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Magtheridon96

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  • I send you PM, think about it, I will be busy tomorrow whole day, my little sis is bad and we must go to hospital :/

    But when I come I will see can I finish something I started with SotP and prepare map for upload.

    To do (in next version ofc):
    -> Projectile shit (already done right)
    -> That present of mine (I will handle it)
    -> Save Load (we can both work on it)
    -> and this new shit (something for you to play with :razz:)
    Thanks for rep, just for that i'll be addding struct to code so less handles are stored. btw i really suggest you try to apply concepts you learned in hive (stacks, linkedlists, etc) in languages like C++/Java (C++ for hardcore game programming, java for business xD). You have potential for sure, just keep going and dont be lazy like me ;)

    P.S: just noticed structs application in vJASS are basically parallel arrays, pretty epic
    exam of logic tomorrow,language 'C',
    when you try to create a magic in vjass some "if";"else" and "while" they are nothing.
    "[18-01-25] Magtheridon96: aaron, == true is often useless"

    more ignorant words couldn't have been said.
    Didn't work (This currently one used) you can try to see any post I made,,, lol sho mshan
    lately I've used RegisterSpellEffectEvent
    I have had problems like casting a keen ability and she does not operate or then launch two or more at the same time
    any idea?
    ----------
    I'm wondering if it takes about the same time for large integers and small ones, in other words if it sync all bytes or only as much as needed and no more.
    ----------
    The task is given.. :D
    thought it would happen ^_^
    I was trying to remember to say to KhaosMachine use in a spell
    Well, i'm not bitching him, it's just cute to think that there is still a chance than jass will be improved, no more no less.
    Dude... this is just weird. Integer sync is pretty damn all right thing. 100% success for 2500 integer in 26 and 33 seconds. You know that. But string sync has some fuckups at your conversion shit, or at the OP limit, or at syncing. The strange is when sync player has 5 non matching at that time the other player has 5 non matching too. So basically sync should work. OP limit seems not reached, because I get 1000 int at the end, so all was created. Your script seems to be fine too, because when player is alone then has 100% result. So IDK WTF IS GOING ON HERE! And only 5 non matching of 5000. A whole set. Wtf..
    Dude... I calculated out and it seems that's does not help much if we increase the max number it's calculates with from 2^31 to 2^32. Basically it helps nothing. So overall the heavy operations it take makes it lot slower and also less efficient. Just calculate how much you can store with different arrays at 2^31 and at 2^32.
    Welcome to Page 4: The Dawn of the Coming Religion War. I lol-ed at that post. Anyway, long time no see dude! Again, if le project need abilities PM me. kthxbai.
    I worked day and night.. And finally... It is done! I hope it is as awesome as I believe :D The standalone final sync lib by Geries!
    Fuck man.. you were right... I had already made S2I and I2S conversion shit I would like to use... xD The only problem is that it use numbers between 0 and 2^31-1 and not -2^31 to 2^31-1...

    If you would make the string hash conversion thing based on my charset crap I would be glad.
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