Noxid
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  • A french teacher from my school said that too, besides the not knowing much french part...!
    No need for formalities mate, I can take a hint!

    The double post in the minecraft thread was a mere accident, and the only true trolling I can recall is in the furry thread. Which, in its very essence, is wrong.
    Noxid said:
    Oh, by the way, I've come to the conclusion that there are problems with using old map data. I don't know why, but if you try and put code in the non-code segment and run it on a 64-bit or greater OS then it'll crash.

    Remember this?

    Are you sure the mapdata bug is 64-bit related? As I have mentioned before, I am now successfully ASM hacking on a 64-bit Windows 7 OS.

    So, on a whim, I decided to test this. I just shoved a function somewhere around 4937F4 (which should indeed be in the non-code section) and called it. Guess what -- it works.
    For the guy who was having problems with your mod - maybe his problem was not related to his OS being a 64-bit one.
    Hey noxid I just wanted to apologize in advance, my brother made a new account on here (again) so just ban it I guess. He tells me he plans on posting on one of the accounts, so just do whatever you think is right. Again, sorry >.<
    I made a program that let's me move them around by hand. It renders everything and draws connections to nextnode.
    D:
    WHY CAN'T I JUST PUSH AND POP IN THESE NEW-FANGLED HIGH LEVEL LANGUAGES!?

    Edit: HA!
    10loop.png

    Those are all the nodes that terminate in the 10-loop. I didn't include the 19-loop because it is much, much, bigger and would've taken a longer time to sort out. I also didn't include co-evens for the same reason.
    Excellent!
    The nextstep problem turned out to be with left-right equivalence, so changing the switch table to
    case 0:
    bit2[j] = 1;
    break;
    case 1:
    bit2[j] = 1;
    break;
    case 2:
    bit2[j] = 0;
    break;
    case 3:
    bit2[j] = 0;
    break;
    case 4:
    bit2[j] = 0;
    break;
    case 5:
    bit2[j] = 0;
    break;
    case 6:
    bit2[j] = 1;
    break;
    case 7:
    bit2[j] = 0;
    break;
    resolves that.

    Now the only thing left to do is to render and make moveable each of the nodes!
    That can be worked on when it is no longer three in the morning.
    Invisible or non-existent?
    I have a programming challenge for you. Go on IRC :3.
    I don't remember the entity number, in cave editor it just said Doctor. If you ANP him with method zero he appears half a tile in the air and falls to the ground. I don't need help with it, I just thought it was funny.
    I'm still sure you could do it, after the cats one of course.
    Probably reach it soon enough if you just kept finding a new reason for a new avatar every once in awhile, like you've been doing.
    Shouldn't it be "Always bet on Booster?"
    I was playing Duke Nukem (3D and forever), and he says "always bet on Duke."
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