| 08-15-2003, 01:35 AM | #121 |
Yeah it should be. Looks like he got lazy and only removed it when it was on a line by itself. Come on Black, that wouldn't be very difficult to code. If you find to /'s in a row delete everything after them until you hit a \n. |
| 08-17-2003, 08:00 PM | #122 |
Don't reset buffer level, when enable/disable "Force ZLIB-Deflate (W3)" Is there a higher amount of buffer than 1048576 possible? |
| 08-17-2003, 08:55 PM | #123 | |||
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It is possible, but it won´t have any compression improvements, Unless the MPQ turns to have a internal file that it´s compressed size is > 1048576, this way, needing 2 or more file blocks. Quote:
K, I´ll fix this. Quote:
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| 08-18-2003, 07:59 PM | #124 | |
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So this means, that for some MPQs, especially which contain large files like music files, it would improve, right. So please, just make it possible (maybe as an hidden option or so). |
| 08-19-2003, 03:51 AM | #125 |
Scfreak, this option seem to be a good idea at first glance, but it is not . WAVE files actually get WORSE compression rates whenever using larger buffer sizes. That´s why I left lvls <3 when NOT using W3-ZLIB, coz WAVEs don´t like larger buffers sizes. SFlare explained this somewhere in this topic. The next Heavylocker version will come with an aditional feature: The user will be able to preview the current minimap and then set the MINMAP quality that he/she wants to save it. That´s why I still did not release it yet: coz I´m busy finishing the BLP/JPEG decoding. |
| 08-19-2003, 07:52 PM | #126 |
I actually mean MP3s. Or videos. Hell, just make a hidden option for me (or if you have the time compile one for me so I can test whether it makes sense or not). |
| 08-20-2003, 03:22 AM | #127 |
k, I sent you. The minimap feature is not finished yet, so just ignore it. Also note that "bik", "smk", "w3m", "w3x", "w3n" are currently NOT compressed within MPQs when using HeavyLocker. |
| 08-20-2003, 07:43 PM | #128 | |
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Thanks. Yes, for BIK and SMK I can only say that they don't work, when compressed (that doesn't apply for WC3, as it doesn't uses these formats as you know). Edit: Well, I would like a thing, where I can enter the buffer manually. |
| 08-20-2003, 09:33 PM | #129 | ||
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Yeah, that´s why HeavyLocker do not compress 'em at all. Quote:
It can´t be done this way. The buffer size is calculated, not given. Using lshift as follow: buffer size = 0x200 << buffer lvl There is an easy way to get it faster with any calculator: buffer size = 2 ^( 9+ buffer lvl) Off course the the buffer lvl can be given, but i guess lvl 15 is pretty huge by the way, about 16 MB. |
| 08-21-2003, 10:16 PM | #130 |
Then something, where I can enter the level manually... I don't need it immediately, but if you have time please do me that favor. |
| 08-22-2003, 07:20 PM | #131 |
Blackdick, will the new version work on ALL imported blps? (skins and icons is what I'm thinking) I personally would find that really useful. Also -- alot of people import new icons as tgas when blps have like 1/4th the file size, so if you converted them, that'd be cool. |
| 08-22-2003, 07:51 PM | #132 | ||
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| 08-22-2003, 10:14 PM | #133 |
I beleive it has to be a .tga. Or am I wrong? |
| 08-23-2003, 06:59 PM | #134 |
It would break file links. But no, icons don't have to be tga. Make them blp for 1/4th file size =) (something I keep meaning to get off my lazy *** and do but alas...) |
| 08-23-2003, 07:04 PM | #135 |
Blackdick, possible cool feature to add: If you open a map's .j file and poke around sooner or later you'll find this: Code:
function InitCustomTeams takes nothing returns nothing
// Force: Team1
call SetPlayerTeam( Player(0), 0 )
call SetPlayerTeam( Player(1), 0 )
call SetPlayerTeam( Player(2), 0 )
call SetPlayerTeam( Player(3), 0 )
call SetPlayerTeam( Player(4), 0 )
call SetPlayerTeam( Player(5), 0 )
// Force: Team2
call SetPlayerTeam( Player(6), 1 )
call SetPlayerTeam( Player(7), 1 )
call SetPlayerTeam( Player(8), 1 )
call SetPlayerTeam( Player(9), 1 )
call SetPlayerTeam( Player(10), 1 )
call SetPlayerTeam( Player(11), 1 )
endfunction(I think this only shows up if you do custom forces) Now, what's cool, is that I think war3 reads everything on the comment line past // Force: and that's what it displays as the name of the team. Why this is cool: 1. You could eliminate the spacing between teams if you wanted to. 2. It might be possible to add multiple // Force: lines without actually adding new teams -- which means you could have introduction text in the lobby area before the game starts, like, "Welcome to _____, in this map..." If you added a field for customizing this that would be badass =) |
