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#hskal

pegperegogaucho
What even is that, it's just a comment?
schmeling65
just for having it so I knew at which place was which entiry for what ever
pegperegogaucho
You have to be more specific... "SPQR, the numbers are wrong" :UhhChamp:
schmeling65
the calculation were done by getting the playerID -> going through the list (actually directly into the correct one via playerID + the size of the structs) and then edit what ever was needed/wanted.
hesopesomeso
I'm being intentionally vague, I don't want to speak in my namings, that you wouldn't understand anyway. It's just that there's something wrong :Obelul: I'll give you a more precise response lster.
pegperegogaucho
So the bounding spheres will probably be messed up for almost all new clones, because at the time I was not aware those existed, and the game continued working as normal so ¯\_(ツ)_/¯
pegperegogaucho
Sure thing the Riddler
hesopesomeso
Okay, nevermind, everything is okay - just that there were too many crates, and it has reached a signed 8-bit number > 0x7f, which would crash the indexing if left untouched. So false alarm, on me 👍
pegperegogaucho
Yeah, that is unfortunately a big problem. For the first UXXL version the XXL-Editor would make a kluster for every beacon, and in Rome I placed so many of them that I went over 255 klusters and that caused problems :KEKW:
pegperegogaucho
I'm not sure if there is a limit on the beacons in the kluster
hesopesomeso
There's a uint32_t holding the number of beacons (each beacon being an entry in the bit buffer).
hesopesomeso
More worryingly, a uint16_t bit offset of the cluster (for the bit buffer).
hesopesomeso
Your mods are really best test resources 👍
pegperegogaucho
Oh okay you were talking about that, about the Service
pegperegogaucho
I was just hoping that I wouldn't hit any limit when adding beacons, would be interesting to know how many bits I used up :Obelul:
hesopesomeso
I see - the game is made well. But how do I change all types to size_t so there's no issues? :FrogThinking:
hesopesomeso
What is annoying about -1 (and the use in elb's k) is this: `uint8_t i = -1;` then `i == -1` evaluates to false.
pegperegogaucho
In your implementation you can just change it as you like? You would have to change the (de)serialization accordingly, though
hesopesomeso
Yeah, but imagine the mess...
pegperegogaucho
You need to do i == UINT8_MAX :KEKW: