credits page, might as well do some actual work. xD

    Posted in: Project Workplace
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    posted a message on Looking for a good photoshoper :)

    @Genopath: Go

    Any resources you have in mind? I'll take a stab at it.

    Posted in: Requests
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    posted a message on Java Programming

    @SouLCarveRR: Go The correct way to comment is implied in the following code samples.

    void InitMap () {
        InitLibs();
        InitTriggers();   // This essentially creates the trigger functionality, threads for each trigger.
    
        DoTheMath();     // Yes, this is how you call a function with no parameters.
    }
    
    void DoTheMath () {
        int letterX;
        int letterY;
    
        letterX = 225;
        letterY = 412;
    
        UIDisplayMessage(PlayerGroupAll(), c_messageAreaSubtitle, (StringToText("The square root of ") 
            + IntToText(letterX)
            + StringToText(" is ")
            + IntToText(SquareRootI(IntToFixed(letterX)))
            + StringToText(".") ));
        UIDisplayMessage(PlayerGroupAll(), c_messageAreaSubtitle, (StringToText("The square root of ")
            + IntToText(letterY)
            + StringToText(" is ")
            + IntToText(SquareRootI(IntToFixed(letterY)))
            + StringToText(".") ));
    }
         return true;  // see Note below
    }
    

    Note: The custom script action injects your code in the middle of a bool function, so thats why my previous post says to put a

    return true; } // to close the bool function that it injected the custom script into
    

    and then you type your function right after, like this

    bool DoTheMath () {   // make sure its a bool function
        int letterX;
        int letterY;
        int letterZ;
    
        letterX = 225;
        letterY = 412;
    
        letterZ = letterX + letterY;
    // exclude the "return;" and close bracket "}"
    

    If that wasn't clear enough, a custom script action puts your code like the following ->

    bool gt_MeleeInitialization_Func (bool testConds, bool runActions) {
        // Actions
        if (!runActions) {
            return true;
        }
    
        // this is where EVERYTHING inside the custom script box gets dumped into.
        // You wanna close the above function with a "return true"
        // Then you write your function to make use of the "return true" below, hence why it must be a bool function.
    
        return true;
    }
    
    Posted in: Off-Topic
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    posted a message on Java Programming

    @StatusQ3: Go the reason for the + for the strings is because you're adding "strings" to numbers. Like when you wrote

    "The square root of " + letterX
    

    You can't write "The square root of letterX ", because that would display "The square root of letterX", instead of "The square root of 225". The + operator inadvertently does all the conversion of integers to string for you. Basically, the data type that the print function prints out is suppose to be a string, and the + actually converts the integer letterX into a string for you, and adds it to the rest of the string. Hope that makes sense.

    @StatusQ3: Go For the parse error, you probably have an open bracket somewhere. Scan through your whole code, make sure you indent and format everything correctly, and check for brackets that don't have an end. { } and ( )

    When you see an error, usually you wanna fix it. xD When you go out of your way to fix errors in your code as well as other people's, you start developing a compiler in your head. That's when you know you're on the path to becoming a good programmer.

    Also make sure you start practicing good habits when you're first learning. Bad habits die hard. Habits like formatting/indenting code correctly, commenting effectively as you code, and using good names for variables and functions. There are other key concepts too, but i'm sure you'll find out along the way.

    Posted in: Off-Topic
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    posted a message on Artist Needed for a Major Project (Battle Mages)

    @Aenigma: Go is right, show us some progress. Even if its just the initial skills being used on the terrain with blizzard assets. Not sure why he mentioned first page, because a lot of random stuff gets on there, lol.

    Main idea is you'll have people ASKING to help, if your gameplay is promising. Good art will just make a strong game, stronger. But good art can't save a bad game. I think a lot of people just want confirmation of it being a good game.

    But i won't say this without contributing to the cause. I'll be willing to do some freelance work for your team.
    Stuff like texture maps/triggering/galaxy scripting/GUI/icons/etc, maybe even models. Just no animations, i'm not prepared animate in 3DS Max. @_@

    Not sure i can fit a "team" into my schedule, don't wanna let anyone down. But i wanna see projects flourish.

    Posted in: Team Recruitment
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    posted a message on TPS Mode - Shooting ground and air unit with projectiles

    @jerberson12: Go

    if you're using cylinders to detect collision, you can make the cylinder's radius and height dependent on the unit's radius and height. For height you can use either a predefined field for each unit under data module, or use a custom value. You can have amazing accuracy by having accurately represented cylinders. Check rrowland's code, he uses implied cylinders.

    For air units you just have to offset your implied cylinders by flying height. (Preferably you should just change the flying units to ground units with a height offset, it'll simplified the coding)

    Posted in: General Chat
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