Page 4 of 5 FirstFirst ... 2 3 4 5 LastLast
Results 31 to 40 of 47

Thread: How you can contribute to WCS development

  1. Default

    Ok making it with no minimaps dramatically reduces file size and also allows me to scale it even without enabling the extra flag.



  2. #32

    Default

    is what you are doing all prehistoric pawn? I guess, im a tad bit confused as to what you actually need? Is it as simple as using audacity and ripping a sound clip out of a video, dled as an MP3?
    Personal reform

  3. Default

    Yea turning off the minimaps makes a huge difference in file size when you keep adding it up never turn that on.



  4. Default

    I am not doing anything with sound right now, I was trying to solve the issue of clients needing to do hundreds of MB worth of effects for the new race. Now I figured out how to reduce the file sizes dramatically.



  5. #35

    Default

    Quote Originally Posted by ZERO View Post
    I am not doing anything with sound right now, I was trying to solve the issue of clients needing to do hundreds of MB worth of effects for the new race. Now I figured out how to reduce the file sizes dramatically.
    AHHH i see.
    Personal reform

  6. Default

    Mikey, it'd be awesome if you could do what I was attempting to do and get the sound effects for the new race ready to go. I just can't because this computer is slow and shitty (my desktop is about 1000 miles away which is why I haven't been on WCS).
    What: my life skills use meat

    “Let us be thankful for the fools. But for them the rest of us could not succeed. ” -Mark Twain

  7. Default

    The sounds are more of a nice thing to have, I am not going to be delaying the race for them. I might do something about getting one for the ult though. I do really want to push this race out for final testing within the next week.



  8. #38

    Default

    how exactly does the ult operate?
    I was thinking this for a couple seconds, then adding a WOOSHH (fire woosh) not like a (wind woosh)
    https://www.youtube.com/watch?v=JMuzx2hSt4Y

    - - - Updated - - -

    here we go
    https://www.youtube.com/watch?v=tJ9xvSEstWE

    A sound for all the abilities!

    38 seconds would be awesome.

    Best part! The second link is all public domain!
    Personal reform

  9. Default

    So in order to create races where the leveling can be dynamic I need to replace multiple global variables in the current system which was designed to get rid of the need for massive global arrays which can get issues like out of bound errors. The goal is to create an actual method which will return the current value just like an array would except that the method statement computes the correct value automatically dependent on the min and max values for that ability, the number of levels for that ability and the users current level.

    I will show what our deceleration looks like now which is then computed in the method.

    Code:
    new Float:IronBaseChance = 0.05;
    new Float:IronChanceMult = 0.01;
    In program:
    Code:
    if(Math_GetRandomFloat(0.0,1.0)<=IronBaseChance + (skill_level*IronChanceMult))



  10. Default

    So the formula is:

    Code:
    =((A1+(((B1-A1)/(C1-1))*(D3)))-((B1-A1)/(C1)))-(((A1+(((B1-A1)/(C1-1))*(C1)))-((B1-A1)/(C1)))-B3)
    or simplified
    Code:
    ((A+(((B-A)/(C-1))*(D)))-((B-A)/(C)))-(((A+(((B-A)/(C-1))*(C)))-((B-A)/(C)))-B)
    Where:
    A = Min Constrant
    B = Max Contrant
    C = Levels Per Ability
    D = Current Level

    This will output the correct desired value based on a linear scale between the min and max for the ability.

    The code used to actually implement this as a function will be shown later when completed to demonstrate how much better this is for reducing errors and making code dynamic and simple.



Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •