BTW, nice DamageEvent system. I'm using it in my Ghost Hunters map (the one you get to star in as a critter ) I'll +rep you when I finish +repping all the others on that thread
As said, you could see if there's something in RtC you can use. Aside from that, I know the way I do it is 1.21 or whatever it is I'm using. You still have to write a test that will accurately measure things, even if you get that working... =/ lol
I believe you need to reinstall WC3, find the 1.21b patch online, and apply it.
It uses the stopwatch native plugged into 1.21b with dll injection. You could contact MindWorX on wc3c about what to use in 1.23. Gosh, I don't even have 1.23b.
I believe RtC has some stuff that might be usable for benchmarking.
Heh, you should ask questions about the T32 thing in the T32 thread, I'll be happy to answer them where people can all contribute and learn together...
In regards to benchmarking, you need a 1.21b installation. Heh.
And if you get it up, you'll get probably much higher figures than mine, but the percentages should be around the same. ^_^ (I have a slow computer for benching.)
Don't worry, KT_GetData() is one of the most confusing pieces of code you'll ever read.
Especially because it works completely differently depending on which half of the system your code happens to be running on.
If you want to attach data to a trigger, use TriggerExecCount directly if the code will be run on initialisation, or precache some exec counts and use it as an array index if it will be done at runtime. The idea is you don't want to do the exec counts during the game, because it could cause lag for high instances (complicated, isn't it?).
If you want to attach to a timer, use T32 or KT2. (T32 for 0.03125 periods.)
>the way you code just inspires me lol xD
Thanks! XD I like to do a few tricks to keep my stuff from breaking on the next patch and it also happens to make it really efficient. =]
My last post should help explain how I did it for low periods, for fast periods I injected the exec count into the flow of KT's GetData list thing. I made a single node that links to itself, and before your function fires, it sets the node's value to the exec count of the trigger. It's just an interface thing. So it could be a bit faster, but for periods above 0.3 seconds, the speed thing doesn't matter (as long as it's still fairly fast).
I did something nasty. There's an "And" boolexpr operator in wc3, and I found a use for it: creating a nice interface in KT2. What is actually attached to the trigger is not your function as a boolexpr, it's And(Condition(yourFunc),Condition(ifYourFuncReturnsTrue)) and ifReturnsTrue returns false. The And "operator native" (if you will) uses short circuit evaluation - meaning if the first returns false, it knows the end result is false, so it doesnt run the ifReturnsTrue. Since that ifReturnsTrue function returns false, it will all return false either way. In the ifYourFuncReturnsTrue function, I perform the removal actions. Thus the pleasant KT2 experience of "return true", "return false".
For higher periods, I attach each instance to its own trigger, but for lower periods I attach everything for one period on one trigger... And the GetData function ticks over to the next data (hence why it must be called exactly once in the code). (Btw, And(a,b) boolexprs need to be destroyed.)
You use condition functions that return false and then the number of times the actions have been executed (exec count) is the struct. Typecast it back, and before hand, execute the actions that many times. You can also precache a unique execution count, use it as an array index (like in DTS there) and store the struct in the array.
KT2 also does something funky for low periods which is much harder to understand. It maintains a parallel linked list to a bunch of conditions on single triggers. It's attached by converting the period into a unique number. Funny things.
I would be there for days, even with my camera set up slides can take a long time, and if they want perfect captures I really need to use my scanners that are professionally made for that. My camera rig works well for what it is, but for enlargements and things it's not as good.
Console repair can be worthwhile, but it's also not a thing I can do at scale in my house. I just don't have room for the equipment. I need an office that I can segregate out for archival and then electronic restoration.
But in order for that to be real, I need more time, and for more time I need to work less, and to work less I need a different job, and for a different job I need more money to fall back on so that I can make enough to just pay like, rent and utilities and use my savings to find these projects
Maybe you can do console repair just as a side thing, especially if there's so much competition business might be slow. Or do you need a lot of special equipment for that?
I recently bought a used sauna and the preowner told me some component is broken, I took a look and it was just a burnt fuse, really cheap to fix. I was real proud of my self since I usually have two left hands for this kinda stuff
I am still playing Shapez 2. What an awful thing to happen, Varine, and hopefully everything has been sorted out soon. Always use multi-factor authentication whenever you have the opportunity to do so.
I think all of the money is accounted for now, and all the cards have been changed out, so I think for the most part it's taken care of now. Just need to go through and make sure all of my accounts are secured again, it's just time consuming.
The consoles don't need too much equipment that I don't already have. I would like to get a reflow oven, but I don't really want to buy one so I'm thinking about modifying a toaster oven I have to make something that will work for what I'm doing.
I have the soldering irons and reflow and all that, but without an oven it's kind of hard to build mod chips and things like that. I made a handful of them with a hot air station, but it's a pain.
The only thing I'm not really set up for is BGA rework. I've done it before a little bit, but not reliably, and that equipment is wildly expensive. You need X-rays and shit.
I also have a couple 3D printers. I'm not super good with those and need to get an enclosure built, but they'll be useful for some aesthetic mods I've been thinking about. At least I can use them to do designs and then just have someone else print out the parts for me once I know they work.
I've been trying to do some little art pieces as well, but I'm not much an engineer so they haven't gone great. I got some new things showing up to try and play with
I want to build this tesserect kind of thing with mirrors, and I've been trying to make this like black hole diorama. In my head it looks really cool, but I kind of thought I could form polarizing lenses into a sphere but I tend to just destroy them every time I try.
So I got a new idea, but I'm not sure how to make it work like I want without being able to get a polarizer curved. I think they are made out of PVA typically, and I thought I could just heat it up a little bit to soften the film, but that clearly isn't working. So I'm going to try a few other things, I'm thinking if I put a mirror film over the polarizing film I might get something cool. I have some polarized LED's as well, and I think if I make a central light source I can use the mirrors combined with the polarizers to make that central light APPEAR black. I have next week off so I'm going to spend some time trying to figure it out
The tesserect works, at least. I just need to figure out how to be able to assemble it, but I think I have a pretty good idea of how to go about it. Or at least a prototype of it. I'll post some pictures next week
Basically it's a cube with a two way mirror on the inside, and then a smaller cube suspended in that with a mirrors on the outside of it. Kind of like those infinity pictures where they use two mirrors to go forever. Only it's twelve mirrors